(5e) Princes of the Apocalypse Retruitment


Recruitment

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I want to attempt to run the Princes of the Apocalypse adventure. For those who do not know Princes of the Apocalypse is the spiritual successor to Temple of Elemental Evil.

Players: 6
Resources: PHB, Elemental Evil Player's Companion
Level: 1
Attributes: 27 Points, or Standard Array
Alt Humans and Chapter 6 is available
Cut Off Date: 24
Start Date: 26
Post Rate Min: Once per weekday, try for once per weekend. Thursday is busy for me.
I will be starting with the suggested adventure to get us to level three.

Let me know what I have missed.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Is gameplay likely to be dependent on tactical maps?


Jiggy wrote:

Is gameplay likely to be dependent on tactical maps?

No, I am not a fan of them myself.


dotting.


Pathfinder Adventure Subscriber

Really interested. I'll get up something later today.


Posting interest, character will be up by Monday.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Nohwear wrote:
Jiggy wrote:

Is gameplay likely to be dependent on tactical maps?

No, I am not a fan of them myself.

Perfect. :)

Also, what are your expectations for minimum posting rate?


Jiggy, original post has been edited to answer your question.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

Groovy. I probably won't be able to post a character until after this weekend, but I'm curious to test out the multiclass spellcasting mechanic so I might build a fighter who intends to multiclass wizard or sorc, or I might build the first level of a cleric/wizard mix.


Pathfinder Adventure Subscriber

I just made a Tiefling Warlock (Fiend Pact), but if you don't think that would be a good fit for this campaign, just let me know. I'm awash with concepts.


scranford wrote:
I just made a Tiefling Warlock (Fiend Pact), but if you don't think that would be a good fit for this campaign, just let me know. I'm awash with concepts.

As long as you are not evil, I am fine.

Lantern Lodge

Would like to submit a half-elf charlatan bard for consideration.

bard:
True Neutral Half –Sun Elf Female
Charlatan Bard 2

Medium Sized Humanoid
Armor Class: (14); Hit Points: (15)
Inspiration: 0
Speed: 30 ft.; Senses: Darkvision 60’; Passive Wisdom (Perception) 10

Strength 10 (+0)
*Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 08 (-1)
*Charisma 16 (+3)

Proficiencies
Bonus: +2
Armor: Light Armor
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Disguise Kit, Forgery Kit, Dulcimer, Lyre, Flute
Saving Throws: Dexterity +5, Charisma +5
Skills: Athletics +1, Acrobatics +4, Animal Handling +0, Arcana +3, Deception +5, History +3, Intimidation +5, Insight +1, Investigation +3, Medicine +0, Nature +3, Perception +0, Performance +5, Persuasion +5, Religion +3, Sleight of Hand +5, Stealth +5, Survival +0
Languages: Common, Elvish, +1
Feature: False Identity
Feats: None

Class & Racial Traits
Spellcasting, Bardic Inspiration (d6 3/lr), Jack of All Trades, Song of Rest (d6)
Darkvision, Fey Ancestry, Skill Versatility, Languages
Spellcasting
Attack Modifier +5; DC 13
Cantrips Friends, Vicious Mockery
First (000) Charm Person, Disguise Self, Feather Fall, Silent Image, Sleep

Weapon/Attacks
Dagger +5 (1d4+3 P)
Rapier +5 (1d8+3 P)
Unarmed +2 (1 B)

Equipment: Rapier, Diplomat Pack, Dulcimer, leather armor, dagger, a set of fine clothes, a disguise kit, a signet ring of an imaginary duke, a belt pouch containing 5 gp
Trinket: A fragment of a beautiful song, written as musical notes on two pieces of parchment.
Lifestyle: Comfortable

please note this character is second level due to Gming for AL. I will adjust level as necessary


Sir Aethorduil at your service...


This is forgotten realms right? I am not up with the post 3e realms but Hoar is still around right?


I'm new to rpg and pf. Currently looking for my first game to play.

If a 'core rules' character is suitable within this setting I can either play my default (if he hasn't already joined another game) or create something new.


seekerofshadowlight wrote:
This is forgotten realms right? I am not up with the post 4e realms but Hoar is still around right?

It is Forgotten Realms, because I do not feel like converting. That god is not mentioned in the PHB, however I am that familiar with the lore myself.


mderm, this is not a Pathfinder game, but Fifth Edition Dungeons and Dragons.


Nohwear wrote:
seekerofshadowlight wrote:
This is forgotten realms right? I am not up with the post 4e realms but Hoar is still around right?
It is Forgotten Realms, because I do not feel like converting. That god is not mentioned in the PHB, however I am that familiar with the lore myself.

I was simply checking. I was thinking of a paladin of Hoar, I do not think it requires any conversion.


Nohwear wrote:
mderm, this is not a Pathfinder game, but Fifth Edition Dungeons and Dragons.

Oops! '5e' - D&D: will remember that. Thanks.


Vic Lofliss submitted for your consideration - 1/2 Elf Rogue Thief.


Pathfinder Adventure Subscriber

Here lie the bones of Malachi Truth Tiefling Warlock

Spoiler:

Here is the crunch for Malachi Truth:

[spoiler]
Malachi Truth

Human – Tiefling (Fiend Pact):
Campaign Hook: Strange Map
Origin: Neverwinter
Diety: Ohgma
Warlock / 1

5’7”, 126 lbs. Silver Hair, Silver eyes, Red skin
20 years old
Neutral Good

Proficiency Bonus : +2

STR: 10 +0
DEX: 14 +2
CON: 8 -1
INT: 14 +2
WIS: 12 +1
CHA: 17 +3

AC: 13
HD: d8
HP: 7
Speed 30
Passive Perception: 11 (+1}

Languages : Common, Infernal, Abyssal, Giant

Racial Features
Darkvision 60’
Hellish Resistance: Resistance to Fire Damage
Infernal Legacy: Know the Thaumaturgy Cantrip (Cha DC13)

Class Features:
Otherworldly Patron : Fiend: Add Burning Hands, and Command to spell list.

Patron Feature: : When reducing a hostile to 0 you gain 1d4 temporary hit points

Spells:


    *Thaumaturgy (0)
    *Blade Ward (0)
    *Eldritch Blast (0)
    *Witch bolt (1)
    *Comprehend Languages (1)

Proficiencies :
ARMOR: Light Armor
WEAPONS: Simple
Tools: N/A

Saving Throws : WIS and CHA

Skills :
Deception +5
Insight +3
Investigation +4
Nature +4

Equipment

Light Crossbow (Two-Handed, Piercing) +4 to hit / 1d8+2 Damage / Range 80/320
Bolts (20)
Quarterstaff (Versatile, Bludgeoning) +2 to hit / 1d6(1d8) Damage / Range 20/60
(2) Daggers (Piercing, Light, Finesse, Thrown) +4 to hit - 1d4+2 Damage Melee
Scholars Pack
Arcane Focus: TBD
Leather Armor
Bottle of Black Ink
Quill
Small Knife
Letter from dead colleague with unanswered question
Common Clothes

Background: Sage (Discredited Academic)
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.
Personality traits:
I’ve read every book in the world’s greatest libraries – or at least I like to boast that I have.
There is nothing I like more than a good mystery
Ideal:
Knowledge: The path to power and self-improvement is through knowledge (Neutral)
Bond:
I sold my soul for knowledge. I hope to great deeds and win it back
Flaw:
Unlocking an ancient mystery is worth the price of a civilization.

HISTORY:

Spoiler:


I have a dwarf tempest cleric around here somewhere.


Kip84 here with my Fire Genasi Wizard. There is a link to her character sheet In the profile. I will move all the information into her profile soon.


Posting interest in this. I haven't had a chance to play 5e yet and would like to. It looks like there are most roles covered in other posts so..I'd like to put in interest as a ranged character of some sort.


Hmm, it looks like you've got at least one fighter class. And the fire genasi wizard will probably be the fireflinger of the group. Going Evoc?

Thief, are you going more ranged or stealth?

Hmmm, I might be an Aarokocra Paladin of the Wind Dukes. Let me get some stats together.


PrismaticMonk wrote:

Hmm, it looks like you've got at least one fighter class. And the fire genasi wizard will probably be the fireflinger of the group. Going Evoc?

Thief, are you going more ranged or stealth?

Hmmm, I might be an Aarokocra Paladin of the Wind Dukes. Let me get some stats together.

Yeah I'm probably going to go evocation and there will be a slight emphasis on fire spells.


Here we go... One Paladin of the Wind Dukes of Aqaa. Still working on backstory, but the stats are there.


I will use both at early levels, but will likely end up more ranged as I progress.


I'm interested, with my half-orc fighter who previously worked on a Legitimate Independent Freighter (smuggler ship).

Liberty's Edge

Working on a svirfneblin ranger, two weapon fighting style, hunter archetype.

Dark Archive

Heck yes, Please.

Umm:

Half Elf Warlock

Crunchy bits:

Str: 12 ==> 4 Points
Dex: 13 +1 ==> 5 Points
Con: 13 +1==> 5 Points
Int: 10 ==> 2 Points
Wis: 12 ==> 4 Points
Cha: 14 +2 ==> 7 Points

Total: 4 + 5 + 5 + 2 + 4 + 7 = 27

Background: Urchin

    • Feature : City Secrets
      I know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When I am not in combat, I (and companions I lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

    • I like to squeeze into small places where no one else can get to me.
      -and-
    • I ask a lot of questions.

    • The low are lifted up, and the high and mighty are brought down. Change is the nature of things.

    • I escaped my life of poverty by robbing an important person, and I’m wanted for it.

    • It’s not stealing if I need it more than someone else.

    Skill Proficiencies: Sleight of Hand and Stealth (Background); Perception and Acrobatics (Race); Arcana and Deception (Class)

    Tool Proficiencies: Disguise kit, thieves’ tools

    Equipment: A small knife, a map of the city I grew up in, a pet mouse Persephone, a token to remember my parents by a gnomish music box that plays a lullaby, a set o f common clothes, and a belt pouchcontaining 10 gp (Background);
    (a) a light crossbow and 20 bolts or (b) any simple weapon Shortbow
    (a) a component pouch or (b) an arcane focus Wand
    (a) a scholar’s pack or (b) a dungeoneer’s pack
    • Leather armor, any simple weapon Javelin, and two daggers

    * Dungeoneer's Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Spells: DC = 8 + Cha Mod (3) + Proficiency (2) = 13
    Cantrips: Eldritch Blast, Prestidigitation
    Level 1 Spells: Find Familiar Persephone, my pet mouse if alright with DM), Witch Bolt

    Otherworldly Patron: Arch Fey

  • [Spoiler=Fluff]
    Eleanor was born in the slums and tenements thrown up against the walls at Baldur's Gate. She spent her entire life in the city walls' shadow. Eternally curious, the young half-breed spent years perfecting her quick routes in and out of the city unnoticed. Constantly refining her skill, she would query messengers, cart drivers, and teamsters for their trade secret shortcuts. After years of slinking in and out of the city, she came upon a most delightful discovery. A book explaining how to perfect a bond and pact with the Archfey. Without hesitation she took the book. Surely a poor orphaned gutter snipe needed the power contained inside the tome more than whatever rich, snobby ne'er do well left such a treasure unguarded.

    Realizing that perhaps it was most wise not to stick around and see if anyone came looking for the tome, Eleanor immediately fled the city, fleeing north. Along the way she was personally able to perfect her own bond. She sincerely hopes the pact was indeed with one of her fey ancestors, and not one of the other less tasteful creatures such a tome might reveal.

    Dark Archive

    I am too late to put in the bottom of the spoiler flag at the end, sad face. At any rate, I should add alignment is intended to be Neutral Good. Eleanor does what is right, not what the law says. On the other hand, she has no problem sticking to the rules when the rules indicate what is generally intended to further the greater good.


    One Svirfneblin Ranger. Work in progress.


    So, this is forgotten realms, pre- or post- spellplague?


    Nem wrote:
    So, this is forgotten realms, pre- or post- spellplague?

    I believe post.

    Liberty's Edge

    Looking to play a monk...not too sure of race yet...will work on it this weekend


    Nohwear wrote:
    Nem wrote:
    So, this is forgotten realms, pre- or post- spellplague?
    I believe post.

    That makes me sad :(


    Posting interest with Jack Swift, Fighter and Charlatan. Planning to pursue levels in both Eldritch Knight and Arcane Trickster.

    Backstory:

    Jack has no idea who his parents were, nor does he much care. He grew up in an orphanage that did not lack from funds due to being the “project” of a wealthy noble's wife. From time to time, the woman would visit and he would get a look at the vast riches available to those of noble birth. It grew within him an envy and desire for these same things himself. As a child, he was taught letters and used that to teach himself more useful skills—such as making copies of the Kendrick noble family's documents to maneuver nice things from nearby merchants.

    Surprisingly, he only got caught once. But once was more than enough and the teenaged Jack was kicked from the door. Bereft of his home and on the streets, he spurned the life of an urchin or a petty criminal. Stealing was much more interesting as an art than as a simple crime and he disdained being a pickpocket or window-man robbing from homes. No, he wanted something better—going after more complex riches. He stole rich clothing, put on airs, and presented himself as young nobility from Tethyr, the youngest son of the third brother of a duke—minor nobility but nobility nonetheless. Mind, living the rich life isn't that simple and, while exciting, came with many questions. The more questions that got asked, the more Jack realized he would need more identities. He abandoned Jacques for a short time, sending him on an expedition far away—one fraught with danger. He kept that identity though, close to heart. No others came close but he used various ones to con others out of their money. After all, wasn't it much better in his own pocket?

    Jack always did have some scruples, however. He felt bad stealing from just anybody. No, it was much more interesting to focus only on the rich who could afford it. Merchants with dark secrets, snide nobility and business owners who cheated their customers were all on his list. He even cheated the head of a local crime ring out of several hundred gold. It was a daring escapade and he paid for it. His closest companion and ally through the last year or two, William Blackhand, found his way to the bottom of six-foot pit as a result. Jack took all of the gold he had stolen and threw it into the nearest large body of water—let no one have it if Will and he couldn't share it.

    Jack needed an escape and chose to have Jacques return from his adventure. Using this alias, he looked for a way out off town.


    Description:

    Jacques is slim with short black hair and three piercings in his left ear. He has a small goatee and deep, brown eyes. His sharp nose and well-groomed features make him relatively easy to remember. Of course, once the goatee comes off and the fake piercings are removed, Jack looks much different.
    Ideal:Creativity – Jack was bored with simple stealing. He wants excitement and running the same con would be terrible boring.

    Bond: Jack stole from the wrong person and hopes to avoid the retribution his friend received. He may also, in the future, seek revenge for that.

    Flaw: What would be the purpose of running a con if you didn't pull it over on people with more money, power and priviledge than you? The rich pockets of a lord or powerful wizard call for Jack.

    Build:

    Jack Swift
    M Human (Variant) Fighter 1
    Chaotic Good
    Passive Perception: 11

    DEFENSE
    Hit Points: 11
    Hit Dice: 1d10+1
    Initiative: +3
    AC 14 (+3 dex, +1 leather)

    OFFENSE
    Melee: Handaxe +1, 1d6-1 Slashing
    Ranged: Longbow (150/600) +7 1d8+3 Piercing
    OR Hand Crossbow (x2; 30/120) +7 1d6+3 Piercing

    Attribute Score Mod Save
    Strength 8 | -1 | +1
    Dexterity 16 | +3 | +3
    Constitution 12 | +1 | +3
    Intelligence 15 | +2 | +2
    Wisdom 8 | -1 | -1
    Charisma 14 | +2 | +2

    Proficiency Bonus: +2
    Skills Acrobatics +5, Deception +4, Perception +1, Persuasion +4, Sleight of Hand +5

    Features
    +1 Int, +1 Dex
    Bonus Feat (Crossbow Expert)
    Skilled (Persuasion)
    Proficiencies: All armor and shields, Simple and Martial weapons, Forgery Kit, Disguise Kit
    Fighting Style: Archery You gain a +2 to attack rolls you make with ranged weapons.
    Second Wind: On your turn, you can use a bonus action to regain hit points equal to 1d10+your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

    Equipment:
    Weapons: hand Crossbow x2, Longbow, Handaxe (x2)
    Armor: Leather
    Other: Dungeoneer's Pack (crowbar, hammer, pitons, torches, tinderbox, 10 days of rations, waterskin, 50' hemp rope), Forgery Kit, Disguise Kit, Belt pouch, Fine Clothes, signet ring


    Pretty much good to go now. Let me know if there's any more information you need. I took the liberty of replacing the longbow he was supposed to be starting with and gave him a light crossbow instead. Otherwise he would be using a ranged weapon that he was at a disadvantage with. There are a couple of other tweaks to his gear I would be tempted to make (replace the scale mail with chain mail for instance), but he can go as he is now.


    @Nohwear: Do you truly anticipate keeping recruitmennt open until the 24th?


    Victor "Vic" Lofliss wrote:
    @Nohwear: Do you truly anticipate keeping recruitmennt open until the 24th?

    Probably not, although I am still fried form local PFS.


    Dwomduri Thundercrag
    A simple background is within, Gold Dwarf Tempest cleric.


    Rolling starting cash here. starting gold: 5d4 ⇒ (4, 4, 4, 3, 1) = 16

    Ok here is what I have. I will post it here as there is no need to make an avatar unless I get into the game. I will also post his history, which I broke up into two parts.

    Background Part I :Earning his name:

    When Maragak was a young boy, he was fascinated by the Red hawks that soared along the peaks of his homelands. The way they glimmers and flew among the snowy peaks, he shin of those fine, bright feathers. Maragak was but a youngling and he decided one would be his. Yes, a young chick from a nest would make a fine hunting companion. Many of the others ridiculed him, after all how could one catch such a fast beast.
    Maragak had seen the nest however, jutting off the side of the mountain upon a snowwood tree whose roots barely kept its oversized trunk anchored to the maintained. It would be dangerous, but it would be a challenge and Maragak would have his Hawk! Maragak found the nest and waited in the snow and wind most of the day for the Red Hawk to leave its nest of chicks. When it did he made his move, swiftly climbing the shaking tree toward the chipping nest of his goal.
    Red hawks however, do not leave a nest ungraded for long and the mother retuned as Maragak was making off with his prize. With a fury she descended on the young goliath and in his hast to keep his eyes and not plummet from the tree, Maragak dropped his prize. His powerful lead from the tree uprooted it and sent the tree and the nest off the Cliffside. The Red Hawks fury almost cost Maragak his eyes and in a panic he killed the hawk with a stone as it ripped into him.
    He returned to the camp defeated, bleeding and with nothing but a handful of red feathers to show for his ambition. The Elders dubbed him Redfeather for both is ambition and his failure. It is a name that stayed with him, a name that drove him to do better.

    Background Part II: Finding his path:

    Maragak Redfeather Athunileanar, grew to young adult hood among the misty mountaintops of the Nether Mountains. Often well out of the range of the orcs and hobgoblins who made the lower elevations their homes. His clan hunted and ranged the uppermost peaks, never staying one place long but often using many of the same areas.
    Even the upper reaches of the Nether Mountains are without ruins, as the history of the land is a long one. One such ruin, a broken, a half buried structure served the Athunileana clan well as a camp. It held a deep well, some defensible rooms and made fine shelter when in the area. And it was here his clan were when the outsiders came looking for a forgotten relic.
    The Athunileana, like all goliaths were fierce fighters, but the attackers came at night, in numbers and with the command of powerful magic. Redfeather was left for dead in the snow, tossed across the peaks by powerful air magic. He crawled on broken limbs back to the ruins, to the shattered and defiled remains of his now dead clan. His hate burning, the one thing that may have forced him to live was that burning hate that need for revenge. It was then, surrounded by his dead, broken and crying for vengeance he heard the pearl of thunder cross the ruins three time.
    Broken and with a fever he covered his dead with stones and fled deep into the ruins and waited to die. But Redfeather’s hate was strong and he slept with a fever as his body healed. He slept and he dreamed and in his dreams the lord of three thunders came to him. In his dreams he saw his path, he saw the need for vengeance, the dead that cried out for it.
    When Redfeather walked away from the ruins and down the Nether peaks that spring, he did not walk down just as a lone survivor of a dead clan. He did not walk as just a recovered ruin. No, he walked down as a vessel of Vengeance, a reforged tool for Retribution, a champion of the Doombringer. A Paladin of Hoar.

    Maragak "Redfeather" Athunileanar
    Race:Goliath
    Alignment: Lawful Neutral
    Deity: Hoar
    Background:Outlander
    Class: Paladin

    __________________________________________________________
    Basic Statistics
    __________________________________________________________
    Speed:30
    Init:+0
    Passive Perception: 13 (+1 wis,+2 Proficiency)
    Hit Dice: 1d10
    Proficiency Bonus:+2
    Saves:Wisdom, Charisma
    __________________________________________________________
    Combat
    __________________________________________________________
    HP:12
    AC:
    18(Chain mail+shield)
    or 16(Chain mail)
    or 12(shield)
    or 10(nothing)
    Attack: +5 Melee or +2 Ranged
    +5 Warhammer (1d8+3)
    +5 Hand axe(+2 if thrown) 1d6+3
    +5 Dagger (+2 if thrown) 1d4+3
    __________________________________________________________
    Stats
    __________________________________________________________
    STR: 17 (+3) | 9 points (15+2)
    DEX: 10 (+0) | 2 points (10)
    CON: 12 (+1) | 3 points (11+1)
    INT: 10 (+0) | 2 points (10)
    WIS: 12 (+1) | 4 Points (12)
    CHA: 14 (+2) | 7 points (14)

    __________________________________________________________
    Proficiencies
    __________________________________________________________
    Basic:Athletics,perception,Survival,Intimidation,Medicine
    Tools:None
    Music Interments:Horn
    Languages:Common,Giant,Orc

    __________________________________________________________
    Racial Abilities
    __________________________________________________________

    Spoiler:

    Stone’s Endurance:You can focus yourself to occasionally shrug off injury. When you take damage,you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled,and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

    Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

    Mountain Born: You’re acclimated to high altitude,including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.


    __________________________________________________________
    Class Abilities
    __________________________________________________________
    Spoiler:
    (Background)
    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.
    __________________________________________________________
    (Class)
    Divine sense:(3 uses)Until the end of your next turn, you know the location of any celestial, fiend,or undead within 60 feet of you that is not behind total cover.you know the type (celestial,fiend,or undead) of any being whose presence you sense, but not its identity.Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest,you regain all expended uses.

    Lay on Hands:(5 hp)Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.


    __________________________________________________________
    Gear
    __________________________________________________________
    Spoiler:

    160 starting wealth
    -75gp chain mail
    -10GP Shield
    -15gp warhammer
    -15GP 3 hand ax
    -02gp dagger
    -10GP Explorer's pack
    -03GP Horn
    -05GP Holy symbol
    -02sp Mess kit
    -05sp Tinder box
    -05gp Hunting trap
    -04gp 2 sets travelers cloths

    coin: 15 gp, 3 sp


    Pathfinder Adventure Subscriber

    Malachi's History:

    Spoiler:

    Malachi knew he should count his blessings. It wasn't every where that his fiend tainted blood...evidenced by his long twisting horns, and thick tail... was not only accepted but for the most part ignored. But, that's how things were in Neverwinter right now. Things were slowly rebuilding since the Volcano, and there was ever a shortage for workers... so people tended to be a bit more... well... tolerant than they normally would.

    Not only was he blessed to be able to walk about like any normal citizen, but he had lucked into employment with Kraemont the Scholar, whose passion... nay obsession was to find every rare book and tome buried beneath the ruins of Neverwinter. So, while Malachi came home to his small but comfortable room every night weary, and covered with dust and debris, it wasn't from reconstruction or demolition, but from searching the ruins for tomes of lore. Not only did Kraemont provide food and shelter, but he also paid a small stippend for every important book found, and Malachi was one of the best searchers he had. In fact the generous man had even taken it upon himself to not only teach the young Tiefling to read, but even to recognize when a tome or scroll held value, and young Malachi found this to be his greatest reward... until he came across the silver tome.

    Looking back he doesn't know what came over him to make him decide to keep this particular tome for himself. He had come across others that were more ornate and probably more valuable, but this one was special. It was so black that it looked to capture the evening sky, and the stars depicted on the cover seemed to almost twinkle in their realism. It had only one word in a script that he recognized. Written inside the cover page was simply the word "Silver". So, Malachi kept this particular tome sequestered in his room, and every night it kept him awake till his daily candle burned to the end trying to make sense of it. He knew it was wrong... but something seemed to draw him to the tome. Then his luck ran out.

    Malachi came home to find Maester Kraemont standing in his room, the precious book in his hands, and his back to the young fiend blooded man. Young Malachi hung his head in shame at his discovered disobedeance.

    "Disappointment is too simple a word to describe my feelings right now". "I trusted you, and this is how you repay me". "Though it tears out my heart to have to do so, you have betrayed my trust and now must leave my employee". "Since this book seems to mean more to you than my trust, take it and leave". With that final statement, the man tossed the book on Malachi's simple cot, and brushed by him without a word.

    Malachi gathered his belongings, and though he planned on leaving the book behind in shame, he couldn't resist, and returned to retrieve the book after only a few steps. That's when he noticed a folded piece of parchment, which seemed to have been stuck between the binding of the back of the book and the rear cover page. Pulling forth the dried out parchment, he carefully unfolded it and looked at the faded lines which filled the page. A map.

    This map seemed to show a Dwarven stronghold beneath the Sumber hills... one he was unfamiliar with. A quick trip to the rebuilding remnants of the Neverwinter Library, and a quick consulting of the map of the area painted on the soot stained walls, confirmed his suspicion. This stronghold was not on the map. Earlier in the day Malachi was unsure of how to move on with his life, but now he was filled with excitement at the possibility of a new venture. He would travel to this site and find these ruins. Maybe if he brought back lore and treasure from this lost site, he could find forgiveness. Not only from Kraemont, but for himself. And maybe... just maybe he'd be able to figure out what secrets Silver held.

    Liberty's Edge

    Here is my submission for the game: Sana, a Human female monk with a hidden past!

    Trinket Roll: 1d100 ⇒ 61 (A cameo carved in the likeness of a hideous person)

    Sana:

    Sana - Female Human Monk 1

    Strength 10 (+0)
    Dexterity 16 (+3)
    Constitution 12 (+1)
    Intelligence 12 (+1)
    Wisdom 15 (+2)
    Charisma 10 (+0)

    Size: Medium
    Height: 5' 6"
    Weight: 125 lb
    Skin: Tanned
    Eyes: Blue
    Hair: Blonde
    Alignment: Neutral

    Maximum Hit Points: 9
    Armor Class: 15 = 10 + 2 [Wisdom] + 3 [Dexterity]
    Speed: 30 feet
    1 Short Swords [+5 to hit; 1d6+3 piercing, 2 lb, finesse, light]
    1Unarmed Strike [+5 to hit; 1d4+3 bludgeoning]
    Proficiency bonus: +2
    Initiative modifier: + 3 = + 3 [dexterity]
    Attack (handheld / thrown): + 5 = + 3 [Dexterity] + 2 [proficiency]
    Attack (missile / finesse): + 5 = + 3 [dexterity] + 2 [proficiency]

    Strength save: + 2 = + 0 [strength] + 2 [proficiency]
    Dexterity save: + 5 = + 2 [dexterity] + 2 [proficiency]
    Constitution save: + 1 = + 1 [constitution]
    Intelligence save: + 1 = + 2 [intelligence]
    Wisdom save: + 2 = +2 [Wisdom]
    Charisma save: +0 = 0 [charisma]
    Insight (passive): 14 (19 with advantage)
    Investigation (passive): 11 (15 with advantage)
    Perception (passive): 14 (19 with advantage)
    Insight (passive): 14 (19 with advantage)

    Languages: Common Goblin

    Skills (* = proficient)
    *Acrobatics: 5
    Animal Handling: 2
    Arcana: 1
    Athletics: 0
    Deception: 0
    History: 1
    *Insight: 4
    Intimidation: 0
    Investigation: 1
    *Medicine: 4
    Nature: 1
    *Perception: 4
    Performance: 0
    Persuasion: 0
    Religion: 1
    Sleight of Hand: 3
    *Stealth: 5
    Survival: 0

    Feats

    Healer: You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
    • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point.
    • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.

    Personality

    Personality Trait (1): I would rather make a new friend than a new enemy.
    Personality Trait (2): I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
    Ideal: I’m loyal to my friends, not to any ideals. (Neutral)
    Bond: I’m trying to pay off an old debt I owe to a generous benefactor.
    Flaw: An innocent person is in prison for a crime that I committed. I’m okay with that.

    Criminal

    Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    Skill Proficiencies: Deception, Stealth
    Tool Proficiencies: One type of gaming set, thieves’ tools

    Variant Human Traits

    Ability Score Increase. Two different ability scores of your choice increase by 1.
    Skills. You gain proficiency in one skill of your choice.
    Feat. You gain one feat of your choice.

    Monk

    Unarmored Defense:
    Beginning at 1st level, while you are w earing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

    Martial Arts:
    At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are short swords and any simple melee weapons that don’t have the two-handed or heavy property.
    You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
    • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
    • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

    Equipment

    Short sword (Kris), Explorer’s Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it), a crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp,

    Trinket: A cameo carved in the likeness of a hideous person.

    Background

    Sana was born into a life of privilege and comfort. Her parents were moderately successful merchants and the family lived an upper middle class lifestyle. Being the youngest of 4 children, and the only girl, Sana was doted on and spoiled by her parents. As the only girl, Sana was ‘protected’ by her family, and lead a very sheltered life. It was not until she turned 15 that she began to resent the constraints placed on her by her family and rebelled.
    Sneaking out after dark, Sana began to run with a group of other bored “rich kids”. At first they would simply roam the streets of their neighbourhoods, but soon they were frequenting other, less savoury parts of the city. The group soon came to the attention of a dashing, handsome rake by the name of Elery Fost. Elery was a petty criminal, and it did not take him long to exploit the children to partake in a little larceny. It started small; stealing small items from their own homes, or swiping something from a merchant’s stall. Soon Elery noticed that Sana was quite apt at the ways of thievery, and he began testing her by sending her out to complete more, and more elaborate heists. He finally sent her to break into the house of a wealthy Ward Councillor and steal some documents he had promised his confederates he would recover. While in the mansion, Sana made the mistake of deciding to take something for herself. In the Councillor’s office was a small glass box with a weird, ugly cameo in it. When she attempted to pocket the item, an alarm was set off and she barely made it out without be caught.
    Frightened by this close call, Sana decided to call it quits, and renounce her budding criminal career, however Fost had a different idea. The money Sana had brought in was substantial, and Elery was not going to go back to robbing drunks in the back alleys for a living. He threatened to tell Sana’s parents all about her activities, as well as go to the city guard if she did not continue to work for him. To make sure she knew he meant business, Fost beat the poor girl, but only where it would not show. Terrified of the man, and afraid of what he might say to the authorities, Sana needed a plan to get out of his clutches, and away from the city. She decided to fake her own rape by Elery. She visited him at his rooms that night and kept him drinking until he passed out. While unconscious, she staged the room to make it look like a struggle had taken place, then tore he cloths to look like she had been attacked. The bruises were still fresh from where he had beat her the day before, so the disguise, she hoped, looked authentic. She ran screaming from his rooms and soon the guard was called. She told how he had lured her to his home and attempted to have his way with her. Some of the other kids from the gang were able to tell of Fost’s like for the girl, and while some of the story of the group’s activities did come out, none of the families were the worse for wear. Elery was sent to prison for 10 years, and Sana was sent out of the city, but not to a nice rural house like she thought, but rather to a monastery, where here parents hoped to ‘straighten her out’.
    So for the next 5 years Sana lived within a monastery. She started out keeping to herself and trusting none of the monks, or the other students. She rarely left her cell, and spent most of her time trying to find a way to escape the grounds. While up late one night, scouting the outbuildings for an exit, she noticed the Abbess walking the grounds when suddenly she disappeared! While frantically looking for her, she suddenly had a feeling and spun around. The Abbess was standing behind her, a slight smile on her lips. It was then that Sana decided that maybe there was more to this place than meet the eye. The next few years were a blur as she learned how to fight with simple weapons, or none at all. She was taught how to hide and move quietly, as well as the arts of healing wounds and disease. She was trained to listen to her instincts, and to always use her senses before blundering into the unknown. At the end of her 5 year education, the young woman had honed her skills to a point where the Abbess felt she was ready to meet anything the world might throw at her. As a parting gift, she was presented with a pack with a number of useful items within, a set of dark clothes, a healer’s pack and the wavy-bladed short sword which was the symbol of the monasteries fighting style. With these items, a little money and the strange cameo she stole from the chancellor, she has made her way to Red Larch.

    Dark Archive

    I think it would be more fun to go Druid than Warlock with Eleanor, so I mixed her up. Please note that all the equipment under inventory and the 10 gold come from the starting equipment sections of my Background (Urchin) and Class (Druid). I would be fine with rolling starting gold if you do not want to go with the starting packages. I chose, I did not roll, for the trinket. If you like, I can roll that as well.

    Starting Gold: 2d4 ⇒ (4, 4) = 8 = 80
    Trinket: 1d100 ⇒ 53 = A small box filled with different-sized buttons.

    Eleanor:

    Eleanor

    Class: Druid Race: Wood Elf
    Alignment: Neutral Good Religion: Eldath
    Size: Medium Age: 102 Height: 4’ 8” Weight: 102 lbs.
    Skin: Pale Eyes: Green Hair: Red

    Initiative: +3 Passive Perception: 15 Senses: Darkvision (60’)

    --------------------------
    DEFENCE
    --------------------------

    AC: 16 (11 Leather Armor + 2 Shield, +3 Dex)
    HP: 10 (1d8+2)
    Saves: Int, Wis

    --------------------------
    OFFENSE
    --------------------------

    Speed: 35'
    Melee:

      Scimitar: +5 to hit, 1d6+3 slashing damage, proficient, finesse, light
    Ranged:
      None
    Spells:
      Cantrips (∞/day) Druidcraft, Frostbite
      1st Level (2/day) Entangle, Faerie Fire, Goodberry, Healing Word
    --------------------------
    STATISTICS
    --------------------------

    Str 8 (-1) Dex 16 (+3) Con 14 (+2) Int 10 (+0) Wis 16 (+3) Cha10 (+0)

    --------------------------
    PROFICIENCIES
    --------------------------

    Weapons: Club, Dagger, Mace, Quarterstaff, Sickle, Spear, Dart, Javelin, Shortbow, Slink, Long sword, Scimitar, Short sword, Longbow.
    Armor: Light, Medium, Shields
    Tools: Disguise Kit, Herbalism Kit, Thieves’ Tools.
    Languages: Common, Elven, Druidic
    Saves: Int, Wis
    Proficiency Bonus: +2

    --------------------------
    BACKGROUND
    --------------------------

    Personality Traits:

      I like to squeeze into small places where no one else can get to me.
      I sleep with my back a wall or tree with everything I own wrapped in a bundle in my arms.
    Ideal:
      People. I help the people who help me – that’s what keeps us alive.
    Bond:
      I owe my survival to another urchin who taught me to live on the streets.
    Flaw:
      It is not stealing if I need it more than someone else.
    Feature:
      City Streets: I know the secret patterns of cities and can find passage through the urban sprawl others would miss. When I am not in combat, I (and my companions) can travel between two location in the city twice as fast as my speed would normally allow.
    --------------------------
    RACIAL
    --------------------------

    Fey Ancestry: Advantage on saving throws against being charmed, magic cannot put me to sleep.
    Trance: Elves do not sleep but meditate deeply, remaining semiconscious, for four (4) hours per day.
    Mask of the Wild I can attempt to hide when lightly obscured by foliage, heavy rain, falling snow, mist, etc.

    --------------------------
    INVENTORY
    --------------------------
    Armor:

      Leather
      Shield
    Weapons:
      Scimitar
    Adventuring Gear:
      Backpack
      Bedroll
      Mess Kit
      Tinderbox
      Torch (10)
      Rations (10)
      Waterskin (full)
      Hempen Rope (50’, previously knotted)
      Druidic Focus
      Small Knife
      Map of Baldur’s Gate
      Gnome-crafted music box that plays a single song that I vaguely remember from childhood
      Common Clothes
      Belt Pouch
      Pet mouse (Sally)

    Appearance:

    . . Eleanor wants desperately not to be anything other than the urchin she once was. She spends a decent amount of time primping and prodding herself to make certain she is properly groomed and made up while her non-elven companions sleep the remainder of any given night. She curls her long red hair, applies just a hit of charcoal to her eyelids to accentuate the deep emerald green tone of her eyes, and when she can, applies a hint of berry to her lips.

    Background:

    . . Eleanor lost her parents, or her parents lost her. One way or another she was abandoned in the city of Baldur’s Gate with no memory of where she came from. A music box was left with her at the orphanage. Eleanor never listens to the box anymore; the song creates a certain sadness that she cannot describe. Perhaps it is a residual memory of the family she lost.
    . . Once she was a young woman, eighty or so, she fled the orphanage in hopes of striking it big in the city. She had visions of becoming a famous actress, singer or, when her thoughts turned darker, even an infamous assassin.
    . . Unfortunately for her, all Eleanor became was another urchin. Luckily for Eleanor, a ‘family’ of beggars adopted her. The leader, lovingly known as ‘Scruffy’, was a rare breed, an urban druid. He took pity on the young elf and spent the remainder of Eleanor’s childhood, and his life, teaching the ways of the Druidic faith to the young girl. With his death, Eleanor had realized this was a defining moment. It was time to make a decision. The rest of her life as just another urchin, or take to the life of an adventurer.


    Working on an Aarakocra fighter under this alias. Going ahead and posting to roll my starting wealth:

    Gold: 5d4 ⇒ (4, 4, 4, 3, 3) = 18

    EDIT: Nice! Anyway, crunch is all done, visible in the profile. Two-weapon fighter, outlander background. Backstory is that he was banished from his tribe as a pariah due to people thinking his his crow-like features were a bad omen. He wandered alone for a while, then had the idea that maybe he could win back his people's approval through acts of heroism.


    Any chance this game gets reported to wizards of the coast and we get adventures log credit for this? It would also require you to have a DCI number.


    Some characters have taken the basic starting equipment, others have rolled for starting money. Which method do you want used?


    Background is changeable

    I've a pretty good record at PbP games in terms of regular updates and sticking with the and think I may have played with you previously NohWear.

    Background:

    A child of a political marriage between two established half Elven noble families, Aethorduil was raised in privilage. His family is based on the foundation of a Half Elven ancestor, Tauriel Tarathiel, who saw that Half Elves have unique advantages over both Elves and Humans alike and determined that her progeny should benefit. Over her long life she deliberately sought every advantage in human lands, growing her influence and wealth thanks to her long life and her ability to mediate between human and those of the Elves.

    She lived long enough to see her oldest half elven son made a baron (earned through service as well as bought through wealth) and the dynasty has continued since. Each generation exclusively seeking elven or half elven partners. Aethorduil is the 5th generation descendant of Tauriel 'Housemother'. The family motto, "Standing twixt two worlds".

    His family regularly sought to attract both Elven and Human artists to court for a season here and there to ensure that the family was kept fashionably aware of trends in custom, language and the arts. As the second son in his family, Aethorduil was given religious training and his piety has led him to a point of view that embraces that of the common man. He tends to default to a priestly point of view and behaviors rather than that of a scion of a noble family or knight errant.

    Still, Aethorduil enjoyed training at Arms and took every opportunity to practice his skills. He's grown strong under his training regime and his skill at arms have been noted and commented on. At one stage he was the rising star of his family.

    He has fallen from family favour of late due to his acting like a common priest (not even a noble one) for the families of the estates and lands surrounding his families lands. Worse yet he's had the bad taste to fall in love with Lady Rosanna of the Highguard family - a notoriously xenophobic human family whose views on 'purity of blood' matches his families own. The couple met at a tourney that Aethorduil attended and they've fallen hard for each other. Many a letter professing undying love has been secretly exchanged.

    Aethorduil has been given leave by his family to adventure and to "sort himself out". Aethorduil suspects that distance also lessens any impact from his egalitarian behaviour and it being attached to his family by association.

    Traits
    1/ Despite my noble birth I do not place myself above others. We all have the same blood.
    2/I am religiously minded and see myself more as a minister than warrior. Seeing myself as a Priest I tend to quote religious texts and passages (acolyte trait)
    Ideals
    It is my duty to protect and care for those under me.
    Bonds
    I am in love with the heir of a family that my family despises. The fair maid Rosanna Highguard. We met at a Tourney feast and time both stood still and melted away. She bade me wear her scarf as token and while I did well to finish in the top 5, I was not victorious in the next round. I still write to her in secret and still carry her favor.
    Flaws
    By my words and actions I often bring shame to my family.

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