DM Default: Princes of the Apocalypse (Inactive)

Game Master inxpitter

Combat Map

Faction Information


1 to 50 of 64 << first < prev | 1 | 2 | next > last >>

Greetings all.

I am looking for 4-6 players for a Princes of the Apocalypse game. Newcomers to the system are welcome.

Character Building:


  • Standard Array of 27 point buy, your choice.
  • Everyone starts at 3rd level.
  • Max hit points first level, Average each level after.
  • Please list your flaw, bond, background, etc. A bit of elaboration would be nice as I find strong characters with depth will help the plot move along nicely.
  • You are allowed the options listed in the Princes of the Apocalypse Player's Guide
  • All the characters meet in Red Larch (probably at a tavern) and discover they share a goal of investigating the rising power of these cults. If you'd like to have met one or more party members earlier, then that is fine as well.

Adventure Hooks: Choose one:

Best Served Cold
For some reason, you have sworn vengeance on the half-moon elf minstrel Windharrow. Whether he stole away a loved one, inspired a friend to a doomed life of adventure and death, or seduced someone into his personality cult for his mistress, he has negatively and violently up-heaved your life. You shall have your vengeance.

Dangerous Information
It’s a race against time— in a seedy Waterdeep or Neverwinter tavern, you overheard a suspicious band of ne’er-do-wells whispering of violent plans. You know that they plan an ambush point on the trail between Redlarch and Ironford Bridge. You also overheard secrets of their leader, supposedly a vicious bandit by the name of ‘Grimjaw’.

Dangerous Secret
You have been assigned by your faction, or sheer curiosity, to investigate the relatively new and unheard of Circle of the Scarlet Moon. You know that they plan on lighting up a giant wicker statue, with the intent of "burning out the wicked spirits that permeate the area.

Dark Omens
The signs and portents are clear: nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, the you must destroy the four elemental nodes, terrible locations hidden somewhere in the Dessarin Vallley.

Defeat the Skyriders
Vicious raiders mounted on hippogriffs have laid waste to several small hamlets and merchant caravans, and the character has sworn to stop them. You must defeat the Feathergale Knights, bullies and brigands who claim noble bearings. You think that obtaining a flying mount would even the odds a little.

Feathergale Rebel
You has been sent to retrieve a Waterdhavian noblewoman. Savra Belabranta is
the estranged daughter of an affluent noble family. She has joined a group known as the Feathergale Knights, and has left her families holdings to live with the group in Dessarin Valley. You are tasked with breaking up this organization, and peacefully talking Savra into returning home.

The Fugitive
You are on the trail of a ruthless murderer, Bastian Thermandar. Know as an arsonist who burns his victims to death, he has fled to the Dessarin Valley, where your trail currently leads you. You must bring him to justice.

Hired Hand
Homesteaders who were kind to itinerant workers are now missing. You have been tasked to have revenge and to rescue any survivors. Two such farmers, who likely may still live, are Bero Gladham and Nerise Gladham. Black feathers were rumored to be scattered around the destroyed farms.

Madman at Haunted Keep
Informants from your organization have shared information that Riverguard Keep has fallen to bandits and pirates. A vicious brute, named Grimjaw, seems to hold the place in fear and violent terror. Defeating him would certainly go a long way to securing the safety of the Dessarin Valley.

The Mud Sorcerer
Months ago, you were robbed by a genasi who killed several innocent bystanders. Now it’s time to find Miraj Vizann and make him pay. A flamboyant sorcerer, who claims elemental affinity with water and earth, he gloated about the power of an elemental cult, and taunted you to die in the Dessarin Valley when you threatened revenge.

Ominous Dream
You have seen a terrifying medusa, identified as Marlos Urnrayle, in dreams and knows that he is a dangerous villain who must be stopped. Your dreams showed you a hidden vault deep in the earth, a great gem with pure magic gleaming from it’s many facets.

Recover Your Sword
Thugs wearing shark jaws and wielding crude shields made from turtle shells broke into the workshop where you apprenticed, murdered the master smith, and stole the beautiful sword she’d made. In order to bring justice, you have vowed to cut those thugs down to size, preferably with your stolen property. They fled in the direction of the direction of the Dessarin River.

Rescue Your People
Raiders from a strange fire cult have abducted people that you had felt responsible for protecting. They must be rescued at any cost. You found notes on one of the slain cultists that point to the Dessarin Valley as the location where the captives are held.

Seeking Revenge
Fire cultists torched the character’s home or razed a defenseless village. The character is sworn to stop them. News of further conflagrations have been spreading like wildfire across the Dessarin Valley, with little proof other than the charred remains of farmers amid the burnt husks of the former homesteads.

Settle a Score
Marauders in stony armor robbed your friends or family and left them for dead. Now it’s time to even the score. You have heard rumors that these figures have been spotted around Redlarch, and your trail takes you there.

Shatterkeel’s Trail
Months ago, Gar Shatterkeel destroyed the your ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. Hunting him down has proven difficult, but you have heard he hides somewhere along the shores of the Dessarin River.

Standing Offer
Months ago, the you served as a guide for a band of mysterious pilgrims who set out to reoccupy the Sacred Stone Monastery. The your mission is to infiltrate the group and discover their intentions. Perhaps you can discover hidden knowledge they sought in the library of the temple.

Strange Map
An ancient map has come into the your possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills. You have been told by rogues and sages alike that the map either leads to certain treasure… or doom.

Suspicious Fellow
The you becomes suspicious of Thurl Merosska, a knight of the Feathergale Society, and have decided to investigate. His actions in Waterdeep have drastically changed with his new allegiance, and his politics have been solely devoted to the profit of his new club.

Undercover
You have been tasked by your faction to break up a smuggling and piracy ring on the Dessarin River headquartered at Rivergard Keep. Countless traders have been accosted, and quite a few have lost their lives. Only with your intervention can safety be found on the peaceful waterways of the Dessarin Valley.

Walked Away
The character was briefly recruited as a sellsword and mercenary by the strange fire cultists but never took up arms with them. Now the character wants to stop the villains before they give all mercenaries a bad name. The honor of common skullduggery is at stake!

Things you should know:


  • While I don't mandate posting everyday, I do hope you will post frequently. If you will be gone for a decent span of time, please inform me and I will bot you as necessary.
  • I will be using Roll20 for combat, but all rolls and role-playing will be done in the gameplay thread of this campaign.
  • Keep Min-maxing to a minimum please. I understand the joy of an effective character, but I like to see reasons behind character decisions. Relevant background reasons, not "its the most effective."

If you have any questions feel free to ask. I look forward to your submissions.


I post frequently and check up often on the story. My purposed character is: Dessarin The Deceived - moon druid

I am considering dipping 3 levels into warlock to telekinetic bear.
I would use a 27 point by system
I will private message you my backstory because it is a little lengthy.


kewl.
Character options:
27 pointbuy.
Probably a paladin, or a warlock
Anything from the Sword Coast Adventurers Guide allowed?


Oh! I'd like to join! Like legoguy4492 said, Sword Coast Adventurers Guide Allowed?


Wait, never mind, don't have a roll20 account :(


Character idea:
half-elf
2 Paladin/1 Druid
Dark Omens hook.
A druidic-paladin, who uses both the power of the natural world, and his god.


DOT for interest.


how do make hide tab


If I may, I'd like to re-purpose AShi here from a previous Princes campaing that died early.

I'll see if I need to re-gig attributes ....

Also, Roll20 accounts are free...DM just needs to invite you...


I’m a noob so…

Spoiler:
[fluff]
Nine Winds who's true name is Akiho Kaze (reverts to true form if said or heard)
Voidkin Kitsune Storm Druid2
Nine-Tailed Inheritor
Disguise +13 =21 Pretty doesn't hide her ears and tail in human form because she has nothing to hide,but she likes her tradition
Nine used to live in a forest village. She and here family prayed in the village temple, and studyed divine magic together.
One day the King of the Forest demanded a sacrifice of two people, or he would destroy the village. Leaving only destruction in his wake.
The sacrifice was chosen through a lottery. Nine and her father won, but her mother swapped her pebble. Taking Nine's rite of sacrifice in her place.
Nine tried to stop it, but she was powerless under the King's might. Her parent's souls protected her, a made her a Nine-Tailed Inheritor.
She could only use the power to escape his wrath. Days later, a nomadic group of druids walked through her village.
Nine had failed to save her family, but the plauge was lifted. The sound of hacking and coughing was gone, and a fresh breeze blew out the smell of sickness.
Yet the entire village met to vote on what to Nine. The Druids walked in all four of them in single file weightlessly. The leader is an elf named ...
He said that if they planned to banish Nine, for defiaing the King of the Forest then they'd take her and train her. The village naturally agreed. Nine was 15 years old.
10 years Later~
Nine is now 25 years old. Having meditated for a while, and learning the some of the Druidic arts. Nine had a vision from Gozreh.
She appeared behind Nine, a beautiful women
who was wrapped in wind. She had green hair, and was holding a trident. She said that it was time to go and gain the power of the Storm.
"In order to.defeat your fears," then Nine sets out on her first adventure.

Nature -The Way
Nine is given freedom from her flock by Gozrbeh. She was used to a discipline as she walked The Path. Nine was saved by an old tradition, and The Path that she walked showed her the value of loyalty. She craves adventure and works to benefit herself and others in order to find power to use it protect her friends. Her connection with Gozreh now gives her the powers of the storm.

Nine has Fey blood, and is afraid of captivity. She really doesn't like to be tied up or behind bars. She will do whatever it takes to get free.
Human Form
Black Hair shoulder length wild and fuzzy with gold eyes
Black ears and tails capped in white
She wears a bright blue robe
She has a mole under her right eye
Deception +10 and
Sadly for
True Form
Mostly White fur
Black ears and tails capped in white
Bright blue eyes filled with power[/fluff]

[crunch]
Female Kitsune; Lawful Neutral Medium Fey ( Kitsune, Shapechanger )
Region None
Experience points 2000
XP multiplying factor for multiclassing 100%
Multiclassing experience penalty 0%
Favored Classes
Total Classes 1.0
Face 5 ft.
Reach 5 ft.
Encumbrance Category: Light
Initiative +5 = +5[STAT] +0[MISC]
Armor Class 15 = +10[BASE] +5[STAT]
Ability Scores Str 5 (-3) = +8[USER] -3[MISC]
Dex 21 (+5) = +15[USER] +6[MISC]
Con 12 (+1) = +10[USER] +2[MISC]
Int 15 (+2) = +13[USER] +2[MISC]
Wis 19 (+4) = +17[USER] +2[MISC]
Cha 17 (+3) = +12[USER] +5[MISC]

Saving Throws Fortitude: +4 = +3[BASE] +1[CON]
Reflex: +5 = +0[BASE] +5[DEX]
Will: +7 = +3[BASE] +4[WIS]
Conditionals: +4 bonus on saves against mind-affecting effects

Attacks Bite Melee; Number of Attacks: 1; Crit: 20; Crit Multiplier: x2; Reach: 5 ft. To Hit: -2 = +1[BAB] -3[STAT] +0[SIZE]
Damage: 1d4-3

Skills Acrobatics +7 = +2[TYPE=RACIAL|Agile] +5[STAT]
Appraise +2 = +2[STAT]
Artistry +2 = +2[STAT]
Bluff +3 = +3[STAT]
Climb -3 = -3[STAT]
Craft (Untrained) +2 = +2[STAT]
Diplomacy +3 = +3[STAT]
Disguise +4 = +1[RANK] +3[STAT]
Escape Artist +5 = +5[STAT]
Fly +13 = +8[Maneuverability (Perfect)] +5[STAT]
Handle Animal +7 = +1[RANK] +3[cskill HANDLE ANIMAL GTEQ 1,skill HANDLE ANIMAL GTEQ 1|TYPE=CLASSSKILL|Handle Animal] +3[STAT]
Heal +8 = +1[RANK] +3[cskill HEAL GTEQ 1,skill HEAL GTEQ 1|TYPE=CLASSSKILL|Heal] +4[STAT]
Intimidate +4 = +1[RANK] +3[STAT]
Perception +8 = +1[RANK] +3[cskill PERCEPTION GTEQ 1,skill PERCEPTION GTEQ 1|TYPE=CLASSSKILL|Perception] +4[STAT]
Perform (Untrained) +3 = +3[STAT]
Ride +5 = +5[STAT]
Sense Motive +5 = +1[RANK] +4[STAT]
Spellcraft +6 = +1[RANK] +3[cskill SPELLCRAFT GTEQ 1,skill SPELLCRAFT GTEQ 1|TYPE=CLASSSKILL|Spellcraft] +2[STAT]
Stealth +5 = +5[STAT]
Survival +6 = +2[Nature Sense] +4[STAT]
Swim -3 = -3[STAT]

Skill Points 2nd level Druid: 12 Unspent: 5

Feats ASTROLOGICAL TIMING [Paizo Inc. - People of the Stars, p.27]

Feats (Hidden Automatic) CMB Output [Paizo Inc. - Core Rulebook]

Special Abilities (Automatic) Kitsune ~ Agile [Paizo Inc. - Advanced Race Guide, p.192]
Kitsune ~ Change Shape [Paizo Inc. - Advanced Race Guide, p.192]
Fey Creature ~ Mind Affect Save [Paizo Inc. - Bestiary 3]
Kitsune ~ Kitsune Magic [Paizo Inc. - Advanced Race Guide, p.192]
Kitsune ~ Low-Light Vision [Paizo Inc. - Advanced Race Guide, p.192]
Low-Light Vision [Paizo Inc. - Bestiary]
Kitsune ~ Natural Weapon [Paizo Inc. - Dragon Empires Gazetteer]
Kitsune ~ Natural Weapons [Paizo Inc. - Advanced Race Guide, p.192]
Druid ~ Nature Bond [Paizo Inc. - Core Rulebook, p.50]
Druid ~ Nature Sense [Paizo Inc. - Core Rulebook, p.50]
Druid ~ Orisons [Paizo Inc. - Core Rulebook, p.49]
Fey Creature ~ Spell-Like Abilities [Paizo Inc. - Bestiary 3, p.116]
Druid ~ Spontaneous Casting [Paizo Inc. - Core Rulebook, p.49]
Druid ~ Wild Empathy [Paizo Inc. - Core Rulebook]
Wild Empathy [Paizo Inc. - Core Rulebook, p.50/64]
Druid ~ Woodland Stride [Paizo Inc. - Core Rulebook]
Woodland Stride [Paizo Inc. - Core Rulebook]

Special Abilities (Virtual) Resistance to Cold ~ Output [Paizo Inc. - Bestiary, p.303]
Resistance to Electricity ~ Output [Paizo Inc. - Bestiary, p.303]

Special Abilities (Hidden Automatic) Fey Traits [Paizo Inc. - Core Rulebook, p.307]
Flight Maneuverability [Paizo Inc. - Bestiary]
Maneuverability (Perfect) [Paizo Inc. - Bestiary]
Resistance to Cold [Paizo Inc. - Bestiary]
Resistance to Electricity [Paizo Inc. - Bestiary]
Shapechanger Traits [Paizo Inc. - Core Rulebook, p.312]
Weapon and Armor Proficiency ~ Druid [Paizo Inc. - Core Rulebook]

Internal Abilities (Automatic) Armor Prof ~ Light [Paizo Inc. - Core Rulebook]
Armor Prof ~ Medium [Paizo Inc. - Core Rulebook]
Artistry is a Class Skill [Paizo Inc. - Pathfinder Unchained]
Base Size ~ Medium [Paizo Inc. - Bestiary]
CMB [Paizo Inc. - Core Rulebook]
Combat Trick Tracker [Paizo Inc. - Pathfinder Unchained]
Current Size ~ Medium [Paizo Inc. - Bestiary]
Default [Paizo Inc. - Bestiary]
Class Skills ~ Druid [Paizo Inc. - Core Rulebook]
Race Traits ~ Fey creature [Paizo Inc. - Bestiary 3]
Race Traits ~Voidkin Kitsune [Paizo Inc. - Advanced Race Guide]
Shield Prof [Paizo Inc. - Core Rulebook]
Size Tracker [Paizo Inc. - Bestiary]
Weapon Prof ~ Auto [Paizo Inc. - Core Rulebook]
Weapon Proficiencies ~ Druid [Paizo Inc. - Core Rulebook]
Martial Weapon Proficiencies -Bow

tNine-Tailed Inheritor: The kitsune is a wellspring of magical energy that manifests as additional tails. The kitsune gains Magical Tail as a bonus feat at 1st level. In addition, he adds Magical Tail to all class lists of bonus feats as initial feat choices for those lists, including all ranger combat styles and all sorcerer bloodlines. For example, a monk can select Magical Tail when he gains his first bonus feat at 1st level while a ranger can select it when he gains his first combat style feat at 2nd level. Additionally, the kitsune treats Magical Tail as all types of feats (except teamwork) when determining which feats he can select with a class's bonus feats feature. A kitsune with this racial trait cannot select Magical Tail as a class bonus feat and as a feat from character advancement during the same level. This racial trait replaces natural weapons.[d20pfsrd.com]

Internal Abilities (Hidden Automatic) Archetype Display [Paizo Inc. - Core Rulebook]
FACE_5 [Paizo Inc. - Bestiary]
REACH_5 [Paizo Inc. - Bestiary]

Class Druid [Paizo Inc. - Core Rulebook]

Unspent Feat Points: 2
Unspent Skill Points: 5 Skill Breakdown
Acrobatics +7 = +2[TYPE=RACIAL|Agile] +5[STAT]
Appraise +2 = +2[STAT]
Artistry +2 = +2[STAT]
Bluff +3 = +3[STAT]
Climb -3 = -3[STAT]
Craft (Untrained) +2 = +2[STAT]
Diplomacy +3 = +3[STAT]
Disguise +4 = +1[RANK] +3[STAT]
Escape Artist +5 = +5[STAT]
Fly +13 = +8[Maneuverability (Perfect)] +5[STAT]
Handle Animal +7 = +1[RANK] +3[cskill HANDLE ANIMAL GTEQ 1,skill HANDLE ANIMAL GTEQ 1|TYPE=CLASSSKILL|Handle Animal] +3[STAT]
Heal +8 = +1[RANK] +3[cskill HEAL GTEQ 1,skill HEAL GTEQ 1|TYPE=CLASSSKILL|Heal] +4[STAT]
Intimidate +4 = +1[RANK] +3[STAT]
Perception +8 = +1[RANK] +3[cskill PERCEPTION GTEQ 1,skill PERCEPTION GTEQ 1|TYPE=CLASSSKILL|Perception] +4[STAT]
Perform (Untrained) +3 = +3[STAT]
Ride +5 = +5[STAT]
Sense Motive +5 = +1[RANK] +4[STAT]
Spellcraft +6 = +1[RANK] +3[cskill SPELLCRAFT GTEQ 1,skill SPELLCRAFT GTEQ 1|TYPE=CLASSSKILL|Spellcraft] +2[STAT]
Stealth +5 = +5[STAT]
Survival +6 = +2[Nature Sense] +4[STAT]
Swim -3 = -3[STAT]

Created using PCGen 6.06.00 on Jun 5, 2016


I'm interested. If you allow Sword Coast Adventurer's Guide, my concept is Taradin Stormfury, a half-elven storm sorcerer sailor whose ship was destroyed by Shatterkeel. Floating in the water for days fighting off sahuagin savengers he learned the true primal power of the storm. Beyond just a magical force to dabble with, it could be raw fury.

Finally making it to land, he seeks revenge on Shatterkeel and unleashing the raw fury of the storm upon him.

Basics:

Half-elf Storm Sorcerer 2/Barbarian 1
Current plan would be balancing both classes, but that could shift depending on how things develop and what needs are.

Background: Sailor
Personality: I work hard so that I can play hard when the work is done.
Ideal: Freedom - The sea is freedom - the freedom to go anywhere and do anything.
Bond: Shatterkeel murdered my captain and crewmates, and left me to die. Vengeance will be mine.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.


Um, TrueFate....its a DND 5e game, not pathfinder.


killscrew wrote:

I post frequently and check up often on the story. My purposed character is: Dessarin The Deceived - moon druid

I am considering dipping 3 levels into warlock to telekinetic bear.
I would use a 27 point by system
I will private message you my backstory because it is a little lengthy.

Lovely backstory. You should definitely post it here under a spoiler tab. I' sure people would be interested in reading it. Also, make sure you do your crunch.


legoguy4492 wrote:

kewl.

Character options:
27 pointbuy.
Probably a paladin, or a warlock
Anything from the Sword Coast Adventurers Guide allowed?

Sword coast adventures is allowed.


Ashifenagrisonbenabenisonnia wrote:
Um, TrueFate....its a DND 5e game, not pathfinder.

Oh ok


http://www.myth-weavers.com/sheet.html#id=834502

Here is my character page
I have one point in warlock, might take 2 farther down the line... MAYBE

Thanks for your consideration again. Hope to be playing soon!


Dotting for now, will make a rouge later today or tomorrow.

Dark Archive

I'm working on my Battlemaster now! =)

...Unless no one makes a cleric. Then I'll make a cleric. Of war.

(Oh please Lords of Gaming let someone make a cleric. ^_^)


Atlas2112 wrote:

I'm working on my Battlemaster now! =)

...Unless no one makes a cleric. Then I'll make a cleric. Of war.

(Oh please Lords of Gaming let someone make a cleric. ^_^)

Sorry, working on a Wizard :-)


Atlas2112 wrote:

I'm working on my Battlemaster now! =)

...Unless no one makes a cleric. Then I'll make a cleric. Of war.

(Oh please Lords of Gaming let someone make a cleric. ^_^)

Be who you want, that's the fun of this game right?


GM Amsheagar here,

My thief isn't 100% complete yet.. I still need to pick out the feats. However, i was wondering if you guys see anything that needs an alteration, since this is my first 5e character.


Abu Al'Her wrote:

GM Amsheagar here,

My thief isn't 100% complete yet.. I still need to pick out the feats. However, i was wondering if you guys see anything that needs an alteration, since this is my first 5e character.

Haven't looked at your equipment but nothing looked out of place to me. Not sure what I'm going to submit yet.

Dark Archive

How long are you keeping recruitment open?

(It looks like just Amsheagar and Killscrew have characters done.)

(Ooooo, War clerics get access to martial weapo-STOP TEMPTING ME! :)


I plan to end recruitment Next Friday, on the 17th of June.


My submission is almost done, will have it complete by tomorrow night at the latest.


Atlas2112 wrote:

How long are you keeping recruitment open?

(It looks like just Amsheagar and Killscrew have characters done.)

(Ooooo, War clerics get access to martial weapo-STOP TEMPTING ME! :)

Oh, i don't think my character is 100% done...

In 5E, how many feats do we get at level 1? I couldn't find that in the SRD. Any traits?


Abu Al'Her wrote:
Atlas2112 wrote:

How long are you keeping recruitment open?

(It looks like just Amsheagar and Killscrew have characters done.)

(Ooooo, War clerics get access to martial weapo-STOP TEMPTING ME! :)

Oh, i don't think my character is 100% done...

In 5E, how many feats do we get at level 1? I couldn't find that in the SRD. Any traits?

Feats have become more of a extra option in 5e. In simpler terms, the only times you can get a feat are if

a) you're a human who is starting with the alternate traits
b) you trade in your ability score bonuses when you reach them at a certain level.


Equipment:

Arrows (quiver of 20) x 1
Backpack
Ball bearings (bag of 1000)
Bell
Candles x 5
Crowbar
Hammer
Lantern (hooded)
Oil flasks x 2
Pitons (bag of 4) x 10
Rations (1 day) x 5
Rope (50', hempen) x 1
String, ten feet x1
Waterskins x 1
Thieves' tools (proficient)

Am i missing anything from my equipment allotted to rogues at the start of the game?


Abu Al'Her wrote:

** spoiler omitted **

Am i missing anything from my equipment allotted to rogues at the start of the game?

Missing:Leather Armor, rapier or shortsword, shortbow, two daggers. (rogue equipment)(some of this might be in your alias I didn't check)

Missing: set of dark common cloths including hood, and a belt pouch containing 15 gp (Criminal background)


G-unit wrote:
Abu Al'Her wrote:

** spoiler omitted **

Am i missing anything from my equipment allotted to rogues at the start of the game?

Missing:Leather Armor, rapier or shortsword, shortbow, two daggers. (rogue equipment)(some of this might be in your alias I didn't check)

Missing: set of dark common cloths including hood, and a belt pouch containing 15 gp (Criminal background)

Okay, I have include those in my equipment section of my profile. Aside from the 15gp in the pouch, do we get any extra gold for starting at 3rd level?


HP: 2d10 ⇒ (4, 3) = 71d8 ⇒ 7
legoguy4492 here!
@DM
May my chain mail be made of earth or wood instead of metal? If it can't, I'll use a shield and hide armor.


Jamenas wrote:

[dice=HP]2d10; 1d8

legoguy4492 here!
@DM
May my chain mail be made of earth or wood instead of metal? If it can't, I'll use a shield and hide armor.

for now, I'll stick to the rules. Since you multi classed into druid you are set by their restrictions. Perhaps you'll find a smith skilled enough for druid appropriate armor.


Ok. I'll do hide armor then.


Forgot the max Hp at first level. 10+3+7=20.


Sound interesting, but I have never played 5e and only read the rules a couple of times, is character creation as time consuming as in PF?


I am new to 5e and I just made my character.. It's not too confusing. There are some things you will have to remember, feats are different and you get useful equipment.

@Gm, do we get any gold for starting at 3rd level?


I will have this up tomorrow as I am taking the day off, got sidetracked wth work colleagues and the with the Ultimate Fighter when I got home before I got online.


Abu Al'Her wrote:

I am new to 5e and I just made my character.. It's not too confusing. There are some things you will have to remember, feats are different and you get useful equipment.

@Gm, do we get any gold for starting at 3rd level?

You'll be starting with just your standard, but since you're all level 3 you can expect to find some nicer quality things sooner rather than later.


My partial submission:

Vikral Ramshaan:
- Human Wizard (Abjurer 3) - Sailor
Strength 8, Dexterity 13, Constitution 16, Intelligence 16, Wisdom 12, Charisma 10.

Human: Feat, Resilient - +1 to 2 Abilities - Proficient Skill - Insight.

Languages - Common & Draconic

Proficiency Bonus - Intelligence, Wisdom & Constitution (Feat)
Sailor Skills - Athletic & Perception
Wizard Skills - Knowledge Arcana & Investigation.

HP = 20.
AC = 11

Personality Trait - I stretch the truth for the sake of a good story,
Ideal - People - I am committed to my crew mates not to ideals.
Bond - In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Flaw - I can't help but pocket loose coins and other trinkets I come across.

Variant Feature - Bad Reputation.

Will try to complete the rest tonight.


All done!
If the god Jamenas worships seems too evil, I'll change it.


Dotted for interest. I'll have something submitted this week.


Storyteller Shadow wrote:

My partial submission:

** spoiler omitted **

Will try to complete the rest tonight.

Table Top D&D ran later than expected. Will be sure to have it done by he deadline if not tonight.


Thanks for the submissions so far. As of now we have:

Dessarin the Deveived - Half elf Druid Warlock
Ken's unnamed - Half elf Sorcerer Barbarian
Abu Al'Her - Deep Gnome Rogue Assassin
Viral Ranshaan - Human Wizard
Jamenas - Half elf Paladin Druid

I'd prefer for submissions to be as complete as possible, but we still have a few days left before the cut-off date.


Elians wrote:
Sound interesting, but I have never played 5e and only read the rules a couple of times, is character creation as time consuming as in PF?

In my opinion, the character creations a bit more streamlined as there are less modifiers to deal with. If you follow the guide in the player's handbook (and probably available online somewhere) it's relatively straightforward.


Here is my character:

Darwin, Human Fighter 3:

str 10
dex 16
con 16
int 11
wis 12
cha 12

HP 31
AC 18
Prof +2
Init +3

speed: 30'

Saves:
str +2
dex +3
con +5
int +0
wis +1
cha +1

Rapier: +5 to hit; 1d8+3 damage

Proficiencies (Skill | Tool):

Acrobatics, Athletics, Perception, Persuasion | Cards, Land Vehicles

Class Features:

Fighting Style (Defense: While you are wearing armor, you gain a +1 bonus to AC.)

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 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.

Martial Archetype: Champion
Improved Critical: Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Equipment:

GP: 9
Studded Leather Armor -45
Shield -10
Rapier -25
Shortbow -25
Arrows (20) -1
Explorer's Pack -10

Backstory:

Background: Mercenary Veteran

Born the son of a mercenary and a prostitute, Darwin gained an early education in the rough-and-tumble world of traveling mercenaries. He learned skills with the weapons, negotiation for a job, when he was overstaying his welcome, and how to travel light.

Motivations:

Personality Trait: I face problems head-on. A simple, direct solution is the best path to success.

Ideal: Live and Let Live. Ideals aren’t worth killing over or going to war for.

Flaw: I have little respect for anyone who is not a proven warrior.

Adventure Hook:

Feathergale Rebel
You has been sent to retrieve a Waterdhavian noblewoman. Savra Belabranta is the estranged daughter of an affluent noble family. She has joined a group known as the Feathergale Knights, and has left her families holdings to live with the group in Dessarin Valley. You are tasked with breaking up this organization, and peacefully talking Savra into returning home.

Liberty's Edge

Hi there!

Character submission for Atlas2112! (I finally picked Battlemaster! =)

Or at least I would have.... There are so many great characters here, I couldn't live with myself if my getting in caused one of them to not be. ^_^

So I'm going to voluntarily assign myself to be a replacement. If someone falls through (and, PbP being what it is, that's highly likely) please do drop me a PM. (Even if you decide you need a cleric. ;)


Sorry... I had a slight error in my profile.. Abu is a Theif, not assassin.


Vikral Ramshaan:

- Human Wizard (Abjurer 3) - Sailor
Strength 8, Dexterity 13, Constitution 16, Intelligence 16, Wisdom 12, Charisma 10.

Human: Feat, Resilient - +1 to 2 Abilities - Proficient Skill - Insight.

Languages - Common & Draconic

Proficiency Bonus - Intelligence, Wisdom & Constitution (Feat)
Sailor Skills - Athletic & Perception
Wizard Skills - Knowledge Arcana & Investigation.

HP = 20.
AC = 11

Personality Trait - I stretch the truth for the sake of a good story,
Ideal - People - I am committed to my crew mates not to ideals.
Bond - In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
Flaw - I can't help but pocket loose coins and other trinkets I come across.

Equipment - Navigator's tools, belaying pin, 50' rope,lucky stone (from sea floor), common clothes, 10 GP.

Special Ability - Abjuration Savant
Arcane Ward - Absorbs Damage.

Spells:

Cantrips 3 (Known) - Blade Ward, Mage Hand,

Spells Per Day 1st - 4
2nd - 2

Known - 1st 8 - Chromatic Orb, Feather Fall, Detect Magic, Sleep, Grease, Mage Armor, Jump, Comprehend Languages
2nd 2 - Gust of Wind, Scorching Ray

Variant Feature - Bad Reputation.

Adventure Hook - Shatterkeel’s Trail
Months ago, Gar Shatterkeel destroyed the your ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. Hunting him down has proven difficult, but you have heard he hides somewhere along the shores of the Dessarin River.

Just Backstory left to do.


Updated list of entries. Recruitment lasts until Friday. Please remember to get both crunch and fluff done.

Dessarin the Deveived - Half elf Druid Warlock
Ken's unnamed - Half elf Sorcerer Barbarian
Abu Al'Her - Deep Gnome Rogue (needs background, adventure hook)
Vikral Ramshaan - Human Wizard Abjurer (needs backstory)
Jamenas - Half elf Paladin Druid
Darwin - Human Fighter
Gauls Marcus Arvitus - Human Battlemaster (willing replacement)


Okay, Now, i think my character is done.

Strange Map Hook:

An ancient map has come into the your possession, showing the location of a forgotten dwarf stronghold beneath the Somber Hills. You have been told by rogues and sages alike that the map either leads to certain treasure… or doom.

Backstory:

Life in a big city isn’t all that it’s cracked up to be. Abu was originally part of a small group of thieves that roamed through the streets of Athkatla. Unfortunately, most of them were ended by the corrupt government. His last friend, Abby, was kidnapped and sold into slavery. By the time Abu learned where she was, it was too late. He arrived to break her free, but her neck was already broken by the bruit that bought her. Abu slit the merchant’s throat that night and left the house without touching any of the merchant’s gold. Even though that happened some time ago, Abu still wakes up in sweat after having a nightmare of that night.
Abu moved on with his life and would always steal from a merchant whenever he had the opportunity. Sometimes he would sneak into the back of their stall while they were still in there, snatch an apple and vanish out of the back without them being the wiser. He even went so far as to pinch their purse and they wouldn’t notice until they were getting change for a customer.
Though, his biggest score was on a relative of the wicket merchant that killed his friend. He heard that the merchant’s son had returned from a long adventure and had brought treasure and was re-opening his father’s business.
Abu was able to sneak back into the old house. He hid above the Merchant’s son, while the son was looking over some parchment and writing some notes on another, as if this parchment was important. Abu watched as the Merchant’s Son placed the parchment into the safe and went to bed. This was odd, since there was gold sitting out several feet away. The merchant saw this parchment as something more important than gold.
Abu climbed down from the ceiling and opened the safe with ease. He took the parchment and left a note that said, ”Your father took someone who was important to me. This will do for now.”
As Abu got back to his hideout, he opened the parchment to find a map of some sort. The notes that he got from the Merchant’s Son said that it was some kind of valuable, but was unsure what it was. Abu spent the next few weeks doing small crimes, but the map was always on his mind. Where did it lead? What is this valuable object? How much would it be worth? Finally, the map got to him and Abu headed out to discover what the item is.

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Recruitment: Princes of the Apocalypse 5e, All Messageboards

Want to post a reply? Sign in.