A Fistful of Coppers: Treasure of the Phandelver Mine

Game Master Loup Blanc

A Western take on classic fantasy.


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Loup Blanc wrote:
thejeff wrote:
I'm curious about Honor, not having used it before. Is it just how others perceive you or should it more reflect how you actually act?

Good question on Honor. It's sort of both, in a way: it reflects how your character acts honorably and how they understand the code of honor in their setting to work, but it also includes how others are likely to perceive them for their Honor. To quote the book,

The Dungeon Master's Guide wrote:
Honor measures not only a character's devotion to a code but also the character's understanding of it. The Honor score can also reflect how others perceive a character's honor. A character with a high Honor usually has a reputation that others know about, especially those who have high Honor scores themselves.

And then the book suggests that you roll Honor checks for things like figuring out how best to act with Honor if you aren't sure, surrendering without losing face, or using your honorable (or dishonorable!) reputation to influence someone else. In that way it can function kind of like Charisma as long as they situation would want it; so if you're trying to make some bandits throw down their arms, you could roll Charisma to represent your character's force of personality and way with words, or you could roll Honor to proclaim who you are and let your reputation speak for itself. It's a nifty little mechanic and seems fitting for this game.

thejeff wrote:

I've got an idea for a character who's basically the classic western cowboy. Finally a chance to use the archetypal western origin: "Had to kill a man, so I drifted."

So definitely lives by a code, but he'll come across as just another worthless drifter until he gets the chance to establish a reputation.
Off the top of my head, this character may actually start with decent Honor. Just because you have a high or low Honor score doesn't mean people know you, it just reflects the way you will be known for behaving when you become recognized. Low-to-average Honor can also reflect just not...

I suspect I'll start low, as long as you're not expected to act dishonorably with a low Honor.

Most of the mechanical effects are things I either don't want (reputation stuff) or don't care much about (figuring out how to act.) His code would be more internal than external anyway.
Then it can rise as he behaves honorably (or not, if he doesn't) and becomes known for it.
I'll get something up this weekend.


I apologize. It looks like I accidentally had 5d6 instead of 4. Let me reroll:

4d6 ⇒ (4, 2, 2, 2) = 10 8
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (2, 6, 4, 6) = 18 16
4d6 ⇒ (3, 1, 5, 3) = 12 11
4d6 ⇒ (2, 1, 3, 6) = 12 11
4d6 ⇒ (3, 6, 1, 2) = 12 11

I can work with this. Now I just have to decide whether I use magic or a gun....or am an awesome karate god.


How do a format a character sheet when all I have is text?

I'm unsure how to do it for 5th ed.


Vrog, feel free to reroll your 7 and one of your 11s. That's a particularly middling series of stat rolls right there.

Leinathan, in the end all the format I'd suggest or desire is something that makes sense and is easy to read. If you'd like an example of what I do (and honestly prefer), try looking at one of these examples:
Warlock
Monk


Stats:

Domingo Santana
Male human ranger 1
Medium humanoid, lawful good

--------------------
Armor Class 15 (Heavy Overwear)
Hit Points 13 (1d10+3)
Speed 30 ft.
--------------------
STR 10 (+0), DEX 18 (+4), CON 17 (+3), INT 11 (+0), WIS 18 (+4), CHA 10 (+0), HON 14 (+2)
--------------------
Saving Throws Str +2, Dex +6
Skills Animal Handling +6, Nature +2, Perception +6, Stealth +6, Survival +6
Senses passive Perception 16
Languages Common, Elvish

Actions
--------------------

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d4+4 piercing damage.

Revolver. Ranged Weapon Attack: +6 to hit, range 60 ft./240 ft., one target., Aimed, Reload (6)
Hit: 1d8+4 piercing damage.

Rifle. Ranged Weapon Attack: +6 to hit, range 120 ft./480 ft., one target., Aimed, Loading, Two-Handed
Hit: 1d10+4 piercing damage.

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.

Class Features
--------------------
Favored Enemy. Beasts. ADV on WIS (survival) for tracking, and intelligence checks to recall info.
Natural Explorer. Desert. Check PHB p.191.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.

Equipment:

• Money $80
• cartographer's tools
• shovel
• iron pot
• set of common clothes
• pouch
• heavy over wear
• dagger
• revolver
• 24 revolver bullets
• rifle
• 20 rifle bullets
• explorer's pack
• sack


Domingo looks good, although I think his Armor Class should be 16, since you didn't add in half the proficiency bonus yet. Seems like a very solid hunter and tracker, though!

Also, I feel I should ask before making the change: Would anyone be opposed to me changing the dollar value to just equal gold pieces instead of silvers? "Silver dollar" sounds better than "gold dollar," at least to me, but the conversion rate means you guys are dealing with hundreds of dollars a lot of the time, and that seems unnecessary to me. Also, a gun costing fifty dollars seems more fitting for the period than a gun costing five-hundred.

Obviously I'll change the prices in the info document to reflect any changes to this.


Here is Yorick's Warlock. For the name of the game, I think my vote goes to "A Fistful of Coppers", but I really, really love 3:10 to Eberron.

Loup Blanc wrote:
Also, I feel I should ask before making the change: Would anyone be opposed to me changing the dollar value to just equal gold pieces instead of silvers? "Silver dollar" sounds better than "gold dollar," at least to me, but the conversion rate means you guys are dealing with hundreds of dollars a lot of the time, and that seems unnecessary to me. Also, a gun costing fifty dollars seems more fitting for the period than a gun costing five-hundred.

That makes sense to me. though I think I did the conversion entirely wrong on my sheet, now that I hear that aloud.


Malachi looks solid; the backstory is intriguing and definitely offers hooks to work with and bring up later on. Should be interesting seeing him work with the party while also watching his back and guarding the book. The only real question I have right now is what his mechanical Background is; I didn't see it marked on the sheet.


Thanks! Glad you like him.

Loup Blanc wrote:
The only real question I have right now is what his mechanical Background is; I didn't see it marked on the sheet.

Oh right - I was going to flip through Sword Coast and see if there was anything that fit better. Right now I'm using Charlatan, which I don't super love.


Loup Blanc wrote:

Domingo looks good, although I think his Armor Class should be 16, since you didn't add in half the proficiency bonus yet. Seems like a very solid hunter and tracker, though!

Also, I feel I should ask before making the change: Would anyone be opposed to me changing the dollar value to just equal gold pieces instead of silvers? "Silver dollar" sounds better than "gold dollar," at least to me, but the conversion rate means you guys are dealing with hundreds of dollars a lot of the time, and that seems unnecessary to me. Also, a gun costing fifty dollars seems more fitting for the period than a gun costing five-hundred.

Obviously I'll change the prices in the info document to reflect any changes to this.

Forgot the 1/2 proficiency bonus. I'll be sure to add that if chosen.

I think the equivalency for dollars to gold pieces makes a lot of sense. A dollar was supposed to get you quite a lot in the Old West. It also make conversion super easy.


Alright, I'm going to ahead and make that change. Dollars are the equivalent of gold pieces. It makes everything easier and makes more sense, especially given the value of things in 5E and the emphasis on (compared to other editions) smaller amounts of wealth.


Alright, this is Aloha-Shirt-Samurai's character. I think I did everything right, this is the first 5e character I've created without using a generator. Please correct me on any mistakes, and I'm still reserving the right to tinker with some of the fine details. :)

Background: Sheriff:

SHERIFF
Reflavored the Investigator variant of the City Watch background from Sword Coast Adventurer's Guide

Skill Proficiencies: Athletics, Insight
Languages: Two of your choice
Equipment: A uniform in the style of your unit and indicative of your rank, a horn with which to summon help, a set of manacles, and a pouch containing 10 gp
FEATURE: Got My Eye On You
Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Personality:
Personality Traits:

1. "I don't draw on nothin' or nobody ain't drawn on me first."

2. "I'm tryin' to make up for a big mistake I made that got some good people dead."

Ideal:

Greater Good. Our lot is to lay down our lives in defense of others (Good).

Bond:

"My word's m' bond, or my name ain't Texarkana Lee Powderblack!"

Flaw:

"Once a criminal, always a criminal. Reckon scum don't change much."

Backstory (Warning: Real damn long. If you gotta piss, you better go now.):
The Powderblacks are the finest gunsmiths in Neverwinter. Except for their seventh son, of course. Ham-fisted (by the Powderblacks admittedly legendary quality standards) with the delicate inner workings of weaponry from an early age, Texarkana Lee Powderblack longed for something greater. He felt a calling to protect his nation and joined the military. For a time, he found joy in hunting down Muradin's chosen foes. His only gripe was with his one-eyed commanding officer, a harsh dwarf by the name of Hemet Whiteblood who seemed to have it out for him since the very beginning of his time in the service.

Of course, war breaks even the strongest of men, and though stout, Tex was still young. Given orders to burn a small village to slow an advancing force, Tex disobeyed orders, and instead rallied and fortified the tiny village. Though they successfully repelled the invasion, Tex soon found himself court-martialed. Rather than face the shame of being placed on trial in Neverwinter and besmirching his family's name, he deserted instead. Welcomed into the small village of Hog's Peak, he served and protected them faithfully as their sheriff for seven years. He attended church every seventh day, learning about the teachings of Pelor, St. Cuthbert and his personal favorite, Heironeous. Every seventh day, he placed offerings to Heironeous, and prayed that he would be strong enough to guard Hog's Peak. In that time, the little boomtown flourished, its population near doubled, and the fighting didn't come near them again.

As the years came and went, and fighting danced back and forth across the plains and canyons, it happened that Hog's Peak again became a place of strategic importance. Knowing that the Sheriff of the town would rally his people again, and unable to afford wasting time while the town was sieged, Hemet Whiteblood sent a few of his troops in plainclothes to cause a ruckus, steal some of the town's meager coffers of copper, silver and gold (though mostly copper) and lead Sheriff Powderblack on a goosechase. Seven years to the day past the first time Tex refused to burn down Hog's Peak, Hemet Whiteblood did it for him. He returned from the mountains, two outlaws in tow along with the town's coffers, only to find his little boomtown burning.

Striding into town, his Powderblack Co. revolver in his hand, Tex already knew what he'd find--the people scattered, dead where they hadn't run, and soldiers patroling around, making sure there weren't survivors lurking around the outskirts. Hearing screaming and voices inside his church, Tex dived in, through the smoke, and in the shadows saw a raised gun. His own in his hand, he fired blind, only to see his wounded minister limp out of the smoke just as another bullet caught him in the lung. He turned to see Hemet Whiteblood tip his hat to him and shut the seminary door, before Texarkana Lee Powderblack fell and breathed his last on the lightning bolt altar of Heironeous.

There but for the grace of the Gods went everyone in that sleepy village, save Tex.

He rose and shook off the ashes a day later, with only a foggy recollection of the hours since Hemet shot him in the back. His only memory of his time bleeding on the altar was a golden glow around his hands, a peal of lightning, and the voice, he was sure, of Heironeous himself, though it sounded like his own. "Not today," said the voice. "Not today, Texarkana Lee Powderblack. You have work to do. Kindle the Light. Shelter the Light. Preserve Your Own Light, so that one day, you can Be the Light." He repeated it to the altar. He and that lightning bolt were the only things still standing in all of Hog's Peak.

It was a long walk back to Neverwinter, where he would let his family know he still lived. On the way, he counted everyone in his little vilage. Two-hundred, two-score and six, by his reckoning, and one he'd done in his own damn self. If he was to Kindle the Light, he'd have to put that many bodies of evil into the ground. If he was to Shelter the Light, he'd have to protect that many people. To Preserve His Own Light, he'd have to live life hard enough for all two-hundred-forty-six of them. And to Be the Light... Well, he wasn't rightly sure yet, but never firing blind again would probably be a good start.


4d6 ⇒ (5, 6, 6, 1) = 18 17
4d6 ⇒ (5, 5, 6, 1) = 17 16

So that means my final attribute set is: 8, 10, 11, 11, 16, 16, 17

I think I'm going to make a gunslinger of some kind. Will post it tomorrow.


Here's a rough stat block for my renegade paladin. Still thinking that he might go full outlaw in the future, or maybe vengeance if he goes more judge dread.

Spoiler:
Jedidiah Heath
Male Human Paladin 1
N Humanoid (Human)
------------------------------------------------------
AC: 13 (+1 armor, +2 Dex)
HP: 11 (1d10+1)
Saves: Wisdom, Charisma
------------------------------------------------------
Melee: Dagger +4 (1d4+2)
Ranged: Rifle +4 (1d10+2)
------------------------------------------------------
Str: 15 +2
Dex: 14 +2
Con: 13 +1
Int: 11 0
Wis: 14 +2
Cha: 15 +2
Hon: 10 0
Proficiency Bonus: +2
Skills: Athletics, Insight, Intimidation, Persuasion
Languages: Common, Elven
Special: Lay on Hands (5 points)
Equipment: Rifle, 24 rounds, Knife, Heavy Duster, Manacles, Sheriff’s Badge, Uniform, 10 gp
------------------------------------------------------
Background: City Watch
Feature: Watcher’s Eye
Personality Traits: I can stare down a hellhound without flinching
Ideal: Might: The strong survive out here, the weak perish (Evil)
Bond: I’ll never forget the man who I sold out my honor too. We have unfinished business
Flaw: If you ain’t gonna stand up for yourself, I got no reason to do it for ya’


K, i'll bite....

4d6 ⇒ (6, 2, 5, 1) = 14 = 13
4d6 ⇒ (3, 6, 5, 3) = 17 = 14
4d6 ⇒ (5, 3, 3, 6) = 17 = 14
4d6 ⇒ (1, 4, 5, 4) = 14 = 13
4d6 ⇒ (1, 5, 6, 1) = 13 = 12
4d6 ⇒ (2, 2, 2, 6) = 12 = 10
4d6 ⇒ (3, 4, 4, 5) = 16 = 13

hmmm, gonna think this over....


Ooh, two paladins, both former men of the law--one an army deserter making up for his mistakes, the other fallen from honor and unsure of where he'll end up. I like both submissions quite a bit, and Tex's backstory is wonderful! If this were even just a thought experiment it'd be a successful one; I don't know about anyone else, but this is proving clearly to me how close the archetypal motifs of fantasy and Westerns really are.

Only thing I'm seeing is Jedediah Heath's AC should be 1 higher from his proficiency.


Thank y' kindly. :)

Oh, and I forgot, Tex's crunch is on the profile.


This is an awesome idea for a unique campaign, I'm definitely interested. I will roll stats and see about thinking of a character. I've never been in a game that used the Honor ability score before, I'm curious to see how it plays.

4d6 ⇒ (6, 5, 6, 3) = 20 17
4d6 ⇒ (3, 2, 2, 6) = 13 11
4d6 ⇒ (2, 3, 3, 2) = 10 8
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (3, 5, 4, 1) = 13 12
4d6 ⇒ (1, 1, 5, 3) = 10 9
4d6 ⇒ (1, 1, 5, 3) = 10 9


Campaigns like this tend to be some of the best, and I'd love the chance for some pulpy western gaming!

Stats: 4d6 ⇒ (1, 4, 3, 2) = 10 9
Stats: 4d6 ⇒ (2, 1, 6, 4) = 13 12
Stats: 4d6 ⇒ (2, 4, 2, 1) = 9 8
Stats: 4d6 ⇒ (1, 2, 1, 2) = 6 5
Stats: 4d6 ⇒ (3, 6, 2, 6) = 17 15
Stats: 4d6 ⇒ (6, 3, 4, 4) = 17 14
Stats: 4d6 ⇒ (1, 3, 1, 1) = 6 5

Well, pulp heroes do tend to have some glaring flaws. Let's see what I can do with this. It looks like there aren't many caster submissions yet.


Here is my submission. I will have his backstory up today.

Human Mystic 1
str 12
dex 16
con 16
int 18
wis 11
cha 8

combat Info:

HP 11
AC 15/6
Proficiency Bonus +2
Initiative +3

Saves:
str +1
dex +3
con +3
int +6
wis +2
cha -1

Power: +6

Proficiencies (Skills | Tools):

History +6, Insight +2, Investigation +6, Perception +2, Survival +2 | Guitar +2

Feats:

[spoiler=Class Features]
Psionics
As a student of psionics, you can master and use psionic disciplines and talents.

*Psionic Talents
A psionic talent is a minor psionic effect you have mastered. At 1st level, you know one psionic talent of your choice (see the talent options later in this class description). You learn additional talents of your choice at higher levels, as shown in the Talents Known column of the Mystic table.

*Psionic Disciplines
A psionic discipline is a rigid set of mental exercises that allows a mystic to manifest psionic power. Such disciplines are divided into two categories: lesser disciplines and greater disciplines. A mystic masters only a few disciplines at a time. At 1st level, you know two lesser disciplines of your choice (see the discipline options later in this class description). You learn additional disciplines of your choice at higher levels, as shown in the disciplines known column of the Mystic table. You must be at least 5th Level to learn a greater discipline. In addition, whenever you gain a level in this class, you can replace one discipline you know with a different one of your choice. You can replace a lesser discipline with a greater discipline, but only if you are at least 5th level.

*Psi Points
You have an internal reservoir of energy that can be devoted to the psionic disciplines you know. This energy is represented by psi points. Each psionic discipline describes effects you can create with it by spending a certain number of psi points. A psionic talent requires no psi points. The number of psi points you have is based on your mystic level, as shown in the Psi Points column of the Mystic table. The number shown for your level is your psi point maximum. Your psi point total returns to its maximum after you finish a long rest. The number of psi points you have can’t go below 0 or over your maximum.

Order of the Awakened Mystics
Dedicated to the Order of the Awakened seek to unlock the full potential of the mind. By transcending the physical, the Awakened hope to attain a perfect state of being—focused on pure intellect and mental energy. The Awakened are skilled at bending minds and unleashing devastating psychic attacks, and are able to read the secrets of the world through psionic energy. Awakened mystics who take to adventuring excel at unraveling mysteries, solving puzzles, and defeating monsters by turning them into unwilling pawns.

*Mind Mastery
At 1st level, you gain the mind meld and thought spear psionic talents (these are in addition to the talents you gain in the Mystic table). If you already have either one, you can pick any other talent to replace it.

*Awakened Expertise
Starting at 1st level, your focused mental training grants you extended knowledge. You gain proficiency in two skills of your choice. In addition, choose one skill you are proficient in. Your proficiency bonus is doubled for any

Disciplines
Intellect Fortress
Lesser discipline (awakened)
You forge an indomitable wall of psionic energy around your mind—one that allows you to launch reflexive counterattacks against your opponents.

*Psychic Focus.
While focused on this discipline, you gain resistance to psychic damage.

*Psychic Backlash (1).
As a reation, you can impose disadvantage on one attack roll made against you if you can see the attacker. If the attack still hits you, the attacker takes psychic damage equal
to half your mystic level (rounded up).

* Psychic Parry (1–3).
As a reaction when you make an Intelligence, a Wisdom, or a Charisma saving throw, you gain a +2 bonus to that saving throw for each psi point you spend. You can use this ability after rolling the die but before applying the result.

*Psychic Redoubt (5, C).
As an action, you create a field of protective psychic energy. For the next 10 minutes, you and creatures of your choice gain the following benefits while within 30' of you:
resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws.

Third Eye
Lesser discipline (awakened)
This discipline can open a third eye within your mind, opening your doors of perception.

*Psychic Focus.
While focused on this discipline, you have blindsight with a radius of 30'.

*Tremorsense (1, C).
As a bonus action, you gain tremorsense with a radius of 30' for up to 1 minute.

*Unwavering Eye (1, C).
As a bonus action, you gain advantage on Wisdom checks for up to 1 minute.

*Truesight (5, C).
As a bonus action, you gain truesight with a radius of 30' for up to 1 minute.

Psionic Talents
Mind Meld
Psionic talent
As a bonus action, you can communicate telepathically with one creature you can see within 120' of you. You don’t need to share a language with a creature for it to understand your telepathic utterances, and the creature understands you even if it lacks a language. You can allow a creature to respond to you telepathically, but it must understand at least one language in order to communicate this way. This ability to communicate lasts until the start of your next turn. You can’t communicate with an unwilling creature.

Night Eyes
Psionic talent
As an action, you grant yourself darkvision with a range of 30'. This benefit lasts for 1
hour.

Thought Spear
Psionic talent
As an action, you psychically strike one creature that you can see within 120'of you. The target must succeed on an Intelligence saving throw or take 1d8 psychic damage.

Motivations:

Background: Inheritor
*Personality Trait: I judge people by their actions, not their words.
*Ideal: Fairness. No one should get preferential treatment before the law, and no one is above the law.
*Bond: I will always stand up to bullies.
*Flaw: I'm praying that the power I inherited does not come with a dark side.


Finally figured out a concept, but visiting family so won't have time to work on it until Tuesday.


STATS: 4d6 ⇒ (3, 2, 5, 2) = 12
STATS: 4d6 ⇒ (2, 4, 1, 4) = 11
STATS: 4d6 ⇒ (3, 1, 6, 2) = 12
STATS: 4d6 ⇒ (1, 5, 4, 4) = 14
STATS: 4d6 ⇒ (5, 6, 4, 5) = 20
STATS: 4d6 ⇒ (3, 1, 5, 6) = 15
STATS: 4d6 ⇒ (2, 5, 1, 2) = 10

10,9,10,13,16,14,9

hmmm interesting. lets see what I can come up with


I didn't roll as well as some but I'm thinking a gnome wizard from out east. Possible the far traveler background and accent of some type. He would be hired by the dwarf to be the engineer/demolitions expert and he doubles as a decent cook.

Heading out the door right now but will flush him out this evening.


Just a quick update as I'm back and checking in on everything, to go over submissions thus far. (Not worrying about just interest here, so if you've posted and I don't list you, don't worry unless I'm missing a character. And by that I'm counting a submission in terms of name and/or backstory, crunch of some kind, something like that.)

wicked_raygun--Domingo Santana
YoricksRequiem--Malachi Constant
Aloha-Shirt-Samurai--Tex Powderblack
kamenhero25--Jedidiah Heath
Vrog Skyreaver--Unnamed Human Mystic

And lots of interest and rolls from people. Glad to see the continued excitement and intrigue. I'm gonna keep this recruitment open a while longer to let some of you good people continue making up characters and see what we get. Depending on how many submissions come in, I'd tentatively say I'm leaving this open until Friday the 15th at least, possibly longer.


G'day mate! I'm Greycastle's submission. I'm on walkabout out here in the west. Aimin to come good on a vision I been havin'. I'm as cunning as a Dunny Rat and a bit of a spell slinger.

Ole Gundrenn has hired me on to help get these here supplies to Phandalin! If they don't make it I s'spose he'll be angry as a Cut Snake.

The sooner we head these wagons west, the sooner we'll be gettin' our due.

he's far from finished, just thought Id get my name in the hat.


4d6 ⇒ (5, 4, 1, 6) = 16 15
4d6 ⇒ (2, 6, 4, 1) = 13 12
4d6 ⇒ (6, 4, 3, 5) = 18 15
4d6 ⇒ (1, 1, 6, 3) = 11 10
4d6 ⇒ (4, 1, 1, 2) = 8 7
4d6 ⇒ (1, 1, 3, 6) = 11 10
4d6 ⇒ (5, 3, 5, 1) = 14 13

well damn, that seems awfully good. Have an idea but need to get crunch and stuff up first


I'm still here. I ending up writing like 2 pages of backstory, and now I'm trying to trim that down to a reasonable amount.


Crunch:

Eberac Blackcoal
Male Mountain Dwarf Barbarian
___________________
Stats
___________________

Alignment: Neutral
Initiative: +1
Languages: Dwarven, Common
Size: Medium
Speed: 25

Attributes
STR 17 (+2 Dwarf Mountain)
DEX 13
CON 17 (+2 Dwarf)
INT 10
WIS 12
CHA 10
HON 7

___________________
Offense
___________________

Proficiency Bonus: +2
Rage: +2

Greataxe
Attack: +5(+7)
Damage: 1d12+3

Javelin
Attack: +1(+3)
Damage: 1d6
Range: 20/60 (light)

Handaxe
Attack: +5(+7) / +1(+3)
Damage: 1d6+3 / 1d6
Range: 20/60

___________________
Defense
___________________

HP: 15 (1d12 + 3)
AC: 15 (10 + 3 Con + 1 Dex + 1 Proficiency)

Saves

Str +5 (+3 Str +2 Proficiency)
Dex +1
Con +5 (+3 Con +2 Proficiency)
Int +0
Wis +1
Cha +0
Hon -2
___________________
Skills
___________________

Perception +1; Athletics +5; Survival +1; Intimidation +0;
___________________
Special Abilities
___________________

* Unarmored Defense: AC 10 + Dex + Con (as long as you are not wearing armor)

* Rage: 2 | Rage damage: +2 | Resistance vs Blugeoning/Slashing/Piercing

* Tool Proficiency: Smith's Tools | Flute
___________________
Equipment
___________________

Barbarian Starting Package:
Greataxe, Two handaxes, Explorer's Pack, 4 Javelins,

(Outlander) Background Starting Equipment:
A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp

NOTE: Considering of Shotgun but not being proficient with it. Still it could be a goal "a dream of owning a boomstick" etc

Background story coming later. Had an idea but need to improve it a bit or might have to change some parts


Vrog Skyreaver wrote:
I'm still here. I ending up writing like 2 pages of backstory, and now I'm trying to trim that down to a reasonable amount.

Honestly that's okay with me. The more backstory people give the more I can play with, and it'll give me a better idea of the character, plus show that you're into the character yourself.


a little bit of background

Backstory:

Jack's from a place called Down Under. Jack's kin always said he was touched. “Kicked in the head by a Wallaby as a babe that one was” That's how he became Wallaby Jack. Though what the folk from his home didn't know was that they were right in more than just one way. He WAS touched, he was gifted with the sight. The ability to have strange dreams that he knew weren't JUST dreams. They were some sort of prophecy that he could not decipher.

His folk weren't exactly friendly with Jack due to his condition so he found himself wanderin quite a bit as a boy. Never too far from home but wanderin non the less. He fell in with a band of goblins that he discovered when he went into an old abandoned mine. He spent quite a lot of time with these goblins and learned a lot. They taught him their language and some of their customs. The leader was a shaman and taught him the basics of castin spells. The shaman also told him that he needed more learnin if he was to get better at it though since he didn't have inate power. The shaman helped him decipher his dreams though. Gave them purpose.

As he got older, the dreams became more intense, more frequent. They seemed to be leading him somewhere. He wasn't sure where, but he knew that they would continue gaining in strength until he acted upon them. So he struck out from Down Under. A young gnome boy with not a coin to his name. The dreams seemed to be pulling him along. They eventually lead him to a place called the Big City. It was there that he the dreams subsided for a while. He had to learn to make it on his own here. It was hard. He remembered what the shaman told him though, that he would need trainin to learn more about magic. So he went lookin for someone to teach him the ways of magic. After some time he found an old arcanist who was willing to take Jack in under his wing.

Things were good for a while but eventually the dreams began to come back. They began to strengthen again. Jack knew that he would have to leave again soon. Mountains seemed to be a reoccurring vision in his dreams. The dreams were different but the mountains were always the same. A symbol often also appeared in these dreams. The arcanist was helping Jack to figure out what the symbol meant. It was no mark of magic as they had both thought initially. One day Jack's mentor came to him with a flyer and a smile. “I found the symbol he said.” Of all the places it was in the post office. It was a job page. Hangin on the wall in the post office. It was for a dwarf named Gundrenn. Lookin for stalwart men.

Within the week, Jack bid his mentor fairwell and hopped on the train heading west. His destination, Neverwinter City.

Jack still tries to figure out the mysterious source of these visions. His knowledge of magic has only whetted his appetite for knowledge and made him more away of the implications this sight could have for him. Could they be angelic inspirations? Demonic in nature? Some type of timey whimey kind of thing. Whos fer knowin.


Backstory | Description:

Backstory:
Left on the doorstep of a local temple to Pelor, Aren was placed in an orphanage that was sponsored by the temple, one run by a very corrupt woman named Mistress Orphelia (although the kids called her Mistress). She abused the children, making them work long hours creating "homemade" blankets and baby clothing, and then graduating them to breaking into hours and pickpocketing when they were old enough, with the price for failure being broken bones, bruises (or in extreme cases) death.
Aren, like all of the children, suffered under her wrath, but Aren was different: he was the only child who would stand up to her and even defy her. She would retaliate by locking him in the closet for days at a time. This went on for several years, until the day that Aren discovered that his mother had left a hand-stitched piece of fabric with 9 dots on it, broken down into 3 rows of 3.
He stole the fabric and hid it, and would stare at it whenever she wasn't looking. Something about it drew his eye, and soon he didn't even need light to see the pattern. He also noticed that as he grew, his focus on the pattern gave him phenomonal concentration. All of this came to head one day when she was beating him and he was concetrating on the pattern and mostly ignoring her ranting and blows and then Aren felt a door open in the back of his mind, and the years of her verbal abuse came pouring out into Mistress Orphelia, who didn't take long to succumb to the mental assault.
Knowing that he didn't have long to escape, he took what money she had and fled into the wilderness, where he promptly got lost wandering and practicing to use his power.
As he reached his teens, he realized that he needed something to deflect attention away from his power, and that he should carry a gun, which would allow him to pass as a gunslinger or drifter. While for the most part things have turned out okay, there are nights when he dreams about the day he killed mistress Orphelia: Quiet nights, where his small fire is the only thing that keeps the demons at bay. In his dreams, however, he see her crawling out of her grave and silently stocking him. silent and dark except for her deep green eyes.

Now he makes his way across the great west, helping those he can and opposing tyanny whereever he encounters it.

Description:
Aren is physically not that different from many young men who grew up in the west: he is 5'10", with jet black hair, purple eyes and a piercing gaze. He has the tanned skin of one who has spent a significant amount of time in the desert.


Updated Submission List
wicked_raygun--Domingo Santana
YoricksRequiem--Malachi Constant
Aloha-Shirt-Samurai--Tex Powderblack
kamenhero25--Jedidiah Heath
Vrog Skyreaver--Aren
Greycastle--Wallaby Jack Fizzlecrank
Grovo--Eberac Blackcoal

Some of these submissions aren't totally finished yet, as I'd like to see some backstory--even just the elements from your chosen Background and a short paragraph would do, but the longer the better--and I know there's lots of other interest that's popped up without getting a character submitted yet. With that in mind, I think I'll extend this through the weekend and possibly make a selection on Monday if things are looking good.


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

5, 13, 12, 12, 10, 15, 11

Hooboy those are some below average stats. I could make something work with those, I suppose, but I don't think I could make something fun. Nothing really fun about a guy being good at only one thing.


This sounds like fun! Think I will give it a try:

4d6 ⇒ (3, 2, 3, 2) = 104d6 ⇒ (5, 4, 3, 5) = 174d6 ⇒ (2, 4, 6, 2) = 144d6 ⇒ (4, 4, 3, 5) = 164d6 ⇒ (3, 4, 5, 2) = 144d6 ⇒ (6, 6, 6, 3) = 214d6 ⇒ (4, 1, 6, 2) = 13

Whoops, should have put those on multiple lines. But that leads to:
8, 14, 12, 13, 12, 18, 12

Zowie! That's some nice rolls. Been a while since I had rolled an 18 even with 4d6 drop lowest.

Debating between some Kwai Chang Caine (from the old "Kung Fu" tv series) inspired monk walking the land, or a warlock. I see there's been mention of both, so I'm not sure now.

Monk might be an Asian-styled dragonborn to really stand out - named Tianlong Jie or something.

Although I was thinking more along the lines of a "Devil's bargain" Old West trope for the warlock than fey, but haven't developed it too far yet. Maybe some name like Montgomery Cardluck or "Lucky Gum" for short. Hmm....

Decisions, decisions - but either way, I gotta get crackin'!


Just a quick note that I won't be submitting. It sounds like a fun campaign, and I might follow along and read it. But too much else going on to even get a character finished.

Have fun!!


My submission, for the moment, doesn't look very pretty; I just slapped the relevant info into a Notepad and pasted it onto the alias. I'll be f#~+ing that as soon as I have the time, but for right now here is Drake Wills, the small-time outlaw haunted by a pact he once made in exchange for his life. There's a better blurb on the alias, but that's what I've got for now.


Obviously I didn't make a selection on Monday. Pretty soon I'll need to wrap this up entirely, but it seems like more interest and submissions are trickling in each day, so I'd love to give this as much time as I can for everyone who wants to play to put forward a character... Today's Wednesday, so at the least I'll let this open until Friday evening. I really hope to see at least a couple more characters by then!


Here's Spazmodeus' submission.
Still need to finalize gear and background traits.

The traits listed don't quite mesh with my concept. Can I come up with others?


Certainly. The ones they list with each background are just suggestions. Feel free to shop around other lists or just come up with your own from scratch.


Alright everyone, after a much longer recruitment period than I'd originally planned on--but one that got us lots of good submissions--I find myself unwilling to turn anyone away. Therefore, everyone who's submitted a character so far is in! I'm dividing you up into two "tables" of players, as follows.

TABLE 1: TREASURE OF THE PHANDELVER MINE
Domingo Santana (wicked_raygun)
Malachi Constant (YoricksRequiem)
Jedediah Heath (kamenhero25)
Drake Wills "The Wendigo" (JDPhipps)
Siann-Simon (Spazmodeus)

TABLE 2: ONCE UPON A TIME IN PHANDELVER
Tex Powderblack (Aloha-Shirt-Samurai)
Aren (Vrog Skyreaver)
Wallaby Jack Fizzlecrank (Greycastle)
Eberac Blackcoal (Grovo)

Please, everyone, go ahead and post into your respective Discussion threads linked above.

NOW, for those of you who expressed interest but didn't yet submit a character, there is still hope! I expect that it'll take a couple days to finish setting things up, get everybody reported in, and go over characters, so if you've already expressed interest here, you have that long to finish your characters. No set date or time, just get 'em finished as soon as you can if you can, and I'll take up to six total folks for each table (which means three more possible characters).

RECRUITMENT IS CLOSED TO NEW INTEREST; only those who've already posted here can submit characters from now on. I hope to see a new face or three, and I look forward to starting this wild adventure!

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