If I'm lucky enough to join some of you, I think I've got most of it under wraps, but it's good to know if I'm unsure of something I can ask you guys. :)
We'll find out soon who made it, but there's a good selection of Classes so I'm sure whoever makes it will make for a good party!
I fixed a few grammatical issues, but my story is done and my character is where he needs to be to fit into this campaign. Whether he gets to pursue the troubles of his story in any way, or bigger issues arise, I'm happy either way. I don't believe in special attention for characters if it disrupts the overall story.
Stories are to develop character personality, history and offer a hook to the GM should they wish to include any of that in their adventure. :)
So not midnight on the 14th, but on the 13th into the 14th. Damn, I thought I had the whole of today to type my backstory.
Thankfully I made my personality, ideals, bonds and flaws express specific aspects of that, but I dunno if that'll suffice. It'd just take me an hour or so to type a full backstory up, but it's 5.40am here, so I'll have to do it later, when I wake up again in 6 and a half hours.
Though knowing me I'll worry and type it in a sec anyway.
Thanks to everyone who offered to help me as well. It turns out I didn't need much help in the end, but it's nice to know the options are there and some of those resources you guys linked for me really did help. I mean I learned how to play in six hours.
Also, we have until midnight tomorrow right? Not as soon as it clocks over from 00:00 to 00:01 tomorrow?
I've not been on these boards for two years or so, but really wanted to learn 5th Edition over Pathfinder (I play Pathfinder in a current tabletop game with friends but find it too convoluted and restricting now), so came back solely for this thread, haha.
There are similarities between the two systems, but considering this thread motivated me to learn how to play 5th Ed in 6 hours, I prefer many aspects more.
There aren't as many applicants as I thought there'd be, but there are still a good number to choose from. Just gotta see what GM Barlowe is most happiest to run for!
I never expect games to last long on these boards, but always devote myself for the duration of time they run for.
I tried a Savage Worlds conversion of Curse of the Crimson Throne on here once (Character: Elegad Espris) and loved it. It didn't last long, but was great while it did.
Getting into the minds of my characters is something I find really fun. I prefer the speed of real life tabletop, but PBP gives you more time to elaborate on your characters thoughts and feelings, so both have their pros and cons.
It's a shame we won't be using Roll20 because I have an account on there but never got involved in a game using that method of combat, but who knows. I might not even get in yet. :p
Back story will be up in full later. Just applying for a few jobs and listening to Classic Rock at the minute, haha.
I'm just running my starting gear by you. The maths should work out 100% correct, but I'm staying within the wealth a Fighter should have by swapping things in and out that make more sense for my character.
In short, I'm playing a Fighter, but with my Noble background it gives you an additional 25gp to carry around in a coin purse with you. So what I've done is swapped gear of equal value in and out of my explorer's pack and dipped into my starting 25gp for being Noble.
I'm new to 5th Edition so wanted to take the time out to show you what I've done.
Here you go:
Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse containing 25gp, Longsword, Chain Shirt, Longbow w/20 arrows and an Explorer's Pack containing a backpack, a bedroll, a mess kit, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
I have 25gp leftover from downgrading my Fighter chain mail to a chain shirt, 10gp left over from removing the shield given to me and 25gp left over from removing the light crossbow given to me, leaving 60gp to play with. I've traded the 20 ammunition bolts given to me for 20 arrows of the same price instead, so used 50gp of my 60gp for a Longbow, carrying the 10gp left over to my additional gear below:
Wealth: 10gp from above + 5sp (for removing the tinderbox from my kit) + 10cp/1sp (for removing the torches from my kit as a lantern makes more sense for my background) + 25gp left of Noble Background, leaving me with 35gp and 6sp.
My purchases with this coin and wealth left over in my coin purse are as follows:
I've used: 22gp, 13sp, 4cp (23gp, 3sp, 4cp)
Of an initial total of: 35gp, 6sp
Leaving a total in my coin purse of: 12gp, 2sp, 6cp
My only other issue is not owning the player's manual (though I can easily borrow my friends and use online resources), I can't see what other in-game games there are to use my gaming set proficiency on. Cards and Dice are standard, but I wondered if there were any unique to Elves of the 5th Edition universe at all?
I could always try and make one up for roleplaying flavour, unique to those living within my Eladrin Lord's domain? It could be fun!
I'm not too sure it'll matter because I was thinking along the same lines but if we can't, we could always just sell the gear for half coin (if selling gives half like pathfinder). I know the only two things I want for my character is a Longsword and likely Chain Mail plus the background gear you're given.
Okay, I'm actually pretty much done with the build at least.
I'm not finalising anything until I know if Eladrin are allowed in as an Elven Subrace, but if not I'll go High Elf.
The only final issue I have is that the flavour text of the Feature for Haunted One works miles better for how I see people approaching my character, where as the Noble background is true to his old lifestyle, so I don't really know what to do there.
Aside from the Feature text of Haunted One and the Harrowing Encounter I'm using to make the character specifically viable for this campaign, everything else in Noble suits him more.
I've got a pretty wicked back story in mind for him.
Edit: Noble it is. People can react to my character based on how he comes across in his backstory. Minor problem solved. :)
Man, I've learned a lot in one night. It's 7.22am here, so I'm going to sleep for a bit now.
I'm trying not to clog up the thread here, but so far this is what I have (if allowed).
Stats aren't modified by Class or Race yet:
Str: 15
Dex: 12
Con: 14
Int: 11
Wis: 10
Cha: 10
Harrowing Event: You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.
Personality Traits: I refuse to become a victim, and I will not allow others to be victimized.
Ideals: I try to help those in need, no matter what the personal cost. (Good).
Bonds: Removed to not spoil things if I make it into the game.
Flaws: Removed to not spoil things if I make it into the game.
Eladrin/High Elf Fighter. Trying not to have my heart set on Eladrin in case it's not allowed, but on the plus side this is teaching me the rules in a super fast timeframe.
GM Barlowe - Would you allow Eladrin from the DMG? It's a Subrace of Elf, keeps the same weapon proficiency as Elves, adds +1 int as per High Elf and its third and only other ability is it allows Misty Step to be used once between short and long rests.
As you'd have seen I'm new to this, but I'm liking the idea of an Eladrin Fighter.
Thanks to Legoguy I can make a character, but the only book I own is the DMG, so I'm limited to character creation from the Basic Rules PDF available for free on the WotC website. I know this makes my options a lot more limited in comparison to everyone else, so I'm just working with the info I have available to me. :)
I'm still reading the rules right now, but there is a lot to take in. Thankfully there are quite a few similarities between Fifth and Pathfinder, so I'm halfway there at least.
I've also read that subraces give the stat increase in addition to the normal one you get from your parent race, so that's quite nice.
I'll take a read of this and likely have a concept for you tomorrow.
I usually lean towards Marshall Classes, but have had some real fun playing Clerics in Pathfinder before, though if I'm not familiar with the ruleset at this point in time, I'm thinking Rogue or Fighter are probably the simplest to go with.
I'm very interested in giving this a go, but have only small amounts of knowledge with DnD 5th Edition and most of that has come from watching Critical Role.
I live in England, so my timezone is GMT+1 and I don't own the Players Handbook, only the DMG.
Would you be able to help me create a character based on a concept, telling me the only details I need about the character from the offset or would that be too much work for you?
I'd be tempted to play an Eladrin (they're in the DMG, oddly enough) but am open to many options.
I have extensive knowledge of Pathfinder but have no idea on how to make a character under 5th Edition. I am familiar with the Advantage and Disadvantage system though, again from watching Critical Role.
It's ok if the answer's no as I feel it may be too much work for you.
Yep, that sucks alright. So it's a case of attempting to use the new Arcanist Class or mixing straight up Cleric and Sorcerer together, meaning I'd probably only gain the power of a level 10 Sorcerer and a level 8 Cleric, as I'd be done when I get Dimensional Hop.
I guess it's a case of go Cleric or Sorcerer only, with a more basic concept then. It's a massive shame you can't be more creative with concepts/
I've been working on a homebrew campaign and have finished writing out the first chapter, but just wanted to get some feedback really.
The campaign will start out with the PC's all receiving a letter from someone unknown asking for their aid.
Their objective is to retrieve an ancient artefact (I know it's a little clichéd) that has been stolen from the one asking for their aid. Only when they retrieve it, it unleashes a terrible evil upon the world and this evil passes through each PC before escaping into the world.
Two mysterious figures appear and do try to stop this, but fail to do so and so, the start of the campaign has the PC's somewhat vilified and their mission will be to right the wrong they accidentally caused by helping the wrong guy.
I've planned a lot of cool things for this and not everyone will hate them, but the PC's will quickly discover they messed up and here's the kicker - Depending on their actions, one of them by the end of the campaign will likely become the embodiment of the evil that escaped into the world, while the rest of the party use their resources they've acquired over the course of the campaign to stop this.
If it goes down this way, the PC's will inevitably have to fight one of their own as the end boss. As the GM I wouldn't take control away from the player who may become the great evil, but it does mean the campaign will then have two endings. The first being the evil guy wins and the world is likely doomed (though it won't be black and white. The world will still likely function, only under the rule of a new evil - One of the PC's who slowly became corrupt and all powerful) and then the second is the party have to kill one of their own, are regretful of the outcome but ultimately save the world from a time of darkness.
As a GM, I don't like to be unfair on the players, don't get high on my ruling power and am fully aware for a campaign to run the players need to be alive, but this is where I'm wanting to take the story and just wanted some feedback, opinions and anything else you may want to contribute towards the idea.
I'd like to pick your roleplaying and GM'ing brains here please!
I'm looking for some advice on a viable Trickster typed Sorcerer.
To elaborate I may be playing a Legacy of Fire campaign IRL in the not so distant future and had this concept for a Sorcerer who could essentially teleport at will and cast annoying spells to hamper enemies.
I'd also like to be able to jump into combat for short periods of time, namely when I run out of spells.
I've been having trouble working out decent viable ways of doing this, but have come to the conclusion the best way I can accomplish this is by going the Mystic Theurge route.
Now I've never used a Prestige Class, but I'll just throw out what's on my mind with this right now.
So, I was thinking of going down this route:
Trait: Magical Knack (Sorcerer, to make up for losing 3 cl's, only losing 1)
Campaign Trait: Wand with 20 charges of Magic Missile
Race: Aasimar (Standard)
Main Feats: Angel Blood, Spell Focus and Greater (Enchantments) and Angel Wings
Class: Sorcerer - Crossblooded (Rakshasa and Fey) 1st 3 levels.
Class 2: Cleric (Travel (Trade) and Charm Domain) for levels 4, 5 and 6.
Class 3: 10 levels of Mystic Theurge.
Last levels: Back to Sorcerer.
Cleric Variant Channeling to Harm: Contracts/Oath
The idea is to use Dimensional Hop from the Travel Domain as it allows me to bounce around as a move action that doesn't provoke AoO's, cast evocation, trickster spells like Sleep, Entangle, Suggestion, Dominate Person etc, fly around with a natural fly speed by level 10 and use the proficiency from Cleric to fight with Martial Weapons.
The character is good aligned and only wants to Channel Harm to debuff the enemies, so effectively the DC would be harder for enemies to beat when casting things like Command, Suggestion, Hold Person etc. The +2 to Compulsion Spells from Fey compliments this and I'd use most of the Rakshasa Bloodline Powers.
Does this seem like a good mix or would it be terribly underpowered?
With Magical Knack I'd only lose 1CL as a Sorcerer, but obviously a few Spell levels.
Any help or feedback on this would be hugely appreciated!
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Yea, that's essentially why I'm "hanging back" out of character. It's not like I'm dead still like Dmitri imagined it. In game, Apollo simply fell back/hanged back to slowly make his way back towards the Cave as he awaits Sonja's response for another entrance. As soon as she says no, he'll head back in. He's not separating from the party. He initially wanted to scout the area and find another way in, discovered the mess outside and the new woman and decided she was friendly, so wished to be the first one to approach and welcome her....without actually saying "WELCOME!" in an overly excitable voice. The time in rounds is 6 seconds per round, so this has all taken place in probably under 1-2 minutes which is why he's in no rush to get back in yet. That and as far as he's concerned the coast is clear.
Awaiting an answer from the Aasimar, Apollo gives a concerned glare at the mention of the Gnoll King.
I wish the way were more simple than this. If anyone gets in my way, I dunno what I'll do, but what I do know is, it won't end well.
Would you like me to elaborate more with details of possible meetings or knowledge of Cruril, or are you quite happy with how I've left it open for Ellie's adoptive mother to possibly send the girl on her path?
Betsy, I'd say, knows a lot more about Diobel than she cares to let on, so although it's undoubtedly certain that Ellie had delivered goods to Cruril's family farm on multiple occasions, she still may not have conversed much with them and instead is more focused on earning her keep and taking to the woods than socialising with those in the Town.
She tries to remain hidden mostly from others, talking to only a select few who are kind to her and have enough time to stop her in her tracks to talk to them.
She really looks up to old Betsy though, so as reluctant as she may be, even if she's the last one to go in, if anyone can convince her, it's old Betsy and maybe the old lady could even give her a few tips of useful information before she's sent in to investigate. :)
I'm really liking this concept. Ellie's pretty easy for me to get into character with.
[spoiler= Character Complete]Eleanor 'Ellie' Turner Class: Adept 2/Sky Druid 1
Domain Air - Subdomain: Wind
Alignment: Neutral Good
Race: Sylph (Outsider)
Hair:Brunette with more blonde natural highlights Eyes:Bluey Green Skin:Pale with almost a blue tint to it Favoured Class: Druid (+1hp per Druid level)
Languages: Common, Auran, Sylvan, Druidic
Senses: Darkvision 60ft
Alternate Racial Traits: Breeze Kissed, Like the Wind, Weather Savvy (replaces Air Affinity, Energy Resistance and Feather Fall as a Spell-like ability)
HP:16 (assuming max HP at level 1, otherwise 15)
AC:15, Touch:12, Flat-Footed:13
Adept - Summon Familiar: Gone with Bonded Object instead to cast Speak with Animals 1/day through an amulet with a large, red, heart shaped gem inside of it.
Druid - Air Domain (Cloud and Wind Subdomains)
Domain Power (minor - level 1 onwards): Wind Blast (Su) - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (this replaces Lightning Arc of the Air domain).
Domain Power 2: Electricity Resistance (Ex): At 6th level, you gain resist electricity 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to electricity.
Spells
1/day you may cast any spell known through your Amulet.
Bonded Amulet - A large red, heart shaped gemstone sits inside a fanciful silver frame, the frame itself decorated with hundreds of tiny leaf engravings, each tinted with a subtle shade of green. The heart almost looks as if it's emanating light. 1/day you may cast any spell known through this amulet.
Personality: Ellie is a little naive, somewhat aloof but lovely and kind of an "air head".
She loves to visit the forest/woodlands in an attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys her urban lifestyle.
She embraces her air elemental heritage and finds fun in her own abilities, experimenting with herself by dispersing parts of her own body into wind and re-forming it back again.
She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world with a pencil and paper outside, drawing that of which she finds most interesting around her.
In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.
Story:
Ellie was born a Sylph. Her mother carried her heritage and although a Sylph herself, looked as close to a human as possible. Her father on the other hand was but a simple, Human Blacksmith.
Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.
When Ellie was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.
Once there, she tracked down old Betsy who welcomed her with open arms.
"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"
Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, Ellie and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept Ellie curious.
It was old Betsy who convinced Ellie to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, Ellie is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.
Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.
Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.
Function in combat: To be able to move about the battlefield with relative ease while providing enough support to aid the possible stronger folk she travels with and escaping any dangerous situations herself (when necessary).
All updated and just to reconfirm, we're saying the Amulet only works with the Adept spell list? Is that right? I think it makes sense to me because it's not meant to be something that massively powers you up. As a commoner it'd give you a slight edge, but then the true powers come from our PC Class, so if we ever retrained our NPC Classes, the Amulet would look nice but lose its power/essence.
Yea and I have no interest in an animal companion. Still, I don't believe any of that's non-standard. My first point is on pretty equal ground with yes and no's and my second point follows the Wizard's bond rules, so as far as I can see they're both legal, but they're something I just want clarification/given the ok with, purely because they're the only points that would/would not need to be changed depending on Lein's answer. The second one is very underpowered and the first, if it's an issue, I'll just scrap one Subdomain and keep the other.
Eleanor 'Ellie' Turner Class: Adept 2/Sky Druid 1
Domain Air - Subdomains: Cloud and Wind
Alignment: Neutral Good
Race: Sylph (Outsider)
Hair:Brunette with more blonde natural highlights Eyes:Bluey Green Skin:Pale with almost a blue tint to it Favoured Class: Druid (+1hp per Druid level)
Languages: Common, Auran, Sylvan, Druidic
Senses: Darkvision 60ft
Alternate Racial Traits: Breeze Kissed, Like the Wind, Weather Savvy (replaces Air Affinity, Energy Resistance and Feather Fall as a Spell-like ability)
HP:16 (assuming max HP at level 1, otherwise 15)
AC:15, Touch:12, Flat-Footed:13
Adept - Summon Familiar: Gone with Bonded Object instead to cast Speak with Animals 1/day through an amulet with a large, red, heart shaped gem inside of it.
Druid - Air Domain (Cloud and Wind Subdomains)
Domain Power (minor - level 1 onwards): Wind Blast (Su) - As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (this replaces Lightning Arc of the Air domain).
Domain Power (major - level 8 onwards): Thundercloud (Su) - At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive (this replaces Electricity Resistance of the Air domain).
Personality: Ellie is a little naive, somewhat aloof but lovely and kind of an "air head".
She loves to visit the forest/woodlands in an attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys her urban lifestyle.
She embraces her air elemental heritage and finds fun in her own abilities, experimenting with herself by dispersing parts of her own body into wind and re-forming it back again.
She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world with a pencil and paper outside, drawing that of which she finds most interesting around her.
In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.
Story:
Ellie was born a Sylph. Her mother carried her heritage and although a Sylph herself, looked as close to a human as possible. Her father on the other hand was but a simple, Human Blacksmith.
Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.
When Ellie was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.
Once there, she tracked down old Betsy who welcomed her with open arms.
"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"
Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, Ellie and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept Ellie curious.
It was old Betsy who convinced Ellie to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, Ellie is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.
Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.
Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.
Function in combat: To be able to move about the battlefield with relative ease while providing enough support to aid the possible stronger folk she travels with and escaping any dangerous situations herself (when necessary).
I have a couple of questions with this as I've created this with the possible expectation that I'd need to change things, so:
1. I have Cloud and Wind as my Air Subdomains, replacing the 1st and 8th level Domain powers. The level 9 spells from the domain are the only things that overlap, so with the Winds of Vengeance spell being the only one I'd use, am I allowed this? Nothing else overlaps and I've looked at the rule queries for it and people (both GM's and players) have pretty mixed opinions. Some said it's ok and others not.
2. Adept gives you summon familiar, but as it follows the Wizards Bond rules, I was going with the idea of Ellie having a Bonded Amulet for this purpose, allowing her to cast speak with animals 1/day through it, following how the Wizard Bonded Object works. Is this also allowed?
Yea, the risk of running a group of monsters is the only thing that I'm not a huge fan of with this idea, but it's of no concern to us because Lein is probably already set on what kind of party he'd like, so the mixture of races may not be an issue.
My character is an experiment to me and one I'd quite happily invest a ton of time into. She can do a few tricks but isn't really in control of her powers, nor does she really class them as powers. They're more like small party tricks she somehow came into possession of and so I'll be roleplaying her discovering her new abilities, how they work, which ones are best suited for preparation every day and which ones she'll favour and react most positively to.
She's just a commoner with no background in combat whatsoever. Anything she gains from level ups will be entirely new to her, so the most important thing for me is nailing her build down to fit her concept, which I've nearly completed. This is a lot more geared towards her character, personality and destined path than it is to turn her into a powerhouse and I'm also on the fence about retraining those base commoner/adept/aristocrat levels, unless of course there's a really good reason for it.
They begin play as common folk, so I feel to a good degree that the original levels should stay as they are. They represent your origins. If we would be retraining for story purposes to make us more powerful later on, that's fine too, but I like things to remain a surprise, so for now, I have no plans to swap those NPC class levels out to PC class levels.
hp 1:1d6 ⇒ 5 hp 2:1d6 ⇒ 3 hp 3:1d8 + 1 ⇒ (6) + 1 = 7 Favoured Class
HP: 15 (16 if we take max at level 1)
I've just looked into Wild Shape and it doesn't state that you have to look identical to the animals chosen, so to me, even if I don't do it, being able to just extend your finger nails or grow fangs could be kind of fun. It might happen even if it's outside of my character concept, but fits in well with her relationship to animals.
The one thing that concerns me is that I could use my fly skill instead of acrobatics when jumping....which is really cool, but then the traits I pick to increase my acrobatics with wind abilities for jumping only apply to acrobatics, so would you carry this over to flight instead?
Actually, it says it replaces acrobatics, so I guess that means you use it instead of, so any bonuses to acrobatics still apply as it's still an acrobatics move but you're using fly instead.
Well I wanted her to be simply "good", but with the alignment restrictions, she'll be Neutral Good. She's aloof and kind of an "air head".
As for Wild Shape, nah, I have no interest in that. Why become an animal when you can be surrounded by them and love them that way? Yea, the concept I'm going for is purely with the manifestation of her Elemental bloodline because I haven't done something like that before, having taken no interest to elemental types before hand.
Sylph was something out of my usual area and I'm happy with the concept I have, so all I need are the feats to go the Kukri route (not yet mind, as nothing in the story has prompted her into purchasing such weapons - though if you want to work that out with me, I'm game) and then her build is as follows:
Adept 2/Druid 1
I wanted to go Adept 1/Aristocrat 1/Druid 1, but that was just so I could gain martial weapon proficiency, so I decided against it because I don't want to over-optimise when our characters are all merely commoners/adventure-less humans.
It looks like a good choice for me. The only two things I'm still considering now are:
1. Seeing if we can make that class work with Kukri's instead of Daggers (if this is too much work for you, no problem), where I'd then take my level 3 feat as Martial Weapon Proficiency for Kukri's and later follow the Rogue's Knife Master Archetype.
2. It's likely I won't be using Wild Shape at all to turn into an animal, as for this character concept, the only thing that interests me is the Elemental Body Wild Shape option, which I can do at level 6, so it doesn't bother me not being able to use it for two levels.
Lastly, how many traits are we allowed, have you made any specific to your homebrew campaign and will we be selecting a feat at every other level (inclusive of our NPC levels?), meaning I'd have two at level 3 from classes alone?
Thanks a lot!
For Lein:
The concept for this character is one who starts off as a lowly and possibly naive girl who likes to go to the forest to attempt to speak with fey, calm animals and enjoy the wilderness as much as she enjoys urban life in her spare time.
She embraces her air elemental heritage and finds fun in her own abilities, dispersing herself into wind and phasing in and out of her natural form, flying around and doing what makes her happy. She's essentially a free spirit but one who doesn't mingle with the public very often and is usually in her own little world often grabbing pencil and paper to draw that of which she finds interesting around her.
In the public eye, she keeps her head down and is somewhat mysterious. She likes to keep out of trouble and away from those who may harm her. She doesn't want to be a victim to people or malicious beings/entities and so in public spotlight, she happily shrouds herself under a hooded cloak, getting on with her job and passing by unnoticed.
NPC Class wise - I'm fairly certain I'll be starting off as an Adept as they also cast Divine Spells with Wisdom as their main stat, though I'd quite like to not have Summon Familiar as per the Adept level 2 ability and instead perhaps just have a bonded amulet that allows me to speak with animals/other creatures or cast cure light wounds instead (as per the bonded object rules, which summon familiar links to on the prd).
I'll be looking to blend Knife Master Rogue and Sky Druid together, going down the route of the Daggerspell Shaper as you suggested, as this looks like a really fun way to go about things, especially for someone who's afraid of harm coming to her!
Domain would be air of course though. :)
Story:
(unnamed) was born a Sylph. Her mother being a Sylph herself, looked as close to a human as possible, while her father was but a simple Blacksmith.
Her parents didn't particularly love their child, leaving her mostly to her own devices. Her interests were usually of an artful and creative origin, though sometimes she'd go out and have stick fights with the local children, preferring the smaller and lighter sticks over the bigger branches some of the more burly kids played with.
When (unnamed) was mature and old enough to get by in life herself (her father nearing 85 years of age by this point), both her Mother and Father told her she'd be staying with a friend of the family (a human woman of around 65 years of age by the name of Betsy) before waving her off and sending her packing to Diobel.
Once there, she tracked down old Betsy who welcomed her with open arms.
"So your parents sent you here..." she aired, wondering what to do with the girl of 68 years of age (17 in human looks and terms). "They didn't notify me of your arrival, but no matter, you're here now so let's get you something to eat and drink and then I'll prepare a room for you!"
Old Betsy seemed a little eccentric but pleasantly friendly, charming and had a good sense of humour. She felt (unnamed's) parents were selfish but didn't believe in blaming the young and so as time went on, (unnamed) and old Betsy felt a strong bond for one another, though Betsy herself never really went into great detail about her past line of work, so there has always been a side of mystery about her that has always kept (unnamed) curious.
It was old Betsy who convinced (unnamed) to apply for the job she's in now and when the young girl isn't down at the woods, tending to animals, experimenting with her unusual abilities and enjoying long walks through her tree'd and streamed surroundings, (unnamed) is often at home spending time with the old lady, helping out around the house and sharing interests, like any young girl would do when in the company of someone she admires and someone who although not of blood relation, has become her adoptive mother and friend.
Position in society: Commoner, though she seems to be an Adept when it comes to things relating to the wilderness, in addition to controlling her own unnatural abilities.
Job: A goods transporter - She carries goods mostly from the docks to places of business around Diobel to make a living.
Function in combat: To be able to move about the battlefield with relative ease while providing enough support to aid the possible stronger folk she travels with and escaping any dangerous situations herself (when necessary).
Is there anything else you'd like from me or is this giving you a good enough idea of my character?
I left Betsy's past open to you, so if you want her to be a retired Pathfinder or local hero, you have free reign to help pull this character into your homebrew story. :)
I'm currently thinking of a Sylph (one with the Sylph Druid Archetype) but really want to go Rogue as well, so I'm a little split at the minute, but I'm thinking possibly a girl who lives on the edge of society, is curious about a lot of things and likes to frolic around in the woods a lot, possibly disguising herself as a lowly goods handler to make a living, transporting goods and crates to people around the local Town or transporting good sfrom ships at the port to local businesses.
She usually keeps her hood up so is unlikely to be seen as strange or even remain recognisable to most.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
We're supposedly going back into the cave. We're all following but Apollo's hanging back to speak with Sonja, still following the rest back towards the cave.
Why is that bothering you? As far as.he's concerned, there may be another way in. That's why he left the cave to begin with.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Watching as Dmitri hoists Je'Grik over his shoulder, Apollo decides to hang back a little, seeing it as a chance to converse with the new face.
Sonja he says as he lifts his Longbow over his head and shoulder, freeing his hands up in the process.
Did you catch a glimpse of any other openings into the House of the Beast around here? We've already tried going through the front gates and that was.....risky.
I actually would really like to play this. I'm not sure if you're going the Dystopian Cyberpunk route, but I could quite easily see a Ranger or Rogue becoming a Railgun wielding Sniper.
Regardless, have you got any ideas you can throw my way (everyones way for that matter) with regards to what kind of back story we should have?
I'm not playing any other games so am more than happy to put the time in for this also. I'm pretty forgiving with house rules and homebrew, having already created 47 pages for my own tabletop game of Gantz (which I'll get back to adding to soon).
As for spell limitations with casters, I'd say have you ever thought that Lein might have made his own list of spells up for this new world? :p
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Well, if you're okay with that... he said, watching as Sonja unsheathed her blade, fearless in her actions.
What a situation to be in.....If that fool makes a move, I'll put him down myself.
Going on to state her intentions and reason for travel, Apollo listened and perked up a little as he heard the name "Solku". He knew little of religion and most of what this young woman said made little sense to the man, but Solku he knew.
Solku you say?
Thinking back on things, he recalled a story told to him many times as he grew up with all those he now seeks revenge for.
Solku. That name? What was it they used to say? "We found you floating down river from Solku. You were so small and tiny back then. We couldn't have predicted you'd grow to be as big and strong as you are now. We took care of you for sometime, expecting someone to come by and collect you, but after several years of waiting we thought the worst and that was when we decided to take you in."
That story... he voiced quietly, still deep in thought and unaware of the words that escaped him.
Mum used to tell me that story all of the time growing up.
As his daydream subsided, Apollo looked at Sonja, her words honest and calming to his ears.
My name's Apollo. I ventured out from Katapesh myself. This here is Dmitri he says, nodding towards the white haired man.
The 7ft tall lizard behind me is Nom. He's often in his own world, but one day I'm sure he'll be as strong as his father and four or five times the size he is now.
Looking down towards Je'Grik, he states; and that's Je'Grik.
Why am I telling her this? It's strange, I feel oddly at ease with this girl beside me.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Not a problem he says, standing himself up to politely greet the young looking woman.
What brings you out here then? he says, keeping an eye on Nom in case of unwanted affection from the lizard.
Leaping on strangers will get him killed. Still, he seems happy enough with Je'Grik there.
As Dmitri then makes his presence known at the introduction of Sonja, Apollo shakes his head.
This man here is a part of the group I travel with. We're trying to gain entry into The House of the Beast and I he says while glaring at Dmitri, have a score to settle with the Carrion King.
With Dmitri's request of the woman's weapon, Apollo may have only just met the girl but seeing only one visible weapon on her, is quick to respond to Dmitri; You ask the girl to show you her own weapon, leaving her defenseless amidst a group of strangers. If you want to look at it, at least give her a weapon in return to feel a little more comfortable. Afterall, we're the ones who outnumber her.
Keeping his bow in hand but lowered, the Ranger turns to face Sonja once more.
Our friend on the ground here has been with us for the past year or so and with your aid, he might just make it.
Holding his left hand out, he then gestures a handshake to the young woman.
If you aided this guy off your own back, you're no enemy of mine. he says with a friendly smile.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
I really wish there was a map. :-( I have no idea what's going on. Figured it was further away as we'd surely hear fighting otherwise, but yea, it's hard without maps or guidance when you just have imagination to go on. Sorry, I thought the fight was maybe a fewminutes walk away (light jog).
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Exiting the cave, as Dmitri runs out to give the man an earful, Apollo swiftly leans with head and shoulders away from the white haired man, ignoring the derogatory comments as best he can, figuring it best to stay on point than get into a fully blown argument with what he feels to be, his psychotic "ally".
Give it a rest and chill! You rush into fights, standing with yourself open to all kinds of brutalisation and I run in with a desperate need to obliterate all dog men.
Like it or not, our personalities may be wildly different, but there's more in common between us than you might think. We're both reckless and we both want bloodshed.....only for different reasons. says the man, stopping in place.
Shortly after, he turns to Dmitri, squaring up to the man in an attempt to show that their feelings are pretty mutual.
Kill as much as you like, but Ghartok.....he's mine.
If you get in my way I'll throw you to the filthy dogs myself!
Pulling out his bow and arrow, Apollo rears himself back from Dmitri, glaring at the man with ill intent, before turning to suddenly find himself stood in the middle of a fleshy, crimson coloured patch on the floor, where he finds Je'Grik, barely breathing and prone on the ground.
The hell happened here? he asked the Tiefling?
1, 2, 3, 4, 5, 6.....7
Crouching down to the demonic man, Apollo lowered his right hand, still grasping his longbow, holding it firmly to the ground as he flashed a slight grin to his old ally.
Je'Grik...you took out seven of those Gnoll's yourself huh? Not bad man, not bad.
As he knelt there, staring and oddly trying to comfort the Tiefling in his final moments, he noticed the armoured woman, standing only a few feet away.
You there. Can you help this man? he asked, unsure whether the woman was friend or foe, having not met her before and not being one to easily trust another in such an awkward situation.
Standing just behind Apollo, Nom leans over his companions shoulder and begins to lick Je'Grik's wounds.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Placing his right hand firmly against the uneven wall to the cave entrance, Apollo listens to the detestable man in silence.
Wait here he says. If I just stood by while that idiot allowed himself to be harmed in every way imaginable, would I be in the wrong? Each of us lives by the consequences of our own actions, so who am I to stop him from killing himself? The way I see it, if he does die, it'd be nobody's fault but his own.
Glancing over his left shoulder and out from the corner of his left eye, Apollo somehow keeps his calm.
Good. said the man, lacking a certain degree of interest with his tone.
I had no issue with the Salamander's, nor with the creatures I fought with. They were just simply in my way.
a little like you.
Hoisting his gear firmly over his shoulder, Apollo made his way out from the cave and into the blistering heat of the desert That damn, self righteous fool, stated Apollo, loud enough for several words to be heard.
Looking around, Apollo tried to keep himself low and out of sight from the gate and watch towers around, kneeling down to talk to his little dino buddy.
Well then... he said as he looked right into Nom's eyes.
Do we die in the cave or out there?
The man smirked, as he lead Nom further around the rock face, keeping close to the raised areas for ease of movement in the event of another sandstorm. His intentions - To find another entrance into The House of the Beast. One of course, that's further out of sight.
We've got a job to do my friend. That idiot's gonna need some backup eventually and I bet it'll be Ghartok that shakes his confidence. Kori might help, but you and I both have the most valid reasons to end his wretched life.
May be a good opportunity for meeting the new character if she's near. Apollo needs some time to himself and so he's doing a little scouting the opposite side to where The House of the Beast's entrance is. Feel free to send Aeris out after me and once I get an idea of my surroundings I'll be able to guage whether I need to roll stealth checks or not. For now though, here's a Perception check.
Perception:1d20 + 9 ⇒ (9) + 9 = 18extra +2 on top of this if considered desert terrain
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
4pm it is then and ok, I just assumed it was hot but not scolding. As for direct speech, do you mean for Apollo to engage with Dmitri directly, because right now he has nothing to say to the guy. Neither of them get on and Dmitri's dismissive and patronising nature makes Apollo feel inclined to speak to him the least out of the whole group. I'm just roleplaying how I interpret every situation from Apollo's perspective as best I can. Didn't know I could hear the conversation as I was down a corridor and in another room during that conversation, having just fought Andronograks. Figured I'd post to get things moving a bit.
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
Wiping off Nom's grazes from the blast of rubble the pair took, Apollo abruptly pulls the dinosaur towards him, giving it a tight hug around his thick, scaly neck.
Just a little longer, bud!
Nom just awkwardly looked back at the man and let out a slight snarl....as well as any respectable carnivore could.
Leaning down, Apollo placed his hammer on the ground, steel end first, as he grasped his Bow, slinging it over his shoulder once more.
Gonna need this, he mumbled to himself quietly, straining a little as he stood up once more.
Well, that'd be a great start. Putting my back out, ha! Should have put more effort into my swings back there. Clumsily half-arsing my attacks just because I have no quarrel with the enemy was a little pointless. Still, after I'm done with the Gnoll's of this place, I think I'll take a little time out. Maybe even spend a little more time with Almah...that is of course, providing she can get a little time to herself.
Responsibilities....they never end.
Turning to his left, he see's Dmitri not too far and with barely a mark, simply asks; We got a way into the Beasts stinking lair yet?
| Perc: +7 [+2 in Desert] | Hand.Animal: 9/11 l Kn.Nat: 4 l Survival: 6 [+2 desert/+1 track] l Intimidate: 9 l Ride: 7 I
New post from me tonight. Maybe more if people are up for a few more bits of roleplaying. Shame I couldn't have finished Andronakraks but Apollo wasn't bothered about killing either!
Scolding from Dmitri though. He's more concerned about finding some decent arrows and scouting for a better way into this place than anything else. The scolding will be present regardless. ;)
Glad to see you guys on board though!
Shame Thurrios couldn't have joined but we need a constant challenge, not an army haha!
Having a read of this as it looks pretty interesting/fun!
For anyone wanting to play a Gnoll - It's a very dangerous game because we roleplay our conflict in character as opposed to turning on one another physically, but if anyone chose a Gnoll as their PC, they'd be very lucky if Apollo didn't kill them on sight. If you could think of anyone you've ever loved, all being decapitated, maimed, torn apart and burned alive in front of you, all by this one particular race and had the chance to exact revenge on that entire race/tribe/family of murderers, I'd be surprised if you didn't.
Apollo's views are fuelled by rage and anger and as such, rather than just hunting down the tribe responsible for the loss of those around him, knowing that Gnoll Tribes are constantly expanding, his views have become clouded and somewhat twisted, so he's actually set on wiping out their entire race at present.