
Grumbaki |

For a character...I’m thinking of a forest gnome arcane knight.
Str11 Dex16 Con14 Int14 Wis10 Cha10
Proficiency to Str and Con, Advantage vs spells on Int/Wis/Cha
Archery combat.
Fluff wise, he’d be a gnome raised by elven parents. His entire life has been a constant struggle to fit in with his wood elf tribe. He’s a gnome covered in elven tattoos, wears their style of armor, and fights like they do. His grand goal in life is to someday return home and be taken seriously.

Grumbaki |

So...thinking about scrapping the gnome idea. And instead doing this...
Race: Fallen Aasimar
Stats: Str (16) Dex (10) Con (14) Int (8) Wis (10) Cha (16)
Lvls 1-2: Paladin
* Smite Evil!
Lvl 3: Warlock, pact of the blade, celestial patron
* Can summon a weapon at-will! Never unarmed.
* Can use warlock spell slots for smite evil...which means getting spell slots back at a short rest!)
* Booming Blade and Green Flame Blade cantrips
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So basically what you have is a paladin wearing full plate armor, who can summon a holy greatsword at-will. He then walks up to the nearest enemy and smites them. And smites them again. Rests to catch his breath, and then keeps smiting.
And while the dip will make his lvl5 extra attack come a level later, he will still get booming/green flame blade. Which adds +1d8 damage to the attack at lvl5. Doesn't quite make up for it, but it helps offset the hit.
So...at lvl 5:
To Hit: +6
Damage: 2d6+3 (reroll 1s and 2s) + 1d8 (fire or thunder) + 3d8 (radiant from smite)

GM Infinity |

So, still haven't finalized what AL module it will be, but looking more like a season 2 or 3, or a convention module. You'll be able to use a current AL character of 4th or lower, or make a new one.
White Plume will start at 7th level. Rules will be regular style (with UA allowed).
At this point I'd like to have you guys say which one you'd like to play in. I'd like to try and keep it to 5 players per table. 1 spot is reserved for the AL game already.
Questionnaire:
1st choice: (AL or WP?)
Character? (name)
Will play the other if not accepted to first? (Y or N)

GM Infinity |

Alrighty, AL mod has been chosen. Its from the Elemental Evil season:
Boltsmelter's Book
A dwarven expedition has stopped in Mulmaster (AKA 'City of Danger' ;), Moonsea region) for much-needed supplies. Furgis Boltsmelter, their founder and leader, is looking for some "no questions asked" protection for the duration of his stay in the city. Whatever he is trying to protect may not stay hidden for long. Can you keep his secret treasure out of the wrong hands?
Looks insanely fun. The adventure assumes you've already been hired by Furgis and have been guarding his ship for some days already.

caster4life |

Nella Yenwood is ready for more AL! Probably will just keep the exact same character for now. Might change a little before the level of no return.
I'd be pretty interested in WP as well but I've already played it, though it would still be very fun.

GM Infinity |

Yes, 1st unless you have an AL character already. Can be as high as 4th. Also yes on PHB+1. AL allows variant humans btw.
edit: Theres some Mulmaster background info Ill summarize later, but if you want to look through stuff: Mulmaster...Theres also an edict against casting Arcane Edict

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I can either play my ex-Knight in Silver / eldritch knight level 3 or a level 1 monk for the Boltsmelter's Book.
@Fil, what's up man? Haven't seen Sir Adrian in a while!

Gnomezrule |

Is the AL season you are doing the same one that Bhoors is about to finished?
I would be interested in White Plume too. Thought if it is going to be AL I don't have a level 7 AL character so I would wish you all well and hook up on the next opportunity. If is no AL characters I can play Thumps or fill a role not already covered.

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@Gnomez, My understanding is that the White Plume is non-AL and Boltsmelter's Book is AL.

Gnomezrule |

You're right Aeshuura. Infinity had mentioned doing one of the Annialation seasons and I wondered if it was the one I was currently in that he is running. I missed the post above when he said it was the Elemental Evil season. If Bhoors is about to finish the adventures and Chult then he can join Nella further north in Elemental Evil.

GM Infinity |

Aesh is correct, White Plume is not for AL. We decided on a different season, but thats mostly irrelevant. It was just that I had wanted to continue adventures in Port Nyanzaru because I like it so much. I still will eventually.
So Gnomez, comes down to you. You can play Bhoors in AL game, Thumps in White Plume, or make new characters for either. But I was asking for first choice because I dont think everyone can play both. So far:
Boltsmelter's Book (AL Game)
1. Natloz
2. Aeshurra
3. Nella
4. Filios
5.
White Plume Mountain
1. Grumbaki
2.
3.
4.
5.

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When I was running Chult, and we did a module from a different season, I did it as a sort of flashback episode. (We did this when I was trying to introduce a certain ex-Harper with an artifact, so I ran the Bryn Shander portion of SKT.) Maybe this will help some of the other players!
When you are ready to run them in tier 2 (the 3rd tier 2, I have not played yet, though I may on Friday) maybe I will be able to play Nanbu again! (Though he has made it to 7th level already!)

Grumbaki |

Pretty much!
Rough Background is an Aasimar Paladin who was trying to purge a cult of Orcus. To say that he failed is an understatement. He found himself bleeding out, with all of his comrades long since past that point. Knowing that failure meant the death and damnation of many innocents, he called out to the gods for their aid.
The Raven Queen answered.
The cult was destroyed that day. So was the paladin.
Tenets of the CrownThe tenets of the Oath of the Crown are often set by the sovereign (The Raven Queen) to which their oath is sworn, but generally emphasize the following tenets.
Law: The law is paramount. It is the mortar that holds the stones of civilization together, and it must be respected.
Loyalty: Your word is your bond. Without loyalty, oaths and laws are meaningless.
Courage: You must be willing to do what needs to be done for the sake of order, even in the face of overwhelming odds. If you don't act, then who will?
Responsibility: You must deal with the consequences of your actions, and you are responsible for fulfilling your duties and obligations.

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@Grumbaki, Niiiiice!
EDIT: Ironic that your character is all about Law, and Elric was called Chaosbringer! ^_^

caster4life |

I should probably bow out. I wanted to run some more AL with you since it was awesome but I think I'm over-committed. Thanks for the opportunity! Nella signing off.

Godric Alden |

My lvl 7 character. Please take a look. Need GM approval on the background ability. :)
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Godric Alden
Str (15) Dex (10) Con (14) Int (10) Wis (10) Cha (18)
Saves: Str (+6) Dex (+4) Con (+6) Int (+4) Wis (+7) Cha (+11)
Skills: Stealth, Perception (+3) Athletics (+5) Intimidate (+7)
To Hit: +7
Damage: 1d8+6
Armor Class: 20
HP: 59
Fallen Aasimar
* Stats: +2 Cha, +1 Str
* Darkvision (Blessed with a radiant soul, your vision can easily cut through darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.)
* Celestial Resistance (You have resistance to necrotic damage and radiant damage.)
* Healing Hands (As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.)
* Light Bearer (You know the Light cantrip. Charisma is your spellcasting ability for it.)
* Languages (You can speak, read, and write Common and Celestial.)
* Necrotic Shroud (Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra necrotic damage equals your level.Once you use this trait, you can't use it again until you finish a long rest. )
Background: Bound to the Raven Queen
Sir Godric Alden was once a holy paladin. Born to a noble family, his birth was heralded, for he was an aasimar, and his family saw nothing but fortune that would come from his birth. The third son of the family, he became a knight, fighting for king and country. He did this, for the only other choice for a third son was to be a wastrel. He then took the oath of a paladin, for it is what his blood called him to do.
His life was one of joy and glory, for he was always surrounded by a loving family and close comrades. This all changed, however, when a cult of Orcus was discovered within a small village. Godric was one of the paladins and priests who was sent to root out the cult. Little did his superiors know that the cult was larger than anticipated...the entire village had been corrupted. Godric and his comrades came just as the villagers were preparing to sacrifice their children to their god. A fierce battle ensued.
One by one the paladins and priests fell. Godric eventually found himself bleeding out on the ground, all of his comrades dead, and with the cult in command of the field. Death was imminent. He had failed. It was at that moment, in his darkest hour, that he called out to the gods for aid. He called out for the strength to defeat the cult, to save the children...and the Raven Queen answered.
The cult of Orcus was destroyed that day. When reinforcements came to discover why the paladins and priests never returned, they found nothing but traumatized children within a village filled with naught but corpses. They told of how one of the knights had eyes which were pools of darkness, and skeletal rings that came from his back. They babbled of the death and destruction he brought upon their parents turned cultists. The reinforcements could not tell what had scared them more. Who this dark knight was, they did not know. For all of the bodies were accounted for. Even Godric's...
In truth, Godric thought that the Raven Queen would save his life. But as the goddess of death, she had taken an all together darker approach. Godric died that day, from loss of blood. But his soul...his soul was bound to the will of the Raven Queen. What rose from Godric's still warm corpse was a shade, forced into a suit of midnight black armor. She had heard his prayer, and she had answered. And for her assistance, Godric had paid the ultimate price.
The paladin still walks the earth, fulfilling the will of the Raven Queen. He is a tireless enemy of Orcus, whose mission in (un)life is to scourge the realm of his presence. But for now...he has a new calling. There is a sword, which the Raven Queen desires to be found. He is her instrument. And her will be done.
Background Benefit
Because of him being naught but a soul bound to a suit of armor, Godric doesn't truly sleep. Rather, he must rest so that he can strengthen his soul's bindings to the armor which keeps him on the mortal plane. Mechanically, this is the same as sleeping.
However, Godric as a background ability, Godric does not need to eat or drink. He does not have a physical body, and as such is beyond such mundane concerns.
Skills and Languages
* Background Skills: Perception, Stealth
* Class Skills: Intimidate, Athletics
* Languages: Common, Celestial, Infernal, Abyssal
Equipment
* Fullplate of the Night
* Longsword
* Shield
* Priest Pack
Cantrips
* Light
* Prestidigitation
* Eldrich Blast
Warlock Spells 1 spell slot, lvl 1
* Shield, Wrathful Smite, Unseen Servant, Comprehend Languages
Paladin lvl 1 Spells
* 4x Cure Light Wounds
Paladin lvl 2 Spells
* 2x Lessor Restoration
Pact Magic
* Always cast at max level, refreshes on short rest
Hex Warrior
* Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.
* This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Hexblade's Curse
* Starting at 1st level, as a bonus action, choose one creature you can see within 30 feet of you. The curse ends early if the target dies, you die, or you are incapacitated. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits:
(1) You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
(2) Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
(3) If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier.
* You can't use this feature again until you finish a short or long rest.
Divine Sense
* As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands
* You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
* Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
* This feature has no effect on undead and constructs.
Fighting Style
* Dueling (When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. )
Divine Smite
* Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health
* Immune to Disease
Extra Attack
* Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aura of Protection
* Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.
Channel Divinity
* Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.
* Champion Challenge: You issue a challenge to each creature of your choice that you can see within 30ft of you must make a Wisdom saving throw. On a failed save, it can't willingly move more than 30ft away from you. This effect ends if you are incapacitated or die or if it moved more than 30ft away from you.
* Turn the Tide: As a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

Godric Alden |

So...might not be clear from the stat sheet. But Godric is going to be a close combat bruiser. Good paladin saves, and AC20 means that he can stand being on the front lines.
He is designed to take on one foe, and to nova damage the enemy down. So, for example...
(1) Godric is fighting a tough enemy.
(2) Bonus action Hex. This gives him 19-20 crit, and +3 damage.
(3) Godric then attacks twice, and burns a lvl 2 spell. His attacks look like this:
To Hit: +7/+7
Damage: 3d8+9 (19-20 crit)
And in addition to this, he's got some basic healing potential for the party. Lay on Hands, Healing Hand, and Turn the Tide.
So...yeah.
Pretty tanky. Some healing. Can dish out some damage. Not as optimized in tanking as a fighter could be. Not as dangerous in close combat as a barbarian. Not able to heal like a full caster such as a cleric. But able to hold his own.
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No idea for the AP how many levels it goes. But I'm thinking that as a level plan...
Lvl 8: Paladin (6) Warlock (2)
* Fiendish Vigor (1d4+4 temporary hit points...at will!)
* Burning Hex (When enemy is hexed, bonus action to do Cha bonus as fire damage)
Lvl 9: Paladin (6) Warlock (3)
* Pact of the Blade (Can summon a weapon!)
* +1 spell slot
Lvl 10: Paladin (6) Warlock (4)
* Cha 20!
* +1 cantrip