Princes of the Apocalypse (D&D 5e)


Recruitment

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THIS IS A D&D 5e Campaign!

Called by the Elder Elemental Eye to serve, four corrupt prophets have risen from the depths of anonymity to claim mighty weapons with direct links to the power of the elemental princes. Each of these prophets has assembled a cadre of cultists and creatures to serve them in the construction of four elemental temples of lethal design. It is up to adventurers from heroic factions such as the Emerald Enclave and the Order of the Gauntlet to discover where the true power of each prophet lay, and dismantle it before it comes boiling up to obliterate the Realms.

This is an open call PbP game....

Please provide the following information in your request to join:

A complete character sheet, including short description, short personality, short history and your short response to the question of Why should your character be allowed to join the campaign? No need for an alias yet. Only selected characters will need to set one up.

Recruitment ends on Saturday evening, August 8th. Five to Six characters will be selected and announced Sunday evening, August 9th. Play will begin on Monday, August 10th (If everything goes well.

Character Creation

Download and read the Elemental Evil Player Companion.

27 point character buy or static array. Your choice.

Start at 1st Level!

Basic Rules, Players Handbook and the Elemental Evil Players Guide are the only materials allowed for character creation. The Aarakocra race is NOT allowed.

Maximum starting gold for 1st level to buy equipment with, maximum hit points for 1st level and average hit points for each additional level.

No faction to start, this must be earned!

A five to six person balanced party will be selected.

PbP rules

At least one post minimum is expected Monday thru Friday. Weekends are optional.

This adventure will use the milestone xp system instead of tracking individual xp.

Please provide your timezone in GMT. I am in Alabama, USA, GMT -5.

Combat

When combat starts, normally I roll initiative and depending on where the opponents go, will either roll their move, spell, attack (and damage) as necessary, or have the party go. I try and clump all the opponents at one point in the initiative order, or at worst two points if there is a “head guy” and minions. I expect that everyone will post actions for the entire round, even if it is “I move to the nearest alive opponent and bash it.” Do NOT wait for folks earlier in the initiative order to post before you do. With five to six people in the party, that could mean five days or more for one combat round.

As mentioned above, at least one post per day, Monday thru Friday.

Ok there you have it. If you are interested then start submitting characters below.

The DM will be watching......


Would love to... but not familiar with 5e yet...


What the heck... ill make a character. Hope thats okay. =^^=


Kip84 here, GMT +10, Australia.

Here's Ember, the Fire Genasi Wizard.

Ember is a short slight woman, her features are human but her skin is the colour of charcoal, her eyes are orange and seem to glow when she's angry, and her hair is the colour of flames. She wears black robes over sturdy traveling clothes and carries her knarled wooden staff in her left hand.

Link to Character Sheet.

Race: Genasi (Fire), Background: Sage (Wizards Apprentice), Class: Wizard 1
Init: +2, Perc: +1 Speed: 30
Proficiency: +2

Statistics:
Str: 8 (-1), Dex: 14 (+2), Con: 15 (+2), Int: 16 (+3), Wis: 12 (+1), Cha: 10 (0)

AC: 12 (Dex +2)
Saves: Str: -1, Dex: +2, Con: +2, Int: +5, Wis: +3, Cha: +0
HP: 8 (6+2)
Hit Dice: 1d6, Spent: -

Melee:
Shocking Grasp: +5, 1d8 Lightning, adv if target wearing metal armour, target can't take reactions till next turn if hit.
Quarterstaff: +1, 1d8-1 Bludgeoning(Two handed)

Ranged:
Produce Flame: +4, 1d8 Fire Range: 30
Acid Splash: One or two targets within 5ft of each other. Dex Save or 1d6 Acid. Range: 60

Racial Features:

+2 Con, +1 Int

-Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.
-Fire Resistance. You have resistance to fire damage.
-Reach to the Blaze. You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

[Spoiler=Class Features]
-Spellcasting: choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level
-Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
-Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
-Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
-Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.


Skills:

Arcana +5
History +5
Insight +3
Investigation +5

Spellcasting:
Spell Save Dc: 13 (14*)Spell Attack: +5 (+4*)

Cantrips:
Acid Splash
Shocking Grasp
Prestidigitation

Produce Flame*

Spellbook:
Burning Hands*
Detect Magic #*
Magic Missile*
Find Familiar #
Chromatic Orb*
Identify #

Prepared* (4/day)
# Ritual

Spell Slots:
1st: 2

Background:

Ember was raised by her mentor Philious Draynom, the head of a Mage guild. He has always told her that he found her abandoned as a baby. Philious was a caring guardian and Ember would do anything for him.

Ember grew up in the guild and couldn't have imagined a better home. She took to Magic like a duck to water and now spends her time searching Faerun for new magic.

Feature: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Gear:

Quarterstaff,
Spell Component Pouch,
Spellbook.
A bottle of black ink,
a quill,
a small knife,
a letter from a dead colleague posing a question you have not yet been able to answer,
a set of common clothes,
and a belt pouch

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.


Personality Traits:
I speak slowly when talking to idiots, which almost everyone is compared to me.

There’s nothing I like more than a good mystery.

Ideal:
Knowledge. The path to power and self-improvement is through knowledge.

Bond:
I work to preserve my masters mages university seeking new knowledge to return with.

Flaw:
Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Description:
Ember is a short slight woman, her features are human but her skin is the colour of charcoal, her eyes are orange and seem to glow when she's angry, and her hair is the colour of flames. She wears black robes over sturdy traveling clothes and carries her knarled wooden staff in her left hand.


Contemplating a Water Genasi Cleric, are we using Forgotten Realms?


Interested!


If i am to post
South africa gmt+2
Idea
Dragonborn warlock


DominoMasque wrote:
Contemplating a Water Genasi Cleric, are we using Forgotten Realms?

The game will be set in the Forgotten Realms.


Ember Draymon wrote:

Kip84 here, GMT +10, Australia.

Here's Ember, the Fire Genasi Wizard.

Submission noted..... I like the concept.


what is your take on multi-classing? since it is much easier to do so in 5e.


DoubleGold wrote:
what is your take on multi-classing? since it is much easier to do so in 5e.

I won't get into all the details on my personal thoughts on it here in the recruitment thread but as far as in game goes. Multi-class all you want, it does not break anything in 5e nor will it make you overpowered or underpowered.


Also, since home games can be played anywhere, if accepted, I'd like to apply adventures league credit to the character so he can be taken outside the game. Even if I'm the only one who accepts adventures league credit, I'm allowed to record the game as long as I played the game. Home games like prince of the apocalypse can even be played online for credit.
Any chance I can get your DCI number and name? Which is all I need to apply the credit. You won't have to report the game or do anything, all I have to do is record the results, as long as you didn't fiddle with the gold to make me overly rich. After all your character creation follows the rules of adventures league, except for faction, which will be recorded on my actual adventures log sheet anyway when I take him outside of this game.
By the time I'm done with the adventure, I'll have an adventures league level 4 character, I can use in gaming shops.


DoubleGold wrote:

Also, since home games can be played anywhere, if accepted, I'd like to apply adventures league credit to the character so he can be taken outside the game. Even if I'm the only one who accepts adventures league credit, I'm allowed to record the game as long as I played the game. Home games like prince of the apocalypse can even be played online for credit.

Any chance I can get your DCI number and name? Which is all I need to apply the credit. You won't have to report the game or do anything, all I have to do is record the results, as long as you didn't fiddle with the gold to make me overly rich. After all your character creation follows the rules of adventures league, except for faction, which will be recorded on my actual adventures log sheet anyway when I take him outside of this game.
By the time I'm done with the adventure, I'll have an adventures league level 4 character, I can use in gaming shops.

As a former LC in the adventures league I am very familiar with the 5e AL rules. However since this campaign uses the milestone leveling track and will have things from the adventure that is house ruled and or changed to fit the PbP type of game it will not be "AL Legal".


Very interested in 5E, also I'm a fan of yours from the excellent Reign of Winter maps you have made (I sent you a donation via Paypal iirc). I'd love to see what awesome maps you come up with for this one.

I'm interested in pretty much any class 5E. I'm in Louisiana (GMT(or Zulu as we call it in the Air Force) -5). I can make several posts daily and I'm a very experienced PbP player and GM.

Interested in a Gnomish Rogue or Monk...I'll post stats and whatnot later.

Liberty's Edge

I too am interested. I would look to play a Goliath Fighter, and will get the crunch up here ASAP. From Alberta Canada (GMT-6)


I am interested as well.


Also of note, this game will use the D&D 5e Slot Encumbrance System designed by myself. You can find a link to it under the campaign tab.


Im thinking of a Air genasi Barbarian


Here is NilesR's forest gnome rogue (Big thanks to Ember for the awesomely edited sheet that I copy/pasted)

I'll be working on a slightly more detailed background. Basically Zatqualmie was abandoned at birth by his parents in a large city (I'm not as familiar with FR as I should be and do not know which one it could apply to for this campaign.) He scraped by and was "taken in" by a band of ruffians due to his small size and dexterous hands he was a natural thief. He now seeks to expunge that part of his past and find his place in the world.

Zat will speak like the following

Zat says wowthosebeetleswereveryaggressivemaybetheyatesomethignthatdisagreedwiththem andthenweresoangrytheytriedtoeatus! *breath* I'll try to be more careful. Wait here, I'll be right back. and he skulks north.

He is kinda hyper and will ask dozens of questions in his rapid fire manner of speaking...


Zatqualmie Burrwaddle wrote:

Here is NilesR's forest gnome rogue (Big thanks to Ember for the awesomely edited sheet that I copy/pasted)

I'll be working on a slightly more detailed background. Basically Zatqualmie was abandoned at birth by his parents in a large city (I'm not as familiar with FR as I should be and do not know which one it could apply to for this campaign.) He scraped by and was "taken in" by a band of ruffians due to his small size and dexterous hands he was a natural thief. He now seeks to expunge that part of his past and find his place in the world.

Zat will speak like the following

Zat says wowthosebeetleswereveryaggressivemaybetheyatesomethignthatdisagreedwiththem andthenweresoangrytheytriedtoeatus! *breath* I'll try to be more careful. Wait here, I'll be right back. and he skulks north.

He is kinda hyper and will ask dozens of questions in his rapid fire manner of speaking...

Thanks for your submission. It has been noted.


I submit Ragar, Male Half-Orc Fighter for consideration. His character sheet follows, or it can be viewed on his profile, as this alias has already been completed.

I am located in Pittsburgh, Pennsylvania.
GMT -4

Ragar should be selected because he would make a valued asset as a melee expert with an ability to deal progressively more damage at higher levels and an unparalleled loyalty to the adventuring group over time. I am a very experienced gamer (20+ years) with a newly found devotion to 5E. I am involved in a weekly tabletop 5E game and 4 PbPs for 5E on these boards.


About Ragar "Two-Fisted" Coughlin

RAGAR "TWO-FISTED" COUGHLIN
Male Half-Orc Fighter 1
Chaotic Neutral
Age: 16, Height: 6'5", Weight: 235 lbs.
Init+2
Passive Perception12
XP:
--------------------
DEFENSE
--------------------
AC 16 (Chain Shirt)
HP 12 (1d10+2)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee/Ranged
Greataxe (+5); Dam: 1d12 Slashing
3 Handaxes (+5); Dam: 1d6 Slashing; Range (20/60)
--------------------
STATISTICS
--------------------
Str17(+3), Dex14 (+2), Con 14(+2), Int 12(+1), Wis 10, Cha 8(-1)
Proficiency Bonus +2
Saving Throws Strength, Constitution
Skills Acrobatics +4, Athletics +5, Intimidation +1, Perception +2, Survival +2
Languages: Common, Orc, Dwarf
Gear: Chain Shirt, Explorer's Pack: backpack, bedroll, tinderbox, mess kit, 10 torches, 10 days rations, waterskin, 50' hempen rope, Hunting Trap, belt pouch, Traveler's Clothes made of buckskin, Bear Claw on a leather thong around neck, Potion of Healing (2d4+2).

Coin:
PP:
GP: 47
EP:
SP: 5
CP:
--------------------
CLASS FEATURES/RACIAL TRAITS
--------------------
Darkvision Thanks to Orc blood, you have superior vision in dark and dim conditions. Can see 60' in dim light as if bright, and can see in darkness as if it were dim light.
MenacingProficiency in the Intimidation skill.
Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 HP, instead. You cannot use this feature again until after a long rest.
Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Fighting Style - Great Weapon FightingWhen you roll a 1 or 2 on damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if it is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Second WindYou have a limited well of stamina that you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to recover HP equal to 1d10+fighter level (1). Once you use this feature, you must finish a short or long rest before you can use it again.

----------------------
BACKGROUND - OUTLANDER (Tribal Marauder)
----------------------
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 others each day, provided that the land offers berries, small game, water and so forth.
Personality Trait:I watch over my friends as if they were a litter of newborn pups.
Ideal: I must earn glory in battle, for myself and my clan.
Bond:My family, clan or tribe is the most important thing in my life, even when they are far from me.
Flaw: Violence is my answer to almost any challenge.
--------------------
Background
Ragar "Two-Fisted" Coughlin was born in the Tusk Mountains in the Hold of Belkzen. He is the bastard son of a fierce warlord who planted his seed in several ensalved females captured in raids to the southwest. His mother, Mirra Coughlin, a native of Tamrivena, was rescued when a successfull campaign of Paladins of Abadar rescued the prisoners that were taken from the areas in Northwestern Ustalav.

Ragar is extremely tall and intimidating, standing 6'5" and weighing 235 lbs. of solid muscle. He has a grayish-green tint to his skin with overly large tusks and a shock of red hair which he keeps tied back in a pony tail.

Ragar grew up as a member of his father's clan, but he soon sought out his mother amongst the citizens of the town of Tamrivena when he heard of her rescue. He received extensive training in great weapon fighting by local fighters and adventurers. He often travels into the Tusk Mountains, but he has yet to locate his father or prior clan that survived multiple attacks of the Paladins of Abadar so long ago. After living in a civilized society, Ragar is torn between his tribal origins and the goodness of his mother. He earns his living as a mercenary and hired strong-arm for anyone willing to pay the price, but he longs for a new clan to call his own.


Ragar "Two-Fisted" Coughlin wrote:

I submit Ragar, Male Half-Orc Fighter for consideration. His character sheet follows, or it can be viewed on his profile, as this alias has already been completed.

I am located in Pittsburgh, Pennsylvania.
GMT -4

Ragar should be selected because he would make a valued asset as a melee expert with an ability to deal progressively more damage at higher levels and an unparalleled loyalty to the adventuring group over time. I am a very experienced gamer (20+ years) with a newly found devotion to 5E. I am involved in a weekly tabletop 5E game and 4 PbPs for 5E on these boards.

Thanks for the submission.... it has been noted.

Liberty's Edge

Ok...here is my submission; Molok, the Goliath Fighter

Molok:

Male Goliath Soldier Fighter 1
Lawful Neutral

Strength 17 (+3)
Dexterity 12 (+2)
Constitution 14 (+2)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 09 (-1)

Size: Medium
Height: 7' 5"
Weight: 310 lb
Eyes: Hazel
Hair: None
Skin: Grey

Maximum Hit Points: 12
Speed: 30 feet
Armor Class: 15 = 14 [Armor]+ 1[dexterity]
Proficiency bonus: +2
Initiative modifier: +1 = + 1 [dexterity]

Attack (handheld / thrown):+5 = + 2 [proficiency]+ 3 [strength]
Attack (missile / finesse):+3 = + 2 [proficiency]+ 1 [dexterity]

Strength save: +5 = + 2 [proficiency]+3 [strength]
Dexterity save: +1 = +1 [dexterity]
Constitution save: +4 = + 2 [proficiency]+ 2 [constitution]
Intelligence save: +1 = + 1 [intelligence]
Wisdom save: + 1 [wisdom]
Charisma save: -1 = -1 [charisma]

Carry: 25 Slots
Languages: Common Giant

Unarmed strike [+5 to hit; 1+3 bludgeoning]
Great Sword [+5 to hit; 2d6+3 slashing]
Javelin [+5 to hit; 1d6+3 piercing]

Skill Name
Acrobatics Dex +1 = +1
Animal Handling Wis +1 = +1
Arcana Wis +1 = +1
Athletics Str +3 +2 = +5
Deception Cha -1 = -1
History Int +1 = +1
Insight Wis +3 = +1 +2
Intimidation Cha +1 = -1 +2
Investigate Int +1 = +1
Medicine Wis +1 = +1
Nature Int +1 = +1
Perception Wis +3 = +1 + 2
Performance Cha -1 = -1
Persuasion Cha -1 = -1
Religion Int +1 = +1
Search Int +1 = +1
Sleight of Hand Dex +1 = +1
Stealth Dex +1 = +1
Survival Wis +3 = +1 +2

EQUIPMENT (slots) *=Backpack:

Great Sword (2), 4x Javelin (4), Scale Armor (9), Backpack (1) [holds 6 slot items], Bedroll (2), 2x Traveler’s Cloths (2)*, Hammer (1)*, Mess Kit (1/5), 10x Piton (2), 50’ Hemp Rope (2), 5x Rations (1), Tinder Box (1/5), 3x Sack (3/5) [holds 6 slot items]
Total Slots Used:

RACE: Goliath
• +2 Strength, +1 Constitution• Size: Medium• Speed: 30ft
• Natural Athlete: gain proficiency in the Athletics skill
• Stone’s Endurance: when you take damage, use reaction to reduce the damage by 1d12+2 regain after a short or long rest
• Powerful Build: one size larger when determining carrying capacity and push, drag or lift weight
• Mountain Born: acclimatized to high altitude, above 20,000 feet and naturally adapted to cold climates
• Language: Common, Giant

BACKGROUND: Soldier
• Feature: Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank.
• Specialty: Infantry
• Skills: Athletics, Intimidation
• Tools: One type of gaming set, vehicles (land)
• Languages: none

CLASS: Fighter
• Armor: All armor, shields
• Weapons: Simple & martial weapons
• Tools: none
• Saves: Strength, Constitution
• Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception and Survival
• Fighting Style (Great Weapon Fighting)
When you roll a 1 or 2 on a damage roll using a melee attack with a two-handed or versile melee weapon with two hands, you can reroll the die. You must use the new roll.
• Second Wind
On your turn, use a bonus action to regain 1d10+1 hit points, use again after a short or long rest


Daniel Stewart wrote:

Ok...here is my submission; Molok, the Goliath Fighter

** spoiler omitted **...

Got it.


Probably no real need to do this during recruitment but I want to be as thourough as possible for everyone.

Let me explain the slot encumbarance layout using Molok's equipment above. For more information see the Slot Encumbarance document on the campaign tab.

*First note that containers suck as backpack, pouches and sacks are assumed except for spell commponent pouches so they do not have to be bought or listed and do not take up any slots.

Molok's Encumbarance Limits
Unencumbered
Strength (17) x 1.5 (Round Down) = 25 max
Encumbered
Strength (17) x 3 (Round Down) = 51 max
Heavily Encumbered
Strength (17) x 4.5 (Round Down) = 76 max

Coin Weight = (1) Every 250 coins or Gems take up 1 slot. Obviously he will start with less than this. Coins always takes up a minimum of 1 slot.

Armor Slots = Scalemail (9)

Weapon Slots (6 max) = Great Sword (2), 4x Javelin (1) (4/5) *Javelins should be a 1/5 item, error in the document.

Readied Item Slots (4 max) =
(These are items at the ready and you could draw one as your manipulate object action on your turn for free. Great for potions, flask, etc. If you have a spell component pouch it would fill 1 readied slot.)

Stored Item Slots = Bedroll (2), 2x Traveler's Cloths (2), Hammer (1), Messkit, Tinderbox (1)(2/5), 10 x Pitons (2), 50' Hemp Rope (2), 5 x Rations (1)
(Stored items require an action to retrieve.)

Total Slots Used: 24

So Molok is considered unencumbered.


Thanks =^^=
That explains a bit more

Liberty's Edge

It is an interesting system that I had not seen before, but was really easy to use and really makes you think about your character and what they are carrying! I might use it in my RL game from now on!!
Thanks DM Asmodeus!


Interesting...very simplistic...I like it. Thanks!


I developed it for my home games, it really alleviates the complex tracking of weight into a simple to understand system without hand waving the entire thing like a lot of DM's do.

It also removes tracking where stuff is because really does it matter? You have your readied slots and then everything else is stored. So if you wanted to see what might be broken in a fall, etc. Then you would look at readied items only, stored items would be protected.

If you wanted to take it a step further you could say if you take damage from a fall then you could roll a d4 to see which readied slot hit the ground. Make a dex save for that item if it fails then it is broken, if you had say 5 potions/flask/oil etc. in that slot we could determine which of the five broke, etc. If it was a scroll slot then we could say the fall didn't effect it since it was paper.


I will be preparing an Elven or Halfling Monk for consideration.


I thought I would give you guys a sneak peek of what is going on behind the scenes as I am getting everything setup. The initial links for the start of the campaign are up in the campaign tab. Most game information will be hosted on my private server so I can give more information and handouts when appropriate, I just finished the design of the pages and thought I would share so you can see how I set things up for the game.

I am posting the campaign tab info below:

.

Princes of the Apocalypse
Act 1: Trouble In Red Larch
Scene 1: Arrival In Red Larch

The links below are clickable and take you to more information.

Campaign Specific

Overview

Regions

Dessarin Valley

Settlements

Red Larch

Other Stuff

Party Loot Log

Notable People We Have Met

Quest/Jobs and Offers

Houserules

D&D 5e Slot Encumberance System PDF

Liberty's Edge

Looks fantastic...I especially like the players brochure for the region!! Making me even more excited to play this adventure if this is the quality of material being produced already!!


Daniel Stewart wrote:
Looks fantastic...I especially like the players brochure for the region!! Making me even more excited to play this adventure if this is the quality of material being produced already!!

Actually the downloadable PDF of the brochure was done by a player and posted on the D&D 5e Facebook group, it was not included in any of the official product. The web design for the html brochure is my design, of course I used the printable PDF as a reference.

Liberty's Edge

Still all very cool!! I will have to join the D&D 5e Facebook group too...


Ok I have had a chance to go through the 4 standing applications and rate them and comment on them. I have created a new page for active applications.

Current applicant list with advice as of 7/24/2015

If you do not see your character on the list for some reason and you have already submitted him/her then please let me know so I do not miss your application.

If you make any changes to your character/application please let me know so I can re-look at your character again.

Thanks in advance.


And next week mine will be added... i hope
=^^=

Silver Crusade

Dot. Thinking dwarf fighter.

Liberty's Edge

Will get alias and background sorted out today!!

Silver Crusade

Thorin Ironmug :

Fighter

Ability scores:
Str: 17
Dex: 12
Con: 16
Int: 10
Wis: 14
Cha: 08

Height: 5' 2"
Weight: 205
Eyes: Blue
Hair: Black
Skin: light tan.

Vitals:

Maximum Hit Points: 12
Speed: 25 feet
Armor Class: 16 = 16 [Armor]+ N/a[dexterity]
Proficiency bonus: +2
Initiative modifier: +1 = + 1 [dexterity]
Attack (handheld / thrown):+5 = + 2 [proficiency]+ 3 [strength]
Attack (missile / finesse):+3 = + 2 [proficiency]+ 1 [dexterity]
Strength save: +5 = + 2 [proficiency]+3 [strength]
Dexterity save: +1 = +1 [dexterity]
Constitution save: +5 = + 2 [proficiency]+ 3 [constitution]
Intelligence save: +0 = + 0 [intelligence]
Wisdom save: + 2 [wisdom]
Charisma save: -1 = -1 [charisma]

Skills:

Acrobatics: Dex +1 = +1
Animal Handling: -1 = -1
Arcana Int: +1 = +1
Athletics: Str +5 = 2+3
Deception: Cha -1= -1
History: Int +1 = +1
Insight: Wis +4 = +2+2
Intimidation: Cha -1 = -1
Investigate: Int +1 = +1
Medicine: Wis +2 = +2
Nature: Int +1 = +1
Perception: Wis +4 = 2+2
Religion: Int +1 = +1
Search: Int +1 = +1
Sleight of Hand: Dex +1 = +1
Stealth: Dex +1 = +1
Survival: Wis +4 = +2+2

Race: Mountain Dwarf
+2str/con
Dark vision 60ft
Dwarven Resilience
Dwarven combat training
Stone cunning
Language: common, dwarvish
Tool proficiency: Smith's tools
Movement:25ft

Weapons and armor: 52g
Maul
Chainmail
2 handaxe
2 light hammer

Gear: 132g
Backpack, bedroll, grappling hook, 100ft silk rope, hammer, rations (20), waterskin(3), pouch, whetstone, torches(5), caltrops 3 bags, 2 potions of healing

background
Mechanics:
Outlander: survival, Athletics
Tool Proficiencies: One type of musical instrument (Flute)
Languages: One of your choice (elven)
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp.

Fluff:
Origin: outcast
Personality trait(3): ran 25 miles non-stop to warn clan of danger, gladly do it again.
Ideal(2): Greater good
Bond(4): Last of my tribe (failed his tribe)
Flaw:(2): no room for caution in a life lived to its fullest. (Conflicts with his sense of duty often.)

What I want: over the course of the game, I'd like to see him grow, learn that family and clan can sometimes include those not of his blood. Eventually, and hopefully, mark his clan in the hall of legends. Just off the top of my head.

Class:Fighter
-HP:1d10, saves: con+str,
-skills: perception, Insight
-All armor/weapon proficiencies.
-Gold: 5d4x10=200g(210g)

Abilities:
-Fighting style: Great weapon: re-roll 1s and 2s on weapons wielded in two hands. Keep the second rolls
Second wind: bonus action heal 1d10+2 hit points. Recharge on short rest.


Ok, this is Daniel Stewart with, I think, is my completed character. Please tell me if I am needed to add anything more for this submission.
Thanks


Gix here ready for adventure and to pay off his obligation.

Silver Crusade

Thorin Ironmug :

Fighter

Ability scores:
Str: 17
Dex: 12
Con: 16
Int: 10
Wis: 14
Cha: 08

Height: 5' 2"
Weight: 205
Eyes: Blue
Hair: Black
Skin: light tan.

Vitals:

Maximum Hit Points: 13
Speed: 25 feet
Armor Class: 16 = 16 [Armor]+ N/a[dexterity]
Proficiency bonus: +2
Initiative modifier: +1 = + 1 [dexterity]
Attack (handheld / thrown):+5 = + 2 [proficiency]+ 3 [strength]
Attack (missile / finesse):+3 = + 2 [proficiency]+ 1 [dexterity]
Strength save: +5 = + 2 [proficiency]+3 [strength]
Dexterity save: +1 = +1 [dexterity]
Constitution save: +5 = + 2 [proficiency]+ 3 [constitution]
Intelligence save: +0 = + 0 [intelligence]
Wisdom save: + 2 [wisdom]
Charisma save: -1 = -1 [charisma]

Skills:

Acrobatics: Dex +1 = +1
Animal Handling: -1 = -1
Arcana Int: +1 = +1
Athletics: Str +5 = 2+3
Deception: Cha -1= -1
History: Int +1 = +1
Insight: Wis +4 = +2+2
Intimidation: Cha -1 = -1
Investigate: Int +1 = +1
Medicine: Wis +2 = +2
Nature: Int +1 = +1
Perception: Wis +4 = 2+2
Religion: Int +1 = +1
Search: Int +1 = +1
Sleight of Hand: Dex +1 = +1
Stealth: Dex +1 = +1
Survival: Wis +4 = +2+2

Race: Mountain Dwarf
+2str/con
Dark vision 60ft
Dwarven Resilience
Dwarven combat training
Stone cunning
Language: common, dwarvish
Tool proficiency: Smith's tools
Movement:25ft

Weapons and armor: 52g
Maul
Chainmail
2 handaxe
2 light hammer

Gear: 132g
Backpack, bedroll, grappling hook, 100ft silk rope, hammer, rations (20), waterskin(3), pouch, whetstone, torches(5), caltrops 3 bags, 2 potions of healing

background
Mechanics:
Outlander: survival, Athletics
Tool Proficiencies: One type of musical instrument (Flute)
Languages: One of your choice (elven)
Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt pouch containing 10 gp.

Fluff:
Origin: outcast
Personality trait(3): ran 25 miles non-stop to warn clan of danger, gladly do it again.
Ideal(2): Greater good
Bond(4): Last of my tribe (failed his tribe)
Flaw:(2): no room for caution in a life lived to its fullest. (Conflicts with his sense of duty often.)

What I want: over the course of the game, I'd like to see him grow, learn that family and clan can sometimes include those not of his blood. Eventually, and hopefully, mark his clan in the hall of legends. Just off the top of my head.

Class:Fighter
-HP:1d10, saves: con+str,
-skills: perception, Insight
-All armor/weapon proficiencies.
-Gold: 5d4x10=200g(210g)

Abilities:
-Fighting style: Great weapon: re-roll 1s and 2s on weapons wielded in two hands. Keep the second rolls
Second wind: bonus action heal 1d10+2 hit points. Recharge on short rest.

personality
(For all references to his clan, assume a small fraction clan, no more than 150 dwarves here. A clan attempting to join the great dwarven empires one day.)

Friendly, for a dwarf, more or less with humans, halflings, and elves, but harbors a distrust for anyone seemingly of giant blood, or orc. He also holds a great disdain for giants and orcs that stems from more than just dwarven history. You see, they had taken everything from him. When he was but a wee lad with nary a stubble on his chin his clan had been destroyed by orcs and giants.

Thorin had always been a less traditional dwarf. While most dwarves held their traditions in high respect Thorin had always looked on them with but a slight revrence. "Keep the good, but change the old". Was something he would say many times when confronted about his seemingly lack of respect of the traditions in his clan. Indeed, that saying became a motto of his and he often would take the most practical and knowledgable of traditions, or practices and sift through them attempting to " better them". In practical sense, an example is taking a recicipe and formula for forging a blade, or axe, or crossbow and changing it, testing, innovating. Most of his experiments ended in failure, some however, proved fruitful. He created a new way of forging a blade, a way to increase a crossbows power etc. However his views on traditions led him into an argument with an elder of the clan in which Thorin lost his temper. In the end he was denounced, and sentenced to a punishment to be decided. However, in his frustration he ran from the mines. He was stopped and told that if he ran now, he would not be welcomed back. He left. At the age of 25. Over the next ten years Thorin wandered the mountains alone, living off the land fighting often to merely survive. He had a lot of time to think about things. He decided he had acted, and been, foolish. He didn't think that he was wrong, but maybe, both he, and the elder bad been right. He missed his clan and wanted to return, but he knew he wouldn't be accepted. Only when he learned from an elf ranger about a movement of orcs and giants, and their direction did he return home. He sprinted non-stop for 25 miles over rocky mountain edges and brush filled valleys, and finally made it to the now village mine warned them of the danger, when he was recognized he, to his surprise, was welcomed again. His father embraced him, saying that family is the most important thing to have. After the adrenaline began to wear off Thorin succumed to exhaustion and was taken to his families chamber in the mines. He awoke a day and a half later to shouting and the sound of battle. The orcs shouldn't have been here until another two days...the three giants with the orc band forced open the gates and let in the flood of orcs, over 400 in total entered the mines, but not a single one left. In the tunnels the dwarves fought fiercely, their armor and shields held strong, however orc blades managed to snake around and find their marks. Eventually most of the dwarven militia were dead, left only where the children, the old, and the women. Though only a few score of orcs remained the dwarves left could do little to fight them. The few dwarves of the militia left either formed pockets of defense or went about finding as many others as possible to whole up and defend. Thorin's father returned to their room, his maul bloodied, his plate armor dented and banged, his shield and axe hung broken by his side. He gathered Thorin, his mother, and his new little sister, no more than 12. But before they could make the last pocket of defense they were assaulted by orc stragglers. His father killed several, but, alone he was overwhelmed, and the orcs turned on Thorin and the rest of his family. Their mother sacrificed herself. Lashing out at an orc with her dagger and spilling its guts. But getting run through in return. It had given Thorin time to grab his father's great maul, and through tears of sorrow and anger, he used it to great effect. Later, after the giants left, deciding the orcs had lost, Thorin exited the the tunnels, with only his sister, an elder, and a wounded soldier. Thorin and the soldier set about honoring the dead, and were still in the process when a merchant from the town to the south came to vendor his wares. They finished that night, with Thorin honoring one more dead than he had thought. For the wounded soldier had fallen from his wounds. The next day Thorin set fire to the entirety of the small mining complex, and left for town with the merchant, his sister and elder.

Question: why should he? Because his clan is dead, and no one will remember them now. He has to make a legend of his clan name. And prove that he is worthy of it. It has to honor them this way. By deeds worthy of legends.


Laial, Water Genasi Cleric of Umberlee.

NB: Chaotic Neutral in this case is intended to be somewhat tempestous and lacking in concentration, not overly disruptive and certainly won't turn against her companions.


rorek55 wrote:
** spoiler omitted **...

Gotcha


Molok Granite Fist wrote:

Ok, this is Daniel Stewart with, I think, is my completed character. Please tell me if I am needed to add anything more for this submission.

Thanks

Noted


Gix Redfey wrote:
Gix here ready for adventure and to pay off his obligation.

Got it!


Laial wrote:

Laial, Water Genasi Cleric of Umberlee.

NB: Chaotic Neutral in this case is intended to be somewhat tempestous and lacking in concentration, not overly disruptive and certainly won't turn against her companions.

Got this one as well.


To avoid some of the chaos, I need for everyone to follow the examples below for character layout on their Alias when submitting a character. I have also laid out the code for you.

Preferred Alias Statblock Setup with Examples

Preferred Posting Template with Examples


Gotcha, will reformat it tommorrow.

Also I'm GMT +1 during British Summertime, switching back to GMT come October (I think), can post every day though the times may vary

I can access the forums from work and can post at lunchtimes and/or quiet times. Otherwise can post on late evenings.

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