The Beginning of the End: A Pawn's Dilemma (Inactive)

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Awesome! I'm excited to join the party!


|Darn. Have fun folks.


Yeah... so many rogues... that in particular was fierce competition... Your class combo in particular had it rough as the only cleric was also an artificer and the only bard was also a rogue. I tried to get a bit of diversity in the 8 class choices of four players.


I am sorry I missed the cut as well, I enjoyed being torn to pieces by wolves over and over.


Yes it was good playing with you. Was a very tough cut in the end... Unfortunately was made messier by site outages...


Gestalt 5e game.

Hey all! We lost a couple of players over the holidays. We're down to a fighter/barbarian and a fighter/wizard. I'd like to recruit 2-3 more players ASAP, either from those who submitted previously or now applicants. The party is currently level 3. Who's interested?


Re-recruitment at 7th level
We have had lots of player turnover during the course of this campaign so we need a new player(s)!

Currently, the party is desperately trying to protect a leader of the Drow resistance (fights for freedom and justice in Menzoberranzan) from being captured by either demons or devils. Both sides in the Blood War (demons vs devils) are trying to capture key humanoids on the Material Plane as these people serve as lodestones, or nodes in the Ley Lines. If either side gets the majority of the lodestones, they'll be able to drag the Material Plane into their underworld. Due to events and decisions, the party has gotten three lodestones to safety while the devils have captured three and the demons have none. This is the last lodestone and the penultimate chapter of the campaign.

Current party:
Paladin/warlock
Divine soul sorcerer/warlock
Artificer/rogue

Build rules:
5e
Point buy
Gestalt
Starting equipment for your class+background in addition to 1 rare and 2 uncommon magic items.

Grand Lodge

Oooooh, this sounds fun. I’ll be reading the character creation rules!


Some possibilities for how your character could join the party (other options may work too so feel free to suggest something to me):

My PCs, don't read!:

1. You could be part of the Drow resistance who is trying to help protect your leader in the current, desperate battle.

2. The party is likely to visit the City of Brass, center of efreet culture on the plane of fire, before trying to infiltrate the Nine Hells to rescue the people/lodestones who have been captured so far. They could meet you there.

In any case, your character should have a compelling interest in preventing fiends from taking over the Material Plane.

I should also add that the game is played on Discord now. Ideally, we would have everyone posting about 6 times a week (once per weekday and once per weekend) but things have slowed down with player turnover. We're trying to rev our engines back up and some fresh enthusiasm/posting rate will help with that.


Okay, I don't usually do Discord (that's why I bowed out of the zombie thing), but in the case of a 5e game... AND gestalt... AND a game level which I don't usually reach... Yeah there are too many good reasons to join that it's hard not to make the effort.

So, question: which books are fine? Is Tasha's okay, for example?


All published books are largely fine. But please ask about variant race-building rules and/or Unearthed Arcana.


I could do a Dhampir Echo Knight Barb.

He was a Barb, imbibed so much booze reality sees him double, and well, joined the resistance as a merc. He does have some unusual skills and is very pragmatic, if a bit nuts.

Grand Lodge

Jereru wrote:

Okay, I don't usually do Discord (that's why I bowed out of the zombie thing), but in the case of a 5e game... AND gestalt... AND a game level which I don't usually reach... Yeah there are too many good reasons to join that it's hard not to make the effort.

So, question: which books are fine? Is Tasha's okay, for example?

I'll back out so you can have a better chance, though this sounds like a fun thing to try out in the future!


Michael_Hopkins wrote:
I'll back out so you can have a better chance, though this sounds like a fun thing to try out in the future!

Please don't do that. If I'm chosen I want it to be because the GM was comfortable having me in the game, not because there's no one else. Go make a nice character and apply, and if you're in and I'm out, well, that's life.

Everybody deserves some fun.

As for the character, I think I'll build a tanky one. Fighter/Bard, Artificer/Wizard, or something like that.


I've got a possible idea brewing; a cleric/ranger mixture. Would you be okay with the variant race-building for a half-elf?

Character Idea:
The idea is that the character is the blasphemous child of a heretical drow priestess that fell into the worship of Ellistrae and a human slave. Fleeing the city, she gave birth and used her divine abilities to protect him till he grew into adulthood, where her House finally captured her for her crimes. He fled into the Underdark, where he learned the skills of being a Gloomstalker by necessity and practiced his mother's faith.

A hermit, he saw the signs of a great and terrible upheaval and joined the resistance out of vengeance for his (possibly?) dead mother and to stop a prophecy that the Dark Maiden, Eilistraee, had given him.

I don't think the +2 to Charisma really fits a hermit that well that has survived on his own this whole time. Maybe a +2 to Wisdom instead. I'm also wondering if I can flavor a rapier as a scimitar instead, keep its stats basically the same.

Let me know what you think!


I am playing an Artificer in another game and I'm totally in love with the idea of an Armourer with some other class added. I promise it won't step on the other Artificer (who I think is range focused), and on top of that I'll do a small reskin to bring them further apart.

Not sure about the other class, though... Wizard could fit, but also Fighter...


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Half-elf: Ok I'd allow +2 wis instead of +2 cha for a half-elf.

Scimitar: I'd allow reflavoring a rapier as a weapon that wasn't already statted in the game. Since scimitar already exists in the game, then scimitar flavor goes with scimitar stats. Sorry. But if there's some more exotic sword that doesn't have stats, you can flavor a rapier as that (e.g., my toddler's favorite weapon, the hunga munga).

Jereru: Yes he's blasting away with his thunder cannon all the time.


Oooh. Gestalt makes 5e a lot more interesting.

I'm thinking a drow monk/rogue.

I'm assuming that you get stats/feats as per one class, or do you get both?


Good question, Philo! For sanity, I'm not allowing multiclassing. So you get ASIs/feats when granted by each class but not when they overlap (as is kind of the normal deal for overlapping in gestalt). So if you are a fighter/rogue, you get more ASIs/feats at lvls 4 (everyone), 6 (fighter), 8 (everyone), 10 (rogue), 12 (everyone), 14 (fighter), 16 (everyone), 19 (everyone) for total of 8.


I totally forgot that scimitar was already a thing until I went looking. I'd like to avoid being your typical archer gloomstalker setup. I'm thinking of going with Protection for my fighting style because TWF uses a lot of bonus actions and I'm going to be using them for Ranger stuff and Cleric stuff.

I'm wondering if you're okay with perhaps homebrewing a two-handed finesse weapon? Something akin to the elven curve blade? I'm thinking it'd be 1d10 for the damage and have the Finesse, Two-Handed, & Heavy traits? If not, I'll twist up the rapier into something then instead.


No multiclassing? Well that is quite a blow to my concept. I'm not using it to stagger the ASI/feat. I'm okay with taking the progression just from one side if that helps.


KingHotTrash: No new two-handed finesse weapons, sorry.

Philo: If you're just taking ASIs from one side then I'll let you put something together.


Okay, here's Thrysrym. In terms of playstyle, he's a ninja. He pops in, punches somebody in the kidney and sneaks out. He can do darkness often, and has the skills to deal with it, but he won't use that when it inconveniences the others.

I gave him a connection to the drow resistance so that there's an easy way to get him involved and a motivation on top of not wanting devils to make this hell on Earth.

Thyrsym:

Picture

Thrysrym Zzraya
Dark elf (drow) Fighter 1/Monk 6 | Rogue 7
Medium humanoid, neutral

--------------------
Armor Class 17
Hit Points 54 (7 HD; 6d8+1d10+14)
Speed 45 ft.
Initiative +5
--------------------
STR 8 (-1), DEX 18 (+4), CON 14 (+2), INT 10 (+0), WIS 14 (+2), CHA 13 (+1)
--------------------

Saving Throws Str +3, Dex +8, Con +6, Int +4, Wis +3, Cha +2
Skills Acrobatics +8, Athletics +6, Insight +6, Intimidation +5, Perception +9, Sleight of Hand +8, Stealth +11, Survival +6
Tools Thieves' tools (expertise)
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 19
Languages Common, Draconic, Dwarvish, Elvish, Undercommon
ASI's +1 Dex, +1 Con
--------------------

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

Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 1d6+5 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Hit: 1d6+4 piercing damage.

Spells Dancing Lights, Minor Illusion (at will), Darkness (1/LR), Darkness (2 ki), Darkvision (2 ki), Faerie Fire (1/LR), Pass without Trace (2 ki), Silence (2 ki)

Equipment Dagger (5), silver dagger, [[/b]10 feet of string, backpack, ball bearings (bag of 1,000), bell, cloak of displacement, crowbar, eldritch claw tattoo, hammer, manacles, oil (flask) (2), piton (10), rations (5), rope, hempen (50 feet), silver dagger, stone of good luck (luckstone), thieves' tools, tinderbox, tinted goggles, waterskin, watch uniform

Abilities

Cunning Action Bonus action for Dash, Disengage or Hide
Darkvision 120' dim is standard, dark is dim
Deflect Missile (1d10+10) React to reduce damage from missile. Catch if 0 dmg
Eldritch Claw Tattoo 1/day for 1 minute 15' reach, +1d6 force damage
Evasion no damage instead of half on Dex saves
Extra Attack 2 attacks
Fancy Footwork Attack a creature, No AoO end of turn
Fey Ancestry Advantage vs charm, immune to magic sleep
Ki Pool 6/short rest
Ki - Empowered Strikes Unarmed count as magical
Ki - Flurry of Blows 1 ki to make 2 unarmed as bonus
Ki - Patient defense 1 ki to dodge as bonus action
Ki - Shadow Arts 2 ki for Darkness, Darkvision, Pass without trace, or Silence. Minor illusion cantrip
Ki - Step of the Wind 1 ki to disengage or dash as bonus. Double jump this turn.
Ki - Stunning Strike 1 ki on hit. con save vs stun 1 rd.
Martial Arts 1d6 Use d6 for unarmed and monk weapons. When attack, extra attack as bonus action.
Rakish Audacity Sneak attack when alone with creature and no disadvantage
Second Wind 1d10+1 Heal 1d10+1 once per short rest
Shadow Step In dim/dark teleport 60' to dim/dark as a bonus action. Advantage on next melee this turn.
Slow Fall Reaction to reduce falling damage by 30
Sneak Attack +4d6 Extra damage 1/turn with advantage
Sunlight Sensitivity Disadvantage on attack and perception in sunlight
Thieves' Cant Communicate secretly
Trance Meditate 4 hours instead of sleep
Uncanny Dodge When can see, spend reaction to halve damage
Watcher's Eye Know where to find police and criminals

Born a male of a minor house, Thrysrym had few options. But an enterprising person could always find a way to even the odds. A little breaking and entering, a little robbery, being a thug for others. Some of the people he dealt with asked him to join the watch in order to open windows of opportunity. The money was good, so he joined up.

What he didn't know was that his friends weren't exactly about profit. They were the resistance and helping to get certain people in and out. But over time they noticed him. He did some good work and kept his mouth shut. He was willing to break the rules, but not a loose cannon. But what really brought him into the fold was that he seemed to have a resonance with shadow.

It took him a while to let go of the crutches of blades and leather. To focus on letting himself be the weapon. To trust in the shadows and find the passages they hid. They took him to the plane of shadow to learn it's secrets. When he returned, he was committed to the resistance.


I'm almost done with the fluff for the character. The crunch is solidly complete though. I should have a sheet up for him tomorrow.


I'm finishing picking spells and will write something for background, but Haraldr is here.


Uh, okay, MythWeavers doesn't have enough spell slots in their sheet. Anyone knows another one in which I can fit all my spells (because that is what happens when both parts of the Gestalt are casters xD)?


Here is Mightypion submission, Erith, for your consideration.

She partook in a booze-based Gruumshian ritual to get telepoofed to a place where a good fight can be had, figured that Lolth can go suck herself (from her experience as a mercenary, Lolth-drow always betray mercenaries, being literally worse then demons or devils in terms of employement), and rather forcefully joined the resistance.

Roleplaying traits:
--The GM is clearly my god in disguise, therefor I shall jump a any plothook like a overeager puppy
--while I like unconventional solutions, I do not derail things too much.

What she does:
--Echo fighter War cleric, highly mobile, grapples a bit, mostly if not exclusively attacks with her bites. She gets up to 4 attacks in a turn, which ameliorates the fact that the bite is just a d4 considerably.
--Big fan of grappling someone, jumping into a chasm, releasing the grapple while falling and switching with her echo
--Likes to walk upside down on a ceiling and drop on unsuspecting enemies
--Level 7 so echo can be used to scout

Mechanical question:
--May I take "Bartending" rather then proficency at a game?


Since I wasn't happy with MythWeavwrs, I made an alias here (this one I'm posting from). Yeah, the name of the character is "Steve Fox". I'll be adding some background later today/tomorrow.


Erith: Yes bartending is fine.

I'll wait give at least a few more days before choosing a character to take to the game. May the odds be in everyone's favor (somehow?).


No worries on the weapon! A rapier it shall be! May I present Coranzen Hyluan of House Rilynt'tar. The son of a human slave and a heretical drow priestess, he learned to thrive in the Underdark long before the Resistance came. When it did finally emerge, he was one of its first recruits and best aids.

Coranzen Hyluan:
Race: Half-Elf (Drow) Background: Hermit Class combo: Ranger/Cleric of Eilistraee
STR 11 (+0) DEX 18 (+4) CON 14 (+2) INT 12 (+1) WIS 14 (+2) CHA 10 (+0)
HP 60 (HD:7d10)
AC 20
Initiative +6
Speed 35' Land, 35' Climb, 35' Swim
Proficiency +3
Alignment CG

Saving Throws: Strength, Dexterity, Wisdom, Charisma, Intelligence
Skills: Stealth, Perception, Athletics, Medicine, Religion, Nature, Arcana, Survival
Weapons: simple & martial weapons
Armor: all armors
Tools: herbalism kit
Languages: Common, Elven, Draconic, Abyssal, Infernal, Undercommon, Dwarven, Deep Speech

Spell Attack: +6
Spellcasting DC: 14
Spell Slots
1st Level: 4 + 4
2nd Level: 3 + 3
3rd Level: 3
4th Level: 1
Cantrips Known (Cleric - 4): spare the dying, thaumaturgy, toll the dead, sacred flame

Class 1 Features (Ranger)

-Favored Enemy: Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
1st Level - Dwarves & Elves (Dwarvish) 6th Level - Fiends (Abyssal)

-Deft Explorer: This 1st-level feature replaces the Natural Explorer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.
Canny (Perception): Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice.
Roving: Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

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

-Primal Awareness: This 3rd-level feature replaces the Primeval Awareness feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know.
3rd - Speak With Animal, 5th - Beast Sense

-Ranger Conclave (Gloomstalker): At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

-Dread Ambusher: At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

-Umbral Sight: At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

-Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

-Iron Mind: By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

-Spellcasting (5 Spells Known): speak with animals, beast sense, hunter's mark, absorb elements, zephyr strike, healing spirit, pass without trace

Class 2 Features (Cleric)
-Divine Domain (Twilight): At 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.

-Eyes of Night: Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can't do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

-Vigilant Blessing: At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

-Channel Divinity: Channel Divinity
At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. 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 cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Turn Undead: As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Harness Divine Power:At 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.
Twilight Sanctuary: At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight. As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
~You grant it temporary hit points equal to 1d6 plus your cleric level.
~You end one effect on it causing it to be charmed or frightened.

-Destroy Undead (CR 1/2): Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold

-Steps of Night: Starting at 6th level, you can draw on the mystical power of night to rise into the air. As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

-Spellcasting (9 + domain*): faerie fire*, sleep*, moonbeam*, see invisibility*, aura of vitality*, leomund's tiny hut* detect magic, bless, guiding bolt, cure wounds, shield of faith, borrowed knowledge, prayer of healing, dispel magic, spirit guardians

Race Features:
Ability Score: +2 WIS, +1 DEX, +1 CON
Speed: 30
Size: Medium
Languages: Common, Elvish, Draconic
Darkvision: Thanks to your elven 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep

Inventory
Coins & Gems:
GP 5
EP 0
SP 0
CP 0
Armor: +1 studded leather armor
Weapon: +1 rapier, dagger, longbow, 20 arrows
Magical Gear: Mantle of Nature
Trinkets: a small, weightless stone block
Other Items: a scroll case stuffed full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, backpack, bedroll, mess kit, tinderbox, torch (10), rations (10), waterskin, hempen rope
Items acquired in game:

Background: Hermit
Life of Seclusion: I was born in exile because of who I am and my faith.
Feature: Discovery - The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
-Trait #1: I feel tremendous empathy for all who suffer.
-Trait #2: I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
-Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit.
-Bond: I stayed in seclusion to hide from the ones who might still be hunting me. I must someday confront them.
-Flaw: I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.

History: Coranzen was born in the harsh darkness of the Underdark with only the large mushrooms of the fungal forest around them to witness his birth. His mother, Greyanna, had fled her home and house when it was revealed she was with child and the father was her most prized slave. His father, a man from the surface city, fought as hard as he could to let the woman escape into the dark and flee from their pursuers. Having found true love, she had quietly converted to the worship of the Moon Dancer unbeknownst to her sisters, aunt, and mother, a heresy that was discovered soon after her quarters were pilfered.

It was in this dark and dangerous environment that Greyanna attempted to raise her half-blooded child, teaching him the kindness of Eelistrae rather than the hateful dominance of Lloth. Her divine magic protected them from the worst predators in the Underdark, allowing the boy to grow and thrive. Peace was not meant to continue after eighteen years in the Underdark, as the agents of House Rilynt'tar found their "wayward sister".

A terrible battle occurred and ended with his mother's death but it was enough of a distraction for Coranzen to flee into deeper, darker tunnels. It was in these places filled with abysmal darkness that he first heard the Moondancer's voice in his ear. Like his mother, he had been chosen to harness the light and fight for the freedom of his ilk.

For years, the half-elf trained and hunted in the Underdark until he was a predator of the shadows himself. Slave caravans were never safe from his blade, spell, and bow and wayward adventurers would find signs and sigils leading them to safety and the surface. Corazen studied the signs that his goddess left for him.

When the Resistance to Menzobarranzan began, one of its earliest recruits was the quiet but deadly efficient ranger of twilight. Acting alone, he helped push the agenda of the rebellion while waiting for the signs. In the last battle, he witnessed the party battle and knew they were the ones that would help the moonlight shine upon his homeland and stop the destruction of all that could be.

Personality: While Coranzen seems gruff and standoffish, the half-elf truly believes in the Moon Dancer's beliefs in regards to redemption, kindness, and salvation. Never one to let others suffer, he uses his divine connection to soothe the innocent and good-hearted and bring righteous judgement upon others that stand in the way of the ascension of his kind back into the good graces of Faerun.

The character, in combat, is a heavy hitter thanks to the combo of cleric spells and gloomstalker abilities. He has incredible maneuverability on the battlefield and excels at ambushing the enemy when they do not expect him. Out of combat, he is skilled at stealth, perceiving his foes, and has some arcane/religious knowledge as well as survival skills. With herbalism and the Underdark's ecology, he can create healing potions to support the party outside of his own healing capability.


Pawn's Dilemma GM wrote:


I'll wait give at least a few more days before choosing a character to take to the game. May the odds be in everyone's favor (somehow?).

Aww... here I thought a couple of us were getting picked. Less chances, then! Good luck to everyone (but more to me :P).


Jereru wrote:
Pawn's Dilemma GM wrote:


I'll wait give at least a few more days before choosing a character to take to the game. May the odds be in everyone's favor (somehow?).
Aww... here I thought a couple of us were getting picked. Less chances, then! Good luck to everyone (but more to me :P).

Haha. Well I always reserve the right to be more generous when surprised with plenty of great applicants. I just don't want to promise that I'm taking multiple before I talk with the party, see how it would affect the dynamics, etc. Especially since we're in the penultimate chapter of the campaign and there won't be a LOT of time for PCs to get to know each other.


Figured as such, partly why I stayed away from being a face.
Kind of a reason why my background is "Hej, I am an incredibly non-judgemental warpriest/booze-powered mercenary who is great at combat, can heal allies and thinks Lolth is a prick. Oh, I make great cocktails!"


I figured, "Hey, they are escorting a drow revolutionary leader. If I make a drow revolutionary, that gets past the 'We've just met, but you look trustworthy' issue.


So call me maybe


Added some background to Stefan.


Jereru: I'm confused by what/where your submission is. I looked at Haraldr but there's no backstory there. Now where's this Stefan?

Yeah being part of the drow resistance could help simplify some things.


This is Stefan, Background is the last spoiler.


Do we have an estimate on for how long will the recruitment last?


Ok I talked to the PCs and read through the applications. I've PMed the discord link to Stefan and Coranzen. Come join us!


Huzzah! Thank you for the opportunity!


Have fun everybody!

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