GMF's 5e Extravaganza (Inactive)

Game Master Fanguar

Current Day: Marduk's Day, 42nd day of Blossoms (Day 33)

Current Combat Map


1 to 50 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

1 person marked this as a favorite.

Hi All,

Welcome aboard. Here's to hoping that this game works out as well in practice, as it does in my head.

Couple of Ground Rules:

1. Please be courteous each other. Character conflict is fine, but player conflict can ruin the fun for everyone.

2. Please be a team player.

3. Try not to metagame. It's hard to eliminate completely, but do your best. You are always welcome to ask "What would my character know?"

4. Be aware that I won't always run things exactly by RAW. I'm converting stuff from older editions and it doesn't always line up perfectly. I may also steal abilities and mechanics from other editions that I liked. For example, I might use the minions mechanic from 4e.

5. I'm not trying to kill you. The enemies are trying to kill you, and they won't always play fair. Just remember that an enemy in its lair almost always has the advantage, doubly so, if they know you're coming. Running away is always an option.

6. At any time, if you have questions or concerns, please don't hesitate to contact me.

That probably enough for now. Let's make some characters.


2 people marked this as a favorite.

Character Creation Guidelines:

We are starting at level 1. As far as character customization goes, I'm going to say no to multiclassing and yes to feats.

Stat generation: 4d6 drop the lowest, rolled in order. These characters should be heroic, so at least two stats need to be 15 or higher, if not, re-roll the set (it might take a couple of tries). You can put the rolls in a spoiler (I put a dice roll set in the campaign info tab).

Some setting stuff to put the race/class stuff into context:

What Every Child Knows About the Making of the World: From the void sprang UR in all her glory and the darkness was diminished. From her mind sprang her children, Marduk, Enki, Dagan, Tiamat, Aya, Nabu and Sala. She tasked them to create a world, which might revel in UR’s glory. The Gods created the seas and the lands and the skies and filled them with life, all of which might bask in UR’s light. In the heavens, they placed Fenris and Garm to bring UR’s light to even the darkest night. They walked among their creation and bought together the peoples they had made to teach them the proper ways of being and UR was pleased.

At last UR bade her children to return, so that they might all witness this wonder they had made unfold. But Tiamat would not listen. She would not leave, and the others watched as her ways swept over the world. UR was wroth and to show her displeasure, she removed her blessing from the world. All was plunged into darkness, but still Tiamat persisted. The others of UR’s children cried out for their creation and so, UR gave permission for their return so that they might undo the work of Tiamat.

So began the Godswar, which shattered mountains and boiled the seas. Many heroes were born and died in those days. The war waged for time out of mind, but in the end, Tiamat could not withstand the Golden Armies of her siblings. She was cast down, broken, and her armies shattered and driven beneath the ground, where they might never receive URs blessing again. UR was pleased, and her light shone once more on a ravaged world. She bade her children to remain a while, and for a time the Gods walked lands healing the terrible damage that hand been done. When she was satisfied, UR called forth her children once more and put upon them the Interdiction: Should any of them set foot upon their creation again, UR would unmake the world, and the offender along with it.

For the PC’s The above is just what people believe, few records remain from earlier ages. It’s been over a thousand years since the Interdiction and things still have not returned to what they were before the first departure of the Gods. This world is civilizations built on the ruins of older ones built on the ruins of older ones. We’ll get into more details about the specific region we will be playing in shortly.

Races in the Setting:

All those in the player’s handbook, others might be negotiable, with some setting specific quirks.

Humans: Humans are humans. They come in all types. They are the dominant race in the setting. Most NPCs in the starting area are humans.

Dwarves: Dwarves are the second most dominant race. They are effectively equal in number to the humans, but the majority of dwarven civilization is subterranean. They shield the surface against the enemies below and are nearly constantly at war. They revel in battle and value honor above all else (if you are a fan of Star Trek, think Klingons).

Elves: Elves are effectively fey (mechanically they still count as humanoids). They are non-native to this setting. They were originally brought to this world from the Feywild to fight in the Godswar and some pockets still remain, though for what purpose, only they know. All elves are attached in some way to the Seelie or Unseelie court, if only tangentially.

Halflings: Nothing special here. Where there are humans, there are halflings and the two get along famously. Interestingly, no one knows where they originated from. No God claims them and, for their part, Halflings don’t mind one bit.

Gnomes: Like elves, gnomes are fey (mechanically they still count as humanoids). They weren’t invited into these lands, they kind of snuck in with elves and now we’re stuck with them.

Dragonborn: Dragonborn were once men, but they were altered during the Godswar to be the ultimate soldiers. The creation of the Dragonborn is still widely credited as being the reason why the Golden Host was victorious. Created late in the war and used the vanguard, few survived the war. Rarest of the races, but still viewed with awe by most common folk.

Half-elves/Half-orcs/Tieflings: All are distinct races, all reasonably rare, though large pockets exist in place.. All were created during the Godswar to create better soldiers. Half-elves are the most common and, as they fought for the Golden Host, most accepted. Half-orcs and Tieflings are linked to the Armies of the Fallen and widely believed to be agents of evil.


Class Quirks in the setting:

Non-casters are unchanged. Keep being awesome.

Casters: All magic is reconfiguring the fabric of reality, which is the ultimate purview of the Gods. These abilities are gifted by patrons or gained through long hours of study into the nature of reality. (Note: Only Int based casters can use scrolls.) From a setting standpoint, divine magic is accepted and a normal part of daily life. Arcane magic is mistrusted (if usually tolerated) and considered to be usurpation of the power of the Gods. Tiamat, The Fallen Goddess, is the Goddess of magic and is widely believed to have taught the first wizards.

Wizards, Eldritch Knights, Arcane Tricksters: Through effort and study, you have learned to bend reality. Developing new spells is difficult and time consuming. There are few openly practicing arcanists, so it is difficult to find teachers. Before and during the Godswar magic was widespread, so many stores of knowledge remain hidden in forgotten tombs and ruins awaiting rediscovery.

Clerics/Paladins You are a conduit for your patron. Stronger patrons are required for higher level magic. 1-3 are provided by worshiping Saints, 4-6 are provided by Prophets and 7-9 are provided by Heralds. The gods are forbidden to interact directly with their creation and must work through their agents. To keep your magic you must promote your patron’s beliefs. Not all mortals are capable of channelling divine energy, as you grow in power and can channel more energy, you become a more desirable vessel and other divine actors may try to get you to switch allegiances. You get to make up your own saint.

Bards: Your studies show you the harmonies that exist in all things and you’ve learned to manipulate them through your performances. You can’t explain how the magic works, it just does. Bardic magic is the one exception when it comes to the mistrust of arcane casters. Bards are an integral part of life and play a crucial role in spreading information and proclamations. Every ruler worth their salt, has a least one in their employ.

Sorcerers: Magic is a part of you. You did not search for it, or even wish for it, but you are stuck with it. Sorcery runs in bloodlines and can be traced back to experiments done during the Godswar. You are a conduit for magical energies and if they are not released voluntarily, they will find their own way out. Tales of spontaneous combustion and lightning strikes from clear skies can often be linked back to sorcery.

Warlocks: Your power is a direct result of your pact. Break your pact or defy your patron and you lose your power. Becoming a warlock basically adds an incredibly powerful NPC into the campaign, and trust me, it’ll get involved.

Druids/Rangers Whether you know it or not, your reverence of nature has gained you the blessings of a powerful fey or perhaps an agent of Marduk, God of the wild. As long as you protect nature and work to maintain the balance, the magic will be there when you call.

While the virtues of party balance are well known, play what you want, just indicate your preferences/intentions to the other players. Personally, I think it would be hilariously awesome if everyone ended up being the same class, a cabal of Warlocks or an order of Monks, etc.


1 person marked this as a favorite.

Some More Setting Stuff:

Here's a link to the campaign map I've made. I've only indicated the major cities and roads on it. (It's posted on Flickr).
Campaign Map

Regional Sketch:

The main area that I plan on us mucking about in is Vordune, formerly a Kingdom, now a province within the Eternal Empire of the Dread Empress (which is super cheesy, and completely the point). The Kingdom of Vodune, was a naval merchant and military power, which came into conflict with the expanding empire. Hostilities persisted for more than a century before coming to a head ~60 years ago when the empire brought its might to bear. The port city of Cartam was sieged and eventually razed, before the host of the Empress moved toward the capital of Rostock destroying all before them, leaving only blood and ash in their wake.

Seeing the terrifying host gathering before his gates, Good King Ulrich surrendered. He was rewarded with death. The Imperial forces executed every nobel within the city as punishment for their defiance, but otherwise left it intact. The nobility of the 3 northern duchies (Carinthia (Ducal seat: Blackburn), Styria (Ducal seat: Ashwick) and Krain (Ducal seat: Estermead)) were allowed to keep their heads in return for paying restitution and swearing fealty. Rostock remained under complete military occupation for over a year until one day, most of the occupying force disappeared seemingly overnight, only to be replaced by a host of administrators (they build a teleportation circle).

Currently, the province is administered by an Imperial Viceroy. The Duchies are reasonably independent and should remain so, as long as they pay their taxes and meet their conscription quotas.

Native Pantheon (for those who care):

The Gods:

UR: The creator. Lifegiver. Mother of the Gods. Symbol: Sol (the sun)

Children of UR:
  1. Marduk: Male Aspected. God of Nature and Weather.
  2. Enki: Male aspected. God of the Land and Sea.
  3. Dagan: Male aspected. God of the Forge, Strength and War.
  4. Tiamat: Female aspected. Fallen Goddess. Goddess of Order and Magic.
  5. Aya: Female aspected. Goddess of Light, Fire and Healing
  6. Nabu: Male Aspected. God of Wisdom, Knowledge, and Trade.
  7. Sala: Female aspected. Goddess of Fertility and Agriculture

Lady Death: Born from the horrors of the Godswar. Mortals began praying and making offerings to death so that it would not find them in battle and from their collective faith sprang Lady Death. She is not bound by the Interdiction. Female aspected. Goddess of Death and Undeath.

Liberty's Edge

Male Historian/Curator

Well lets get this game started lol

Rolls:

4d6 ⇒ (3, 1, 1, 2) = 7 = 06
4d6 ⇒ (5, 5, 6, 1) = 17 = 16
4d6 ⇒ (2, 3, 4, 6) = 15 = 13
4d6 ⇒ (1, 3, 6, 1) = 11 = 10
4d6 ⇒ (1, 6, 2, 3) = 12 = 11
4d6 ⇒ (2, 3, 1, 6) = 12 = 11

Hmmm..not so good...lets try again!

4d6 ⇒ (3, 1, 1, 3) = 8 = 07
4d6 ⇒ (4, 5, 6, 5) = 20 = 16
4d6 ⇒ (5, 5, 1, 4) = 15 = 14
4d6 ⇒ (2, 3, 2, 5) = 12 = 10
4d6 ⇒ (4, 4, 6, 1) = 15 = 14
4d6 ⇒ (4, 3, 2, 2) = 11 = 09

Ok...and again!! Fingers crossed

4d6 ⇒ (3, 5, 2, 3) = 13 = 11
4d6 ⇒ (1, 6, 2, 1) = 10 = 09
4d6 ⇒ (5, 1, 1, 6) = 13 = 12
4d6 ⇒ (3, 4, 4, 2) = 13 = 11
4d6 ⇒ (3, 3, 4, 5) = 15 = 12
4d6 ⇒ (1, 5, 1, 6) = 13 = 12

Geezz....once more unto the breech, I suppose!

4d6 ⇒ (5, 4, 6, 2) = 17 = 15
4d6 ⇒ (5, 4, 4, 2) = 15 = 13
4d6 ⇒ (6, 6, 5, 4) = 21 = 17
4d6 ⇒ (1, 1, 4, 6) = 12 = 11
4d6 ⇒ (5, 6, 2, 1) = 14 = 13
4d6 ⇒ (2, 3, 3, 5) = 13 = 10

Well not that great, but better than the last rolls. Will have to think on what I can be with those rolls!


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

Not familiar with 5E so it's baby steps for me :)

Home interwebs still acting up - so it'll be slow going with my phone... here's my rolls:

Rolls:

4d6 ⇒ (2, 6, 2, 3) = 13 11
4d6 ⇒ (2, 5, 6, 3) = 16 14
4d6 ⇒ (4, 6, 3, 6) = 19 16
4d6 ⇒ (4, 6, 5, 5) = 20 16
4d6 ⇒ (1, 4, 3, 1) = 9 8
4d6 ⇒ (3, 5, 5, 6) = 19 16

That'll work... dunno what as...

Edit: Thinking old school rogue - possibly human or half elf...


1 person marked this as a favorite.
Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Excellent initial information. Roll them bones!

Rolls:
4d6 ⇒ (6, 4, 4, 3) = 17=14
4d6 ⇒ (5, 1, 4, 5) = 15=14
4d6 ⇒ (5, 1, 4, 4) = 14=13
4d6 ⇒ (5, 4, 2, 4) = 15=13
4d6 ⇒ (6, 5, 1, 3) = 15=14
4d6 ⇒ (1, 4, 6, 1) = 12=11

Try again...

4d6 ⇒ (3, 6, 4, 6) = 19=16
4d6 ⇒ (4, 4, 6, 6) = 20=16
4d6 ⇒ (4, 3, 6, 4) = 17=14
4d6 ⇒ (1, 5, 6, 3) = 15=14
4d6 ⇒ (2, 5, 2, 3) = 12=10
4d6 ⇒ (4, 3, 3, 3) = 13=10

Nothing over the top, but well-rounded...what should I be...


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

Waves to Filios - good to see you again bud.

Mmmm. Reading into the SRD - am mulling a Warlock - (Fiend) Pact of The Tome. Am seeing someone who has tapped into corrupt powers in that classic attempt to use fell powers for a force of good.

GM-F: How do the infernals fit into the armies of the fallen etc?


1 person marked this as a favorite.
Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Hey, BD...I see Daniel here too!

GM Fanguar: Are UA or Sword Coast class builds ok, like updated Ranger, Mystic, or Swahbuckler archetype for the rogue, or are we staying with PHB, only?


1 person marked this as a favorite.
Male Daytona 500 DM / 12

spoiler=Dice rolls]
STR: 4d6 ⇒ (5, 2, 6, 3) = 16 14
DEX: 4d6 ⇒ (1, 2, 5, 1) = 9 8
CON: 4d6 ⇒ (3, 1, 3, 6) = 13 12
INT: 4d6 ⇒ (3, 3, 3, 4) = 13 10
WIS: 4d6 ⇒ (2, 4, 5, 6) = 17 15
CHA: 4d6 ⇒ (5, 6, 2, 4) = 17 15
[/spoiler]

Looks like the fat, lazy, bard in the making to me...
Or perhaps a Cleric of Nabu... still fat and lazy. And I

Waves to everyone.


Male Daytona 500 DM / 12

Thinking about a Dragonborn Paladin, who was kept as a showpiece and spoiled by a noble, but now that the region has turned, he was snuck out of the soon to be overthrown palace by a young princess whom had taken a liking to him, so he's a bit naive, but eager to see good done in any capacity.


Male Daytona 500 DM / 12

If we need arcane power... I also have had an itch to play a Wild Magic Sorcerer. Depends upon the party make-up as I like both options.


1 person marked this as a favorite.

Howdy 'the ususal suspects' : Scraford, Black Dow, Filios, Daniel !!

Let's see what the dice have in store :

Rolls:

Str: 4d6 ⇒ (4, 2, 5, 2) = 13 = 11
Dex: 4d6 ⇒ (5, 6, 4, 1) = 16 = 15
Com: 4d6 ⇒ (6, 2, 1, 4) = 13 = 12
Int: 4d6 ⇒ (5, 6, 4, 1) = 16 = 15
Wis: 4d6 ⇒ (5, 2, 3, 2) = 12 = 10
Cha: 4d6 ⇒ (2, 3, 3, 1) = 9 = 8

Hmm, maybe Rogue -> Arcane Trickster


1 person marked this as a favorite.
Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7
scranford wrote:
If we need arcane power... I also have had an itch to play a Wild Magic Sorcerer. Depends upon the party make-up as I like both options.

As long as they keep their clothes on ;)

In Joke:

Scan runs a Sorcerer in a long running PF pirate game here on the boards. His Tian is infamous for losing his garb at inopportune situations!

Running with my Warlock concept...

Vhaezil Fællanbóc: The Shackled Scrivener

Background: Sage

Race: Not sure - Human or Half-Elf most likely...

Liberty's Edge

1 person marked this as a favorite.
Male Historian/Curator

Hi everyone. Glad to see you all here....this is going to be a great game. Just waiting on the DM to give me some feedback, but I was also looking at a warlock (archfey). He is an elf.

Liberty's Edge

Male Historian/Curator

Ok ditching the warlock idea and going fighter (arcane archer), still elven though!!


Filios wrote:
GM Fanguar: Are UA or Sword Coast class builds ok, like updated Ranger, Mystic, or Swahbuckler archetype for the rogue, or are we staying with PHB, only?

I don't have those books, but some quick googling makes me say yes to the updated ranger and Rogue swashbuckler, but no to the mystic, as I want psionics to stay in the realm of the truly alien.

Black Dow wrote:
GM-F: How do the infernals fit into the armies of the fallen etc?

The lower planes exist in this setting, I'm not messing with them. Demons/devils definitely fought in the Godswar.


Glad to characters coming together. One thing I did want to say was that, as we are randomly generating stats, if you end up with character that you don't enjoy playing, we can always retire it and you can roll up a new one. I do want everyone to their characters a fair shake, though.

Regarding backgrounds, if you have some ideas you want to bounce off of me, send me a PM or post it in a spoiler. PCs don't need to know each other from the get go, but can, if it makes sense.

Couple of other things to discuss:

1. Do we want to run combat with maps or without? I run both on these boards and don't really have a strong opinion either way. Each has their own pros and cons.

2. Combat as war vs combat as sport. I lean towards the whole 'all's fair in love and war' end of the spectrum, but I know some players find it frustrating when the enemies don't play 'fair'.

3. How do we want to handle party decisions? I don't really want to have to wait for a complete consensus, as that tends to slow things down to a crawl in PbP. I'm leaning towards, if three players agree on a course of action, that's the one I'll go with. (Obviously if it is contentious, then I'll wait for more people to chime in.) The downside to this, is that the narrative will be driven by those who can post most often.

Thoughts?


Male Elf Rogue Swashbuckler/4; HP: 27/27; AC:20; T: 16; FF: 15; F: 1/R: 8/W: 1; CMD: 20; Init: 6; Perc: 7; Sense Motive: 0

Hey all...going melee here. Rogue Swashbuckler or straight Dwarven or Human Ranger (UA) rebuild. If Spaz goes Rogue, Arcane Trickster, then I will go with the Ranger.

1. I like the use of maps.

2. "All's fair in love and war."

3. Majority rules, sounds good to me. However, with this group, there is usually very infrequent waiting around for someone to post.

Dark Archive

Hi everyone. Rolling now...

Got excited when I saw the 18 there for a second. lol

Dice rolls:

STR: 4d6 ⇒ (6, 1, 4, 1) = 12 11
DEX: 4d6 ⇒ (5, 4, 5, 4) = 18 14
CON: 4d6 ⇒ (2, 3, 4, 2) = 11 9
INT: 4d6 ⇒ (4, 1, 3, 2) = 10 9
WIS: 4d6 ⇒ (2, 6, 1, 6) = 15 14
CHA: 4d6 ⇒ (2, 1, 3, 4) = 10 9

Dice rolls:

STR: 4d6 ⇒ (4, 4, 2, 6) = 16 14
DEX: 4d6 ⇒ (5, 2, 4, 1) = 12 11
CON: 4d6 ⇒ (1, 5, 3, 3) = 12 11
INT: 4d6 ⇒ (5, 6, 4, 5) = 20 16
WIS: 4d6 ⇒ (3, 4, 6, 6) = 19 16
CHA: 4d6 ⇒ (5, 1, 6, 4) = 16 8

Ok. 14, 11, 11, 16, 16, 8 Any recommendations? What are we gonna need? Was sorta wanting to try a druid. What need both high int and wisdom?


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Here we go!

This is Filios, and I present Cole Hillman, Male Human Ranger. His background incorporates the local forested area in and around Estermead.

@GM Fanguar: Let me know if the storyline in the background fits with your vision.


Eladrin (Elf) Male Fighter (Arcane Archer) 1; AC15 ; HP13/[13]; passive perception 13; passive insight 13; Init +2;

Ok, here is my submission, Erlmander, the Elven Fighter. Still need to add more info to his crunch as well as a background. Take a look and tell me what you think!

Liberty's Edge

Male Historian/Curator

Oh, and I agree with Filios that maps are good, but maybe on minor encounters we can go with "theatre of the mind". Also all's fair is fine as is the majority rule.


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

@GM-Fang: Have some ideas on my character's background - will try and get that PM'd or through to you or spoilered here later today.

@Skorn: Hey man - good to be sharing the virtual table with you again :) Reckon we are pretty light on the pious - so a druid would work. My Warlock has a high INT (16) but shocking WIS (8)... being naive enough to think a infernal pact will turn out well lol.

On race choices - are we going vanilla human or is variant also an option?

With regards your questions:

1. Maps are good, but I also know firsthand how much of a pain a decent one can take to put together. Echoing Daniel - think for minor encounters we could forego them.

2. Agree with all the sentiments - all's fair. Having foes get creative just makes us up our game, and is far more of a challenge for us to overcome (or run from ;)

3. Majority rule makes best sense. Where are we all situated geographically? Know that a late post from US can typically be reacted to early here in the UK (I'm in Bonnie Scotland). To be honest if we face an encounter or situation where a specific character (or characters) input is more apt, then waiting for their pitch in makes sense. For standard decisions, a majority consensus would be best for keeping the wheels turning.

Looking forward to this one - am enjoying the process with 5E and its a standout group assembled :)


Hello everyone, just getting my rolls in then will give some thought to a character.

Dice rolls:

STR: 4d6 ⇒ (6, 5, 2, 3) = 16 = 14
DEX: 4d6 ⇒ (1, 2, 3, 5) = 11 = 10
CON: 4d6 ⇒ (3, 1, 3, 4) = 11 = 10
INT: 4d6 ⇒ (3, 4, 6, 3) = 16 = 13
WIS: 4d6 ⇒ (1, 4, 5, 3) = 13 = 12
CHA: 4d6 ⇒ (1, 3, 3, 4) = 11 = 10

Dice rolls:

STR: 4d6 ⇒ (1, 5, 3, 1) = 10 = 9
DEX: 4d6 ⇒ (4, 5, 5, 4) = 18 = 14
CON: 4d6 ⇒ (6, 4, 1, 2) = 13 = 12
INT: 4d6 ⇒ (5, 2, 2, 2) = 11 = 9
WIS: 4d6 ⇒ (3, 1, 4, 5) = 13 = 12
CHA: 4d6 ⇒ (3, 2, 5, 3) = 13 = 11

Dice rolls:

STR: 4d6 ⇒ (5, 5, 6, 1) = 17 = 16
DEX: 4d6 ⇒ (6, 4, 4, 3) = 17 = 14
CON: 4d6 ⇒ (2, 1, 2, 2) = 7 = 6
INT: 4d6 ⇒ (4, 1, 6, 1) = 12 = 11
WIS: 4d6 ⇒ (4, 3, 3, 4) = 14 = 11
CHA: 4d6 ⇒ (4, 2, 6, 3) = 15 = 13

Dice rolls:

STR: 4d6 ⇒ (1, 6, 2, 4) = 13 12
DEX: 4d6 ⇒ (3, 4, 2, 5) = 14 12
CON: 4d6 ⇒ (6, 4, 1, 6) = 17 16
INT: 4d6 ⇒ (1, 2, 2, 4) = 9 8
WIS: 4d6 ⇒ (1, 3, 4, 3) = 11 10
CHA: 4d6 ⇒ (5, 2, 5, 4) = 16 14

Dice rolls:

STR: 4d6 ⇒ (5, 3, 2, 4) = 14
DEX: 4d6 ⇒ (1, 3, 2, 3) = 9
CON: 4d6 ⇒ (4, 4, 3, 2) = 13
INT: 4d6 ⇒ (1, 3, 4, 3) = 11
WIS: 4d6 ⇒ (2, 1, 6, 3) = 12
CHA: 4d6 ⇒ (5, 5, 2, 5) = 17

Dice rolls:

STR: 4d6 ⇒ (6, 5, 5, 2) = 18 = 16
DEX: 4d6 ⇒ (5, 5, 6, 5) = 21 = 16
CON: 4d6 ⇒ (3, 4, 5, 3) = 15 = 12
INT: 4d6 ⇒ (1, 6, 1, 2) = 10 = 9
WIS: 4d6 ⇒ (2, 5, 5, 6) = 18 = 16
CHA: 4d6 ⇒ (4, 2, 1, 4) = 11 = 10

A ton of rolls, but finally something to work with... Lots of options!

Dark Archive

Can't think of a single class that needs both Int and wisdom. Still leaning towards a druid but a melee character with an 11 con is not going to be ideal. And Ac is hot going be great with an 11 dex. Any help?


Male Daytona 500 DM / 12

*Skorn* - My Paladin will possess some healing abilities, but we'll need a wand of healing if we're prone to get into combat a lot. A cleric would be ideal, but a druid, combined with the Paladin's abilities might work in a pinch... or I could re-skin my character as a Cleric.

1. Maps: I'm all for theater of mind, but don't mind playing with maps... I just think they slow things down a bit. Perhaps tactical maps instead of strategic maps, just to give us an idea of the battlefield.

2. I'm all for strategic combat. Definitely makes us work together (Though I don't see that as a problem with this group. (No Prima Donnas here), and think in character.

3. In PbP I'm all in favor of majority rules... and DM making common sense decisions. I play in some games where the DM will wait for me to say "No I'm not going to step in that pool of lava". instead of letting the game continue.

I'll wait for final formatting after I know if I'm making him into a cleric or not.

Trinket Roll: 1d100 ⇒ 70 A small packet filled with pink dust


Male Daytona 500 DM / 12

Daryl the Pious Preliminary

Spoiler:

Daryl the Pious
Male Dragonborn Paladin 1
Medium humanoid, lawful neutral

--------------------
Armor Class 18 (chain mail, shield)
Hit Points 11 (1d10+1)
Speed 30 ft.
--------------------
STR 16 (+3), DEX 8 (-1), CON 12 (+1), INT 10 (+0), WIS 15 (+2), CHA 16 (+3)
--------------------
Saving Throws Wis +4, Cha +5
Skills Acrobatics +1, Insight +4, Performance +5, Persuasion +5
Damage Resistances cold
Senses passive Perception 12
Languages Common, Draconic

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

Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30 ft./120 ft., one target.
Hit: 1d6+3 piercing damage.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 4 bludgeoning damage.

Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8+3 bludgeoning damage or 1d10+3 bludgeoning damage if used with two hands to make a melee attack.

BACKGROUND. Entertainer
• Feature. By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a
theater, or even in a noble’s court. You receive free lodging and food of a modest or comfortable
standard, as long as you perform each night. Your performance makes you something of a local
figure. When strangers recognize you in a town where you have performed they typically take
a liking to you.
• Entertainer Routines. Storyteller, Actor, Poet
• Skills. Acrobatics, Performance
• Tools. One type of musical instrument, disguise kit
• Lifestyle. Modest, 1 gp per day
• Languages. none
CLASS. Paladin
• Armor. All armor, shields
• Weapons. Simple and martial weapons
• Tools. none
• Saves. Wisdom, Charisma
• Skills. Choose 2 from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
• Divine Sense
As an action, know the location of any celestial, fiend, or undead within 60ft (not in total cover)
until the end of your next turn and detect the presence of any place or object that has been
consecrated or desecrated, as with the hallow spell. You can use this feature 4 times and recover
expended uses after a long rest
• Lay on Hands
As an action, touch a creature and restore its hit points from your healing pool (5 hit points)
Expend 5 hit points from your pool of healing to cure a disease or neutralize a poison affecting it.
This has no effect on undead and constructs

Equipment chain mail, Javelin (5), shield, Warhammer, backpack, bedroll, holy symbol (emblem), mess kit, rations (8), rations (2), rope, hempen (50 feet), tinderbox, torch (10), trinket, waterskin

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.


Human Fiend-Pact Warlock (Sage) 2 | HP: 19/19 | THP: 0/0 | AC: 14 | Prof. Bonus: +2 | Saves: Str+0, Dex+2, Con+3, Int+3, Wis+1, Cha+6 | Passive Perception 11 | Init +2 | Move: 30ft. | Modest Lifestyle (1gp/day)
Pact Magic:
Cantrips: Eldritch Blast & Minor Illusion | 1st Level (2 slots): Hellish Rebuke, Command & Comprehend Languages

Here's WIP profile for Black Dow's Warlock...

Gotta say I'm really enjoying the creative process and 5E seems like a breath of fresh air when compared to the crunch of PF.


1 person marked this as a favorite.
Skorn wrote:
Can't think of a single class that needs both Int and wisdom. Still leaning towards a druid but a melee character with an 11 con is not going to be ideal. And Ac is hot going be great with an 11 dex. Any help?

From your rolls, you're looking at cleric, wizard or druid. As a cleric/druid you get medium armor and a shield, so AC should be ok and if you are concerned about HP, hill dwarves get +2 CON and +1 HP/level. Alternatively, there is the eldritch knight fighter option, which get wizard spells eventually.

@BD: Variant human starting rule is fine.
 
 
I'll try to look at the finished characters and provide any feedback later today. Also just an FYI, my timezone is GMT-8, so 'later today' might be in 12 hours.


Male Daytona 500 DM / 12

Since Daryl is not really the dancing / tumbling type of entertainer, is there an option of switching this skill (Comes standard with the entertainer background), for something more suitable to his type of performance... History? Deception? Slight of hand? Religion?


Male; HP 6 or 11/11; AC18; Init -1; STR+3, DEX-1, CON+1, INT +0, WIS +4, CHA+5; Fatigue Level - 1 Dragonborn Paladin / 1; LOH 5/5, Modest lifestyle (1-gp)

Daryl


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

@GM-F: Taking the optional human as my warlock's race. With the feat have come across this on the interwebbage:

Menacing (from Unearthed Arcana 17 - April 2017):

You become fearsome to others, gaining the following benefits:

Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.
When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour.

If allowed I see this as a side-effect of his Pact. His eyes would flare with a temporary infernal glow when attempting to demoralise a foe. Want him to be somewhat scary without being physically imposing (which he is not). Have a couple of other options I'm mulling but this feat seems to make sense from a flavour point of view - but wanted to see what you (and everyone else) thought before I run with it...


Let's see...
1. I loves maps...but i know they can be a pain to make, so as long as i know where everyone is at, theatre of the mind workks as well

2. All is fair!

3. I concur with the rest; majority rules except where its very important

Still leaning towards rogue, will have something up tonite ( EST )


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

Okay - another quick question for GM-Fang (and those who've racked up some time as 5E players)

Can an arcane focus (staff) be used as a quarterstaff? (realise a box-standard quarterstaff can't be used as an arcane focus)

Various sources online give various takes - so am curious to know what the ruling is here?

Was mulling a wand... then a staff as my warlock's arcane focus - then head took me to being able to use said staff as a weapon...

Cheers

BD


@BD: I think the feat works well thematically. Quick question: Have you put any thought into Patron or the nature of your pact?

@All: I've done a quick skim of what people have put together so far and I don't think I have much to add regarding the crunch, but I do have a couple of comments regarding background fluff.

1. Think of the Gods as more elemental forces in this setting, people don't really worship them directly. On the local level people would worship a saint, or a spirit. So instead of worshiping Nabu, you would be worshiping Saint Josephine, who rewrote from memory, the entire works of an important library that was lost in a fire. She lived to be 120 and when she finished the last tome, she died, quill in hand. Instead of Marduk, perhaps you give reverence to a shrine to the Lady of the Woods a benevolent spirit that protects a particular forest.

    The idea is that while the basic tenants might be same everywhere, each region and/or culture is going to have its own spin on it. Dagan is the God of War, which covers everything from protecting the weak to slaughtering the helpless. Saints/Cultural heroes/Spirit guides, allows for those nuances to shine through. From your end of things, if your character is religious, make up who their patron saint is. (This isn't to say that there are personal saints for everyone, I just don't have a list of them to choose from. I thought this might be an interesting way to have you help expand the setting)

2. I've solidified where we will be kicking things off. If you look at the map, the road that runs from Blackburn(B) to Estermead(D) doesn't cross the river. That is intentional, as the bridge that once stood there, fell to ruin long ago. There is now a cable ferry that operates there. Unfortunately, the ferry was recently damaged and is undergoing repairs (this is not an uncommon occurrence). You are all stuck on the east side of the river, waiting to cross into Carinthia. There is a small village, with a large inn on that side and you've all been stuck there for several days by the start of the campaign (or longer, perhaps you work there).

    As part of your background, think of a reason why your PC would be in that inn, or why they want to go to Carinthia. I'm planning on keeping things mostly in this Duchy for the short term and I will be giving you all at least one reason to cross the river in game. I also have several plot hooks that can be woven into your backgrounds, if you are interested. The one thing that everyone knows about Carinthia, is that two years ago, the Duke and his family died. (If you are from Carinthia, I will provide more details, alternatively you can make a history check.)

*Edit* @BD: Mike Mearls says that a staff arcane focus can be used as a quarterstaff. So I guess sure.


Male Halfling Monk 2 AC: 17; HP 12/15; Ki 1/2; Passive Perception: 13; Init +4; Str +3, Dex +4, Con +1, Int -1, Wis +3, Chr +0; Saves: Str+5, Dex+6. Lucky. Lifestyle: 1gp/d; Goodberry 0/4

Introducing Zask Quickhand, Hermetic monk of Tiamat.

Trinket

Trinket:

1d100 ⇒ 90 "an ancient arrow of elven design"

Zask Quickhand:

Zask Quickhand
Male Stout Halfling Monk
Small humanoid, lawful good
--------------------
Armor Class 17 (+4 dex +3wis - unarmored defense)
Hit Points 9 (1d8+1)
Speed 25 ft.
--------------------
STR 16 (+3), DEX 18 (+4), CON 13 (+1), INT 9 (-1), WIS 16 (+3), CHA 10 (+0)
--------------------
Saving Throws Str +5, Dex +6
Skills Athletics +5, Insight +5, Medicine +5, Religion +1
Damage Resistances poison
Senses passive Perception 13
Languages Common, Dwarvish, Halfling
Actions
--------------------
Unarmed Strike. Melee Weapon Attack: +6 to hit,
Hit: 1d4+4
Quarter Staff. Melee Weapon Attack: +6 to hit, one target.
Hit: 1d6+4 bludgeoning damage
BACKGROUND. Hermit
• A life of seclusion; abandoning the monastery of Tiamat after the death of his mentors Zask left to aid the suffering and disparaged. During isolation Zask came to the conclusion that as his mentors instructed, Order is what the world now needs. A lingering feeling of a great evil in the world haunts Zask which he intends to end. Unfortunately Zask would act rash and take great risk to uncover lost knowledge of the Godswar and Tiamat. Travelling east to Estermead, Zask hoped to find a thread of information that might lead him to uncover the truth of the Godswar and the true nature of Tiamat.
• Skills. Medicine, Religion
• Tools. Herbalism Kit
• Lifestyle. Modest, 1 gp per day

CLASS. Monk
• Armor. none
• Weapons. Simple and shortswords
• Tools. Instrument Shawm
• Saves. Strength, Dex
• Skills. Choose 2 from acrobatics, *athletics, history, *insight, religion, stealth
Equipment Quarter staff, darts(10), winter blanket, light clothes, backpack, bedroll, mess kit, tinderbox, torches(10), rations(10days) waterskin, hempen rope 50ft.

Looking forward to seeing everyone else's PCs.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

Cole could easily be headinfg on patrol into Carinthia from Kain.


Male; HP 6 or 11/11; AC18; Init -1; STR+3, DEX-1, CON+1, INT +0, WIS +4, CHA+5; Fatigue Level - 1 Dragonborn Paladin / 1; LOH 5/5, Modest lifestyle (1-gp)

Since Daryl is on the run... or at least is convinced that he is, it would be very easy for him to have found his way to Carinthia... perhaps even running across Cole as a travelling companion.


Cole Hillman wrote:
Cole could easily be headinfg on patrol into Carinthia from Kain.

*Krain*

I think your background works, but I'm trying to get more of a feel for the kind of role Cole plays for the Duke. Is he more of a questing knight? Skulking spy? Does he have official documentation, or are these missions strictly off the books? I'm trying to think of what kind of assignment the Duke would have given Cole that would be sending him into another Duchy. Does he work directly for the Duke, or does he report to the Duke's spymaster?

I guess it really doesn't matter, but it might be nice to have a specific goal, even if it only ends up being a side-quest.


Zask Quickhand wrote:
Introducing Zask Quickhand, Hermetic monk of Tiamat.

Couple of things to think about:

1. Tiamat is the Goddess of Order, so it totally makes sense for their to be monastic traditions associated with her, but saying anything positive about Tiamat is incredibly heretical so any monastery must be hidden and probably small. Where was it? Are there more monks there?

2. I see that you've come up with a founder of your order, but what about its tenets? Anything from, "Order brings peace, chaos brings suffering." to "Free will is pain, Obeisance is joy" could work.

3. Are you planning on spreading the gospel, or is this more of a secret mission to find 'the truth'?

Liberty's Edge

Male Historian/Curator

For Erlmander, he came over from the feywilde as one of the last of the elven forces. A young warrior, he has since matured and been given the task to travel the "human" world, acting as a emissary of the Seelie court. He hopes to do a good job, and be elevated to a higher position within the court.


Daniel Stewart wrote:
For Erlmander, he came over from the feywilde as one of the last of the elven forces. A young warrior, he has since matured and been given the task to travel the "human" world, acting as a emissary of the Seelie court. He hopes to do a good job, and be elevated to a higher position within the court.

There would be no way for Erlmander to have been a part of the Godswar, it was just too long ago. I think it is reasonable to expect that the resident elves would have a way of opening passages into the feywild, so he can have come over more recently. I'm thinking that the wooded peninsula with the unnamed city on the map, would be a good place for an elvish enclave, whether or not Erlmander is associated with that particular one is up to you.

For elves, I'm thinking that there might be different factions, each associated with different nobles of the court. The things to think about, are why are the elves still here, what do they hope to gain and why did they get involved in the Godswar in the first place.

@All: I've put a post in the gameplay thread, so feel free to dot or post if you are ready.


Male Human Ranger (Soldier) Monster Slayer/3; AC: 18; HP: 26/26;Passive Perception 14; Init +3 (Adv); Saves: Str +6, Dex +5; HD Used 0/2

@GM Fanguar: i was thinking that Cole's assignments are sanctioned by the Duke, but they are not always public knowledge. They sometimes are accomplished in association with the activities of the Duke's spymaster, but he reports directly to the Duke. The primary purpose is to investigate and scout any threats to the Duchy of Krain by any faction throughout the lands of Vordune. So, he could easily be looking into either a tjreat at the border of a neighboring Duchy, either originating from the other duke, or potrntislly any third party as a hook.


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

@GM-F: Thanks for the clarification, much appreciated.

Regards his Pact and its nature - he'll be (aptly) going for Pact of the Tome. Not much info on Archdevils for 5E, but I figured Asmodeus would probably be the best fit?

Cutting a long backstory short - Born into a family of coastal fisherfolk Vhaezil was indentured into the life as a scrivener/scribe. The youth excelled and quickly became a student of all things diabolic/infernal.

During their occupation of Vordune, the Eternal Empire of the Dread Empress forces soon learned of the value of the Great Libraries vaults and shelves.

Imperial forces were brought to bear on the place, seeking to strip it of its secrets and ancient writings both collected and transcribed.

Faced with the destruction of all they had built, the scholars implored local lords and churches to aid them and protect the knowledge in their halls. None came - for all lived in fear of the Imperial scourge...

As the sages and scholars were put to the death, and the Library razed, a desperate Vhaezil sought protection of the fell knowledge from within a diabolic tome...

Not sure if the place should fall, and Vhaezil is a lone survivor - or was his Pact successful and the Imperials thwarted (at the cost of his soul) - but he was exiled for using "forbidden knowledge"? Am concious of not trying to tap into the "world building" too much GM-F... but any input would be appreciated.


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Hi all. This is Lichen, the druid from Skorn. He ended up being human. Still working on crunch, but almost there. Comments are certainly welcome. And any recommendations for background for a hermit woodsy type.


Didn't get a chance to work on my rogue last night...will do so this evening


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7
Lichen the Wanderer wrote:
Hi all. This is Lichen, the druid from Skorn. He ended up being human. Still working on crunch, but almost there. Comments are certainly welcome. And any recommendations for background for a hermit woodsy type.

Hey Skorn - the Hermit or Outlander backgrounds probably sit most obviously as options. Depending on his backstory Criminal might also work as a left field option?

Outlander would be my first option mate.

(Btw all - fecking interwebs have lasted less than 24 hours staying up after engineer fixed the fault yesterday... as such my finished Warlock will likely remain in draft til I'm in work the morrow)


Male Human/Calishite Druid 2 || HP 15/15|| AC 14, || Str+2, Dex +0, Con +1, Int +5, Wis +6, Chr -1 || Passive Per. 21 Init +1 Spells per day = 3

Yes. Went with Hermit. Wondering about what his discovery might be that drove him from hims secluded and beloved wilderness and back into the world of men to take action at last.


Male Hairy Highlander Halfbreed Barbarian 9/King O' The North 5/Staffy Dad 7

My bad - should have looked at your profile before dolling out the wisdom lol.

Could be connected to something the Eternal Empire are up to? Our realms have been conquered and occupied, now they may have a new phase planned? Strip the realms of a precious resource - or fauna... Perhaps under "new management" the realms are no longer connecting to the land (as they once did) - something that Lichen is seeing evidence of more and more?


Black Dow wrote:

Regards his Pact and its nature - he'll be (aptly) going for Pact of the Tome. Not much info on Archdevils for 5E, but I figured Asmodeus would probably be the best fit?

.....

As the sages and scholars were put to the death, and the Library razed, a desperate Vhaezil sought protection of the fell knowledge from within a diabolic tome...

Not sure if the place should fall, and Vhaezil is a lone survivor - or was his Pact successful and the Imperials thwarted (at the cost of his soul) - but he was exiled for using "forbidden knowledge"? Am conscious of not trying to tap into the "world building" too much GM-F... but any input would be appreciated.

Perhaps, the Imperials were there only to collect only a few specific tomes? Took what they wanted, put the scholars to the sword and the library to the torch. A dying Vhaezil makes his way to a hidden room, full of forbidden knowledge. Surrounded by the crackle of flames and smell of smoke, he pledges his soul.....

....and finds himself in the Bibliotheca Infernalis, the great library of Hell, surrounded by stacks of his still smoldering books. Vhaezil is bound as a procurer for the library, sent searching for tomes and artifacts for the Dukes of Hell. Details hammered out, he reappears amongst the blackened ruins of the library, his book of shadows clutched tightly to his chest.

Thoughts?

1 to 50 of 442 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GMF's 5e Extravaganza Discussion All Messageboards

Want to post a reply? Sign in.