Secrets of Kreshire

Game Master Aeosianna

The world of Kreshire was once ruled by tyrannical monstrous old gods thousands of years ago. When they left, new, more benevolent gods took their place. Now there has been a rash of cataclysmic signs that the old gods are returning. The situation is not as straightforward as it seems, however; and the truth behind these events may be vastly different than what most people in Kreshire believe.


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Interested to see how this plays out, I've not yet done D&D 5e above 3rd level, so I'm not entirely clear how competent my character is.

I think Lauralai should make a good "striker" as sneak attack doesn't appear to take much setting up in D&D (just need an ally threatening the same opponent, or advantage iirc). Though I've got about 1/2 the hp of a front liner.

My meagre list of spells is more for out of combat utility, misdirection mostly, though colour spray can be used to set up an annoying foe for sneak attack damage. And I can do all the usual rogue-y stuff, sneaking disabling traps and opening locks.


Aeosianna wrote:
Pesha/Gandren I need your character sheet

I'm very sorry, I thought it had. Already messed up :P

Full Name

Gandren
Race

Oldar
Classes/Levels

Fighter 1
Gender

Male
Size

Medium
Age

25
Alignment

Neutral Good
Languages

Common
Occupation

Mercenary
Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 14
Charisma 12
About Gandren

Maximum Hit Points: 12

Speed: 30 feet

Armor Class: 14 = 10 + 4 [ring mail]

Proficiency bonus: +2
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 5 = + 3 [strength] + 2 [proficiency]
Attack (missile / finesse): + 3 = + 1 [dexterity] + 2 [proficiency]
Strength save: + 5 = + 3 [strength] + 2 [proficiency]
Dexterity save: + 1 = + 1 [dexterity]
Constitution save: + 4 = + 2 [constitution] + 2 [proficiency]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 12 (17 with advantage)
Investigation (passive): 11 (16 with advantage)
Perception (passive): 12 (17 with advantage)

Unarmed strike [+5 to hit; 1+3 bludgeoning]

Dagger [+5 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Great Sword [+5 to hit; 2d6+3 slashing, 7 lb, heavy, two-handed]

Ring mail [heavy; + 4 AC; max dex + 0; stealth disadvantage; 40 lb.]


We're doing level 8, Gandren


Alright, I believe I'm finished with everything. Should I post my build here or is it enough to keep in the alias's profile?


Post it here.

So the beginning I believe would be all of you on a boat that is currently being sailed by Robin. You all heard word of a mysterious prophet in the town who might have answers.

Sound good?


Simplistic enough.


Uret Jet wrote:
We're doing level 8, Gandren

Eventually Ill get it right...maybe...

Name

Gandren
Race

Human
Fighter 8
Male

Size
Medium
Age
25
Alignment
Neutral Good
Languages
Common
Occupation
Mercenary

Strength 17
Dexterity 12
Constitution 15
Intelligence 12
Wisdom 14
Charisma 12

Maximum Hit Points: 76

Speed: 30 feet

Armor Class: 14 = 10 + 4 [ring mail]

Proficiency bonus: +3
Initiative modifier: + 1 = + 1 [dexterity]
Attack (handheld / thrown): + 6 = + 3 [strength] + 3 [proficiency]
Attack (missile / finesse): + 4 = + 1 [dexterity] + 3 [proficiency]
Strength save: + 6 = + 3 [strength] + 3 [proficiency]
Dexterity save: + 3 = + 1 [dexterity] + 2 [remarkable athlete]
Constitution save: + 6 = + 3 [constitution] + 3 [proficiency]
Intelligence save: + 1 = + 1 [intelligence]
Wisdom save: + 2 = + 2 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 12 (17 with advantage)
Investigation (passive): 11 (16 with advantage)
Perception (passive): 15 (20 with advantage)

Unarmed strike [+6 to hit; 1+3 bludgeoning]

Dagger [+6 to hit; 1d4+3 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Great Sword [+6 to hit; 2d6+3 slashing, 7 lb, heavy, two-handed]

Ring mail [heavy; + 4 AC; max dex + 0; stealth disadvantage; 40 lb.]


Sounds like a good beginning to me! Can't wait to start!


Shaani Hareem
Female Human Fighter (Battle Master) 8 (hermit)
NG Medium Humanoid

DEFENSE
HP 76 (8d10+24)
AC 19 (Splint, Shield)
Saves STR +7, DEX +0 (+2 w/ shield), CON +6, INT +0, WIS +5, CHA -1
Resistance none

OFFENSE
Speed 30 ft.
Melee Longsword +7 (1d8+4), Handaxe (1d6+4), Javelin (1d6+4), Dagger (1d4+4)
Ranged Handaxe +7 (1d6+4), Javelin (1d6+4), Dagger (1d4+4)
Special Attacks Extra Attack (1), Maneuvers (5) DC 15, Superiority Dice (5, d8)

STATISTICS
STR 18, DEX 10, CON 16, INT 10, WIS 14, CHA 8
Proficiency Bonus +3
Feats Shield Master, Resilient (Wisdom), Sentinel
Skills Acrobatics, Athletics, Medicine, Perception, Religion
Tool Proficiencies Herbalism Kit
SQ Fighting Style (Protection), Second Wind (1d10+8), Action Surge, Know Your Enemy, Student Of War (Alchemist's Supplies)
Combat Gear Longsword, 5 Handaxes, 3 Javelins, Dagger, Longbow, 20 arrows, Shield, Splint Armor
Other Gear Leather Armor, backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope, Riding Horse, Military Saddle, Saddlebags, Grappling Hook, 3 pieces of Chalk, 4 healer's kits, Crowbar, Bullseye Lantern, 10 oil flasks, Bag of Holding, 8 bags of caltrops, 2 bags of ball bearings, 2 alchemists fires, Alchemist's supplies, Scroll case full of study notes, winter blanket, common clothes, herbalism kit, An empty silver snuffbox bearing an inscription on the surface that says "dreams"
Gold 18g, 4s, 7c

CLASS ABILITY DESCRIPTIONS:
Protection Fighting Style When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to ld10 + your fighter leveI.
Once you use this feature, you must finish a short or long rest before you can use it again.

Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
∙ Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack.
You learn two additional maneuvers of your choice at 7th, 10th, and 15th leveI. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
∙ Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
∙ Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficieney bonus + your Strength or Dexterity modifier (your choice)

Student of War At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Know your Enemy Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics ofyour choice:
∙ Strength score
∙ Dexterity score
∙ Constitution score
∙ Armor Class
∙ Current hit points
∙ Total class levels (if any)
∙ Fighter class levels (if any)

FEAT DESCRIPTIONS:
Shield Master

Resilient (Wisdom) Choose one ability score. You gain the following benefits:
∙ Increase the chosen ability score by 1, to a maximum of 20.
∙ You gain proficiency in saving throws using the chosen ability.

Sentinel You have mastered teehniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
∙ When you hit a creature with an opportunity attack, the creature's speed becomes O for the rest of the turn.
∙ Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
∙ When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

MANEUVER DESCRIPTIONS:
Distracting Strike. When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Goading Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Maneuvering Attack. When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw, On a failed save, you push the target up to 15 feet away from you.
Trip Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Background and Personality:
Background: Hermit
Personality Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good
Bond: I entered seclusion to hide from the ones who might
still be hunting me. I must someday confront them.
Flaw: Now that I've returned to the world, I enjoy its delights
a little too much.

BACKSTORY
Shaani was still young when she was ripped away from her home by slavers and together with many of her tribespeople, as well as some from other tribes she spent years of her early life toiling in fields. With time the slaves grew restless as their masters became more and more cruel toward them. Abeni, an old but experienced warrior, skilled in a deadly art that utilises unique maneuvers, began secretly training the other slaves hoping to one day find a way to stage a breakout. Shaani was among those young slaves. Learning with sticks and basket lids the ways of wielding weapons and shields. As time passed the would be warriors learned their way around weapons and studied Abeni's maneuvers unseen.
After a few years the lord of the house took Shaani in to become one of the house slaves. Seeing that she would no longer be able to attend the nightly training sessions Abeni used the occasion to give word to the house slaves, of the planned excape. He gave Shaani instructions to coordinate with the other house slaves a way to smuggle weapons from the armory to the field slave quarters. Several small arms were successfully brought into the hands of the field slaves until the house guards took notice of the disappearing weapons.
The next morning Shaani awoke to the sound of shouting from outside. It was still before the usual time the slaves would be roused. She hurried to the slave room's small window and peered outside, to see at least ten armed house guards surrounding the exit of the barn that served as the quarters for the field slaves. Around the building fires had been set, and frightened men and women fled from the doors only to be cut down by the guards. Then Abeni and the five young warriors emerged armed with short swords, daggers and various tools. They formed a protective circle around the remaining slaves that had not run out in a panic. Shaani was horrified by the scene outside but she knew she had to help somehow. She smashed the window, picking up a shard of glass as she climbed through and slid down the low roof below. As she started to make her way toward the ring of guards she watched how two of the young warriors were cut down, as Abeni and the other three retaliated. Abeni flung a dagger into one guard's throat and together with one of his students pounced another, the other two students flanked and brought down a third. Shaani was sprinting as fast as she could but before she could arrive and do anything a third slave was skewered on the sword of a guard. Abeni and the remaining two now armed with proper swords they took from the killed guards had to back down and the lord's men tightened the circle around them.
Shaani pushed herself off the ground and with an angry cry hurtled towards one of the guards craching into his back she forced the man to his knees and plunged the glass shard into his neck but cutting her own hand as well. Abeni's warriors seized the advantage created by this distraction to take down three more soldiers. Shaani rolled off of the dead soldier picking up his sword. The weapon was much heavier than what she was used to fgrom training with sticks, but it would have to do.
A blade slashed across her back and her vision began to swim. The melee around her became too chaotic to follow and she fell to one knee. Her oben hand searched the ground and found the shield of the guard she just killed, with limp motions she pulled the heavy object toward herself. A body hit the ground just in front of her eyes, another of her fellow students, his eyes locked with hers as the life left them "Run! Run as fast as you can" Shaani managed to identify Abeni's voice and as her focus returned saw him on his knees, holding a scavenged shield above his head desparately blocking the swings of three house guards. She looked around and saw scrambling slaves darting off in all directions, hoping they could get away in the confusion. More slaves were breaking from the manor, thehouse slaves had taken the opportunity as well. The house guards were overwhelmed with the task of stopping them but still managed to cut down men, women and children left and right. Shaani raised her shield and staggered towards her teacher as a fourth guard approached.
"I said run!" the old warrior shouted, but she didn't hear him, she stretched her shield arm desparately towards the old man as the guard thrust his sword forward, hoping th interpose the shield, but was too late, she watched in horror as the blade pierced through Abeni's neck. Only when the four guards turned their attention to her she regained control of herself. The first man already lunged at her, she swung her shield around, deflecting the blow to the side, pointing her sword at the man, she didn't even have to thrust, as he fell readily into the blade. Shaani threw the lifeless body at the remaining three, letting go of the sword still stuck in the man's chest and dropping the shield, she turned to run as fast as her feet took her.
Eventually Shaani managed to shake the pursuing men in the wilderness. Alone and with nowhere to go, she wandered. She knew that she couldn't seek help in any nearby towns, they would not help an escaped slave, they would either claim her for their own or sell her back to her lord.
Eventually Shaani found refuge with a small community of hermits. She stayed and studied their ways. Guilt eating away at her conscious, that she couldn't save Abeni and so many other slaves she swore to protect the righteous and the weak, and that she would not let such a tragedy happen again. In her exile she studied the Hermit's ways, learning about the gods and nature and continued training what Abeni had taught her, as well as devising new maneuvers which would enable her to protect other people. When she felt she was ready Shaani left the hermits behind and made her way to far off lands where the old master's men would not find her, and begin a career as an adventurer, helping people in need.

Personality
Shaani harbors guilt and regret for failing to save so many of her fellow slaves the day the escape took place. As a result she took it upon herself to protect people from harm as goood as she can, putting her own body in harms way if need be. This is reflected in her fighting style, she tries to keep enemies focussed on herself and punishes them in any way she can should they try to go after another.
Shaani will jump at the sight of someone who suffers and try to help in any way she can, she may sometimes try to negotiate a pay for her service depending on who she is helping but will ultimately still help regardless of whether they can, can not, or simply refuse to reimburse her. She will stoically defend anyone with sometimes grim determination although at leisure times she allows herself a sense of humor.
At the same time she is a very passionate person enjoying a pleasant company or the more material gifts of civilization, the latter sometimes a little too much. Be it good food, fine alcohol, or especially the company of another woman.

Description
Not particularly tall nor short, Shaani's body is remarkable for its muscular but still feminine build. She has the for her people typical dark skin eyes and hair. The latter bound in backswept, roughly shoulder-long dreadlocks.
She wears a full suit of splint armor over her simple grey clothing, although a floor length white skirt covers her legs and a white cloak cascades down her back from under the pauldrons. Her left hand brandishes an unremarkable looking longsword, while the right holds a white kite shield with a blank surface, completely devoid of any heraldry. Her belt is heavily loaded with the sword's black sheath, three handaxes, a quiver for her javelins as well as a dagger and a belt pouch.

Character Breakdown:
Ability Scores
STR 15 + 1 human + 2 ability score increase
DEX 10
CON 15 + 1 human
INT 10
WIS 13 + 1 resilience
CHA 10

Human, variant (Feat, 1 extra skill proficiency)

Gear
Background:
A scroll case stuffed full of notes from my studies, a winter blanket, a set of common clothes, herbalism kit, and 5 gp

Class:
∙ Leather armor, Longbow 20 arrows
∙ Longsword & Shield
∙ 2 Handaxes
∙ Explorer's pack

Bought from 625 gp starting gold:
Splint Armor 200g, Dagger 2g, 3 Handaxes 15g, 3 Javelins 1.5g, Riding Horse 75g, Military Saddle 20g, Saddlebags 4g, Grappling Hook 2g, 3 pc of Chalk 0.03g, 4 healer's kits 20g, Crowbar 2g, Bullseye Lantern 10g, 10 oil flasks 1g, Bag of Holding 101g, 8 bags of caltrops 8g, 2 bags of ball bearings 2g, 2 alchemists fires 100g, Alchemist's supplies 50g

Trinket:
86 - An empty silver snuffbox bearing an inscription on the surface that says "dreams"

Gold remaining (not counting background):
13g 4s 7c

Quick Dice:
Longsword: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Dagger: 1d20 + 7 ⇒ (1) + 7 = 8
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Handaxe: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Javelin: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

STR Save: 1d20 + 7 ⇒ (5) + 7 = 12
DEX Save: 1d20 + 0 ⇒ (6) + 0 = 6 DEX Save w/ shield: 1d20 + 2 ⇒ (1) + 2 = 3
CON Save: 1d20 + 3 ⇒ (4) + 3 = 7
INT Save: 1d20 + 0 ⇒ (13) + 0 = 13
WIS Save: 1d20 + 5 ⇒ (16) + 5 = 21
CHA Save: 1d20 + 0 ⇒ (11) + 0 = 11

Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11
Athletics: 1d20 + 7 ⇒ (11) + 7 = 18
Medicine: 1d20 + 5 ⇒ (17) + 5 = 22
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Religion: 1d20 + 5 ⇒ (11) + 5 = 16

Herbalism Kit (Wis): 1d20 + 5 ⇒ (17) + 5 = 22
Herbalism Kit (Int): 1d20 + 5 ⇒ (6) + 5 = 11


The beginning sounds good, should we already know each other or roleplay introductions. (I like roleplaying introductions)


Looking great!

Anyway is there a post detailing the rules for this board in regards to posting images of maps, etc? I found a load of free maps on RPGnow dunno if I can use them, though if it's a map I paid for I dunno if there will be copyright issues.

Whether your characters know each other is optional.


I just quickly added a trinket.

Silver Crusade

Aeosianna wrote:

Looking great!

Anyway is there a post detailing the rules for this board in regards to posting images of maps, etc? I found a load of free maps on RPGnow dunno if I can use them, though if it's a map I paid for I dunno if there will be copyright issues.

Whether your characters know each other is optional.

usually DMs put them in the campaign info (the short one that pops up above the posts) using the [url=/[/url] code.


I opened the discussion thread!


Sweet!


Please post in the discussion thread so I know you're ready.

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