
Pawn's Dilemma GM |
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You wake in the city of Waterdeep, a cold sweat on your forehead. Whatever business you had planned today is wiped from your mind by last night’s dream. Visions of blood, a heinous sacrifice, and a maw full of crooked fangs. Then the glowing white face of a terrifyingly beautiful woman floats into view. She speaks softly ”You can end this. Find the lowest point in the city. My blessing will be with you.” Then you woke, feeling more capable than you ever have before.
Hey all! Who’s up for some 5e fun? I’m looking to run a 5e homebrew gestalt game with a party of 4-5 players. Part 1 will run from level 1 to level 5, guaranteed. After that, I'm going to reassess whether or not we have the interest/momentum to tackle part 2 from levels 6 to 10. There was an interest check thread about this earlier as well as some playtest combat.
My adaptation of gestalt rules for 5e:
1. Take two classes at every level. When two classes grant the same type of benefit, take whichever one is better.
2. No multiclassinig. You pick two classes and you stick with them. This is mostly to save headache for my first time trying to adapt gestalt for 5e.
3. You only get extra attack when a class grants it (e.g. 5 levels of paladin). You only get additional extra attacks if you have the fighter levels that grant it.
4. Unlike normal 5e multiclass spellcasting, you gain spell slots independently from each class. So a bard 2/sorcerer 2 has 3+3 first level spell slots instead of 4 first level and 3 2nd level. This will provide caster/caster builds with lots of splots but won't allow them to get higher level splots at lower levels than normal.
5. Again, gestalt counts differently from multiclassing so you don't have to meet the ability score prerequisites of your classes since you are not multiclassed.
A. HP: A wizard 4/barbarian 4 with +3 con would have 4d12 hit dice and 12+7+7+7+4*3=45 hp
B. You could choose class skill proficiencies from the lists available to both classes but you could only choose as many class skill proficiencies as the number granted by the class that grants the most. A wizard 1/sorcerer 1 gets 2 skill proficiencies from its class. A wizard 1/rogue 1 gets 4 skill proficiencies from its class.
C. Weapons and armor proficiencies: Pretty obvious here. You have any proficiency listed under either class.
D. Saving throws: You get the saving throw proficiencies of both classes! So a bard 1/wizard 1 is proficient in dex, int, wis, and cha saves.
E. Fighting styles: You get one from each class but you can't benefit from picking the same one twice, e.g. fighter 2/paladin 2 picks defense and defense. He gets a total of +1 ac.
F. ASIs: You get ASIs from each class at specific levels. If both classes grant an ASI at a level, you only get one ASI from that level. So a wizard 20/bard 20 only has 5 ASIs but a rogue 20/fighter 20 has 8 ASIs.
G. Equipment: You get the starting equipment of both classes.
Point buy. Max hp at level 1. Avg rounded up at subsequent levels. Starting equipment of both classes.
All official 5e sources allowed. UA potentially allowed upon a case-by-case basis.
Background: Obviously, fill out the standard 5e background elements including your bond, flaw, etc (which can be customized). Why are you in Waterdeep? What are you doing here? How did you respond to the angelic vision? Why would you agree to help defeat a demonic cult?
Character description: Describe your character's appearance and mannerisms. What does your character like? What does he/she dislike? What kinds of people/behaviors are he/she more or less likely to get along with?
Example post: Give me an example post of your character interacting with an NPC in Waterdeep.
None of the above needs to be lengthy. Just show me the key information.
Players are expected to post 1/day on weekdays and once over the weekend. If there's nothing for you to react to, post your current thoughts in the discussion, some internal dialogue of your character, something. As GM, I'll hold to this standard as a bare minimum. If you're going to be away for a little bit, let me know in advance and it'll be fine. Uncommunicated absences will cause significant problems. If this becomes a pattern for you, I'll PM you once about this then ask you to leave the game and get a replacement character if I have to.
Be a good team player both mechanically and in storytelling. React to the posts of others. Push the action forward. Act in the best interests of the team.
Use this character template for your submission.
Maps will use google slides. Group inventory and XP tracking will use google sheets.
Come up with an interesting character concept that makes sense as to why you have the two classes that you have and seems like it would be fun and/or cool to see interacting and working with other party members.
Make a cool build that will solidly contribute to helping your team achieve its goals. I'd love to see your two classes synergize really well to fulfill a party role.
Tell me a bit about yourself. How long have you been on the boards? How often do you tend to check your campaigns and post? Do you have a favorite campaign or moment from a campaign I could check out to get a feel for your style? How do you like to play?
Submit multiple characters if you want to. It certainly won't hurt your chances of getting one of them accepted.
Recruitment will close at 5 pm EST on August 20th, 2018. Gameplay will start immediately after I make my selections.

Vrog Skyreaver |

dotting with my character from the interest:
CG Human Sorcerer/Warlock 1
STR 10
DEX 10
CON 16
INT 11
WIS 10
CHA 16
HP 12
AC 16
Prof +2
Init 0
Saves: Str: 0; Dex: 0; Con: +5; Int: 0; Wis: +2; Cha: +5
Speed 30'
Spell Attack: +5 to hit
Spell DC: 13
Dagger: +2 to hit; 1d4 damage
Skills: Arcana +2, History +2, Intimidation +5, Perception +2, Religion +2
Feats: Warcaster
Class Features:
*Sorcerer: Sorcerous Origin (Stone; Metal Magic, Stone's Durability)
*Warlock: Otherworldly Patron (Celestial; Extended Spell List, Healing Light: 2d6, bonus action)
Spell Slots:
*Sorcerer: 2
*Warlock: 1
Spells Known:
*Sorcerer:
0: Acid Splash, Firebolt, Frostbite, Thunderclap
1: Burning Hands, Magic Missile
*Warlock:
0: Eldritch Blast, Magic Stone, Light, Sacred Flame
1: Guiding Bolt, Hellish Rebuke
Equipment: 5 Daggers (sold, +5 gp total), 2 Maces (Sold, +5 gp total), Component Pouch x2, Explorer's Pack, Leather Armor (sold, +5 GP), Common Clothes, Belt Pouch with 10 gp
Background: Sage
Specialty: Wizard's Apprentice
Feature: Researcher
Ideal: The path to power is through knowledge
Personality Trait: I'm willing to listen to every side of an argument before I make a judgement.
Bond: I have ancient magical knowledge that would destroy the world in the wrong hands.
Flaw: WHAT DO YOU MEAN I HAVE A SHORT FUSE? YOU TRYING TO START SOMETHING?
Rina is a wandering sorcerer, travelling the world to get rich and enjoy good food. She is fond of killing bandits, and has a reputation that is way more powerful that is way more powerful than her abilities. She is the keeper of the magic necessary to summon the celestial being that she made a pact with to this realm.
As the being that she has a pact with is good, it cares little for collateral damage, and will destroy nations to complete it's aims.
In the wrong hands, such power misused would be devastating.

Blaq Foxx |

Dotting while I write up my character/backstory. Im interested in playing an "Investigator" type character so my initial thoughts are to go Inquisitive Rogue/Lore Bard, but I'll see if that ends up making sense.
A bit about me: I'm new to the boards, haven't played a pbp game yet, but I dm 5e in a f2f game and frequently play in one shots in local events. Im looking forward to creating a character I can play more long form! Thanks!

Pawn's Dilemma GM |

Blaq Foxx: I'm open to taking a new player on board. Show me a strong submission! :)
Mechanically, strong submissions will have both of their classes synergize to fulfill an important party role or two! It looks like Vrog is going for a blaster role with a bit of face. Other potential roles are
Weapon dpr
Buffer
Debuffer
Battlefield control (Decimus had a cool idea for this one)
Scout
Face
Tank
Caster killer
Healer

Galessa |

Str (12) Dex (16) Con (14) Int (14) Wis (10) Cha (10)
Race: Variant Tiefling
* Stats: +2 Dex +1 Int
* Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor. This trait replaces the Infernal Legacy trait.
* Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
* Hellish Resistance: You have resistance to fire damage.
Haunted One
Skill Proficiencies: Arcana, Investigation
Languages: Infernal
Equipment: A monster hunter’s pack (The monster hunter's pack includes a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a silver mirror, a flask of oil, a tinderbox, and three torches.) and one Gothic Trinket
* Feature: Heart of Darkness (Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.)
Class 1: Fighter (will go Eldrich Knight)
* Saving Throws: Strength, Constitution
* Skills: Using Rogue
* Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Class 2: Rogue (will go Arcane Trickster)
* Tools: Thieves' tools
* Saving Throws: Dexterity, Intelligence
* Skills: Stealth, Acrobatics, Athletics, Perception
* Expertise: Perception and Stealth
* Sneak Attack: Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. As you gain levels, the amount of damage increases, as shown on the level table. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
More to come in and profile. A tiefling monster hunter. Backstory to come.
Should be a useful addition to the party. With expertise in Perception and Stealth, she makes for a good scout
Trinket: 1d100 ⇒ 84
A small locked box that quietly hums a lovely melody at night but you always forget it in the morning

Pawn's Dilemma GM |

Cool builds so far. Galessa, what in combat role do you see for yourself?
The leveling process will be pretty rapid in this game as I'll be throwing harder encounters at you. I estimate about 3 encounters to go from level 1 to 2, 2 to 3, and 3 to 4 then it will probably take about 5 encounters to bump to level 5. So you're signing up for probably 14 encounters in part 1. This is because I expect appropriate encounter CR will be roughly 1.8*party level. So we're looking at a pretty rapid game.

JonGarrett |

Race:Gnome Background: Archaeologist Class combo: Rogue / Artificer
STR 8 (-1) DEX 16 (+3) CON 12 (+1) INT 16 (+3) WIS 12 (+1) CHA 10 (+0)
HP 9 (HD: 1d8)
AC 15
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: Chaotic Good
Saving Throws: Dexterity +5, Consitution+3, Intelligence +6.
Skills: Arcana +5, History +5, Perception +5, Insight +5, Survival +3, Stealth +5.
Weapons: Simple Weapons, Thunder Cannon, Hand Crossbows, Rapiers, Longswords
Armour: Light and Medium Armour
Tools: Alchemist’s Tools +5, Thieve’s Tools +5, Tinker’s Tools +5, Smith’s Tools +5, Cartographer’s Tools +5
Languages: Common, Draconic, Gnomish
Skills: Arcana
Lang: None
Tools: Alchemist's, Tinker's Tools, Smith's Tools, Thieve's Tools
Other Features:
Artificer Specialisation - Gunsmith - The art of building firearms.
- Gunsmith - Gain proficiency with Smith’s Tools, and learn the Cantrip Mending.
- Thunder Cannon - Build and operate a heavy gun that inflicts 2d6 damage. Replacing it costs 100gp and 3 days effort.
- Arcane Magazine - The ammunition source for the Thunder Cannon. Each long rest creates 40 rounds, and each short rest creates 10. A new one can be built for 25 gp as part of a long rest.
Magic Item Analysis - Gain the use of Detect Magic and Identify as spells, and can be cast as Rituals. If cast as a ritual Identify doesn’t require a material component
Rogue Features:
Skills: Perception, Stealth, Insight
Lang: None
Tools: Thieve's Tools
Other Features:
Expertise - Choose two skills, or the use of Thieve’s Tools (Perception and Insight). Add double Proficiency Bonus.
Sneak Attack - Add an additional 1d6 to damage to one attack when you have Advantage on an attack or another enemy is within 5ft of the target.
Thieve’s Cant - Communicate with anyone else who can also speak it, and read signs left with important information.
Race Features:
Ability Score: Intelligence +2, Dexterity +1
Speed: 25
Size: Small
Languages: Common, Gnome
Other Racial Features:
Darkvision - See in total darkness for 60ft.
Gnome Cunning - Gain Advantage on all Charisma, Wisdom and Intelligence saving throws against magic.
Natural Illusionist - Gain Minor Illusion as a Cantrip, using Intelligence.
Speak With Small Beasts - Through gestures and noises, communicate with small or smaller animals.
Coins & Gems:
GP 5
EP 0
SP 0
CP 0
Armour: Studded Leather Armour
Weapon: Thunder Cannon, Rapier
Trinkets: Sledgehammer
Tools - Thieve’s Tools, Tinker’s Tools, Smith’s Tools
Gear 1 x Common Clothes, Case Containing Map, Bullseye Lantern, A Miner’s Pick, Shovel, Two-Person Tent.
Backpack, 1000 Ball Bearings, 50ft Rope, Hooded Lantern, 2x Pints Oil, Tinder Box, 5x Rations, Waterskin.
Items acquired in game:
Prof: History, Survival
[/b]Tools:[/b] Cartographer's Tools
Feature: Dust Digger
A trinket from an old dig (Sledehammer)
Feature: Historical Knowledge
Identify the builders of ancient ruins, and the worth of art more than century old.
Personality Trait: I love a good puzzle or mystery..
Ideal: That artifact belongs in a museum.
Bond: I won't sell an art object or other treasure that has historical significance or is one of a kind.
Flaw: When given the choice of going left or right, I always go left.
Appearance Standing at just over 3ft tall and fairly slight, many larger races would overlook Enizver, and find the fact he’s carrying a strange looking metal and wood stick with a metal drum of some kind over one shoulder odd at best, but Enizver smiles cheerfully. He keeps grinning when the strange stick is aimed, too, and when he pulls the trigger…
Dark skinned, with wild hair and a neatly trimmed, braided beard, Enizver looks much like most of his kin do. He wears a long, heavy and fur lined coat of the darkest green leather with black wooden buttons over his armour and travelling gear, and an almost comically large packpack with various odds and ends all over it. Much of his equipment is hooked onto this bulging bag.
Atop his wild hair usually sits a wide brimmed hat the same green as his coat with a thick band around it. He speaks in a strong alto voice and typically smells of metals and grease.
Personality: Curious and mercurial, Enizver is on a hunt for power and knowledge. For him they are more or less the same thing. The deeper his understanding of the world, magic and existence work the greater things he can create, and the more power he gains.
It would be fair to say that, at this point, that hunt is both the journey and the destination. Enizver currently has no greater goal, no burning ambition or dream he seeks to achieve. Many have been led astray by such a thing, and it’s certainly possible that Enizver could be too, that the lure of power could take him to dark places.
But he also has the loose idea that knowledge such as this could and should be used to make lives better. Take his handcannon, a weapon of immense destructive potential. But just like a bow it can also be used to defend, or to hunt food. With a handcannon and clean kill be performed at a greater distance. Less training and skill is required to use it. And thus, lesser hunters can go from being unable to provide to putting food on the table. A guard could fight off a monster with minimal training and at great range.
Of course, balance is an issue too. Such a change could shift things dramatically. And knowledge could be used to understand those changes and smooth over the worst of it. So for now...he seeks knowledge
Backstory: A simple Gnome from a simple village, Enizver would likely have remained a simple forest Gnome if not for a simple piece of luck. An old tomb complex, buried deep in the woods, far from everyone. It had long since been picked clean by countless adventurers and monsters, and its traps long disarmed and destroyed, but it was a fascinating place for a young man to explore.
Enizver spent countless hours wandering the complex, studying the images carved in to its walls, the traps in the walls, the bones of its defeated guardians. As he grew older, he noticed something odd. A section of the building in the middle, without a doorway or entrance. He became convinced that somewhere in that section was untapped treasures that no one had been able to find, but also knew that such areas were likely to contain traps, or monsters.
So he learnt the skills he needed to deal with such things, the art of disarming traps or picking locks, and the skills to fight. Perhaps not too surprisingly it turned out the best place to learn such a skillset was the local thieves, who used a combination of blade work, stealth and lock picks to lighten the load of various ‘acceptable’ targets, which comprised mostly of merchants knowing for being especially unfair in their dealings and tax collectors.
Despite this extensive education, Enizver still could not locate the hidden door that he was certain was there. Feeling he was going a little mad, he eventually came up with a plan that someone less obsessed may have thought twice about - taking a sledge hammer to a section of wall already cracked by time and wear.
Surprisingly, it worked. Perhaps more surprisingly, Enizver was right. Beyond the wall was ancient rooms and corridors that hadn’t seen the light of...well, anything for uncounted centuries. In such a time even the finest materials crumble, the most powerful of spells fade, and as such there wasn’t much beyond those walls. Strange odds and ends with just a hint of power remaining, holding the delicate materials together. Stone carvings in tongues no one could speak, now. And in one room a strange tube. Its handle had long since gone, and its body of metal was nothing but rust, and the bronze shells next to it were a mystery...but nevertheless the ruined weapon intrigued Enizver.
Even without being able to read the runes on the wall, the images showed the thing being used. Using those odds and ends to fund it, Enizver bought books of alchemy, learning the principles behind the strange weapon, a firearm of some kind. This one seemed a little different, however, incorporating elements of magic. It took a lot of trial and error, a lot of effort, and more than one pair of eyebrows.
But eventually Enizver had a functioning handcannon. Not only that but he was able to put a bullet through a solid brick wall at 50 paces. Impressed by the untamed lethality, and pleased that his work had also resulted in a solid understanding of magical items if not magic itself, Enizver looked around for something to do with this knowledge and power and realized that it was not suited to a sleep village, nor casual theft the next town over. He yearned for greater things. So he packed up what he could and went to find something more.
[spoiler=Notes]At 3rd level I intend to take the Inquisitive Archetype.

Galessa |

Glad you like the build.:)
Ranged DPS. Figure that Eldrich Knight helps in that she’ll always be armed. Great for an archer. Rogue helps push up damage, so long as the party has someone in close combat. Mixture of flight and high dex will keep her safe. Her biggest issue is having horrific saves where it counts (+0 Wis and Cha! That’s incredibly bad)
Besides that I hope to have spells and Trapfinding for out of combat utility. At lvl4 will get sharpshooter, lvl6 Dex18, lvl8 Dex20. Not sure where best to go from there, but have plenty of time to figure it out.

Galessa |

Starting gold: 5d4 + 4d4 ⇒ (3, 2, 4, 2, 1) + (4, 3, 4, 3) = 26 260
Studded Leather: 45
Silver Rapier: 125
Longbow: 50
Thieves Tools: 25
Explorer's Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
1 Dagger: 2
Total: 257 / 300

Cale Vatay |

Well if leveling is as rapid as described I could more or less keep the build as is and RP that I’m learning magic from one of the party members. Though then I need to decide whether I should start with the ritual caster feat for having some degree of magic at the start and fit his flavor as a student of magic or the mageslayer one to fit his combat role....

Blaq Foxx |

Gram Luthar
Race:Human Background:Investigator Class combo:Bard(Lore)/Rogue(Inquisitive)
STR 9 (-1) DEX 16 (+3) CON 10 (+0) INT 14 (+2) WIS 11 (+0) CHA 16 (+3)
HP 8 (HD: 1d8)
AC 14
Initiative +3
Speed: 30' Land
Proficiency +2
Alignment: LN
Skills: Acrobatics, Deception, History, Insight, Investigation, Medicine, Perception, Persuasion, Slight of Hand
Weapons:Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor: Light
Tools:Theives Tools, Flute, Pan Flute, Horn
Languages: Common, Dwarvish, Elvish, Orcish
Spellcasting DC:13
Spell Slots
1st Level: 2
(Bane, Cure Wounds, Healing Word, and Tasha's Hidious Laughter.)
Cantrips Known (2): Light, Vicious Mockery
Skills: Acrobatics, History, Medicine
Lang: None
Spellcasting (See spells known)
Other features: Ritual Casting, Bardic Inspiration (3 per Long Rest)
Rogue Features:
Skills: Persuasion, Deception, Perception, Slight of Hand
Lang:None
Other features: Expertise (Insight,Investigation), Sneak Attack, Thieves Cant
Race Features:
Ability Score: +1 str, +1 wis, +1 int, +1 cha, +1 dex, +1 con
Speed: 30
Size: Medium
Languages: Common, Elvish
Other racial features:none
Coins & Gems:
GP 10
EP 0
SP 0
CP 0
Armor:
Leather Armor
Weapon: Longsword, Rapier, Shortbow, Quiver of 20 Arrows, 2 Daggers
Trinkets:
Other Items:
Thieves Tools, Horn, Pipe Flute, Chest (12 ft^3/300lb capacity), 2 map/scroll cases, set of fine clothes, bottle of ink, ink pen, lmp, 2 flasks of oil, 5 sheets of paper, vial of perfume, sealing wax, soap, backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, 50ft of rope, waterskin, Waterdeep City Watch Investigators Uniform, 1 set of manacles with key.
Items acquired in game:
Prof: Insight, Investigation
Languages: Dwarvish, Orcish
Feature: Watcher's Eye
Can find local outpost of the watch or similar organization, and dens of criminal activity in a community.
Trait: I use fiction to make sense of reality. I understand peoples stories in order to understand people.
Ideal: Not everyone can have a happy ending, but I should try to help those I can.
Bond: My mother and younger brother depend on me.
Flaw: A simple resolution is dissatisfying. I'd rather dig in than leave well enough alone.
Gram Luthar, is the son of San Luthar--a 25 year veteran and respected member of the City Watch of Waterdeep--and Vix Luthar--a talented performer of the Musicians Guild of Waterdeep. Growing up in a humble home filled with the impassioned music of his mother, and the exciting stories his father would tell of the happenings of the City watch, he developed a pension for story-telling and and performance. As a teenager he would write and perform fantastical short stories for his younger brother. As he wrote more and more he expanded his scope and sophistication and would write stories to per form for his parents, friends and neighbors. This eventually developed into a desire to be a playwright.
He eventually, enrolled at the College of New Olamn to study the Bardic traditions of Music, History and Lore. He naturally excelled in music, having been surrounded by it his whole life, but what he really poured himself into was his studies of Lore and Lore-telling/construction. Story building fascinated him and he found himself relating to everyday life in terms of storytelling.
After Gram completed his coursework, we was to complete a years worth of work as a traveling journeyman and return to perform self written piece for the Magnus Alumna in order to graduate from the college. Unfortunately, shortly before his journey was to begin, his father was killed in the line of duty. With this sudden loss, he decided to forgo his year abroad and stay with his mother to help take care of his little brother.
He couldnt get a job as a bard, haven't forgone his graduation, but was offered a job with the by the Captain of the nights watch out of respect for his fathers service. He accepted and eventually worked his way up from clerk to Swordcaptain in the investigations unit, where he uses his unique way of looking at he world to figure out the "story" behind crimes and bring their perpetrators to justice.
Appearance Gram is a 26 year old male human with dark brown skin, brown eyes and black hair fashioned in to short, neat dreadlocks, with the sides of his head shaven. He keeps a neatly trimmed goatee which shows signs of early graying. He is 6'0 and gangly, though with the loose fit of his City Watch uniform, he strikes a deceptively imposing figure.
He typically wheres his City Watch Uniform adorned with crossed diagonal Slashes on the left shoulder (denoting the Rank of Swordcaptain) with a circle at the end of one of the slashes (indicating that he is and investigator)
[spoiler=Notes]
I'm planning on going Lore/Inquisitive at 3rd level. Looking to fill the roll of Face/Buffer/Debuffer with some Healing
I see a few other X/rogue concepts have been submitted, and while Gram will be more focused on tripping up enemies and giving his allies advantage, I also have an alternate build that replaces rogue with battle master fighter.

Blaq Foxx |

Looks interesting, Gram! Tell me a little more about Gram. What does he like/dislike? How does he tend to interact with people? What kind of people does he love/hate? This shows me the ways I can hook him from an RP perspective.
Well, Gram loves people and the stories they tell--both with thier words and their actions. Loves talking to people from other places and hearing about their homelands and cultures. He brings an excited curiosity to conversations with new people that tends to put people at ease and encourages them to open up. He knows the languages of the the most common races in Waterdeep so he prefers to speak to people in their native tongue which also helps.
He hates people who take advantage of others which makes him well suuted as an Investigator of the Watch. At the same time,this is Waterdeep. Hes spent some time with the Thief-Takers of the Watch and knows the value of maintaining relationships with some of the seedier elements if the city in order to protect people from the truly dangerous criminals who would harm them.
Gram likes books, theatre, oration, polite conversation, learning new things, ale,history, puzzles, and rainstorms, and music.
He hates spiders, the cold, messiness, elitists, misnomers,bullies, simple misunderstandings, slavery, and wreckless carriage drivers.
Gram's training as a watchman taught him that success come with coordination. He knows how to work in a group,but also how to disrupt the teamwork of his opponents.

Pawn's Dilemma GM |

Pawn's Dilemma GM wrote:Looks interesting, Gram! Tell me a little more about Gram. What does he like/dislike? How does he tend to interact with people? What kind of people does he love/hate? This shows me the ways I can hook him from an RP perspective.Well, Gram loves people and the stories they tell--both with thier words and their actions. Loves talking to people from other places and hearing about their homelands and cultures. He brings an excited curiosity to conversations with new people that tends to put people at ease and encourages them to open up. He knows the languages of the the most common races in Waterdeep so he prefers to speak to people in their native tongue which also helps.
He hates people who take advantage of others which makes him well suuted as an Investigator of the Watch. At the same time,this is Waterdeep. Hes spent some time with the Thief-Takers of the Watch and knows the value of maintaining relationships with some of the seedier elements if the city in order to protect people from the truly dangerous criminals who would harm them.
Gram likes books, theatre, oration, polite conversation, learning new things, ale,history, puzzles, and rainstorms, and music.
He hates spiders, the cold, messiness, elitists, misnomers,bullies, simple misunderstandings, slavery, and wreckless carriage drivers.Gram's training as a watchman taught him that success come with coordination. He knows how to work in a group,but also how to disrupt the teamwork of his opponents.
Thanks! That's the kind of helpful info I'm looking for to help me forecast RP.

Cathirix |

Cathirix leveled down to one.
Cathirix’s search for meaning had led him to the Sword Coast, he would spend hours sitting and looking out to sea hoping to get to watch a storm roll in. It was during the storms that Cathirix felt one with the world, when the sky lit up with lightning he could sense something beyond the vail of mortality.
Preferring a quiet life of seclusion Cathirix rarely went into Waterdeep proper, but he now found himself before the gates of the Crown of the North driven here by the words in a dream. Hazy pictures and fading words still swirled in his mind, a beautiful face ”You can end this…”, rivers of blood ”Find the lowest point…”, disemboweled sacrifice ”… in the city”, a terrible maw seeking that which to devour ”My blessing will be with you.”. Lowest point in the city…. Must be the docks, he thought to himself.
Lost in his thoughts Cathirix collides with a young woman, “Excuse me, I am sorry… I… uh,” he stammered as the vegetables the lady was carrying went sprawling. “I was lost in thought and…”
“You mean you were thoughtless,” she said in a chiding tone, “so, what is so important that its worth running me over?”
“I… uh… I had a viso…. I got a message to meet someone at the lowest point in the city, you wouldn’t know where that is, would you? I was thinking it would be near the docks….” It took Cathirix a moment to find the words, he didn’t spend much time in conversation these days, as he helped the maiden gather the scattered vegetables.
Personality Trait: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideal: If you know yourself, there’s nothing left to know.
Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaw: I’d risk too much to uncover a lost bit of knowledge.

Pawn's Dilemma GM |

Logistics: Will track individual XP. Google slides for maps. Individual init for PCs, group init for enemies.
Mecganics: Pretty much every skill will matter at some point it another so a diversification will work well. Once I select the party, I will allow some tweaks (e.g. skill proficiencies or spells known)
Story: Good characters will be likely to have more interesting character arcs than neutral or evil. Waterdeep is a port city so trade is very important. It has about 130,000 citizens and is ruled by an oligarchy of Lords with hidden identities. There is plenty of crime but no significant crime guilds.

Pawn's Dilemma GM |

5 days left. Here's the list of submissions/interest so far:
Complete
Jereru's Zeb: Fighter/wizard
ElbowToTheFace's Cathirix: Cleric/sorcerer
Blaq Foxx's Gram: Bard/rogue
John Garrett's Enizver: Rogue/artificer
Vrog Skyreaver's Rina: Warlock/sorcerer (could use a little more backstory)
Partial
Lord Foul's Cale: Fighter/rogue (needs backstory and to be leveled down)
Grumbaki's Galessa: Figher/rogue (needs backstory)
LazyFisherman's Nagar: Ranger/rogue (interest thread, needs finished crunch and backstory)
Expressed interest
Greycastle
MrStr4ng3
Michael A.J.
Phntm888
Decimus Observet
KingHotTrash
Saashaa (interest thread and playtest)
Veltharis (interest thread)
Rednal (interest thread)
GM Star Drake (interest thread)
SteelGuts (interest thread)
DoubleGold (interest thread)
Let me know if I missed you!

wicked_raygun |

Here's my pitch for a half-orc barbarian/fighter. I kind of just want to see how nasty of a brute I can make. Also I like the idea of a controlled, seething fury, that gets released tactically.
I'll work on crunch later today.
For as long as he had been alive, Halgrin had been angry.
And when you’re a half-orc in Waterdeep, there was plenty to be angry about. First he was angry at this father for boarding a ship to Luskan one day, and never returning. Then he was angry at the gods for the fever that took his mother in the middle of the night.
Then there was the orphanage. The loneliness. The hunger. The sneering faces.
Lots of people would have lashed out. But those people weren’t Halgrin. So instead he held his anger in check. He might simmer, but he never exploded. Because at the end of the day sometimes the only thing you had any control over was yourself.
Instead he made it his life’s mission to prove other people wrong about him--usually by working twice as hard for half the gain. But no matter how angry and frustrated he got, he grit his teeth, and kept moving forward.
Eventually he joined the City Watch. But to his bitter disappointment he found it ineffective at best, and corrupt at its worst. Oh sure, a few shining beacons here and there who did what they could to help the city, but not enough to really make a dent. It was infuriating, but he never let it get to him--until today.
From his spot in an alleyway, Halgrim watched a half-elf laugh uproariously at something a dwarf was telling him. Those two were slavers. He couldn’t prove it. But he knew it. Just as he knew that there were at least half a dozen children stashed somewhere in the city, ready to be sold on the black market.
“Can’t let you do it, Hal.”
Halgrim turned to see a human woman in a hooded cloak, holding a hand crossbow leveled at his chest.
“I’m not going to let you throw away your career on those pathetic scum. You’re too good of an officer.”
“Wouldn’t be doing it for them, Zinna. And you know that.”
“Don’t give me that crap. We still have a couple days. Plenty of time to get more information, and do this by the book.”
“No. Time’s up.”
“You don’t know that.”
“Yes, I do. Fits the pattern. Five days after the last abduction. You said so yourself.”
“I was wrong.” Halgrin gave Zinna a dour, disbelieving look. “Okay, fine. We’ll both go in and arrest him now. We can take him to the station and question him.”
“You know who his father is. He’ll get released, we’ll both lose our jobs, and those kids will be halfway to Thay by the time someone finally bothers to slit our throats.”
Zinna lowered her crossbow.
“Go home. Let me do this. You don’t want any part of what’s about to happen.”
“If you do this, they won’t be able to prove anything. But you’ll probably lose your job anyway.”
Halgrin shrugged. “Won’t matter. Already quit anyway. Now get out of her. And go somewhere public where you’ll be seen.”
Zinna nodded, then walked away without another word. Halgrin decided to ignore the tear going down her face.
He returned his attention to the two slavers. Tonight, everything would change.
Because tonight he was finally going to show the world just how angry he could be.

wicked_raygun |

Here's the majority of the crunch. I still need to roll for trinket.
trinket: 1d100 ⇒ 96; a black pirate flag adorned with a dragon's skull and crossbones.
Nice.
Halgrin
Race: Half-orc Background: City Watch Class combo: Barbarian / Fighter 1
STR 16 (+3) DEX 14 (+2) CON 16 (+3) INT 8 (-1) WIS 10 (+0) CHA 10 (+0)
HP 15 (HD: 1d12)
AC 17 (Unarmored defense + shield)
Initiative +2
Speed: 30' Land
Proficiency +2
Alignment: NG
Skills: Acrobatics +4, Athletics +5, Insight +2, Intimidation +2, Perception +2
Weapons: All weapons
Armor: All armor and shields
Tools: None
Languages: Common, Dwarvish, Giant, Orc
Skills: Perception
Rage 2/long rest. +2 STR melee damage, ADV on STR checks and saves, Resistance to bludgeoning, piercing, and slashing damage.
Unarmored defense when wearing no armor AC = CON + DEX + 10.
Fighter Features:
Skills: Acrobatics
Fighting Style (Dueling) +2 bonus to damage rolls when wielding a weapon in one hand with no other weapons
Race Features:
Ability Score: +2 STR, +1 CON
Speed: 30
Size: Medium
Skills: Intimidation
Languages: Common, Orc
Darkvision 60 feet
Relentless endurance 1/long rest. When reduced to 0 Hp, but not killed, drop to 1 Hp instead.
Savage Attacks On a critical hit with melee attack, add 1 damage die to total.
Coins & Gems:
GP 46
EP 0
SP 0
CP 0
Armor: None
Weapon: longsword +5 (1d8+5 slashing), warhammer +5 (1d8+5 bludgeoning), shortbow +4 (1d6+2 piercing), 20 arrows, hand axe (x2) +5 (1d6+5)
Trinkets:
Other Items:
Dungeoneer’s pack
Waterdeep City Watch uniform
Horn
Manacles
Pouch
Items acquired in game:
Prof: Athletics, Insight
Languages: Dwarvish, Giant
Feature: Watcher’s eye easily pick out criminal dens and city watch outposts.
Trait: I’m always polite and respectful.
Trait: I can stare down a hellhound without flinching.
Ideal: Greater good. Out lot is to lay down our lives in defense of others.
Bond: I fight for those who cannot fight for themselves.
Flaw: I remember every insult I’ve received and nurse a silent resentment towards anyone who’s ever wronged me.

Horat "The Bulwark" |

Horat stands ready to use halberd and spell to disrupt the enemy advance.
Horat was born during the Untherite time in Abeir, coming of age as a young noble among a people girding themselves for war. Led by the reborn God-King Gilgeam, the Untherites would pay any price for freedom from domination by others. Especially the godless lizards, the self-titled “dragonborn”.
Horat was a gifted student of war. And he showed some magical potential that in another culture would have been tapped into. But he was directed to instead focus on the martial arts and thus he did gladly. He was proud to be part of the great uprising, the army that would free his people.
And then he realised that army would include a contingent of demons.
Horat was stunned. Surely the God-King would not countenance such a foul alliance? And yet, the demons remained. And shortly after, they were torn along with the Untherites back to Toril, the homeworld which Horat had never known.
The God-King launched the war regardless. After all, the lizards held Untherite land. Part of the original Unther.
Horat fought, finding a niche as a defender of his companions. Though he made certain to avoid the demons, and “missed” lizards who had made said demons their priority.
Better a demon be purged than an Untherite fall.
He earned the title of “The Bulwark” from the Untherites who fought with him. But his actions were noticed and filed away by unfriendly eyes. The demon contingent was destroyed at Djerad Thymar by a lizard-devil alliance, and Horat was not displeased, even if it meant that the Untherites would have to withdraw. During the final clashes, a mercenary wizard threatened his squad. Horat brought the mage down, and took his effects as booty.
Back in Unthalass, a reckoning came. The armies of the God-King had been insufficient, and someone would pay. Those regarded as insufficiently obedient were made examples of. And that included Horat. Allowing allies to perish demons!, and studying the ways of wizardry there is power there!, he was touted as an example of what had gone wrong. To “spare his family further shame”, he was told to leave Unther immediately, never to return, taking only what he carried.
Why are you in Waterdeep?
Waterdeep, “The City of Splendours”, and perhaps the best chance for an exile to make something of himself, do some good. And given that he has offended servants of the God-King, to die in one day, far from home.
What are you doing here?
Horat has been engaging in mercenary work. But he is choosey about how he uses his talents. He strictly helps enforce a just order, not oppose it. And he has been learning about magic, trying to decipher the mysteries of his spell book.
How did you respond to the angelic vision?
Surprise. Horat did not expect to have such a vision, not after his exile.
Why would you agree to help defeat a demonic cult?
Horat fundamentally wants to do the right thing, the just thing. And defeating monsters and demons is about as close to a pure example of that as he can think of. He *will* fight demons, and face-to-face at that!
Character description:
Describe your character's appearance and mannerisms.
Horat is a slim 6’, with sallow skin and deep brown eyes. As an Untherite noble, he shaves all hair from his body. He is very exact in his movements, if slow. And
Even in exile, one must not let their standards slip.
What does your character like?
Horat believes in a hierarchy in which all have a place. A just reign. His faith in the Unther version of such has been shaken but not shattered.
What does he/she dislike?
The mad. The cruel. The godless lizards.
The poor and the ignorant are no picnic to deal with. But at least they have a place in the world.
What kinds of people/behaviors are he/she more or less likely to get along with?
Those who believe in law and order. Servants of the divine, at least those similar to paladins. Strength of character and righteousness, hand in hand.
Example post: Give me an example post of your character interacting with an NPC in Waterdeep.
H: ”Greetings, Illuskan merchant. I would see the wares of Waterdeep.”
M: ”???”
H: ”I shall speak more clearly. Greetings…”
M: ”Fine, I’ll sell you stuff.”
I've been on the boards about a year and a half at this stage. So the newbie sheen is wearing off. ;)
I like a variety of character types and play styles. I do tend to prefer characters that show competence, which is still a pretty broad category. And all other things being equal, I lean towards melee capable sorts and not so many wizards usually.
I normally check my campaigns page several times a day, and I'm usually able to give notice if that won't be the case for a day or three.
Favourite moments? Hmmm. A number come to mind, but tension between characters for understandable (and not dumb) reasons is a favourite, as well as quiet moments for a character that reveal something of their nature. Characters getting to show their speciality is always fun too.

Pawn's Dilemma GM |

Recruitment officially closed but keep an eye out as I'm unsure if everyone is still paying attention due to the site outages. If we have some no-sho's then I'll be looking for another player or two, particularly to fill slots that we don't have occupied yet or might be opened up in the case of a drop-out.
Selected:
Horat the Bulwark: Fighter/Wizard
Katara Ironfist: Cleric/Artificer
Halgrin: Fighter/Barbarian
Blaq Foxx: Rogue/Bard