DundjinnMasta's "War of the Lance Evolved" (Inactive)

Game Master Arcmagik


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“Gather around and let me tell you a story... this one is about the War of the Lance... no, not that one. This isn't your father's story, this isn't about the Innfellows from Solace, no... this story is different... certainly you will see some similarities if you look closely, but there won't be any Majere twins, or Sturm, or Tanis, or... well you get the picture. This story doesn't even begin in Solace... it begins about two hundred miles to the east in the town of Langtree.”

Welcome!

With the release of Dungeons & Dragons 5th Edition or Next, or just Dungeons & Dragons, whatever you want to call it, I have found a renewed love for the old settings... like Dragonlance. After some consideration and a short interest thread I have decided to run a modern re-imaging of the Dragonlance Classic, War of the Lance... You won't be finding the Innfellow here or even all the elements of the classic storyline. The overall theme, the thread of Takhisis, and the epic-storyline to determine the fate of Ansalon, nay... all of Krynn.

This game will begin in the town of Langtree. The following information is provided for your viewing pleasure (gathered off the Dragonlance Nexus Lexicon)

Langtree:

Along the southwestern coastline of Blödehelm, lies the town of Langtree, or even Langtree on the Green. Following the Cataclysm, a Knight of Solamnia called John of Langtree fled from Solamnia with his family and journeyed to Blödehelm. Stopping on the western shores on an inlet of New Sea, he built a wooden stockade that would serve as their new home. Over time other refugees and exiles passed by the stockade and took up residence, and soon a small town had been built around the stockade. Eventually a fortress replaced the stockade and the town of Langtree was born.

In later years, one of the rulers of Langtree declared the town and it's surrounding lands to be the independent Barony of Langtree, and the ruler to be the Baron of Langtree. The town became filled with mercenaries and refugees and the Langtree barons (being a military-minded family) were renowned for their private armies of mercenaries. Governed by the patriarch of the Langtree line, the town formed an alliance with the city of Vantal several years before the War of the Lance, to protect the Blödehelm region from the fearsome ogres of Blöde.

Langtree Castle was built to replace the wooden stockade that was the first dwelling in what would become the town of Langtree. The castle became the home of the Langtree family, who are the rulers of the town. The castle is maintained to the highest order, everything clean and orderly. Stables are set to the side, and a vast courtyard dominates the area beyond the castle entrance. A spartan and orderly barracks is where the soldiers of Langtree are housed, and the castle itself had a laboratory set below ground level, where the baron's war wizards practiced their art and research.

Located on the outskirts of Langtree is the large hill nicknamed "Heave-Your-Guts" where the Army of the Mad Baron was trained, by sending the recruits running up and down the hill in full battle regiment.

The Army of the Mad Baron is the name for the various mercenary forces that united under the banner of Ivor of Langtree. Ivor, also known as the Mad Baron, was considered to have one of the finest small armies in all of Ansalon during the Age of Despair, as his forces were extremely well trained and disciplined. He often had requests from people asking to use his services, but would only allow his army to undertake requests that were good and seemingly honorable.

Ivor of Langtree was the ruler of the town of Langtree in the years prior to the War of the Lance. Known as a wise tactician and strategist, Ivor signed a treaty with the king of Vantal, in order to maintain a joint alliance against the ogres of Blöde and any other enemies that would rise against either Vantal or Langtree. Ivor was also known to openly worship the god Kiri-Jolith, a practice which earned him the nickname "The Mad Baron", as most folk considered the gods to be gone from the world at this point. Ivor was known to be good at a game called Knight's Jump, and his favorite mount that he rode into battle was Jet.

Born as a second son, Ivor never expected to rule and spent his young days living by the sword, hiring companies of men, which he led into battle. With the untimely death of his brother however, he inherited rule of the town of Langtree. Described as a small and slender man who stood at five feet and two inches, with a dark complexion, long black hair and brown eyes, he could almost be mistaken for a kender. However he was also reputed to have the courage of a much larger man. He was known to love fighting, gambling, ale and women, in that particular order.

Whilst he did continue to serve as the ruler of Langtree, Ivor also continued to train and build his own private army of mercenaries, who were much sought after for many causes. However Ivor would only allow his troops to engage in causes he deemed honorable and just.

Character Generation:

Standard rules apply except as follows:

Appropriate Races: Humans (use Variant Human Traits), Half-Elves, Hill Dwarf (Neidar), Kender (Lightfoot Halfling), Half-Ogre (Half-Orc)
Other Races are available but require explanation: Mountain Dwarf (Why are you not in Thorbardin?), Elves (any nation) and Rock Gnomes (Tinker Gnomes) (Why are you not at home with your people?)

Appropriate Classes: Everything except Sorcerer and Warlock. Divine Classes will find themselves under some restrictions in the beginning, remember this is the end of the Age of Despair. The True Gods have not returned yet and that is part of the story of the War of the Lance.

Ability Scores: Use the standard set (15, 14, 13, 12, 10, 8)

Background: Choose your Background then choose your traits, ideals, bonds, flaws.

I will not be using the optional Feats rule, if you wish to play with the Feats then you will need to be Human (which you get one Feat).

Character Roles:

The following eight roles were filled by the “classic” Heroes of the Lance and these are the roles I will looking for in characters. Ignore the information that seems strange (aka referring to d20 rules or talking about chapters because I copied it from Volume I Dragons of Autumn as I got into a bit of a rush.)

The Prophet
This Archetype’s Role in the Adventure
The Prophet is chosen by the gods of Light to hear Mishakal’s calling. She obtains the Blue Crystal Staffand, using it, retrieves the Disks of Mishakal—the holy scripture that will return knowledge of the gods to the people.

The Classic Character
The plainswoman Goldmoon was chosen by the goddess Mishakal to bear the ancient artifact known as the Blue Crystal Staff. As the Prophet, Goldmoon is fated to bring the knowledge of the true gods back into the world. While she does not fully comprehend how to accomplish this, she has accepted the responsibility of this task. Although her possession of the Blue Crystal Staffplaces her in great danger from those who desire or fear its powers, Goldmoon stands resolute and bold in the face of that threat. Raised as royalty among her people, Goldmoon is not afraid to take a commanding role when one is needed, but she also has the wisdom to allow others to lead when necessary. She is soft-spoken but always maintains an air of confidence and dependability.

What Could Replace the Character
This adventure requires a cleric, for healing during and after combat if nothing else. If Goldmoon is not used, another character with a spiritual outlook (whose player is willing to take at least one level of cleric after retrieving the Disks of Mishakalfrom Xak Tsaroth) should be created. The NPC Elistan is intended to become the shepherd of the people, so the player taking on the role of Prophet need not be purely devoted to taking levels of cleric. This character must be of good moral alignment.

The Leader
This Archetype’s Role in the Adventure
The Leader is the face of the group. He does the talking in delicate social situations; he negotiates with friends and enemies when appropriate. He is trusted to make many decisions on behalf of the entire party.

The Classic Character
Among the original Innfellows, Tanis Half-Elven reluctantly takes on the role of the Leader archetype. Although he often doubts himself, his companions frequently look to him for guidance and direction. Being a half-elf, Tanis has a unique outlook on life. He understands being a victim of prejudice and is never quick to judge or underestimate a person he meets. His long life and wanderings have made him one of the more worldly and experienced of the companions. Tanis often broods over internal conflicts, but he is careful to conceal his true emotions. He doubts his leadership abilities. He struggles over his love for both the human Kitiara and the elf maid Laurana, and he is at odds with his mixed heritage. In his leadership role, Tanis understands the strengths and weaknesses of his companions; he works to bring out their best in any situation. If there is a diplomatic solution to a situation, Tanis will usually be the first to take advantage of it.

What Could Replace the Character
Any charismatic character with a sense of responsibility can fill this role. The other characters should like and trust him, even if he doesn’t trust himself. It’s unlikely a wizard can fill this role, but many other classes can; a noble or a charismatic fighter would be ideal.

The Rogue
This Archetype’s Role in the Adventure
The Rogue is usually the jack-of-all-trades. This archetype has a wide array of skills at his disposal. He regularly uses these skills to his own advantage, but he also often uses them to assist the other members of his party.

The Classic Character
The irrepressible kender Tasslehoff Burrfoot plays the Rogue archetype among the Innfellows. Being a kender, Tasslehoff grew up perfecting a number of skills that come naturally to those of his race; moving silently, hiding in shadows, and picking locks and pockets are all second nature to him. Tasslehoff’s role as the Rogue presents him with challenges that other party members rely on him to overcome. He is employed as a scout to range ahead and find enemies before they find him or his companions. He is also known for acquiring items the party may need (and more than a few they don’t). When the party is trapped, it is often Tasslehoff who finds a way out. Tasslehoff is energetic, intensely curious, and entirely fearless.

What Could Replace the Character
There are certainly times when a character who knows how to sneak, pick locks, and get into places he’s not supposed to be can be very handy. Rogues (of course) and rangers can fit role very well; a mariner might also work, or even a master with suitable specializations.

The Sage
This Archetype’s Role in the Adventure
The Sage is a central character in many fantasy tales. In this adventure, most of the heroes are ignorant of Ansalon’s history, but it is through uncovering and understanding the past that the heroes prevail in particular tasks. The Sage is extremely important to the group’s success throughout the adventure.

The Classic Character
The red-robed mage Raistlin Majere fills the role of the Sage archetype for the Innfellows. He is highly intelligent and has a thirst for knowledge. Raistlin is physically weak, his body broken by the Test of High Sorcery; therefore, Raistlin draws strength from his knowledge. He jealously guards it, doling it out in small portions. Raistlin has an air of mystery about him, and when he speaks, he is often biting and sarcastic. He keeps many things to himself and only reveals his knowledge if he believes it will further his own goals or will prove to others he is not as weak and helpless as they believe. He gains a measure of satisfaction in seeing others put his knowledge to use, especially when he uses knowledge to manipulate them to do his bidding.

What Could Replace the Character
A wizard, though not required for Dragons of Autumn, is certainly useful. Spell support for the party is always extremely helpful, but the role of a Sage could be filled by a master with the sage focus or a rogue with a number of skill points dedicated to various knowledge checks. However, selecting those classes over wizard will lessen the overall combat effectiveness of the group.

Additional Archetypes
These are some additional archetypes that can be included in the adventure. Although they are not necessary, you may find that you have a more balanced party if the players in your group select one of each kind instead of doubling up.

The Ranger
This Archetype’s Role in the Adventure
The Ranger is often seen as a dark and stoic warrior. The party relies on the Ranger for his combat abilities and his knowledge of wilderness and nature when traveling to distant lands. The Ranger archetype is not usually suited to take a leadership role as most rangers prefer not to deal with people in general.

The Classic Character
Riverwind fills the archetype of the Ranger for the Innfellows. He rarely speaks; when he does, it is short and to the point. Riverwind is content to follow Goldmoon on whatever path she may take, and he will serve and protect her with his dying breath. He will do the same for any of the companions he feels he can trust. The rest of the Innfellows depend on Riverwind for his skills in battle and wilderness survival. Since he is more of a follower than a leader, he is uncomfortable with giving orders and would prefer to perform missions on his own (or with
Goldmoon) rather than take on any kind of leadership position.

What Could Replace the Character
Any character with good fighting abilities and survival skills could fill this role. Player characters with the barbarian, fighter, or ranger classes are the most likely candidates to fill this archetype. Monks or nobles with skill points in survival would also make an interesting choice.

The Mentor
This Archetype’s Role in the Adventure
The Mentor archetype is a character who teaches by example, is a steadfast friend, and counsels the others using his life experience.

The Classic Character
The dwarven blacksmith Flint Fireforge plays the role of the Mentor for the Innfellows. He is not the strongest, most intelligent, or most skilled of the heroes, but Flint’s wisdom and levelheaded outlook helps prevent the companions from making rash decisions. He works to keep the more chaotic members of the party in line and gives his council to the Leader when he feels it’s necessary. Flint tends to grumble and complain, but he does it in a good-natured manner. When Flint perceives an injustice, he speaks up and doesn’t dance around the subject. He
speaks plainly and directly to the point. A Mentor must prove he is reliable, and there is no other character more reliable and loyal than Flint Fireforge.

What Could Replace the Character
The most important aspects of filling this role are loyalty and friendship. Wisdom and old age would also seem to be a requirement, but they are not entirely necessary. Since these are roleplaying attributes, it does not matter what class a person plays. Any player who is willing to support the party as a whole, rather than looking out only for himself, would do well in this role.

The Protector
This Archetype’s Role in the Adventure
The Protector is the archetype who is always willing to put himself in harm’s way for the good of the party. He will step into any fight to shield the ones he loves.

The Classic Character
Among the Innfellows, Caramon Majere fills the role of the Protector. Caramon is a good-looking, strapping young man with a big heart. He cares deeply for all the companions and is always willing to place himself between them and any threat that may come their way. Caramon is protective of anyone who is physically weaker than himself, which is just about everyone. This is especially so for his twin brother Raistlin who is often sick. Caramon and Raistlin often fight back to back, combining their strengths and ensuring that Caramon can defend the wizard.

Riverwind, companion and defender of Goldmoon, also qualifies as a Protector.

What Could Replace the Character
The role of the Protector will most likely be served best by a skilled warrior who can stand at the front of the party in any battle and is able to take a beating. Knights and fighters make the best protectors, although a barbarian could also fill the role.

The Idealist
This Archetype’s Role in the Adventure
The Idealist archetype is that of the beautiful, gifted, and doomed. This character in the story is fated to fulfill some destiny during the adventure and is willing to give up his life to accomplish this task.

The Classic Character
Sturm Brightblade has chosen to dedicate his life to the tenets of the Knights of Solamnia. In all aspects of his life, he tries to embody the ideals and principles of his knightly training. He would not willingly do anything to mar that image. As the Idealist archetype, Sturm is fated to a tragic end in order to pull together the crumbling organization of the Knights of Solamnia. He is a skilled warrior, willing to defend his friends at any cost.

Among the Innfellows, Sturm is not always understood. The rules by which he governs his life sometimes are at odds with the rest of the party. Tanis seems to have an uncanny ability to make Sturm realize that sometimes even the most rigid rules can be interpreted in different ways. As the story progresses, Sturm grows to realize that the world is not as black and white as he once thought.

What Could Replace the Character
The character who takes this role should have some affinity with the noble ideals of the Knights of Solamnia. It will take a huge sacrifice to bring the Knights back together and rally them against the invading Dragonarmies. A knight or warrior affiliated with the Knights would be the most likely candidate for this role, though even a nonknightly character may prove to have the commitment and conviction to rise above the darkness and inspire others at great risk to himself.

The Ingénue
This Archetype’s Role in the Adventure
The Ingénue archetype is that of a sweet and beautiful maiden in distress. This character in the story shows a progression from an innocent girl to a strong, worldly woman.

The Classic Character
Tika Waylan serves as the Ingénue archetype in the story. She begins as an acquaintance of the Innfellows who knew her as a small child. But since that time, she has grown into a young woman. The invasion of the Red Dragonarmy forces her to flee Solace with the Innfellows; her love for Caramon keeps her with them. Tika is a freckled-faced redhead who is as beautiful as she is fiery. While she seems to maintain an air of confidence, she is the least experienced of the companions. As the damsel in distress, the companions always have to keep an eye out for her in any dangerous situation.

Laurana, Princess of Qualinost, also begins as an Ingénue, but later develops into a strong and inspirational leader of the Solamnic armies.

What Could Replace the Character
The Ingénue archetype has no ties to any particular character class; rogues, nobles, and even monks could take this part in the story. Tika and Laurana begin as NPCs because the innocent and vulnerable character is often not as interesting to play until character growth begins. While both characters later become available as PCs (Tika in Chapter 2: Flame, Laurana in Dragons of Winter), any player who wants to assume this role for her character should be afforded the opportunity.

The Hawk
This Archetype’s Role in the Adventure
The Hawk archetype is related to aggressive impulses. Driven by frustration or despair, this character often seeks a foe upon which to focus his aggression, although as the story develops he may begin to understand the need for peace and stability.

The Classic Character
Gilthanas-Kanan fills this niche in the story. For an elf, he is quick to anger and quick to react against the threat of the Dragonarmies. The fate of his people weighs heavily on his shoulders, and Gilthanas lets his concern for his people fuel his anger. This weight is lifted somewhat once the elves flee into the west, but Gilthanas continues to struggle until the threat of the Dragonarmies is eliminated.

What Could Replace the Character
Any warrior character with levels in fighter, barbarian, or ranger could fill the role of Hawk. Nobles, especially among the nonhuman races, are likely to possess the required emotional drive. Gilthanas begins as an NPC because, in addition to coming from a different set of circumstances than the rest of the Innfellows, his initial aggression and suspicion can be disruptive to the party.

Although Gilthanas later becomes available as a PC (after Laurana is kidnapped in Chapter 2: Flame), any player who wishes to assume this role for his character should be given the opportunity to do so.

Any questions? I probably over looked several things in my rush to post this recruitment thread.


Yesss, I'm loving what I've played of 5th so far, glad to see you got this up. Character concept will probably fit into the Leader as that is my go to choice, I do enjoy a good Sage style character though, so we'll see. Tanis and Raistlin were always my favorites when I first read the series as well.

Drafting up ideas for a Bard as of now, but that could change.

Sovereign Court

Definitely interested :-)

A Raistlin-style Warlock is something that I would love to take a shot at.


Sorry man, looks like character generation says no warlocks.

BTW, do you want traits, ideals, bonds and flaws to be chosen from those in the backgrounds or can we make our own?

Liberty's Edge

Looking for a character that will fill the role of Protector. Thinking about a sergeant in the "Mad" Baron's merc army, if that works. Will get a rough outline up asap (Getting the PHB later this week, but will use the free supplement for now)


Looking at idealist or protector. He was sent to train with the white robes, but found that they weren't doing enough to help people in need. So he left and learned the skills to protect people in the world. Valor bard or eldritch knight i could see either, with a feat and background to offset the early weakness in fighting or casting respectively.

Eventually his love for knowledge brings him to texts of the ancient knights of solamnia and he seeks to recreate their splendor and their cause.


I've made both a Half-Elven Bard and a Human Paladin as potential leader role canidates. Are we allowed to post links to myth-weavers character sheets here? I've never seen anyone else do it, but I don't see why not.


Im most likely thinking a Qualinesti Elf White Robe Wizard that will fill the Sage role. I know Blode and Langtree are far closer to Silvanesti than Qualinesti, and a Silvanesti would he easier to explain (fleeing the nightmare), but I've always liked the Qualinesti far more personally.

I liked that you pulled the character roles from the 3.5 updates to the original modules, Cam did an excellent job on them.

And yes, my Dragonlance-fu is pretty high level. ;)


BTW, Loving taking the entertainer bond idea of "I idolize a hero of the old tales and measure my deeds against that person’s." and having it be Huma Dragonbane. (What do you guys think of the inspiring leader feat? I'm thinking it would be cool and flavourful on my Paladin)


PHB ordered and hopefully on its way soon. :) I will try to create a human fighter that fits the Hawk archetype. Although now that I think of it, a Half Elf Archer seems better. I will see if I can borrow the PHB from a friend and get to work on my character build right away.

EDIT: He already loaned it out. :(


Here's the start to my Paladin, his backstory will get fleshed out when I refresh myself on Dragonlance (Haven't dabbled in this setting in about eight years, but it shouldn't take long to get it all back). Also not giving him traits, ideals, bonds and flaws until I know if I have to choose those from the PHB.

Spoiler:
Galahad
Human Paladin 1
Neutral Good
Entertainer (Singer and Storyteller)

HP 12, AC 18, Speed (ft) 30
Proficiency Bonus +2 (* if proficient)
Passive Perception -1
Languages: Common, Elvish, Dwarvish
STR 16 DEX 10 CON 14 INT 12 WIS 8 CHA 14

Attacks:
Longsword 1-handed; +5, 1d8+3
Longsword 2-handed; +5, 1d10+3
Javelin; +5, 1d6+3

STR 16/+3, Save +3
Athletics* +5

DEX 10/+0, Save +0
Acrobatics* +2
Stealth +0
Sleight of Hand +0

CON 14/+2, Save +2

INT 12/+1, Save +1
Arcana, Religion, History, Investigation +1
Nature +3

Wisdom 8/-1 Save* +1
Animal Handling, Perception, Insight, Survival, Medicine -1

Charisma 14/+2, Save* +4
Deception and Intimidation +2
Performance* and Persuasion* +4

Features:
Divine Sense (Class)
Lay on Hands (Class)
Inspiring Leader (Feat)
By Popular Demand (Background)

Other Proficiences: Lute, Disguise Kit, Martial Weapons, Simple Weapons, All Armour, Shields

Equipment:
Backpack, healer’s kit, mess kit, tinderbox, 10 torches (1 hr, bright 20’ radius + 20’ dim light) , 10 days of rations, 50’ hempen rope, and a waterskin.
Lute, Costume, Gold Ring (Given by a dying fan), Chain Mail, Longsword, 5 Javelins, Shield

Quick Background Concept: Galahad -no titles earned, no last name given- is a singer of relative reknown whom has a lesser known calling as a defender of the weak and downtrodden, the villages he sings in often see a quick drop in criminal activity. He is a vaguely elfish man, having some elven ancestry but not enough to be considered half-elven, his ears are just noticeably pointed and his features sharper than most men.


Pale, who does your Paladin venerate, Paladine, KJ, or maybe someone a little off kilter like Habbakuk or Branchala? Also your 2 handed LS damage should be a d10 my friend, don't shortchange yourself. ;)


I am actually thinking Habbakuk might be a good choice as I am considering the Oath of the Ancients for my level 3 oath. Of course Branchala works with the whole singer thing and either Paladine or KJ are prime picks for Paladins in general. Also thanks for pointing that out, would be rather unfortunate to roll the same damage two handed.


Dotted for interest. Just a question, are we playing new characters in the same roles as the originals or are we choosing whether to play the original characters or new ones? Also thinking of playing the Prophet.


The Players Handbook should be here in the next few days. Dotting for interest in the Prophet archtype. I would prefer a Cleric of Kiri Jolith but would play a cleric of Mishakal if that is the specific slot open.


Dennis Harry
A Cleric of Kiri Jolith is fine, especially for the role of Prophet.

Sacraz
Completely new ones, but I am trying to keep the same roles as the originals.

The Pale King
Having experience with 13th Age and Fate made me realize fairly quickly that the traits, ideals, bonds, and flaws are not hard-coded, but mostly starting points for people that need them. You are certainly welcome to come up with your own as long as they seem to fit with the theme of your background.

As long as I can easily access the character sheet with a few clicks without having to dig through an entire thread for it I am fine with it being posted externally.

Prismatic Monk
Disappointing, but one the other note a Fighter type is a great hawk. If I remember correctly Gilthanas was a Fighter/Mage anyways. Half-Elf Archer can fill this role. So the choice would certainly be up to you. I can offer some help with character options beyond what is available in the Basic Rules downloadable on the Wizards site. Just message me.

Gambit
Wizards are certainly in their own group through... the Order of High Sorcery puts the bonds of Wizards and magic before individual nations. If the character captures my attention then you are certainly free to offer up a Qualinesti White Robe. Your knowledge of Dragonlance seems high, I consider that an asset. And yeah, Cam, did a great job with the role descriptions for creating your own Heroes of the Lance!

Doomguide
You have my attention.

Daniel Stewart
Sounds like a superb concept and already fitting for the set-up with connections to Langtree.

Luke_Perry
Originally I was just going to band the Great Old One Warlock, but I ended up restricting the entire class due to the fact that the Infernal Pact would be tied closely to the abyss and the evil Gods (being almost like an anti-cleric... I read an article that suggested the leader of the Dragonarmies during the War of the Lance could have been one and the Knights of Thorn were Warlocks) which is problematic for the storyline, and the Fey ones I am unsure about how I would truly connect them to the world of Krynn.


Well, I've gotten a few things down from the Basic Rules downloadable. Although I had to have some assistance for the Half Elf rules since they aren't in the Basic Rules. (No crossbreeds allowed).

One of the things I am curious about though is the Equipment lists for the Class. Do I pick one thing from the choices presented at each bullet point? That's a lot of stuff to be carrying around.

Other than that, I went ahead and rolled on the Background (choosing Criminal), and I kind of like what I got. It seems I'm an aggressive character, and that fits the archetype quite well.

I'll post what I have for now, and if there is something I missed (or could potentially be improved on), please let me know.

Spoiler:

Salmoryn Starpeak
Half Elf Fighter 1
Chaotic Good
Criminal (Pickpocket)

HP 9, AC 14, Speed (ft) 30
Proficiency Bonus +2 (* if Proficient)
Passive Perception 14
Languages: Common, Elven, Dwarven
STR 14 DEX 16 CON 8 INT 12 WIS 14 CHA 12

Attacks:
Longbow +7, 1d8 (range 150/600)
Longsword 1-handed +4, 1d8+2
Longsword 2-handed +4, 1d10+2
Handaxe +4, 1d6+2
Thrown Handaxe +5, 1d6+2 (range 20/60)

Str 14/+2, Saving Throw* +4
Athletics* +4

Dex 16/+3, Saving Throw +3
Acrobatics* +5
Sleight of Hand* +5
Stealth* +5

Con 8/-1, Saving Throw* +1

Int 12/+1, Saving Throw +1

Wis 14/+2, Saving Throw +2
Perception* +4

Cha 12/+1, Saving Throw +1
Deception* +3

Features:
Darkvision (Race)
Fey Ancestry (Race)
Fighting Style (Archery) (Class)
Second Wind (Class)
Criminal Contact (Background)

Equipment:
Crowbar, Dark common clothing with hood, belt pouch (15 gp)
Leather armor, longbow, and 20 arrows
2 longswords
explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days trail rations, waterskin, 50 ft hemp rope)
2 handaxes

Trait: The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.

Ideal: I will become the greatest thief that ever lived.

Bond: Someone I loved died because of a mistake I made. That will never happen again.

Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

Of course, I don't have an integrated background yet. I will be able to work on that more tomorrow.

Grand Lodge

Concept :

Hill Dwarf
Cleric
Soldier (medic)
Personality trait - full of inspiring cautionary tales, crude sense of humor
Ideal - greater good
Bond - honor is life
Flaw - monstrous enemy fear

Party role: Mentor

Any assistance with lore/setting {ahem, Gambit} would be greatly appreciated.


Great. I will work on my concept tonight. The year is Circa 356 AC still? So the Dragonarmies have started spreading across Ansalon but the War is not "common knowledge" yet, just rumors of War correct? Thanks.

I have a pretty strong grasp on the DL campaign world having read most the of the novels. I ran a DL campaign about 22 years ago under AD&D rules. Recently I played through the Key of Destiny adventure Path in the Age of Mortals under the 3.5 rules.


Here's my character as of now:
http://www.myth-weavers.com/sheet.html#id=18473

The traits, ideals, bonds and flaws may shift as I continue to develop his backstory, but otherwise his crunch is complete.


Slightly modified equipment

Spoiler:

Replacing 1 of the longswords with a scimitar.
Purchasing a deck of playing cards

Dark Archive

I'm thinking about a human rogue (assassin) masquerading as a Solamnic knight/squire. A former hitman for the Seekers seeking redemption who could serve in the Rogue or Ranger role. Would probably multiclass with fighter after a level or two, with a 50/50 split.

I have a question: For humans, do we have to select our feat at 1st level or can we hold on to it? I'd like to take the medium armor mastery feat but would need my first level of fighter before I'd qualify.

Liberty's Edge

Ok...here is the crunch for my character. Is it possible to get a little more info about the mercenary unit commanded by the baron for my background? Or should I just 'wing it'?

Character info:

Male Human Soldier Fighter 1
Chaotic Good
Strength 16 (+3)
Dexterity 14 (+2)
Constitution 15 (+2)
Intelligence 13 (+1)
Wisdom 11 (+0)
Charisma 9 (-1)
Size: Medium
Height: 6' 2"
Weight: 260 lb
Eyes: Blue
Hair: Light Brown
Skin: Tan

Maximum Hit Points: 12
Speed: 30 feet
Armor Class: 16 = 10 + 4 [scale mail]+ 2[dexterity]
Proficiency bonus: +2
Initiative modifier: +2 = + 2 [dexterity]
Attack (handheld / thrown):+5 = + 2 [proficiency]+ 3 [strength]
Attack (missile / finesse):+4 = + 2 [proficiency]+ 2 [dexterity]
Strength save: +5 = + 2 [proficiency]+ 3 [strength]
Dexterity save: +2 = + 2 [dexterity]
Constitution save: +4 = + 2 [proficiency]+ 2 [constitution]
Intelligence save: +1 = + 1 [intelligence]
Wisdom save: + 0
Charisma save: -1 = -1 [charisma]

Carry: 240 lb or less unencumbered
Languages: Common Goblin

Unarmed strike [+5 to hit; 1+3 bludgeoning]
Great Sword [+5 to hit; 2d6+3 slashing, 7 lb, heavy, two-handed]
Scale mail [medium; +4 AC; max dex +2; stealth disadvantage; 45 lb.]

Skill Name
Acrobatics Dex 2 = +2
Animal Handling Wis 0 = +0
Arcana Wis 1 = +1
Athletics Str 5 = +3 + 2
Deception Cha -1 = -1
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 1 = -1 + 2
Investigate Int 1 = +1
Medicine Wis 0 = +0
Nature Int 1 = +1
Perception Wis 2 = +0 + 2
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 1 = +1
Search Int 1 = +1
Sleight of Hand Dex 2 = +2
Stealth Dex 2 = +2
Survival Wis 2 = +0 + 2

Race: Human
•Humans get +1 on each of the six ability scores (already included).
•Humans learn one extra language.

Background: Soldier
•Other military folks will defer to your rank.
•Consider bringing a gaming set / playing cards.
•You know how to ride a horse.
•You are proficient with a gaming set / playing cards, mounts and land vehicles.
Specialty – Infantry

Class: Fighter
•Proficient in riding a mount.
•This fighter selected the great weapon fighting style, in which a miss with a two-handed or versatile weapon held in two hands still does damage equal to the strength bonus.
•Second Wind: As an action, get temporary hit points equal to 1d10 + your fighter level. Once per period between short rests.

Equipment

Backpack
Bedroll
Flint and steel
Mess kit
Playing cards (proficient)
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
Scalemail Armour
2-Handed Sword

Personality Trait: I face problems head-on. A simple, direct solution is the best path to success
Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
Bond: I fight for those who cannot fight for themselves.
Flaw: I have little respect for anyone who is not a proven warrior.


Daniel Stewart just to let you know, the OP states to use the variant human rules, which is the +1 to two different attributes, one feat and one skill proficiency to replace the +1 to all attributes. So you get a buff!

Liberty's Edge

Woot!! Sorry, getting my book tonight (I hope) but wanted to get the basics down. Thanks Pale King, I will look it over and change it up!!


Below is my first attempt at a 5.0 character with the Basic Rules 2.0.

Back story for the character is included. Let me know if you need anything else for my submission DM.

Torbin Juventus:
Torbin Juventus
Human Male (Variant)
Lawful Good
5’11” – 180 lb.
19 Years Old – Dark Hair – Blue Eyes – Scar on left cheek from training accident
Speed 30’
Cleric
D8 – HP = 9
AC = 16
Proficiency Bonus +2
Mace – 1d6 Bludgeon
Crossbow – 1d8 Piercing (80/320)
Saving Throws – Wisdom – Charisma
Common, Ogre
Strength 10
Dexterity 8
Constitution 13
Intelligence 12
Wisdom 16
Charisma 15
Proficiency
Medicine
Insight
+1 Bonus Skill – Religion
Athletics
Intimidation
Weapon Proficiency – Light and Medium Armor, Shields, Simple Weapons
Bonus Feat (none listed in Basic Rules 2.0).
Equipment – Mace, Scale Mail, Light Crossbow (20 Bolts), Explorer’s pack, Shield, Common Clothes, Belt Pouch (10 gp)
Spellcasting (Inert)
Divine Domain (Inert)
Background - Soldier
Specialty - Healer
Personality Trait - I’m always polite and respectful.
Ideal – Our lot is to lay down our lives in defense of others. (Doing the right thing is never easy).
Bond – I fight for those who cannot fight for themselves.
Flaw – I’d rather eat my armor than admit when I am wrong.
Backstory -
Torbin’s parents Starn and Melinda migrated from Solamnia to Langtree before Torbin’s birth. As a former “Solamnic Knight”, Starn was a skilled fighter even as a man in his late teens. He was easily able to sign up with young Baron Ivor of Langtree as a ready sword for the Barony.
Torbin came along first followed by his sister Kaitlin. Starn and Melinda never discussed what prompted them to leave Solamnia, only that “things were different” than they had been. His Grandfather, Raphael had been an influential Knight but Starn’s own father was not quite so virtuous. That is the extent that Torbin knows about his past.
His sister excelled as a seamstress even at a young age while Torbin seemed to excel at, well very little it seemed. Tarn as well as Ivor would regale Torbin of tales of the Lost Gods, especially Kiri Jolith. Torbin sought all he could learn about the Gods even though they were looked at with great spite for having abandoned their people as Torbin’s friend Todd would always say.
Still the teachings of Kiri Jolith always stayed with Torbin even as he reached young adulthood and began to train with the Baron’s army. Torbin simply did not have the coordination or strength of his father. After a near tragic accident whch resulted in a scar and no los of vision (thankfully), Torbin took up practice with a mace abandoning the flail he sought to become proficient with.
On a trek through dangerous territory a fight broke out with a group of goblin raiders resulting in a number of the soldiers of the scouting party becoming wounded. Torbin seemed to pick up bandaging and curing ills very well, sensing what a problem would be even if not readily apparent. Since tgat day 6 months ago Torbin has dedicated himself to the craft of battlefield medic as part of the army of the Baron. Torbin often wonders what it would be like to utilize magic as the stories would tell that followers of the Gods such a Kiri Jolith possessed. Wishful thinking! Torbin has settled into a routine in the army and has started contemplating perhaps starting a family of his own…


Here is the fighter version of my ex apprentice, knight wanna be.

Theran Silverman:
Theran Silvermane

Male Human LG Fighter; HP 12/12; HD 1d10; AC 16
STR 16 +3 (+5)
Dex 8 -1
Con 14 +2 (+4)
Int 14 +2
Wis 10 +0
CHR 12 +1
Attack: +5 damage d8+5
Proficiencies: All armor, shields, simple weapons, martial weapons, Strength, and Con..
Fighting Style: Duelist: +2 damage when wielding a 1-handed weapon with nothing in other hand.
Second Wind: heal 1d10+1 once per short rest.
Skills: Arcana +3, Athletics +5, History +3, Perception +2, Persuasion +3, Stealth -1(disad)
Languages: Common, Goblin, Draconic, Dwarven.
Feat: Arcane Initiate
Cantrips:
True Strike: select target within 30 ft. Next attack on them gives you advantage.
Acid Splash: range 60 ft, 1 target or 2 if they are within 5 feet of each other. dex save or take 1d6 damage.
Spells:
Shield: reaction, add +5 to ac or negate magic missile. Lasts till you next turn.
Background: Sage: History, Arcana, Dwarven, Draconic Feature: researcher- General knowledge of where to find information.
Equipment: chainmail, longsword, warhammer, light crossbow /20 bolts, explorers pack, writing kit, letter from a colleague with a question you have not yet answered. 10gp
Personality: Easily frustrated by peoples failure to help each other. Goes out of his way to shield the weak, and has nightmares about the times he hasn't been able to.
Ideal: Greater Good: Our lot is to lay down our lives to protect the innocent.
Bond: Preserve the stories of old when white robes, knights and good dragons strived together to combat evil.
Flaw: I am distrustful of anyone who uses magic. They are all either indolent or cruel.


Current submissions and their roles are as follows:

Submissions:

The Prophet
Dennis Harry - Torbin Juventus, Cleric of Kiri Jolith

The Leader
The Pale King - Galahad, Human Paladin

The Rogue
tribeof1 - Human Rogue

The Sage
Gambit - Qualinesti White Robe

The Ranger
tribeof1 - Human Rogue

The Mentor
Broot Hammerfight, Hill Dwarf Cleric

The Protector
Daniel Stewart - Human Fighter
Doomguide - Theran Silverman, Human Fighter

The Idealist
Doomguide - Theran Silverman, Human Fighter

The Ingenue

The Hawk
PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter

Now to answer some questions...

Prismatic Monk
You do choose one from each bullet point.

Dennis Harry
Correct. There is rumors of war in the north, and the Blodeheim region (Langtree and Vandel) would know that the Ogres of Blode have become more active.

tribeof1
Yes. I will consider allowing a spot for a retraining since I am offer the limited feats.


I like this avatar. :P

I've put more background in this profile, but let me know if you want anything more (or if you want me to organize it better). I have to admit that since I'm not extremely familiar with the campaign setting I made most of his ambitions personal rather than political.


Still haven't updated the backstory, but here's the alias.


Here is my submission for the mentor role, Renagir Onselmin, he's an ex-mercenary that trains the recruits for Ivor's armies. Mechanically he's a fighter, who's going to go into battlemaster. Tell me what you think, also I think the Inspiring leader feat works perfectly for the leader role.

CRUNCH:

GENERAL

Character Name: :Renagir Onselmin (Ren)
Alignment: :Neutral good
Race: :Human
Class: :Fighter
Background: :Soldier (Officer)
Gender: :Male
Size: :Medium
Languages: :Common, Dwarvish
Vision: :Normal

Level: :1
Experience: :0
Next level: :

Ablility Scores: Str:16 +3
Dex:8 -1
Con:14 +2
Int:12 +1
Wis:14 +2
Cha:10 +0

COMBAT

Speed: :30ft
Initiative: :-1

Hit Points: Total:12
Remaining:
Hit dice: Total:1d10
Remaining:
Armor class: w/ Armour:17
Without Armour:9

Weapon Attacks: Quarterstaff:+5 1d6+2
The Ogrelance:+5 1d8+2

Superiority dice: :1d6
Save DC: :13

Maneuvers: :Feinting attack, Disarming attack

PROFICIENCIES

Proficiency Bonus: :+2
Saving Throws: :Strength, Constitution
Tools: :Dice, vehicles land
Weapons: :All Simple, All Martial
Armours: :All Armour, Shields
Skills: :Insight, Intimidation, Perception, Athletics, Survival

FEATURES, TRAITS & FEATS

Class Features: :Fighting Style (Dueling), Second wind (1d10+1),
Background Feature: :Military Rank
Racial Traits: :Ability score inprovement, Feat, Skill Profeciency
Feats: :Martial adept

EQUIPTMENT

Coinage: Copper:
Silver:
Electrum:
Gold:35
Platinum:

Equiptment worn: :Splint, The Ogrelance (Longsword, previously the blade of one of his close friends from his mercenary days, so named because his friend once rode headlong at an ogre, using the blade like a lance and the blade went straight through the ogres head and so did half his friends arm) Quarterstaff, explorer's pack, An insignia of rank, set of bone dice, common clothes

Treasure: :

Fluff:

PERSONALITY

Traits: :Ren always has some piece of criticism for everything, and more than one tale of how he did it better back in "his day"

Ideals: :It's better to know little and pass it on than to know a lot and have it die with you

Flaws: :"No one EVER, EVER questions my knowledge of battle and tactics, I've spent my life learning all there is on it and I will NOT be questioned by the likes on YOU! now drop and give me fifty," Also yells at people alot, perhaps too much.

Bonds: :Langtree is my home, and i'll do anything to protect it and it's residents, even if I'd never say that out loud

Backstory:
Ren was born and raised in Langtree as the second of five children to the blacksmith Grendir Onselmin and his wive Gelden. His older brother was trained from a young age to take over the forge, and Ren looked elsewhere for work, knowing that the forge could not sustain more than one family. It was an easy switch from blacksmithing to mercenary work, and Ren took naturally to the training he recieved. While other recruits saw fighting as simply a class of blades Ren began to study deeper into the art of war. He began to watch other fighters for weakpoints, imperfections in their technique, and he exploited them. He joined the mercinaries of Ivor of Langtree, and steadily rose the ranks of Ivors army, until he became one of Ivors most trusted soldiers. When Ivor became Baron Ren became one of the leaders of Ivor's mercenary army, and became well known as a reverred tactician. In a major fight that would turn out to be Ren's last he suffered a near mortal wound to his thigh, severing his femoral artery. After that Ren would never fight again, but that was near two decades ago, and Ren has moved on, now he trains the new recruits for Ivor's army.

Grand Lodge

Can anyone link reading to give me a rudimentary understanding of the timeline this campaign takes place in? I read that the Age of Mortals contained no arcane or divine magics! The number of fighters being submitted would support such truths.

Beyond the hill dwarf I am also considering submitting a stout halfling abjuration wizard. Hermit background; something of a support character. I'm having a hard time finding decent maps of Krynn and lore of the land seems sparse at best. Any suggestions?

[edit: just re-read the generation rules and saw Age of Despair clearly stated. Also noticed that light foot not stout is considered appropriate. Additional reading suggestions will still be appreciated. ]

Dark Archive

The Dragonlance Nexus, here, is pretty good.

Also, here's my submission:

Background:

Felled by a festering leg wound, Marik Irondale breathed his last in a crude shelter in the ruins of Sithelbec, his only company a dark-haired stranger from the Seeker lands of Abanasinia. The Marik Irondale that left the ruins when the snow cleared was a half-a-hand shorter, his blond mane gone short and black, face covered by a short beard rather than a luxurious Solamnic mustache.

Trading his too-large armor to some farmers for a horse, this new Marik headed east, attempting to leave old memories and dark deeds behind. His signet ring and the rose-covered crown emblazoned on his shield opened doors that would have remained closed to a reformed killer, even one who had served as the anointed blade of Haven's Council of Highseekers.

The memories of that other life have proved difficult to purge, however, even as Marik traveled east, trading his horse for passage across the New Sea to Blöde, where increasing conflict with the local ogre clans promised honest work for both knights and mercenaries.

Stats:

“Marik Irondale”
Human Rogue 1
Role The Rogue or The Ranger
Alignment Neutral (heading toward CG)
Init +3; Senses Perception +4
DEFENSE
AC 14 (16 with shield)
hp 9 (1d8+1)
Saving Throws Strength +2, Dexterity +5*, Constitution +1, Intelligence +2*, Wisdom +2, Charisma -1
OFFENSE
Melee Shortsword +5 (1d6+3) or dagger +5 (1d4+3)
Ranged Shortbow +5 (1d6+3)
STATISTICS
Str 15, Dex 16, Con 12, Int 10, Wis 14, Cha 8
Proficiency Bonus +2
Proficiencies Light armor, medium armor, shields;
simple weapons, hand crossbows, longswords, rapiers, shortswords;
disguise kit, forgery kit, thieves’ tools;
Acrobatics +5, Athletics +4, Deception +3*, Perception +4, Sleight of Hand +5, Stealth +7*, Survival +4
Racial abilities +1 Dexterity, +1 Wisdom, +1 skill (Survival), +1 feat (Moderately Armored, includes +1 Strength)
Languages Common, Elvish
Class Abilities Expertise (Deception and Stealth), Sneak Attack (1d6), Thieves’ Cant
Background Charlatan (False Identity)
Trait I lie about almost everything, even when there’s no good reason to.
Ideal Independence: I am a free spirit - no one tells me what to do.
Bond I killed a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.
Flaw I’m convinced that no one could ever fool me the way I fool others.
Equipment Shortsword, shortbow and quiver of 20 arrows, leather armor, two daggers, thieves’ tools, burglar’s pack, set of fine clothes, disguise kit, Irondale family signet ring, shield with the sigil of a Crown Knight-Postulant, belt pouch with 5 gp.


I would like to present Omar Greybird. He is a Half-Elf Druid.

crunch:

Omar Greybird
Half-Elf Druid 1
Neutral Good
ROLE = Protector or maybe Idealist

Size: Medium
Height: 6'
Weight: 160 lb
Eyes: Blue
Hair: Light Brown
Skin: Tan

==DEFENSE==
AC 14
HP 10
Speed: 30 feet
Darkvision
proficient saves = INT, WIS
Fey Ancestry: Advantage on saving throws agains being charmed, and magic can't put you to sleep.

==STATISTICS==
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 10 (+0)

Proficiency bonus: +2

Languages: Common, Elvish, Dwarvin, Druidic, Gnome

Skill Proficiancy
Medicine
Religion
Perception
Survival
Stealth
Nature


background:

Background: Hermit
Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good- My gifts are meant to be shared with all.
Bond: Im still seeking the enlightenment I pursued in my seclusion.
Flaw: Now that I've returned to the world, I enjoy its delights a little too much.

spells:

Known Cantrips:2
Produce Flame
Shillelagh

Known Spells: 2
Cure Wounds
entangle

Equipment:

Equipment

Backpack
Bedroll
Flint and steel
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
dagger
scimitar
sling
20 sling bullets


story:

Omar Greybird has lived in the forest his whole life. When he was very young, he manifested powers. His family feared him and

abanded him in the forest. A boy of 9 he servived on his own. He came to the decision that he was the protector of the very

forest that the rulers of Langtree would later take over.

As more and more people moved to the area, the forests were destroyed. This has forst Omar back into the community. Things seem

quit strange to him, but he loves this food they call cake.


Had to make an adjustment.

crunch:

Omar Greybird
Half-Elf Druid 1
Neutral Good
ROLE = Protector or maybe Idealist

Size: Medium
Height: 6'
Weight: 160 lb
Eyes: Blue
Hair: Light Brown
Skin: Tan

==DEFENSE==
AC 14
HP 10
Speed: 30 feet
Darkvision
proficient saves = INT, WIS
Fey Ancestry: Advantage on saving throws agains being charmed, and magic can't put you to sleep.

==STATISTICS==
Strength 10 (+0)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 16 (+3)
Charisma 10 (+0)

Proficiency bonus: +2

Languages: Common, Elvish, Dwarvin, Druidic, Gnome

Skill Proficiancy
Medicine
Religion
Perception
Survival
Stealth
Nature


background:

Background: Hermit
Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good- My gifts are meant to be shared with all.
Bond: Im still seeking the enlightenment I pursued in my seclusion.
Flaw: Now that I've returned to the world, I enjoy its delights a little too much.

spells:

Known Cantrips:2
Produce Flame
Shillelagh

Known Spells: 2
Cure Wounds
entangle

Equipment:

Equipment
Hide Armor
Backpack
Bedroll
Flint and steel
Mess kit
Rations x10
Rope (50', hempen)
Tinderbox
Waterskin
dagger
scimitar
sling
20 sling bullets

story:

Omar Greybird has lived in the forest his whole life. When he was very young, he manifested powers. His family feared him and

abanded him in the forest. A boy of 9 he servived on his own. He came to the decision that he was the protector of the very

forest that the rulers of Langtree would later take over.

As more and more people moved to the area, the forests were destroyed. This has forst Omar back into the community. Things seem

quit strange to him, but he loves this food they call cake.

Grand Lodge

Haven't quite finished backstory yet. Member of a dwarf battalion, overrun by draconic army, may have faced a dragon and frozen in fear, was the only survivor.

Vaddon Bluegauntlet
Hill Dwarf Cleric 1
Role: Mentor
Alignment: LG Deity: Mishakal
Languages: Common, Dwarven
Age:135
Ht:4'5" Wt: 180lbs
Speed: 25ft
Sight: Darkvision
Saving Throws: Wisdom +5, Charisma +4
STR 13
DEX 10
CON 12 +2
INT 8
WIS 15 +1
CHR 14

Proficiency: +2
Skills: Insight +5, Persuasion +4,Athletics +3, Intimidation +4
Tool Proficiency: Smith's Tools, dice, vehicles (land)

Defense:
HP 1d8+2+1
AC 14 (16 shield)

Offense
Melee +3
• warhammer (1d8+1)
Ranged +0
• light crossbow (1d8) [80/320]

Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons

Racial Traits:
Darkvision
Dwarven Resilience: advantage on poison saves, resistance poison damage
Dwarven Combat Training: proficiency -battleaxe, handaxe, throwing hammer, warhammer
Tool Proficiency: Smith's Tools
Stonecunning: Intelligence (History) check related to origin of stonework, considered proficient add double your proficiency bonus to the check

Hill Dwarf: Wisdom +1, Dwarven Toughness - HP+1/lvl

Class Abilities:

• Spellcasting: Spell save DC = 8 + Proficiency + Wisdom modifier (8+2+3)
Spell attack modifier = proficiency + Wisdom modifier (2+3)
• Ritual Casting
• Spellcasting Focus
• Divine Domain: Knowledge


Background: Soldier (Medic,Colonel):

Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Dice, vehicles (land)
Equipment: An insignia of rank (Colonel),

a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner),

a set of bone dice, a set of common clothes, a belt pouch containing 10 gp

Personality Trait: I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Ideal: Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
Bond: My honor is my life.
Flaw: The monstrous enemy we faced in battle still leaves
me quivering with fear.

Equipment:
• warhammer
• scale mail
• light crossbow and 20 bolts
• a priest’s pack
• A shield and a holy symbol

I realize now that two characters with the same class/background have been submitted. I'll start working on an alternate (Kender, Wizard {abjuration}, Hermit) just in case


Had a super busy day yesterday. Work half a day today so I will look over everything and post later. Keep the questions and submissions coming!


Got the ph yesterday will update submission tonight.


The Prophet
?Dennis Harry - Torbin Juventus, Human Cleric of Kiri Jolith

The Leader
*The Pale King - Galahad, Human Paladin
*Sacraz - Renagir Onselmin, Human Fighter

The Rogue
*tribeof1 - Marik Irondale, Human Rogue

The Sage
Gambit - Qualinesti White Robe

The Ranger
&tribeof1 - Marik Irondale, Human Rogue

The Mentor
*Broot Hammerfight - Vaddon Bluegauntlet, Hill Dwarf Cleric of Mishakal

The Protector
*Daniel Stewart - No Name Given, Human Fighter
*Doomguide - Theran Silverman, Human Fighter
*The Wondering Monster - Omar Greybird, Half-Elf Druid

The Idealist
&Doomguide - Theran Silverman, Human Fighter
&The Wondering Monster - Omar Greybird, Half-Elf Druid

The Ingenue

The Hawk
*PrismaticMonk - Salmoryn Starpeak, Half Elf Fighter

No Role
?Broot Hammerfight - Kender Wizard (Possible Sage?)

*Submitted character sheets
&Other possible roles
?Work in Progress


Profile for Torbin Juventus. I searched through the PHB, seems i have everything in order. I took full starting Gold for Cleric of my level and granted max HP.


A quick note... everything that says Gold should be rewritten as Steel. On Krynn gold is considered worthless because it is to soft to mold into weaponry during times of war. So just take gp and replace it with stl.


I am also going to add that I will close submissions on Sunday at 7 PM EST. Where I will look over everything again and chose. Only complete submission will be considered.


Does the Prophet already have the blue crystal staff at the start of the game, or do they find it during gameplay? also, because the gods are not currently active in the world, how does clerical magic work? are clerics just spell-less for a while, or could the staff be used like a catalyst for clerical magic, or something?

Also, Ren was intended for the mentor role, although I guess he could work as a leader.


Right Steel! Been so long since I played DL I forgot about that!


Sacraz
The Blue Crystal Staff (or equivalent) will begin in play and will be the catalyst for divine magic at the beginning, functioning only while you are holding it until such a time that the Disk of Mishakal (or equivalent) come into play.

For some reason I thought Ren was setup for the Leader role, that is my mistake I will note him in the mentor role in the next update.

Liberty's Edge

Ok, here is the finished (and named!) character. I correct for the optional human traits and added equipment and a background. I think he is now complete, but if something is missing, just tell me and I will fix it :-)

Duncan Esteros:

Male Human Soldier Fighter 1
Chaotic Good
Strength 16 (+3)
Dexterity 13 (+1)
Constitution 15 (+2)
Intelligence 12 (+1)
Wisdom 10 (+0)
Charisma 8 (-1)
Size: Medium
Height: 6' 2"
Weight: 260 lb
Eyes: Blue
Hair: Light Brown
Skin: Tan

Maximum Hit Points: 12
Speed: 30 feet
Armor Class: 15 = 10 + 4 [scale mail]+ 1[dexterity]
Proficiency bonus: +2
Initiative modifier: +1 = + 1 [dexterity]
Attack (handheld / thrown):+5 = + 2 [proficiency]+ 3 [strength]
Attack (missile / finesse):+3 = + 2 [proficiency]+ 1 [dexterity]
Strength save: +5 = + 2 [proficiency]+ 3 [strength]
Dexterity save: +1 = + 1 [dexterity]
Constitution save: +4 = + 2 [proficiency]+ 2 [constitution]
Intelligence save: +1 = + 1 [intelligence]
Wisdom save: + 0
Charisma save: -1 = -1 [charisma]

Carry: 240 lb or less unencumbered
Languages: Common Goblin

Unarmed strike [+5 to hit; 1+3 bludgeoning]
Great Sword [+5 to hit; 2d6+3 slashing, 7 lb, heavy, two-handed]
Scale mail [medium; +4 AC; max dex +1; stealth disadvantage; 45 lb.]

Skill Name
Acrobatics Dex 1 = +1
Animal Handling Wis 0 = +0
Arcana Wis 1 = +1
Athletics Str 5 = +3 + 2
Deception Cha -1 = -1
History Int 1 = +1
Insight Wis 0 = +0
Intimidation Cha 1 = -1 + 2
Investigate Int 1 = +1
Medicine Wis 2 = +0 +2
Nature Int 1 = +1
Perception Wis 2 = +0 + 2
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int 1 = +1
Search Int 1 = +1
Sleight of Hand Dex 1 = +1
Stealth Dex 2 = +2
Survival Wis 2 = +0 + 2

Race: Human
•Humans get +1 on 2 ability scores (already included).
•Humans learn one extra language.
•Humans gain proficiency with 1 extra skill.
•Humans receive 1 starting Feat.

Background: Soldier
•Other military folks will defer to your rank.
•Consider bringing a gaming set / playing cards.
•You know how to ride a horse.
•You are proficient with a gaming set / playing cards, mounts and land vehicles.
Specialty – Infantry

Feat: Great Weapon Master
•On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
•Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Class: Fighter
•Proficient in riding a mount.
•This fighter selected the great weapon fighting style, in which a miss with a two-handed or versatile weapon held in two hands still does damage equal to the strength bonus.
•Second Wind: As an action, get temporary hit points equal to 1d10 + your fighter level. Once per period between short rests.

Equipment

Backpack
Bedroll
Flint and steel
Mess kit
Playing cards (proficient)
Rations x5
Rope (50' hemp)
Tinderbox
Waterskin
Scalemail Armour
2-Handed Sword
Set of Common Clothes
Beltpouch with 10 stl

Personality Trait: I face problems head-on. A simple, direct solution is the best path to success
Ideal: Greater Good. Our lot is to lay down our lives in defense of others.
Bond: I fight for those who cannot fight for themselves.
Flaw: I have little respect for anyone who is not a proven warrior.

Background:

Duncan was born and raised in the town of Langtree-on-the-Green. As a boy he use to follow the mercenaries as they trained and helped out with cleaning armor and sharpening weapons. He became a sort of mascot to the troops, and when he was old enough he joined them.
Duncan excelled as an infantryman, especially when wielding his Greatsword or a mighty Maul. It was said he could pound a stake 3' into the ground with one swing of the maul! He was also one of the few members of the company who could run up Heave-your-guts hill without being sick.
Duncan's first real combat experience came in a fight with goblin bandits. His size and strength allowed him to cleave through their ranks, and he was even able to stand against their chief's ogre bodyguard for a few moments, before the rest of the company caught up to him. While the fighting did not change him, it was what he saw after after that made him push his men to perform. Dead and wounded soldiers are one thing, but tortured civilians is another. The sight sickened the young warrior. He blamed not only the company for not being there to protect these innocent people, but the people themselves for not having the skills to fight back.
Years have past since this first battle, and Duncan has many more battles under his belt. He now helps train the Baron's troops, and is known to be a harsh taskmaster. In his mind, a soldier who is trained properly has a better chance to survive and protect his charges, then one who is rushe through training, or worse yet, coddled! He also helps train the village militia, for in his mind, all able-bodied people should be able to protect themselves and their property.

Grand Lodge

Here are my two submissions, both were intended for the Mentor role..

Kender Wizard Sage Beldak Bracegirdle

and Hill Dwarf Cleric Soldier
Vaddon Bluegauntlet

I haven't chosen spell lists for either yet.


I'd like to submit Raldor, 1/2 Ogre (1/2 orc) ranger, for the Hawk, Ranger, or Idealist.

background:
Raldor was born of the union of an ogre and a human female slave. AFter the first few years of his life, the ogres cast him out for not looking 'ogre enough'. Raldor was fortunate that he kept more human features than ogre, but his size and ferocity leave little doubts to his origin.
Fortunately for Raldor he was found by a hermit who took him in and raised him as best he could, and during this time, the elderly hermit taught Raldor what he knew of woodcraft, and hunting, taught him to use the bow, and other weapons. Most importantly though the hermit gave Raldor hope, and instilled in him the belief that the old gods still existed, and still cared.

Years passed, with Raldor coming into his own, and the hermit aging as well. Eventually the hermit told Raldor that his job was done, he'd taught Raldor everything he'd need to know to prepare him for the future. Raldor was confused by this, but went about his next days chores as usual. When he returned, the Hermit was gone, leaving only an empty hut behind. Raldor wasn't sure what to do, but knew that his time at this home was over, and answers would only be found elsewhere


I realized that some people are not around during the weekends. I have decided to extend the deadline to Tuesday at 5:00 PM EST. Which is when I get off work and will come home to review and make selections.


Well that didn't seem to avail much. Will look over the submissions tonight.

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