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Ovo
Dec 20, 2008

Life Rules
The Savage Frontier

The War of the Silver Marches is over. The Dragons have been laid low. The Giants have, mostly, been dealt with. The Sword Coast is for the first time in many years at peace. Well, as at peace as a region like the Coast ever is. It is a time of growing prosperity, a time of rebuilding, and a time for the ambitious to take command.



In the fortified and increasingly rich city of Yartar, smack dab in the middle of the coast, there sits a building. While around it the depressed and worn down buildings are demolished and new tall and grand structures are built, this one building still sits, a sad, crumbling structure filled with the grandeur of past glory. The Yartar Adventurers Guild.

Once upon a time the Guild was a beacon of strength, but as it’s members fell, or retired, or joined more prosperous groups, the fortunes of the guild sank. Today it lives on the knife's edge. The Waterbaron of Yartar, Nestra Ruthiol, has a contract with the current owner of the property, an elderly Dragonborn by the name of Veran Klios. That contract will come to an end at the end of the year, 30 tendays from today. If Veran cannot come up with 10,000 gold to renew the 5 year contract, the Yartar Adventurers Guild will be no more.

For the few remaining staff, adventurers and hanger-oners, it will be the end. Their home, their job, and their hopes for the future will be no more. But of course, this may not be the end. The Coast is a land of fortunes that always rise and fall, and perhaps there is hope for the Guild. Perhaps the few remaining members can save the Guild, and build it up to the great heights it once sat upon......



Hello! This is recruitment for a 5e game that will be taking place in The Sword Coast. This game will in cannon, be post Storm King’s Thunder (I will be using that campaign as the skeleton to build this one, if you have played SKT feel free to apply). All players will be members of the dying Yartar Adventurer’s Guild. In thirty Tendays (300 days) the guild will be out of business and the players home and livelihood will be ended. It will be up to the players to build up the guild, earn 10k gold and save the guild from being demolished. 6 players will be recruited to the guild.

Guild Management

Each player will need to choose a role in the guild;

- Recruiter - Responsible for scouting and recruiting new Guild members.
- Trainer - Responsible for the training of new Guild members.
- Quartermaster - Responsible for the equipping of all Guild Members.
- Treasurer - Responsible for guild payments and growth of the guild treasury.
- Sergeant - Responsible for the organization of Adventurer parties.
- Captain - Responsible for finding new jobs for the Adventurer parties.

Gameplay

This game will be a combination of D&D5e campaign and management sim. Each week (a Tenday, made of ten days) choices for each players position will be presented, and the party will embark upon their own adventure that week.

Rules

- All Wizards published material including UA are allowed
- Variant Humans are allowed
- Players start at level 5, Standard Array Start
- Feats are allowed
- Start game with Standard Equipment + 700 Gold + 1 Magic Item (nothing above Rare). 100 for uncommon consumables, 200 for uncommon items
- Should have a choice of Guild Management role as well as a back-up role
- Bio should explain why you joined the Yatar Adventurer’s Guild, and why you have stuck with it through tough times.
- If you have homebrew ideas, I am open to them but let me know before hand.

Recruitment will end on July 30th!


Discord channel is https://discord.gg/RMvzJUN if you have questions!

Ovo fucked around with this message at 06:20 on Jul 23, 2018

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Tricky
Jun 12, 2007

after a great meal i like to lie on the ground and feel like garbage



Elbeth Harn, Bladesinger

Role: (Preferred) Captain, Recruiter; (Back-up) Quartermaster

Elbeth was once a scion of Evermeet, a small child traveling with her family to the Realms proper. The ship came under pirate attack during the long voyage and she was, sadly, separated from her parents. She drifted for many days on a piece of flotsam from the wreckage and eventually washed up on the Sword Coast. She was found by a traveling elf, Alaine Moonshadow, who happened to be a rather powerful wizard and, of course, clandestine member of the Harpers. The two traveled together for some time, attempting to learn the fate of Elbeth's parents, but it soon became evident that she was the only survivor of the attack. Alaine, then, began to train her in both the ways of the Bladesinger and as a Harper Agent.

Throughout the many trials and tribulations of the Forgotten Realms, there has been one unwavering truth: when there's trouble, there'll be a Harper nearby. Elbeth can hardly claim to be any different, though she does keep her affiliation with the organization under wraps. It's been many years since her mentor assigned her the task to sign on with the Yartar Adventurer's Guild and monitor those who worked with the organization. She's found her own place in the highest ranks of the guild, though that means little enough these days, and she's developed a genuine affection for the plucky group of underdogs that remain.

Her reports are filed and dropped like clockwork, though she's started to wonder if this coming trial with the matter of the guild's contract was the reason she was assigned to it. Whatever the case, she's not about to let the Adventurer's Guild fade into history. Her friends depend on it. Her memories of it are precious indeed. And, hells, Elbeth never was one to back down from a challenge. Three-hundred days to get ten-thousand gold? She's faced worse odds and lived to tell the story.

Tricky fucked around with this message at 00:03 on Jul 22, 2018

Yamtaggler
Feb 6, 2011

My brother gave me half of a rock and told me to wait for you in the woods...
Ooh, I might make a Fighter or a Monk for this. Seems Cool!
Whoops, forgot I don't have time for fun. Sorry!

Yamtaggler fucked around with this message at 23:13 on Jul 23, 2018

Bad Seafood
Dec 10, 2010


If you must blink, do it now.
Rescinded.

Bad Seafood fucked around with this message at 07:02 on Aug 1, 2018

Quornes
Jun 23, 2011
Interested, probably a Ranger/Thief

Wahad
May 19, 2011

There is no escape.
Sorcerer goes here when I get back from vacation.

TheNabster
Apr 26, 2014

"Today I will cause problems on purpose"
I'm always down for additional D&D stuff, I'll see what I can do. I'm thinking either Monk or Wizard.

EDIT: Background in progress


Darcy "Ironsides" Landown, Human Monk
1st Job: Trainer
2nd Job: Recruiter

"Your claims to martial prowess are mere braggadocios horse-apples good sir, I will test the fibre of your fabric!"

Years before the chapter of Darcy Landown, master pugilist, lightweight champion and distinguished gentlemen of the squared circle came to light in the town of Yartar, there was the legend of the man known as 'The Marquise'.

The Marquise was the first and founding master of what would later be called the "Way of Twin Fists", a Noble adventurer was something that was not exactly common, but a Noble /monk/ was something else entirely, and a monk that only seemed to use his fists and nothing else? Suffice to say for all his adamant critics and rivals that sought to challenge him or discredit him at every turn, The Marquise went down in the books as one of the great Monks of legend, and like it or not his 'style' became the foundation of a new school, right in the heart of Yartar which since then had sprouted off into multiple little clubs in the city proper.

Enter Darcy Landown, Darcy was the son of a Cobbler and was looking for something more than a lifetime of making shoes, and on one fateful day took a wrong turn down an alleyway and ended up at the 'Ministry Yard's Pugilism Establishment', just down the street from his home and intrigued he entered the establishment and eventually signed up for the classes every Thursday. What started as curiosity turned to genuine interest, and then turned into a passion, and then turned into a vocation when he hit the city's burgeoning prize fighting circuit and made a name for himself at the end of countless bruised knuckles and rapid fire knockouts.

And then the accomplishments turned into routine, and the prize fighting just wasn't doing it for him anymore. He needed something else to sharpen his skills against, and that was when he retired short-term from his prize fighting career, and joined the Adventurer's guild in Yartar, eager to take what he had learned on the road to show the world the Way of Twin Fists was a force to be reckoned with! It was just misfortune that debt was one of the few things he couldn't conceivably punch.

TheNabster fucked around with this message at 21:37 on Jul 26, 2018

FriskyBoat
Apr 23, 2011
Name: Algaress
Class: Warlock
Race: Variant Human
Background: Urchin
Base Carry Weight: 150 lbs.
Base Lift Weight: 300 lbs.
Age: 22
Size: Medium 6'3" 210 lbs.
Alignment: Chaotic Good
Languages: Common, Elvish

Hit Points: 36
Initiative: +2
AC: 17
Speed: 30

Passive Perception: 9
Passive Investigation: 11
Passive Insight: 9

Attributes (Modifier/Saving Throw) / [Modifier including Magic Items]-*Indicates proficiency
Strength: 10/0 (+1)
Dexterity: 14/+2 (+3)
Constitution: 14/+2 (+3)
Intelligence: 12/+1 (+2)
*Wisdom: 8/+2 (+3)
*Charisma: 18/+4 (+8)

Weapon Attacks

Skills (Proficiency Bolded)
Acrobatics +2
Animal Handling -1
Arcana +1
Athletics 0
Deception +7
History +1
Insight -1
Intimidation +7
Investigation +1
Medicine -1
Nature +1
Perception -1
Performance +4
Persuasion +7
Religion +1
Sleight of Hand +5
Stealth +5
Survival -1

Armor Proficiency: Light armor, medium armor, shields (Medium armor and shields from Hex Warrior)
Weapon Proficiency: Simple weapons, martial weapons (Martial weapons from Hex Warrior)
Tools: Disguise Kit, Thieves' Tools

Languages: Common, Elvish

Features:

Otherworldly Patron-Early in his life, Algaress was chosen by an envoy of The Raven Queen to combat accursed undead. He is considered to use the Hexblade as his Otherwordly Patron.

Pact Magic-At level 5, you know 3 cantrips and have 2 spell slots. All spells are automatically cast at third level, if applicable.

Eldritch Invocations
Thirsting Blade-You can attack with your pact weapon twice, instead of once, whenever you take the attack action on your turn.
Improved Pact Weapon-You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Hexblade's Curse-Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you
gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your
Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior-At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with
and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Feats:

Sentinel-You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Spells:

Cantrips
Eldritch Blast
Booming Blade
Mage Hand

Spells
Armor of Agathys
Hex
Mirror Image
Counterspell
Blur
Branding Smite

Equipment:

Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Rod of the Pact Keeper, +2, attuned
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Death's Beginning-This is the name of my pact weapon. It tends to take the form of a Morningstar when not directed to a different form, but can take multiple different forms.

Breastplate

Backpack

Crowbar

Hammer

10 Pitons

10 Torches

Tinderbox

10 days worth of rations

Waterskin

50 ft. Hempen Rope

Small knife

Limburger, my pet mouse

My father's signature on the back of a faded map of Waterdeep

Beltpouch containing 110 gold

20 Crossbow Bolts

Light Crossbow

Background:
PERSONALITY TRAITS
In spite of his history, Algaress is friendly and jovial. He enjoys the finer things in life, and tends to live for the moment. He distrusts authority, having spent a lifetime scrounging to survive.
IDEALS
Algaress fights to destroy all undead and the Necromancers that create them.
BONDS
Algaress feels indebted to the guild after taking him in off the streets.
FLAWS
Algaress is unobservant and is singularly focused on his objective. He objects to the use of any resurrection magic, but will eventually relent so long as it only forestalls death.

FriskyBoat fucked around with this message at 04:51 on Jul 22, 2018

Double May Care
Mar 28, 2012

We need Dragon-type Pokemon to help us prepare our food before we cook it. We're not sure why!


Bang Tremala, Fire Genasi Gunsmith

Role: (1) Quartermaster, (2) Treasurer, (3) Trainer

Pyle Tremala didn't expect to meet an efreet woman on his journeys as a member of the Yartar Adventurer's Guild. His daughter Jouna would ask him to recount the days of their romance as they swept through the Evermoors for valuable remnants of the war. Sitting in the cellars of the guildhall surrounded by the strange exotic findings, it was easy to be entranced by the adventuring life... even if adventuring was on hiatus for them. When her father left the guild out of frustration, she jumped in despite his best wishes. The artifacts that they collected were salvaged and re-purposed for adventuring. The room where she spent her childhood became the workshop for her professional career. The debt accrued by her father's company became hers to bear.

Bang, as she dubbed herself, became obsessed with her own ingenuity and fell in with the guild of artificers. Her initial trinkets had a lukewarm reception, having little practical use. Proper application of guild resources and pulling the reins when necessary led to Bang's finest creation: a gleaming mechanical tube that goes "Pow."

Spirited as ever, her mind often runs faster than her mouth and the confidence in her inventions can be somewhat unwarranted. She can often be found in the yard muttering "yeah-yeah-yeah" while preparing her constructed pack beast for field trials. Other guild members warn of approaching Bang in one of her sprees, as her ramblings are as legendary as the creations she talks about. Her passion can be infectious, though, and she often reminds the guild just how it used to be.

Double May Care fucked around with this message at 03:20 on Jul 22, 2018

Ryuujin
Sep 26, 2007
Dragon God
Okay working on a Mountain Brute not sure if going Human, Dwarf or Goliath yet.

professor_curly
Mar 4, 2016

There he is!


Syprien "Fateless" Ryc
The World's Strongest

Syprien was called "Fateless" by his mountain clan because he was born smooth-skinned and without the winding patterns his people were known for. They called him cursed, an ill omen, but their sense of fairness and justice would not permit them to leave a child to die. Instead they waited until he was old enough to feed himself and then banished him from the tribe forever. He was not a skilled hunter, but managed to make his way down the mountains to a small human village where he was taken in by the local smith. He ate enough for four men, but worked harder than anyone to prove that he was worth something. He grew tall as a horse and twice as strong, able to lift an anvil by the horn and toss it across the street. These and other feats of strength gained him a reputation and he took to performance as well as smithing to help pay his way.

Eventually the village was attacked by orcs, and Syprien was forced into combat. A gentle soul by nature, he flew into a rage when the orcs speared his adoptive mother in the arm. When he was done there was nothing left of that orc by a bloody carcass, barely attached to the arm he had used to wield the creature like a weapon against his attackers. That is when he decided to join the adventure's guild, to help fight problems like this. When times were good he paid to move his adoptive parents into Yartar. They, with his patronage, started and orphanage to help the street children of the city learn trades and have hopes for a better life.

Now the guild has fallen on hard times, and Syprien has been forced to go back to his performances to help make ends meet. The World's Strongest! Watch him bend bars of iron over his head! Able to lift a bench of audience members overhead and hold them with one arm! Watch as the World's Strongest Man plays the World's Smallest Violin! But he believes in the guild and he knows that if they work together, the remaining members can get the job done!

Job: Quartermaster
Side Job: Trainer


pre:
Name: Syprien "Fateless" Ryc
Class: Totem Barbarian (5)
Race: Goliath
Background: Entertainer
Base Carry Weight: 1080lbs
Magic Carry Weight: 2160lbs
Base Lift Weight: 2160lbs
Magic Lift Weight: 4320lbs
Age: 35
Size: Medium (8' 2''), 410lbs 
Alignment: Lawful Good
Languages: Common, Giant

Hit Points: 50
Initiative: +3
AC: 18
Speed: 40

Passive Perception: 15
Passive Investigation: 10
Passive Insight: 12
Barbarian Rages: 3 / 3
Rage Damage: +2

Attributes (Modifier/Saving Throw) / [Including Magic Items]
Strength: 18 (+4/+7) / [+5/+8] 
Dexterity: 14 (+2/+2) / [+3/+3]
Constitution: 14 (+2/+5) / [+3/+6]
Intelligence: 8 (-1/-1) / [+0/+0]
Wisdom: 12 (+1/+1) / [+2/+2]
Charisma: 10 (+0/+0) / [+1/+1]

Weapon Attacks (Not Aided by Luckstone)
Longsword +1
To Hit: +8 (Strength)
Damage: 1d8+5 / 1d10+5
Special: Versatile 

Skills (Proficiency Bolded)
Acrobatics +6
Animal Handling +5
Arcana +0
Athletics +11 [exp]
Deception +1
History +0
Insight +2
Intimidation +1
Investigation +0
Medicine +2
Nature +0
Perception +5
Performance +4
Persuasion +1
Religion +0
Sleight of Hand +3
Stealth +3
Survival +2

Armor Proficiency: Light armor, medium armor, shields
Weapon Proficiency: Simple weapons, martial weapons
Tools: Smith's Tools
Instruments: Viol

Features:
Languages: Common, Giant
Barbarian Path: Totem Warrior

Bear's Rage
While raging, you gain the following benefits if you aren’t wearing heavy armor:
---You have advantage on Strength checks and Strength saving throws.
---When you make a melee weapon attack using Strength, you gain a bonus to the damage roll 
that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the 
Barbarian table.
---You have resistance to damage except psychic damage. 
---If you are able to cast spells, you can’t cast them or concentrate on them while raging.
---Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and 
you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also 
end your rage on your turn as a bonus action.
---Once you have raged the number of times shown for your barbarian level in the Rages column of the 
Barbarian table, you must finish a long rest before you can rage again.

By Popular Demand
---You can always find a place to perform, usually in an inn or tavern but possibly with a circus, 
at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a 
modest or comfortable standard (depending on the quality of the establishment), as long as 
you perform each night. In addition, your performance makes you something of a local figure. 
When strangers recognize you in a town where you have performed, they typically take a liking 
to you.

Danger Sense
---At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge 
when you dodge away from danger.
---You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. 
To gain this benefit, you can’t be blinded, deafened, or incapacitated.

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

Fast Movement
Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

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.

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

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.

Reckless Attack
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. 
---When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you 
advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have 
advantage until your next turn.

Spirit Seeker
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. 
---At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals 
spells, but only as rituals, as described in the Spellcasting section.

Unarmed Defense
---While you are not wearing any armor, your Armor Class equals 10 + your Dext modifier + your Con modifier. You 
can use a shield and still gain this benefit.

Feats:
Brawny: 
You become stronger, gaining the following benefits:
---Increase your Strength score by 1, to a maximum of 20.
---You gain proficiency in the Athletics skill. If you are already proficient in the skill, you add double your 
proficiency bonus to checks you make with it.
---You count as if you were one size larger for the purpose of determining your carrying capacity.

Equipment:
Bracers of Enhanced Strength
---While attuned the user has advantage on Strength checks and doubles their carrying capacity.

Longsword +1
---Attacks with this sword gain +1 to hit and +1 damage. 

Luckstone
---While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Winged Boots
---While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots
to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from 
the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
Scale Mail Armor
Shield 
Adventurer's Pack Kit
x4 Javelins 
x2 Hand Axes
Bag of Gold (55)


Background: Entertainer
PERSONALITY TRAITS
---I’m a hopeless romantic, always searching for that “special someone.”
---I can never resist a friendly wager and love to gamble. 
IDEALS
---People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. 
BONDS
---I sponsor an orphanage to keep others from enduring what I was forced to endure.
FLAWS
---I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
---I’m a sucker for a pretty face.

professor_curly fucked around with this message at 04:12 on Jul 29, 2018

Mykkel
Oct 8, 2012


we were somewhere around hesaim on the edge of the spinward marches when the drugs began to take hold.


Naeseth Thurnoc, Paladin of Torm

Role: Trainer, Sergeant, Quartermaster

Naseth Thurnoc fought in the War of the Silver Marches with the Rampant Lions, rising to the rank of Sergeant during the fighting, he still has the haft of an orc axe that nearly finished his career. When the war came to a close he returned to his home town of Yartar, and joined the local Adventurer's Guild, sure that the Guild would flourish in the coming years.
As a youth he had learned the basics of martial training from the Adventurer's Guild, and sought to repay them for their tutoring.

The current state is somewhat dismaying, but Naseth is sure that Torm will see that justice prevails for the Adventurer's Guild of Yartar.

Mykkel fucked around with this message at 16:37 on Jul 25, 2018

Relentless
Sep 22, 2007

It's a perfect day for some mayhem!



Dagmund DeAndhelenstein, Gnome Awakened Mystic
Character Sheet
Role: Captain/Sergeant/Any

Dagmund has been with the guild for 80 some-odd years now. He never fit in with his village, always knowing what people were thinking and speaking into their heads. Unlike the other kids his age, his parents actively pushed him to go adventuring. They're halfway across Faerun, he hasn't talked to them for at least 70 years. It's probably better this way. He adventured a bit, fought some goblins, then joined up with the Order Of The Blue Boar. Made friends, fought in a small war, watched them die. Joined Mindulgulph Mercenary Company for better pay. Made new friends. Fought in another small war. Watched them die.

Then, at the ripe old age of 30, Dagmund realized he shouldn't be working for someone else. Or at least he should be higher up on the totem pole. Mercenary companies didn't mind his odd talents, and kept his belly full, but there was no real room for advancement. He happened to be serving with a young man by the name of Murdil Dustguard, from the Elk Tribe of Flint Rock. It sounded like a shithole, but Yartar was nearby and Murdil had apparently gotten his start at the adventurer's guild there, and gave him a recommendation. Well, it was a rabbit skull necklace, but Murdil said they'd know it was from him.

The Guild was slow to accept him at first. They don't get a lot of gnomes this far north, nevermind ones that can read minds. But he took a few jobs, got paid, started taking on bigger responsibilities. He got stuck quartermastering for a decade, not his favorite. Helped the old treasurer for a few years. Coulda had the job when the ancient elf retired, but some upstart wizard wanted it, and Dagmund was happy to pass along that headache. Spent a dozen years helping the recruiters, ferreting out those with less sincere intentions or just weren't cut out for the job. Even helped train the casters for a few winters. Couldn't teach them poo poo about spells, but most of staying alive while facing down a dozen orcs involves thinking on your feat and hiding behind a paladin anyway.

Lately he's been organizing some of the new guys. Making sure everybody going out remembers to pack their healing potions and somebody among them knows how to heal, that sort of thing. He still goes out on some of the more dangerous missions, tries to drum up business where he can.

The recent financial troubles have been weighing on him heavily. He took a paycut, and then another. He doesn't have much of a nest egg, but he could sell off some of his gear and retire and farm somewhere. Maybe even move back to Algarond and reconnect with his family. But that wasn't what he wanted. He wanted to bring back the glory. Trick another minotaur into charging off a cliff. Mind blast a harpy from 100 feet and watch her splat in front of the wizard and stain his robes. Hell, he's never even fought a dragon before!

Relentless fucked around with this message at 00:59 on Jul 24, 2018

FriskyBoat
Apr 23, 2011

FriskyBoat posted:

Name: Algaress
Class: Warlock
Race: Variant Human
Background: Urchin
Base Carry Weight: 150 lbs.
Base Lift Weight: 300 lbs.
Age: 22
Size: Medium 6'3" 210 lbs.
Alignment: Chaotic Good
Languages: Common, Elvish

Hit Points: 36
Initiative: +2
AC: 17
Speed: 30

Passive Perception: 9
Passive Investigation: 11
Passive Insight: 9

Attributes (Modifier/Saving Throw) / [Modifier including Magic Items]-*Indicates proficiency
Strength: 10/0 (+1)
Dexterity: 14/+2 (+3)
Constitution: 14/+2 (+3)
Intelligence: 12/+1 (+2)
*Wisdom: 8/+2 (+3)
*Charisma: 18/+4 (+8)

Weapon Attacks

Skills (Proficiency Bolded)
Acrobatics +2
Animal Handling -1
Arcana +1
Athletics 0
Deception +7
History +1
Insight -1
Intimidation +7
Investigation +1
Medicine -1
Nature +1
Perception -1
Performance +4
Persuasion +7
Religion +1
Sleight of Hand +5
Stealth +5
Survival -1

Armor Proficiency: Light armor, medium armor, shields (Medium armor and shields from Hex Warrior)
Weapon Proficiency: Simple weapons, martial weapons (Martial weapons from Hex Warrior)
Tools: Disguise Kit, Thieves' Tools

Languages: Common, Elvish

Features:

Otherworldly Patron-Early in his life, Algaress was chosen by an envoy of The Raven Queen to combat accursed undead. He is considered to use the Hexblade as his Otherwordly Patron.

Pact Magic-At level 5, you know 3 cantrips and have 2 spell slots. All spells are automatically cast at third level, if applicable.

Eldritch Invocations
Thirsting Blade-You can attack with your pact weapon twice, instead of once, whenever you take the attack action on your turn.
Improved Pact Weapon-You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.

Hexblade's Curse-Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you
gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your
Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior-At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with
and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit
extends to every pact weapon you conjure with that feature, no matter the weapon’s type.

Pact of the Blade-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can transform one Magic Weapon into your pact weapon by performing a Special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

Feats:

Sentinel-You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Spells:

Cantrips
Eldritch Blast
Booming Blade
Mage Hand

Spells
Armor of Agathys
Hex
Mirror Image
Counterspell
Blur
Branding Smite

Equipment:

Cloak of Protection
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Rod of the Pact Keeper, +2, attuned
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Death's Beginning-This is the name of my pact weapon. It tends to take the form of a Morningstar when not directed to a different form, but can take multiple different forms.

Breastplate

Backpack

Crowbar

Hammer

10 Pitons

10 Torches

Tinderbox

10 days worth of rations

Waterskin

50 ft. Hempen Rope

Small knife

Limburger, my pet mouse

My father's signature on the back of a faded map of Waterdeep

Beltpouch containing 110 gold

20 Crossbow Bolts

Light Crossbow

Background:
PERSONALITY TRAITS
In spite of his history, Algaress is friendly and jovial. He enjoys the finer things in life, and tends to live for the moment. He distrusts authority, having spent a lifetime scrounging to survive.
IDEALS
Algaress fights to destroy all undead and the Necromancers that create them.
BONDS
Algaress feels indebted to the guild after taking him in off the streets.
FLAWS
Algaress is unobservant and is singularly focused on his objective. He objects to the use of any resurrection magic, but will eventually relent so long as it only forestalls death.

Forgot one of my features, this is the fix.

Not Alex
Oct 9, 2012

Cut loose before the god eaters show up.
Edit: Withdrawn. Buzzed me overestimates my free time in the near future. Watching with interest.

Not Alex fucked around with this message at 23:08 on Jul 22, 2018

Azhais
Feb 5, 2007
Switchblade Switcharoo
Will put up a bio and such in a bit, but wanted to get this posted.

https://www.dropbox.com/s/9vtabyalu9lt9lw/Farrin.pdf?dl=0

Haven't played 5e before, but have played every edition pre-4th (none of my friends wanted to play 4 :argh:)

Tabaxi Swashbuckler. Looking at Recruiter/Sergeant. I'll dig around for a portrait but after I looked at what I'd made I feel the current is appropriate.

As Hero Lab's equipment format is a mess:
Rare- Cloak of Displacement
Purchased 3 uncommons: Bag of Holding, Shortsword of Warning, Luckstone

Ryuujin
Sep 26, 2007
Dragon God


Darrakk Ironfist
The Breaker

Darrakk Ironfist is larger than life, a local hero and a fixture of Yartar for longer than most have been alive. And a member of the Yartar Adventurer's Guild from the very first. He has been many things but he was not always of Yartar. Long ago he lived in a far off mountain, towering over his fellow dwarves and not quite feeling at home. He was the son of a blacksmith, a warrior, a champion of his people. And he was an oddity, his father knew not what to make of him. Yes he proved quite capable at smithing, but he disdained wielding weapons and wearing armor. He never managed to learn the traditional art of battle and he could very well have been an embarrassment. Yet while he eschewed the traditional dwarf art of combat he did prove a capable warrior. He would go into battle flinging armor and weapon away at the first opportunity and then begin to slam hook horrors with his bare fists, smashing them into walls and each other. Tearing them apart with his bare hands. His skin, bronzed from the fires of the forge, managed to shrug off even the mightiest of blows. Even unarmed and unarmored he was more than a match for the mighty warriors he accompanied. No traditional dwarf style, but how could one look down upon what he accomplished? Still Darrakk grew bored of the tunnels, of the caves, of the hook horrors and drow, he was filled with a wanderlust and wanted to see the world.

And so he left.

He set out into the world, he traveled the lands, he fought monsters and bandits, he got into brawls, and he got drunk. Oh boy did he get drunk. And he spent his coin rather freely. And he didn't exactly know how to make money in the surface world. As time went on he began running low on supplies, and coin, and was beginning to go hungry. As he was starving he stumbled upon Yartar, he collapsed in the street and perhaps that would have been the end of Darrakk. Yet a kind young man found him, took him in, fed him. The man proved to be the local blacksmith, perhaps in an ironic twist of fate. He was strong, compassionate, and quite capable. He gave Darrakk room and board, helped Darrakk figure out the proper way to live in the surface world. And in exchange Darrakk began helping him around the forge. He introduced Darrakk to the locals, and Darrakk took quite an interest in the tavern. As time went on Darrakk learned quite a bit about brewing, and officially started working as the blacksmith's apprentice. Darrakk became so focused on helping the blacksmith and the local populace that he forgot about his wanderlust for a time. Time passed and Darrakk grew into a local hero as he performed various tasks, driving off bandits that made the mistake of attacking the town, killing a few wild boar that rushed throw the town. That day there was much feasting. When the blacksmith grew old and infirm Darrakk took on the work of the forge, becoming the new blacksmith. He settled into a fairly peaceful life, going out and about to the local areas to deal with problems when he could find the time.

Over the years Darrakk was truly becoming well known in Yartar, a local hero, and a figure many looked up to. Then one day he found a young lad, collapsed and weak from hunger. Much like the blacksmith before him he took the boy in. Fed him, clothed him, gave him room and board. The young lad was very grateful and wished to help out. So Darrakk taught him the forge, the art of smithing, and the lad became his own apprentice. Over time the lad grew strong, and Darrakk once more began to grow quite restless. His wanderlust was back. And so when he was sure the lad was ready he passed the forge onto him. He later learned that history would repeat itself again, the new blacksmith would eventually come across another young man and teach him the ways of the forge as well. But in the meantime he joined the new Yartar Adventurer's Guild. He went out with them on missions, doing good for the world and having a good time. Time continued to pass and the Yartar Adventurer's Guild swelled, then receded. It hit its peak glory, then began to fall by the wayside. In the meantime the blacksmith he had trained grew old. Many he had once known around town had died, still he was a bit of a legend, more for what he had done before those who still lived were born than for his work with the guild.

Now the Guild is on the verge of collapse. Soon the building will be sold if the remaining members cannot raise the funds needed. Darrakk still has that spirit of adventure, and as one of the founding members he could hardly allow the guild to collapse on his watch. So of course he will do all he can to bring the Yartar Adventurer's Guild back to the glory it once had.

Job: Sergeant
Side Job: Recruiter, Trainer


pre:
Name: Darrakk Ironfist
Class: Mountain Brute (5)
Race: Mountain Dwarf
Background: Folk Hero
Base Carry Weight: 540lbs
Base Lift Weight: 1080lbs
Age: 232
Size: Medium (4' 7''), 410lbs 
Alignment: Chaotic Good
Languages: Common, Dwarven

Hit Points: 62
Initiative: +2
AC: 20
Speed: 30, Jump 20 (60 with Ring)

Passive Perception: 11
Passive Investigation: 11
Passive Insight: 11

Attributes (Modifier/Saving Throw)
Strength: 18 (+4/+8)
Dexterity: 08 (-1/+0)
Constitution: 17 (+3/+7)
Intelligence: 12 (+1/+2)
Wisdom: 13 (+1/+2)
Charisma: 10 (+0/+1)

Skills (Proficiency Bolded)
Acrobatics -1
Animal Handling +3
Arcana -1
Athletics Strength +7
Constitution +6
Deception +0
History +1
Insight +1
Intimidation +3
Investigation +1
Medicine +1
Nature +1
Perception +1
Performance +0
Persuasion +0
Religion +1
Sleight of Hand -1
Stealth -1
Survival +4

Armor Proficiency: None
Weapon Proficiency: Improvised weapons
Tools: Smith's Tools, Brewers Supplies, Vehicles (Land)
Instruments: 

Features:
Languages: Common, Dwarven
Brute Path: Mountain

Rustic Hospitality
---Since you come from the ranks of the common folk, you fit in among them with ease. 
You can find a place to hide, rest, or recuperate among other commoners, unless you have 
shown yourself to be a danger to them. They will shield you from the law or anyone else 
searching for you, though they will not risk their lives for you.

Unarmored Defense
---Beginning at 1st level, while you are wearing no armor and not wielding a shield, your 
AC equals 10 + your Strength modifier + your Constitution modifier.

Brute Force
---At 1st level, your physical might gives you mastery of the brawling arts that use unarmed 
strikes and improvised weapons.  You gain the following benefits while you are unarmed or 
wielding only improvised weapons and you aren’t wearing armor or wielding a shield:
You can roll a 2d4 (3d4 now) in place of the normal damage of your unarmed strike or improvised 
weapon. This damage changes as you gain Brute levels, as shown in the Brute Force column 
of the Brute table.

Mighty Leap
---Starting at 2nd level, you always count as having a running start when jumping and you can 
jump up to your maximum jumping distance without it counting against your movement.  So 
if you can jump 20 feet and have speed 30 you can move 15 ft then jump 20 feet and still 
move 15 ft.  Or you could make a series of four 5 ft jumps interspersed throughout your 
movement.  
---At 4th level, your maximum Jumping distance is equal to 5x your Strength modifier with a 
minimum of 20 ft.  

Mighty Throw
---Starting at 2nd level, any improvised weapon you can lift can be thrown with a range 
increment equal to your maximum Jumping distance. 

Strength of the Brute
---Starting at 3rd level pick the source of your Strength.

Strongback
---Starting at 4th level, your carrying capacity is doubled (x2) before factoring in spells or 
size increases that might alter your carrying capacity.  Your carrying capacity is doubled 
again (x4) at 10th level and again (x8) at 15th level.

Roots of the Mountain
---Starting when you choose this Strength at 3rd level each Attack you make with an 
unarmed strike or melee improvised weapon targets all enemies in two adjacent squares 
that are within your reach.  You roll once and apply the attack roll against all enemies in 
the two squares.  In addition you can use a Bonus Action upon hitting an enemy to Shove 
one or more enemies that you hit with your attack action up to 5 ft per Str modifier.  
If an enemy pushed by your Shove hits a wall, another enemy, or other hard object, they 
take damage as if they were hit by your unarmed strike.  You deal double damage to objects 
and constructs, and Strength checks to break objects count any rolls on the d20 roll of 9 
or lower as a 10.  You are not impeded by Difficult Terrain.

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

Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You 
can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it 
were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison 
damage (explained in the “Combat” section).

Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.

Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are 
considered proficient in the History skill and add double your proficiency bonus to the check, 
instead of your normal proficiency bonus.

Dwarven Armor Training
You have proficiency with light and medium armor.

Feats:
None

Equipment: 
Bracers of Defense
---While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Head of a statue
Tree branch
Explorer's Pack 
Brewer's Supplies
Shovel
Iron Pot
Common Clothes
Pouch with 310 gp
Ring of Jumping (bonus action to cast Jump spell)
Cloak of Protection (+1 to saves and AC)

Background: Folk Hero
PERSONALITY TRAITS
---I’m confident in my own abilities and do what I can to instill confidence in others.
---If someone is in trouble, I’m always ready to lend help.
IDEALS
---Respect. People deserve to be treated with dignity and respect. 
BONDS
---I protect those who cannot protect themselves.
FLAWS
---I have a weakness for the vices of the city, especially hard drink.

Ryuujin fucked around with this message at 08:47 on Jul 25, 2018

Reik
Mar 8, 2004
Merric Havenridge
Halfling Divine Soul Sorcerer

Role: Treasurer (Primary), Quartermaster (Secondary)



Merric is a travelling business consultant on a pilgrimage visiting villages whose economy has been devastated by the War, helping merchants get back on their feet and re-establishing trade routes. Merric came to the city of Yartar to ensure the local barge industry was healthy as it is crucial for river trade routes. While staying in the tavern he heard stories of the heroic deeds performed by the Yartar Adventurer's Guild, as well as its dire financial situation.

While Merric's area of expertise is in mercantilism, the Church of Waukeen still teaches about the brave adventurer's that rescued Waukeen from Graz'zt the Abyssal Lord in 1370 DR. Merric sees saving the Yartar Adventurer's Guild from bankruptcy as a Divine imperative to repay the debt all followers of Waukeen owe to adventurers.

code:
Merric Havenridge
Lightfoot Halfling
Sorcerer 5

Strength: 8
Dexterity: 16
Constitution: 14
Intelligence: 10
Wisdom: 12
Charisma: 16

Background: Acolyte
Skills: Deception, Insight, Persuasion, Religion
Languages: Common, Halfling, Dwarven, Gnomish

Sorcerous Origin: Divine Soul (Good)
Metamagic: Twinned Spell, Heightened Spell
Ability Score Improvement: Lightly Armored

Spells Known:

Cantrips:
-Guidance
-Light
-Toll the Dead
-Ray of Frost
-Shocking Grasp

1st Level:
-Cure Wounds
-Shield
-Healing Word

2nd Level:
-Blindness/Deafness
-Spiritual Weapon

3rd Level:
-Haste
-Counterspell

Equipment
-Ring of Spell Storing
-Pearl of Power
-Broom of Flying
-Ring of Mind Shielding

-Holy symbol of Waukeen
-Prayer book
-Vestments
-Set of common clothes
-Explorer's pack
-Light crossbow
-Arcane focus
-Dagger
-Studded leather armor
-70 Gold pieces

Reik fucked around with this message at 17:21 on Jul 27, 2018

Epicurius
Apr 10, 2010
College Slice
I'm interested. Just trying to solidify a character.

Ovo
Dec 20, 2008

Life Rules
The old discord link expired because I choose one that did! If anyone was having trouble getting in it should be fixed.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants
Interested, going to try to put together a Tiefling Sorcerer.

Waador
Sep 11, 2001

Smashin' down the light.
Pillbug
I'm sorry.
Phineas Tempus (P.T.) Barbnom, trainer, treasurer, quartermaster, sergeant ringmaster



Phineas Tempus (P.T.) Barbnom didn't join the Yartar Adventurer’s Guild, he was born into it. Third generation adventurer, but who's counting, right? Which answers your question about why he would stick with them during these dark times: the adventury code, as his grandfather put it.

It evolved out of necessity. As his father put it, "you’re a stranger in every town you go, so we only have each other." The rule has been reinforced through experience. The guild and its denizens are exactly as "good" or "bad" as the locals want it to be. The townies draw that line, wherever you go. The fine upstanding church-going citizens of Anytown, Faerun always look with justified suspicion on these weird people showing up in their town. The adventurers will be here today and gone without a trace tomorrow, it says so prominently on all the posters. Adventurers have no stake in the local community, they have no fixed address, they look like they just got out of prison yesterday, they certainly don't play by your rules, and they've come for the express purpose of getting your money. Surely they'll cheat you and if you're lucky you'll get a stuffed kobold. The suspicion is mutual, for good reason. If you're an adventurer, the locals have no reason to treat you fairly (you've got a pocketful of the citizens' money, surely the city guard could find some way to make you give it back), and many of the things about you and your co-workers that make the locals suspicious are true.

On the other hand, the guild is a place where a person can work for a living even if he's lost most of the resources society likes a person to have. Try to get a job anywhere else when you've lost your moorings ... maybe you're not content settling down in one place, maybe you have a troubled past, maybe the road is better than whatever you've left behind, maybe you just aren't cut out for the nine-to-five life. All those things could be viewed as signs of a free spirit, or they could be marks of someone who's just not fit to be among decent people. It all depends which side of the fence you're looking from. So an adventurer needs some rules to be able to get along in such company: don't nose into anyone else's business, don't screw up anyone else's game, and when the wagons leave the lot all debts are paid. And you need to band together to protect yourselves: don't give 'em your real name (after all, there was that little disagreement in the last town just a few miles away), and stand by your fellows (shout 'hey rube' and rowdy locals quickly find that you have more and bigger and meaner friends on your side). I'm sure I've forgotten something, but in essence that's "the guild code": it's us against the world, and it'll always be that way, so deal with it.

Folk Hero -- I stood alone against a terrible monster.
The War of the Silver Marches. The Dragons. The Giants. It's been a tough couple years for the Sword Coast, obviously. Yartar survived the ordeals, mostly unscathed. There are a lot of people to thank for that, some dead, some retired. I wouldn't say I did anything heroic during the recent struggles, because I didn't sacrifice anything. If you put my contributions beside someone who gave their life defending Yartar or the surrounding settlements, it isn't even a comparison. Hell, I was barely an adolescent when things really kicked off. I held my own, though.



I normally keep my cards pretty close to my chest, but a few of the townsfolk know what I'm really capable of, for better or worse. It was an unfortunate circumstance. I was helping a farmer on the outskirts of town deal with a wild boar that had been troubling him, and a monstrosity the size of a house descended upon us. There hadn't been any reports of wartime threats in the area, so I'd come alone, and there wasn't any other support for miles. The only way to intervene was to reveal myself, and truly test my limits.

As an adventurer with family ties to the region, I usually get the benefit of the doubt from the locals. They know the name, and they know we've got a reputation for certain skills involving wild animals, tracking, and the like. It's a whole separate ballgame to actually witness the sort of savagery I'm capable of when my hand is forced, though. In order to protect the farmer and his family, I gave up all pretense of being a novice guild member with access to a few minor magical talents. I tore the beast in half, and then I found its master and ended him. I learned later that the creature was called a manticore, with its vaguely humanoid head, body of a lion, and the wings of a dragon. It had been the hunting companion of a hill giant chieftain.

The farmer was grateful, but I think part of him remains terrified of me to this day. The concern in his eyes that I saw is something that I still wrestle with from time to time. When you need to become a monster to fight monsters, what are you really doing? Does it even make a difference? A few of the locals seem to think so, I suppose, but sometimes I don't really know. The worst part is, they skinned the manticore and made it into a suit of armor for me as a gift. It makes me pretty easy to spot in a crowd, at least for the locals who know the story of the guy who ripped the thing in half during the war. It's a mixed blessing, I guess.

pre:
------------------------------------------------------------------------------------------------------------------------------
Name:		Phineas Tempus (P.T.) Barbnom			Alignment:	Chaotic Neutral
Race:		Human						Background:	Folk Hero
Class:		Druid (5)					Size:		Medium

STR		19 (+4)	[ 8 base / =19 item]			INT		10 (+0)	[10 base]
DEX		14 (+2)	[13 base + 1 racial]			WIS		14 (+2)	[14 base]
CON		16 (+3)	[15 base + 1 racial]			CHA		12 (+1)	[12 base]

HP		43 / 43	[28 druid + 15 ability]			AC		14	[ 2 ability + 12 armor]
Speed		40'	[30 racial + 10 mobile]			Initiative	+2	[ 2 ability]
------------------------------------------------------------------------------------------------------------------------------
Skills:
Athletics		+ 7		Background*	STR	[3 proficiency + 4 ability]
Acrobatics		+ 2		---		DEX	[0 proficiency + 2 ability]
Sleight of hand		+ 2		---		DEX	[0 proficiency + 2 ability]
Stealth			+ 5		Background*	DEX	[3 proficiency + 2 ability]
Knowledge
   (arcana)		---		---		INT	[0 proficiency + 0 ability]
   (history)		---		---		INT	[0 proficiency + 0 ability]
   (investigation)	---		---		INT	[0 proficiency + 0 ability]
   (nature)		---		---		INT	[0 proficiency + 0 ability]
   (religion)		---		---		INT	[0 proficiency + 0 ability]
Animal handling		+ 5		Human		WIS	[3 proficiency + 2 ability]
Insight			+ 2		---		WIS	[0 proficiency + 2 ability]
Medicine		+ 2		---		WIS	[0 proficiency + 2 ability]
Perception		+ 5		Druid		WIS	[3 proficiency + 2 ability]
Survival		+ 5		Druid		WIS	[3 proficiency + 2 ability]
Deception		+ 1		---		CHA	[0 proficiency + 1 ability]
Intimidation		+ 1		---		CHA	[0 proficiency + 1 ability]
Performance		+ 1		---		CHA	[0 proficiency + 1 ability]
Persuasion		+ 1		---		CHA	[0 proficiency + 1 ability]

Equipment:
Arms			Druid					[Druid]
Armor			Light / Medium / Shield			[Druid]
Tools			Herbalism kit				[Druid]
			Smith’s tools				[Background]
			Vehicles (land)				[Background]

Languages:		Common / Sylvan				[Human]
			Druidic					[Druid]

Saves:
Strength		+ 4		---			[0 proficiency + 4 ability]
Dexterity		+ 2		---			[0 proficiency + 2 ability]
Constitution		+ 3		---			[0 proficiency + 3 ability]
Intelligence		+ 3		Druid			[3 proficiency + 0 ability]
Wisdom			+ 5		Druid			[3 proficiency + 2 ability]
Charisma		+ 1		---			[0 proficiency + 1 ability]
------------------------------------------------------------------------------------------------------------------------------
Inventory:
 Campaign bonus, rare magic item
  Staff of the woodlands					[Attunement: yes]

 Purchases, uncommon magic items
  Decanter of endless water			[200  gp]	[Attunement: no]
  Gauntlets Bracers of ogre power		[200  gp]	[Attunement: yes]
  Boots Ring of the Winterlands			[200  gp]	[Attunement: yes]

 Purchases, other
  Hide armor					[ 10  gp]	[Manticore hide]
  Clothes, traveler's	[x 5]			[ 10  gp]
  Gold pieces					[ 80  gp]
  Silver pieces					[ 40  gp]

 Class (druid)
  any simple weapon (a shortbow)				[Sold for + 12.5 gp]
  a scimitar							[Sold for + 12.5 gp]
  Leather armor							[Sold for +  5.0 gp]
  an explorer’s pack
  a druidic focus

 Background (folk hero)
  a set of smith’s tools
  a shovel
  an iron pot
  a set of common clothes
  a belt pouch containing 10 gp					[Extract  + 10.0 gp]
------------------------------------------------------------------------------------------------------------------------------
Special abilities:
  Background:	Folk hero >> Rustic hospitality

  Class:	Druid	  >> Circle of the moon
			  >> Wild shape (CR 1)
			  >> Spellcasting	(7 prepared)	[5 druid + 2 ability]
			  >> Cantrips		(3 known)
			  >> Lv. 1		(4 slots)
			  >> Lv. 2		(3 slots)
			  >> Lv. 3		(2 slots)
			  >> Ritual casting	(prepared spells)
			  >> Spellcasting focus	(druidic)

  Feats:	Human	  >> Mobile
		Druid (4) >> Sentinel
------------------------------------------------------------------------------------------------------------------------------

Waador fucked around with this message at 06:52 on Aug 1, 2018

Wahad
May 19, 2011

There is no escape.

Wilhan Allermoor, Human Storm Sorcerer

Sorcerers, as a general rule, are braggadocious, larger than life, and love to show off. And why wouldn't they? Power surges through their very being. At a flick of their wrists, the elements respond. Reality bends itself through their merest whims. That sort of thing tends to go to one's head. One might be surprised, then, to learn that quiet old Wilhan counts himself among their numbers. He is a fragile old man, hobbling along with a cane, his voice easily lost among a crowd of boisterous adventurers.

But while his physicality fails him in his elder days, his mind is still sharp as a tack. He is a shrewd manipulator and always seems to know more than he lets on, preferring to apply his force of will as a scalpel rather than as a hammer. A single well-placed word can achieve more than a fearsome cry. He plays up his senility among strangers, but most people know him to be far from it. Among friends, he is patient, resourceful, and always willing to give advice or explain a better strategy. His command of magic is similarly subtle; he rarely pulls out the big guns, preferring effects that let the stronger members of the Guild apply their force more effectively. But incur his wrath truly, and one will be on the wrong end of a terrible fate.

Being so old, Wilhan Allermoor has been with the Guild for many years. He joined for the reason many others did; he was young, looking for work, and adventure seemed as good a reason as any. In his earlier days, he was a simple clerk. Prone to the folly of youth, at times, he would occasionally venture out in the field, though his power wasn't nearly effective enough compared to others, and so he was more confined to the headquarters, helping out the treasurer or other management. In his spare time, he pursued alchemical creations. People saw promise in his smarts, though; and eventually, even though the guild was declining, Wilhan tried to keep it afloat for as long as possible. His superiors long since dead or moved on to better pastures, he stuck with the Guild because it was all he knew; and he is nothing if not loyal. Using his skill at manipulating people to stave off a payment here, find a quick bounty there, he did everything he could to keep the Guild going, watching adventurer after adventurer leave for better offers, but refusing to give in out of sheer stubbornness of age.

But now the deadline looms. It seems Wilhan must limber up his tired bones, and pull the entire Guild up from what seems an all-but-certain death. Fortunately, he's not alone yet.

Mostly straightforward, except I swapped one language from Sage background to proficiency with Alchemist's Supplies.

quote:

Name: Wilhan Allermoor
Class: Storm Sorcerer (5)
Race: Human (Variant)
Background: Sage (Alchemist)
Guild Management: Treasurer/Recruiter/Captain
Age: 73
Size: Medium (5' 4''), 120 lbs.
Alignment: Lawful Neutral
Languages: Common, Draconic, Dwarvish, Primordial

Hit Points: 22
Initiative: +2
AC: 12
Speed: 30

Passive Perception: 11
Passive Investigation: 12
Passive Insight: 14

Attributes (Modifier/Saving Throw)
Strength: 8 (-1/-1)
Dexterity: 14 (+2/+2)
Constitution: 10 (+0/+3)
Intelligence: 14 (+2/+2)
Wisdom: 12 (+1/+1)
Charisma: 18 (+4/+7)

Skills (Proficiency Bolded)
Acrobatics +2
Animal Handling +1
Arcana +5
Athletics -1
Deception +7
History +7
Insight +4
Intimidation +4
Investigation +2
Medicine +1
Nature +1
Perception +1
Performance +4
Persuasion +7
Religion +1
Sleight of Hand +2
Stealth +2
Survival +1

Armor Proficiency: None
Weapon Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: Artisan Tools (Alchemist Supplies)
Instruments: None

Features:
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.

Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

Font of Magic
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. You regain all spent sorcery points when you finish a long rest. You can use your sorcery points to gain additional spell slots. or sacrifice spell slots to gain additional sorcery points. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. You can create spell slots no higher in level than 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
- Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
- Twinned Spell: When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Feats:
Ritual Caster: You have learned a number of spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them. When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose your spells from that class's spell list, and the spells you choose must have the ritual tag. The class you choose also determines your spellcasting ability for these spells: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Spells:
Spell Save DC: 15
Spell Attack: +7
Sorcery Points: 5
Spell Slots: 4 / 3 / 2

Cantrips:
Mending
Message
Prestidigitation
Ray of Frost
Shocking Grasp

1st Level:
Catapult
Shield
Sleep

2nd Level:
Crown of Madness
Misty Step

3rd Level:
Lightning Bolt

Rituals (Wizard):
Find Familiar
Unseen Servant

Equipment:
Quarterstaff
Arcane Focus (Crystal on the staff)
Explorer's Pack
Dagger (2)
Bottle of Ink
Quill
Small knife
A letter from a dead colleague posing a question you have not yet been able to answer
Common Clothes
Alchemist Supplies
Cloak of Displacement
Immovable Rod
Wand of Magic Missiles
260gp

Personality Traits:
- I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
- I'm willing to listen to every side of an argument before I make my own judgment.
Ideals:
- Self-Improvement. The goal of a life of study is the betterment of oneself.
Bonds:
- My life's work is a series of tomes related to a specific field of lore.
Flaws:
- Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Wahad fucked around with this message at 18:53 on Aug 2, 2018

DeathSandwich
Apr 24, 2008

I fucking hate puzzles.
Man, I have a concept for a celestial pact tome warlock that I really like for this, but my personal life is way too busy to support a game like I should.

Good luck guys,

Mr. Humalong
May 7, 2007

Still looking for the perfect game to play out the spear fighting guy I've had bouncing around so interest post for now. Gotta figure out the details, I'll try to have something up by Sunday!

Probe 17
Jul 27, 2014

Red Rain is coming down

Red Rain
Salvynius Morina, "Arsonist"

Roles: Recruiter, Trainer, Captain

For as long as she could remember, it had always been Morina and her brother, Korbys. Growing up in an orphanage, dropped off there as hatchlings, they only had one another for support. He had always been a painfully naive idealist, believing in truth and justice like something out of the most idealistic depictions of adventuring. She, meanwhile, held far more down-to-earth views, looking only to ensure that her and her brother would not just survive, but thrive. As they grew, they discovered a shared natural showmanship, and in their adolesence dabbled in what would become their favored performance styles, Morina betting on herself in tests of strength and her brother earning some coin performing small stunts of dexterity.

As adults, this became a respected career as an acrobat for Korbys, and an equally respected career as a Gladiator for Morina. They were both happy, for a time, especially as the spectacle of their performances earned them more than enough to live comfortably. She carefully managed their funds, and negotiated with those who would hire them, and he served as an approachable, friendly face to draw in employers and crowds. But despite this, Korbys was unhappy, and one night revealed his true plans. He had been practicing the bardic arts in secret, and had arranged membership in the Yartar Adventurer's Guild.

Morina was furious with his deception, but by then it was too late to talk him out of it. Not willing to let him get involved in it by himself, she joined the Guild in a minor bureaucratic position, doing odd jobs both for coin, and to ensure she could keep an eye on him. He was never necessarily a storied hero, but his bravery and skill were notable even with his relative inexperience with the profession.

Unfortunately, in the end, her worst fears came to fruition, her brother dying in the line of duty. He died a hero's death, saving the rest of his party and others beside, but it was cold comfort to the bereaved Dragonborn. For a time, she became aimless, continuing her busywork at the Guild only because she had grown accustomed to it and because she knew he would have wanted her to do more than lie around grieving for him... but grieve she did, even as she tried to bury herself in the tasks she had learned to do by heart.

Now, the Adventurer's Guild he had worked so hard for, the people he had seen as brothers in arms, were in trouble. Reduced to a shell of their former glory, at risk of being wiped from the very face of this world through troubling times and unfortunate twists of fate. But Morina refused to allow it, knowing that he would have fought tooth and nail to preserve this place, to preserve its ideals. She has taken up his arms, learned the ways of Bardic Magic that he had once so cherished, and intends to save the Guild by any means neccessary. Not for them, not for herself...

But for Korbys.

quote:

Name: Salvynius "Arsonist" Morina
Class: Bard (5)
Race: Dragonborn (Blue)
Background: Gladiator (Variant Entertainer)
Base Carry Weight: 150 lbs
Base Lift Weight: 300 lbs
Age: 19
Size: Medium, 6'5, 246 lbs
Alignment: Chaotic Good
Languages: Common, Draconic

HP: 33/33
Initiative: +2
AC: 20
Speed: 30

Passive Perception: 11
Passive Investigation: 10
Passive Insight: 11

Attributes - *Indicates proficiency, **Only Concentration checks
Strength: 10 (0)/With Gauntlets of Ogre Power, 19 (+4)
*Dexterity: 14 (+2)
**Constitution: 12 (+1)
Intelligence 10 (+0)
Wisdom: 13 (+1)
*Charisma: 16 (+3)

Skills (Proficiency Bolded, Expertise with *)
Acrobatics +2
Animal Handling +1
Arcana 0
*Athletics +10
Deception +3
History 0
Insight +1
Intimidation +6
Investigation 0
Medicine +4
Nature +0
Perception +4
*Performance +9
Persuasion +3
Religion 0
Sleight of Hand +2
Stealth +2
Survival +1

Armor Proficency: Light Armor, Medium Armor, Shields (Med Armor and Shields from College of Valor)
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords, Martial (Martial from College of Valor)
Tools: Snare Drum, Lute, Violin, Piano, Disguise Kit

Languages: Common, Draconic

Features:

Draconic Ancestry: BLUE

Breath Weapon: 5 by 30 ft line, DC 12 Dex Save, 2d6 Lightning Damage on a failed save, half on a success.

Damage Resistance: Lightning

Spellcasting: At level 5, you know 3 cantrips and eight spells, and have 4 level one, 3 level two, and 2 level three spell slots.

Bardic Inspiration: You may use a bonus action on your turn to choose one other creature within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can only have one Bardic Inspiration die at a time. You may use this feature a number of times equal to your Charisma Modifier. You regain any expended uses after you finish a long rest. The die upgrades to 1d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Jack of All Trades: Starting at 2nd level, add half your proficency bonus (rounded down) to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest: Starting at 2nd level, if you or any friendly creatures who can hear your performance regain hit points at the end of a short rest, each of these creatures regains an extra 1d6 hit points. This upgrades to 1d8 at 9th level, 1d10 at 13th, or 1d12 at 17th.

Bonus Proficiencies: When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Combat Inspiration: At 3rd level, you learn to inspire others in battle. A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Bardic Inspiration die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.

Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.

Font of Inspiration: Beginning at 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Feats:

Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:

When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Spells:

Cantrips
Minor Illusion
Dancing Lights
Mending

1st Level (4 Slots):
Healing Word
Faerie Fire
Dissonant Whispers


2nd Level (3 slots):
Invisibility
Silence
Knock

3rd Level (2 slots):
Fear
Dispel Magic

Equipment:

Gauntlets of Ogre Power (Your strength score is increased to 19 while wearing these gauntlets. They have no effect if your Strength is already 19 or higher)

Shield, +2 (+4 AC)

Breastplate (14 + Dex (Max 2) AC)

Flail (1d8 Bludgeoning)

Longsword (1d8 Slashing, Versatile (1d10))

Dagger (1d4 Piercing, Finesse, Light, Thrown (range 20/60))

Entertainer's Pack
Lute
Leather Armor
Violin
The sheet music for her younger brother's final composition
Gladiator Costume
115 GP

Background
PERSONALITY TRAITS
Morina tends more towards down-to-earth thought and behavior, often focused on boring, but practical solutions to problems.
IDEALS
Ultimately, she's taken up those of her brother, seeing as how she'd normally leave this place to rot. Adventurers need to be beacons of hope. People need to know you can make a difference.
BONDS
Morina's brother, though dead by the time the campaign begins, was very dear to her in life. She holds his memory as sacrosanct, and will likely react harshly to criticism of him.
FLAWS
Morina is grieving, even now. Reminders of Korbyn, insults to his memory, potential ways to get him back... these would all cause strong reactions in the Dragonborn.

Probe 17 fucked around with this message at 00:01 on Jul 31, 2018

Ovo
Dec 20, 2008

Life Rules
Hey, due to some family illness I am going to push the end of recruitment back to August 1st.

Mr. Humalong
May 7, 2007


Anvil

Role: Quartermaster (Backup: Trainer)



Strike. Strike. Strike. Fold. Strike. Strike. Examine. Strike. Fold. Strike.

It will suffice. I put the blade down and set to work on the hilt. I am Anvil. I do not recall where I came from. I was found by dwarves. I was repaired. I was put to work in the forges. I did good work. I became famed for ability and work ethic. I was sent to Yartar by Oleg Ironfist.

Begin recitation: "Find the Adventurer's Guild there. You'll be their new Quartermaster. Moradin has blessed you with a skill none of us ever imagined we would see in a creature like you. But I owe a debt to Veran and I am not one to forget my debts. Tell him this makes us even. Goodbye Anvil."

I arrived in Yartar. I found the guild. I set to work. The other members watch me. I do not mind. I am here to work. And I do good work. At times I set aside my tools and spar with the others. It keeps them sharp. That is my duty. Hone and craft the tools of the guild. I take pride in completing my task. I need nothing else.

Still. Where did I come from? A question that loops. I have no answer.

Yet.

Strike. Strike. Fold. Examine. Strike. Strike.

Epicurius
Apr 10, 2010
College Slice

Tilden Wavestaff

So why did I join the Adventurer's Guild? That's a good question, actually. So, it might come to your attention that I don't look exactly like other people. For one thing, my nose has a little bump in it. That's what most people notice. Then, if they're very observant, they might notice the green skin and hair and the ears that look vaguely finned. I don't blame you if you don't see it. It's subtle. My mother was human, like you. My father...well, I didn't know him, but it's my understanding that he was a genie of the Plane of Water...a Marid, they're usually called, although I don't know the derivation of the word, and that's not a term they call themselves, as far as I know. I don't know how they met, although as I understand it, powerful genies can often disguise themselves as humans or demihumans, and they tend to be casual with their affections.

Anyway, in case you noticed, genasi, as we're so called, aren't particularly common, especially in northern Faerun. I've heard there are more of us in Calimshan, but here, not so much, and so my mother and I were shunned. She raised me in the Greenfields, and largely it was just us, Then she died, and it was just me. I spent a lot of time out there, alone, thinking. There's a lot of time to think when you're by yourself. If you don't mind, I'll skip the whole story of my awakening as a druid. It's not that it's not interesting, I suppose, but it's a little off point.

Anyway, I spent a lot of time thinking and watching, and what I came up with is that nature is largely indifferent. Humans, and dwarves and elves and goblins and such impose moral frameworks on things, but the world goes on being the world. But, nevertheless, we create heroes and villains. And if you look at history, this whole push to make heroes and villans; whenever somebody builds up great power and decides to turn it to some sort of noble or ignoble cause, things usually right themselves in thCalimshane end, but there's a whole lot of mess getting there. That's why I'm a member of the Adventurers' Guild. They don't work perfectly, but an adventurer's guild at least tries to set up some sort of framework to help guide those who are growing powerful against excessive and unnecessary disruption for the sake of a cause. Get rid of the Adventurer's Guild, you don't get rid of adventurers, and without guidance, they can get in all sorts of trouble.

PERSONALITY TRAITS I tend to think before acting. I have a sarcastic streak.

IDEALS Fanaticism towards moral causes is dangerous, and usually causes more harms than good

BONDS The Yantar Adventurer's Guild is my home, and Veran Klios is my friend. I don't want to let it or him down.

FLAWS I have trouble trusting and getting close to people.


pre:
Name: Tilden Wavestaff
Class: Druid of the Land (Grasslands) 5
Job:  Quartermaster, Recruiter
Race: Water Genasi
Background: Hermit
Base Carry Weight: 120lb
Base Lift Weight: 240 lb
Age: 32
Size: Medium
Alignment: Lawful Neutral
Languages: Common, Primordial, Elven, Druidic
xp: 6500

Hit Points: 43
Initiative: +0
AC: 14
Speed: 30

Passive Perception: 13
Passive Investigation: 11 
Passive Insight: 13

Attributes (Modifier/Saving Throw)-*Indicates proficiency
Strength: 8 (-1)
Dexterity: 10 (0)
Constitution: 16 (+3)
*Intelligence: 12 (+1/+4)
*Wisdom: 16 (+3/+6)
Charisma: 13 (+1)

Weapon Attacks 

Skills (Proficiency Bolded)
Acrobatics 0 
Animal Handling +6
Arcana +1
Athletics -1
Deception +1
History +1
Insight +3
Intimidation +1
Investigation +1 
Medicine +6 
Nature +4
Perception +3
Performance +1
Persuasion +1
Religion +4
Sleight of Hand 0
Stealth 0
Survival +3

Armor Proficiency:Light Armor, Medium Armor, Shield Proficiency
Weapon Proficiency: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sicles, Slings, Spears
Tools: Herbalism Kit

Languages: Common, Primordial, Elven

Features:

Acid Resistance
Amphibious
Swim
Can cast Create or Destroy Water as a 2nd level spell
Wild Shape
Druidic Circle: Circle of the Land


Feats:
Savage Attacker


Cantrips
Shape Water
Shillelagh
Primal Savagery
Gust
Guidance
Druidcraft

Spells 
1st level: 4 slots
2nd Level: 3 slots
3rd Level: 2 slots

Bonus Land Druid Spells

Invisibility
Pass Without Trace
Daylight
Haste



Equipment: 

Herbalism Kit
Scroll Case stuffed full of notes
Winter Blankets,
Common Clothes
Wooden Shield
Quarterstaff
Leather Armor
Explorer's Pack
Druidic focus
Staff of the Woodlands
Studded Leather
655 GP

Epicurius fucked around with this message at 05:29 on Aug 1, 2018

Ovo
Dec 20, 2008

Life Rules
Thanks to everyone who applied, it was a tough choice. To those who have joined the guild, welcome to the Yartar Adventurer's Guild!



Captain - Relentless as Dagmund DeAndhelenstein
Sergeant - Ryuujin as Darrakk Ironfist
Treasurer - Wahad as Wilhan Allermoor
Quartermaster - Mr. Humalong as Anvil
Trainer - professor_curly as Syprien "Fateless" Ryc
Recruiter - Tricky as Elbeth Harn

Game thread will be up tomorrow in the evening EST time. If you have any changes to make to your character now that you know the line-up now is the time so long as it is not massive changes.

Ovo
Dec 20, 2008

Life Rules
Game Thread is up!

https://forums.somethingawful.com/showthread.php?threadid=3864911

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Ovo
Dec 20, 2008

Life Rules
Missions and Jobs

Missions - Missions require a full adventurer's party, 4-5 members. Two of the skill checks that will be tested are revealed, two more randomly selected ones will be chosen. Success of the mission ranges from;

0 Success - Total failure
1 Success - Poor Mission
2-3 Success - Good Mission
4 - Great Mission

Rewards, and possible problems, will arise from what ranking the party gets.

The skill checks will be against an unknown DC. If no members of the chosen party are proficient then no bonus is given to the d20 roll. Profieciency adds +2 to roll. Gear adds plus' as per the chart. Bonus effects are temporary plus modifiers (or minus) that will eventually expire.

Small Jobs

For the most part, these are jobs that are simple and guarenteed income. There are no skill checks for most of them (that may change as you progress) but they pay far less.

Ovo fucked around with this message at 05:53 on Aug 8, 2018

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