Varis Matrel |
4d4 + 2 ⇒ (4, 1, 1, 4) + 2 = 12
4d4 + 2 ⇒ (2, 2, 1, 2) + 2 = 9
4d4 + 2 ⇒ (3, 1, 1, 1) + 2 = 8
4d4 + 2 ⇒ (4, 3, 4, 2) + 2 = 15
4d4 + 2 ⇒ (2, 2, 2, 4) + 2 = 12
4d4 + 2 ⇒ (2, 3, 4, 2) + 2 = 13
Using Standard Array
Varis spent most of his young life in Suzail. He more knew of his parents rather then knowing them. Varis was the illegitimate child of Thallen Matrel an Elven diplomat who traveled and fathered children across the realm. His mother was a Vistani named Lavinia who would be in his life one day and gone the next. She could be gone for weeks or years Varis would never know. He loved his mother very much despite her bizarre absences. He felt close to her when they were together. When Varis' father was around Varis was introduced to the nobles of Suzail and spent a good amount of time in the court of Dutchess Morwin. Varis quickly became addicted to the life lead by the social elite. His father was making efforts to improve Varis' status in Suzail however it was never fast enough. He began to lie and disguise his way into social gatherings. At first he would disguise himself as the help or even the entertainment playing his bagpipes to the delight of guests. He got tired of having to sneak food and drinks or eating the leftover scraps from the party guests and he decided to find a way to accelerate his father's plans. He didn't dare offend his father or risk offending the Dutchess, who seemed quite fond of Varis. Instead he chose to travel and eventually learned the ways of forgery eventually forging documents and identification for Leighton Redmond, an imaginary duke from Harrowdale. He was able to use this identification in several cities and easily infiltrate the inner circles of the social elite. Eventually Varis returned to Suzail in the hopes of starting an adventuring company to find riches this world had to offer. He hoped to not only impress the Dutchess and his father but use the treasure they find to fund his ascension to the upper echelon of Suzail. Shortly after returning to Suzail Veris had to flee the city. He discovered a Lord Edward Gilgard from Harrowdale had a bounty on his head. Lord Gilard had discovered Varis was claiming to be Lord from his city, using his estate and family as his false identity. Varis traveled west as far as he good, finally feeling secure hiding in "The Fort". He hopes one day to be free of the feeling that someone is always hunting him and return to the life lived by lords and ladies of the land.
This was a background I developed for another game that I have changed slightly. The city names can be different, it's late and I don't have the energy to research appropriate ones. :)
Sarah 'queen' B. |
All good but how about a humble knight? Same background but with less of a high title. You can still be lady or dame if you prefer. Title to lands etc still goes to brother. Still can mooch off titled friends, heck can still be slightly bored noble (though I'd like a bit more "commitment" to whatever cause/oath you'll later fall into... you have to be pretty committed to have that convert to power beyond that of a simple fighter...)
Humbler beginnings would help the tone. Disenfranchised knight would be good.
That's helpful, thanks. I will change the background. Olivia is definitely committed to her god (who is the patron god of the Empire) and that should come through in her personality, once I get her description sorted. What's unresolved right now is the form that commitment takes: whether it's to the cause of Light/Good per se (Oath of Devotion), to her country (oath of the Crown); or even possibly to the destruction of the enemy (oath of Conquest) - "We cannot allow the enemy to have a foothold. Whatever lurks on the Hill must be smashed, annihilated beyond hope of recovery. Only then can we build a lasting peace."
I'm pretty busy today but will get the character up tomorrow.
Kurgu |
I present Kurgu, Hero of the Wastes, last of the Tribe of the One Eye.
I created a custom background (Hero of the Wastes) by merging elements of Outlander and Folk Hero.
Race: Human Background: Hero of the Wastes Class: Barbarian (Berserker) 1
STR 16 (+3) DEX 14 (+2) CON 15 (+2) INT 10 (+0) WIS 13 (+1) CHA 9 (-1)
HP 14 (HD: 1/1 1d12+2)
AC 14 (unarmoured defense)
Initiative +2
Speed: 30' Land
Proficiency +2
Alignment: CG
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism Kit
Saving Throws: Strength, Constitution
Skills: Athletics, Intimidation, Perception, Survival
Languages: Common, Dwarfish, Orcish
Class Features:
Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength checks and Strength saving throws.
• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
• You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Race Features:
Ability Score Increase. Your ability scores each increase by 1.
Feats:
Fell Handed (UA)
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
• You gain a +1 bonus to attack rolls you make with the weapon.
• Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
• Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
• If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Coins & Gems:
GP 10
EP 0
SP 0
CP 0
Maul
Two handaxes
Four javelins
An explorer's pack
A staff
A hunting trap
A trophy, a piece of a metal face from an construct you killed
A set of traveller's clothes
Maul
Cost: 10 Gp
Damage: 2D6 Bludgeoning
Weight: 10 Lbs
Properties: Heavy, Two-Handed
Handaxe
Cost: 5 Gp
Damage: 1D6 Slashing
Weight: 2l Lbs
Properties: Light, Thrown (20/60)
Javelin
Cost: 5 Sp
Damage: 1D6 Piercing
Weight: 2 Lbs
Properties: Thrown (30/120)
Items acquired in game:
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Herbalism Kit
Language: Dwarfish
Feature: Defining Event - I stood alone against a terrible monster
You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.
Feature: Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Personality Trait 1: When I set my mind to something, I follow through no matter what gets in my way.
Personality Trait 2: I'm driven by a wanderlust that led me away from home.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: Violence is my answer to almost any challenge.
At first glance, Kurgu appears a lean, tattooed savage, his hair and eyes as brown as his armour, his skin a deep tan from the wasteland sun. But that skin bears red kill-mark tattoos to show his success against the metal monsters that he has slain.
Kurgu is optimistic. He said that "The flesh of men is stronger than their iron.", a saying lodged in his mind from his grandfather Isu, a legendary warrior of the tribe. Kurgu - and others - lived, and Kurgu can still bring honour to his tribe's name.
Kurgu hails from the Tribe of the One Eye, dwellers in a poor wasteland in a forgotten corner of the Empire. They are semi-nomadic, scratching a hard existence from their home territories. Kurgu was one of their scouts and warriors, ready to battle rival tribes or those who would steal from his people.
Then one fateful day, the tribe found the ruins. No one knew what started what happened next, mainly as so few survived. Metal constructs emerged from under the ancient rubble and broken buildings, seemingly driven by bloodlust. Kurgu and his fellow tribals fought with everything they had, and it was barely sufficient.
Kurgu and a handful of others stood over ground covered in blood, bodies, and broken metal things. The others declared that with so many dead, the Tribe of the One Eye was gone, and that they would travel to another tribe and petition to join. Kurgu decided that he would make his own way, as the very last of the Tribe of the One Eye...
"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."
***********************************
"From the mountainous regions
Awakens the day
Shining armours and horses
Head to the battlefields
It's a great day for fire
It's a great day for wrath
A man's fate is his own
The world's at an end"
Vrog Skyreaver |
Okay, here she is. I had seen that you said UA was okay in an earlier post, so I took a swerve to sorcerer, of all things; specifically a Stone Sorcerer.
All in all, this is a remarkably similar build to her barbarian build, but with spellcasting instead of rage:
AL Mountain Dwarf Sorcerer 1
Background: Gladiator (swapping out skills and
str 16
dex 11
con 17
int 11
wis 12
cha 17
HP 10
AC 16
Proficiency Bonus +2
Saves: Str: +3; Dex: +0; Con: +5; Int: +0; Wis: +1; Cha: +5
Speed 25'
Weapons:
1) Unarmed/Spell Attack: +5 to hit; 1d4+3 damage
Skills:
Athletics +5
Intimidation +5
Insight +3
Perception +3
Tools:
Mason's Tools
Languages:
Class Features:
*Sorcerous Origin (Stone Sorcery)
- Metal Magic
- Stone's Durability
Feats:
*Tavern Brawler (+1 str; prof. with unarmed and imp. weapons; unarmed deals 1d4; can grapple with bonus action after hitting with tavern brawler weapon)
Spells:
Spell DC: 13
Spells/Day: -/2
*cantrips:
- Blade Ward
- Booming Blade
- Prestidigitation
- Sword Burst
*First:
- Shield
- Thundering Smite
Equipment:
TBD
Feature: By Popular Demand
Bond: Those who fight beside me are worth dying for.
Ideal: Respect is earned, not owed.
Personality Trait: I love a good insult, even one directed at me.
Flaw: I have little respect for people who wield weapons and armor.
Kalia is mean.
Dwarven society is both rigid and traditionalist, and Dwarven women (while not only seen as mothers) are limited in what they can and can't do.
Had Kalia been born a man, she would have been celebrated. Instead, she was forced to flee an arranged marriage to a man who was quantifiably weaker than her.
Now she wanders Human lands, pit fighting for money.
Antal Firebug |
I will try and re-skin this one.
Stat 1: 4d4 + 2 ⇒ (3, 2, 3, 2) + 2 = 12
Stat 2: 4d4 + 2 ⇒ (4, 2, 2, 1) + 2 = 11
Stat 3: 4d4 + 2 ⇒ (2, 3, 4, 2) + 2 = 13
Stat 4: 4d4 + 2 ⇒ (1, 3, 2, 1) + 2 = 9
Stat 5: 4d4 + 2 ⇒ (4, 2, 2, 2) + 2 = 12
Stat 6: 4d4 + 2 ⇒ (2, 4, 4, 1) + 2 = 13
13, 13, 12, 12, 11, 9
or 15, 14, 13, 12, 10, 8
I will do the dice roll.
and make a halfling rouge
Decimus Observet |
There is apparently a fix in the works for the avatar issue. Not that I mind recycling aliases if they're appropriate but new ones benefit a lot from visuals.
In any case, the wait continues. :D
Sarah 'queen' B. |
No wizards, Sorcs, Druids or Clerics...
From what I heard, the old style adventures don't allow much in the way of breaks, which is hard on spellcasters.
Going to have to withdraw: I've been called into the lab this weekend so I won't have time to complete this character in the time available, but it looks like you have more than enough interest anyway.
Have fun everyone!
Antal Firebug |
APPEARANCE
He has shoulder length light brown hair tied back with a ribbon that was once his mothers.
Deep Blue eyes a small scar near his right eye that he got in a fight as a kid.
RACIAL BENEFITS
H a l f l i n g T r a i t s
Your halfling character has a number of traits in com m on with all other halflings.
Ability Score Increase. Your Dexterity score increases by 2.
Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment. M ost halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways.
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed. Your base walking speed is 25 feet.
Lucky. W hen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body o f literature.
Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in w hose lands they dwell or through which they are traveling.
Subrace. The two main kinds of halfling, lightfoot and stout, are m ore like closely related fam ilies than true subraces. Choose one of these subraces.
L i g h t f o o t
As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most com m on variety.
Lightfoots are m ore prone to wanderlust than other halflings, and often dwell alongside other races or take up a nom adic life. In the world of Greyhawk, these halflings are called hairfeet or Tallfellows.
Ability Score Increase. Your Charisma score increases by 1.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
CLASS BENEFITS
Expertise Theif's tools, Perception
Sneak Attack 1d6
Thieves’ Cant:
During your rogue training you learned thieves’ cant, a secret mix o f dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set o f secret signs and
symbols used to convey short, simple messages, such as whether an area is dangerous or the territory o f a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or w ill provide a safe house for thieves on the run.
FEATS
SQUAT NIMBLENESS
Prerequisite: Dwarf or a Small race
You are uncommonly nimble for your race. You gain the following benefits:
- Increase your Strength or Dexterity score by l, to a maximum of 20.
. Increase your walking speed by 5 feet.
- You gain proficiency in the Acrobatics or Athletics skill (your choice).
- You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
COMBAT STATS
AC 14
HP 9
Passive Perception +13
Speed: 30
Strength 11
Dexterity 16
Constitution 12
Intelligence 12
Wisdom 13
Charisma 10
Saves:
+0 STR
+5 DEX
+1 CON
+3 INT
+1 WIS
+0 CHA
SKILLS
+5 Acrobatics
+0 Animal Handling
+1 Arcana
+2 Athletics
+0 Deception
+1 History
+1 Insight
+0 Intimidation
+3 Investigation
+1 Medicine
+1 Nature
+5 Perception
+0 Performance
+3 Persuasion
+0 Religion
+5 Sleight of Hand
+5 Stealth
+1 Survival
Urban Bounty Hunter
Variant Feature: EAR TO THE GROUND
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Personality Trait:: I am always calm, no matter what the situation.
Ideals: There is a spark of good in everyone
Bonds: I will become the greatest thief that ever lived
Flaws: If there is a plan I forget it. If I don't forget it I ignore it
Antal grew up on the mean streets of (Insert major city). He clawed his way out from the gangs and crime bosses. He made a name for himself as a thief catcher and a finder of lost or stolen property. But he made a few enemy's along the way so he took up life as an adventure to get away from it all.
Vrog Skyreaver |
AL Mountain Dwarf Sorcerer 1
Background: Gladiator (swapping out skills to Athletics and Perception and Tools to languages)
str 16
dex 11
con 17
int 11
wis 12
cha 17
HP 10
AC 16
Proficiency Bonus +2
Saves: Str: +3; Dex: +0; Con: +5; Int: +0; Wis: +1; Cha: +5
Speed 25'
Weapons:
1) Unarmed/Spell Attack: +5 to hit; 1d4+3 damage
Skills:
Athletics +5
Intimidation +5
Insight +3
Perception +3
Tools:
*Mason's Tools
Languages:
*Common
*Dwarven
*Giant
*Orc
Class Features:
*Sorcerous Origin (Stone Sorcery)
- Stone's Durability
Feats:
*Tavern Brawler (+1 str; prof. with unarmed and imp. weapons; unarmed deals 1d4; can grapple with bonus action after hitting with tavern brawler weapon)
Spells:
Spell DC: 13
Spells/Day: -/2
*cantrips:
- Blade Ward
- Booming Blade
- Prestidigitation
- Sword Burst
*First:
- Earth Tremor
- Shield
Equipment:
TBD
Feature: By Popular Demand
Bond: Those who fight beside me are worth dying for.
Ideal: Respect is earned, not owed.
Personality Trait: I love a good insult, even one directed at me.
Flaw: I have little respect for people who wield weapons and armor.
Kalia is mean.
Dwarven society is both rigid and traditionalist, and Dwarven women (while not only seen as mothers) are limited in what they can and can't do.
Had Kalia been born a man, she would have been celebrated. Instead, she was forced to flee an arranged marriage to a man who was quantifiably weaker than her.
Now she wanders Human lands, pit fighting for money.
Aelwulf |
Aelwulf
Race: Human
Background: Sage
Class: Fighter 1
STR 16 (+3)
DEX 15 (+2)
CON 15 (+2)
INT 14 (+2)
WIS 14 (+2)
CHA 12 (+1)
HP: 12 (HD: 1d10)
AC: 12
Initiative: +2
Speed: 30
Proficiency: +2
Alignment: N
Racial Abilities:
Class Abilities: Fighting Style (Dueling), Second Wind
Feats: Ritual Caster
Spells (Rituals): Find Familiar, Alarm
Gear:
Saving Throws: Strength, Constitution
Skills: Athletics, Perception, Arcana, History
Weapons: Simple, Martial
Armor: All armor and shieds
Tools: None
Languages: Common, Elven, Draconic, Infernal
Skills: Arcana, History
Tools: none
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Feature: Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Personality Trait: I am always polite and respectful.
Personality Trait: My hatred of monster has led to issues with demi-humans.
Ideal: Monsters are a greater threat than any army and must put down.
Bond: Lawful users of magic must be protected and upheld, less their talents turn to more wicked applications.
Flaw: Tends to treat corpses in an unsettling manner (dissection mostly monsters).
GM Helaman |
I really enjoyed the applications. Great work by all.
Kalia -Sorcerer
Anatal - Rogue
Varis - Bard
Aelwulf - Fighter... and I'm guessing Eldritch Knight or Monster Hunter in the making.
Gaelden - Barbarian
- There were some fantastic Barbarian offerings. I ummm'ed and aaaaah'ed for a while on that. There was no clear stand out. I went on a gut feel in the end.
I'm gonna delay the game a day or two and make it 6 players.
Ive approached a great player who didn't get selected about a cleric or Druid, and if he doesn't bite I've another player offering to play one.
Psalm - Monk. If the rogue or bard are no shows when the party gets started? You're in. I'll PM so check your inbox or track the discussion thread over the next few days.
Opening the discussion thread...
Tom Greene |
This is my application. I’m new to 5e, so let me know if I got anything wrong
Backstory
Tom Greene should have been a wizard, but his heart wasn’t in it. While he was supposed to be studying spells, he would hide out in the family barn and practice stick fighting and jumping across the beams. This is where he was on the fateful day the goblins chose to raid the farm. Seeing the family home alight and his family dead, and facing an overwhelming force of goblins, he should by rights have died with them. Instead he balanced on the beams, drawing in the raiders until they were all in the barn trying to knock him off the beams. In a final manoeuvre, he leapt from the beams, fled out the door and locked it behind him. He then set alight to the barn and listened to the screams of the raiders. Quickly gathering what supplies he could, he joined the refugees fleeing the region and fought a rearguard action against the raiders while the refugees escaped
Helaman |
This is my application. I’m new to 5e, so let me know if I got anything wrong
Backstory
Tom Greene should have been a wizard, but his heart wasn’t in it. While he was supposed to be studying spells, he would hide out in the family barn and practice stick fighting and jumping across the beams. This is where he was on the fateful day the goblins chose to raid the farm. Seeing the family home alight and his family dead, and facing an overwhelming force of goblins, he should by rights have died with them. Instead he balanced on the beams, drawing in the raiders until they were all in the barn trying to knock him off the beams. In a final manoeuvre, he leapt from the beams, fled out the door and locked it behind him. He then set alight to the barn and listened to the screams of the raiders. Quickly gathering what supplies he could, he joined the refugees fleeing the region and fought a rearguard action against the raiders while the refugees escaped
Apologies Tom, I've closed recruitment BUT keep your eye out for other games! Much fun to be had.