This is an adventure I am making myself and I want to use PbP to test run the game. I have most of the adventure already planned out, but I will need some people to try it with me. The adventure will truly start the day after I get enough players around 4 in the afternoon Eastern Standard Time in the US when I can post the backstory.
To qualify to play, you need a fully designed character with a backstory set up, nothing extravagant, commoner or simple backstory needed. Races and Classes allowed shown below, and any special requests must run through me. I need some dedicated people in order to fully attempt this game. You must use the base scores for your stats and I will only allow one person per class. Remember, we need at least one healer!
You better be ready to face an untested adventure and RP like hell. Hope to see many people, and REMEMBER I WILL BE PICKING 4 PLAYERS FROM THE FIRST 10 SUBMISSIONS SO FEEL FREE TO SUBMIT UNTIL I SAY THAT THE PARTY IS CLOSED.
The players have been chosen. Go to page 3 to find the roster. The game will be beginning soon!
Sagrax, son of Folmax Whitebeard, the Silver Dragonborn Barbarian. Sagrax is part of a clan of nomadic Dragonborn warriors, who believe in honor and strength. They live in the high mountains of the north, closest to the coldest parts of the world. Part of his initiation into adulthood includes traveling around the world and learning of it's wonders, it's dangers and it's deceptions. He has only just begun his journey, but the earnest warrior is ready to face anything in his way.
Character Stats
Sagrax (Lawful Good Male Silver Dragonborn Barbarian)
Proficiencies Light and Medium Armor, Shield; Simple and Martial Weapons; Mason's Tools
Attacks
Greatsword: melee +5 2d6+3 Slashing
Javelin: ranged 30/120 ft. +5 1d6+3 Piercing (4 Javelins)
Handaxe: melee/ranged 20/60 ft. +5 1d6+3 Slashing (2 Handaxes)
Traits
Draconic Ancestry: Silver Dragon
Breath Weapon: 15 ft cone; 2d6 cold damage DC 12; half damage on save
Rage: Resistance to S/B/P damage. +2 damage with weapon attacks 2/lr
Tribal heritage: Can gather twice as much food and hospitality from tribe
Equipment
Backpack with: a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin and 50 feet of hempen rope. Greatsword, 2 Handaxes, 4 Javelins, a hunting trap, a totemic token or set of tattoos marking your loyalty to the tribe and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp
Character Background
Uthgardt Tribe Member
Personality Traits
I am like a bull in a china shop. I tend to be extremely aware of my large stature around other people and try to avoid accidentally running into them.
I love mysterious occurrences and tend to seek them out.
Ideal
It is my duty to prove myself worthy and return to my tribe. But I must enjoy my time in the world as well.
Bond
My companions are under my protection. It is my duty to be their shield.
Malachi started out his life in a brothel. His mother passed before he was really old enough to form concrete memories about her and his father he figured had been one of the many patrons that had filed in and out of the call house. So the working woman and their children became his family. That said young Mal and the other kids had to earn their keep. Where the other kids picked pockets, and cut purses, Malachi found that the drunk and comfortable could have there money more easily negotiated away. Though these scams could sometimes result in his reprisals from his more observant marks, which would result in dangerous
He was lucky then to have been taken in by Balthazar Harlaus. The Dwarfish brewmaster took a liking to Young Mal’s wit and took him on as an apprentice and later adopted as a son. That was a Hundred years ago, and in those hundred years Malachi has striven to become a Man that his adoptive father could be proud of. He completed his training and became a fully-fledged guild member at a young age. He married a human woman that was his one and only love. Started a small family and bought a small brewery with a trustworthy brewer he met in the guild.
Malachi lived a quiet happy life for forty years, but with time he realized he wouldn’t die like that. His children grew up and began leaving the house, and with time his wife began to grow older and weaker. Mal saw the writing on the wall a decade before his wife finally passed, and for a time this plunged him into a deep depression. It was in this laid low state that his patron came to him. Playing off of Mal’s love of his family, the two struck a deal. Allowing his wife a few more years to spend time with their growing family. But it was only a few more years, and eventually her body simply grew too weak to keep living. With that he took the time to arrange and gather in ceremony with friends and family. Then he left the brewery to his eldest son and took to a life on the road.
Following the deal Malachi would spend the sunset years of his life serving his fey lord, all the while trying to learn about the elven half of his ancestry and unravelling some of the secrets of the fey.
Char Stats
Malachi Harlaus Half-Elf(Base) Chaotic Good Warlock 1
HP 11 AC 11 Speed 30 Initiative +0 Pas. Percep. 12 Prof. Bonus +2 Inspiration [ ]
Features and Traits Otherworldly Patron, Pact Magic, Darkvision, Fey Ancestry, Skill Versatility, Fey Presence, Guild Membership
Proficiencies and Languages Light Armor, Simple Weapons, Brewers Supplies, Common, Elvish, Dwarfish, Halfling
Equipment Leather Armor, Light Crossbow, Quarterstaff, Dagger(2), Bolts(20), Arcane Focus, Scholar’s Pack, Brewer’s Supplies, Letter of Introduction, Deck of Cards, Set of Traveler’s Clothes, Belt Pouch(15GP)
Background and Characteristics Guild Artisan – Brewer
-Trait: I always want to know how things how things work and what make people tick
-Trait: I’m full of witty aphorisms and have a proverb for every occasion.
-Ideal: Everyone should be free to pursue his or her own livelihood
-Bond: I owe my guild a great debt for forging me into the person I am today
-Flaw: I’m never satisfied with what I have, I always want more
I would love to join this PbP! I wrote the background of my character based on the Faerun Pantheon, but since my deity is rather obscure it can be put in any campaign setting.
The character is a Hill Dwarf Cleric of Life.
Backstory
Gabil Gemhart (Male Hill Dwarf Cleric of Life), son of Dulrom Defender of the Clan (Male Hill Dwarf Fighter) and Nassmyl Smith of the Clan (Female Hill Dwarf Fighter) and great-grandson of Brynma Faenor of the Clan (Female Hill Dwarf Cleric of Life) was raised to help and if needed to replace his great-grandmother as the Faenor of the Clan.
Gabil started his religious studies at the young age of 20 when he went to live with Brynma in the temple of Berronar Truesilver, The Revered Mother, where he learned to live by Berronar’s teaching:
“The children of Moradin are shaped on the Soul Forge and ever warmed by the embrace of the Revered Mother. Tend the hearth and home, drawing strength and safety from truth, tradition, and the rule of law. Join with friends, kin, and clan in common purpose. Do not succumb to the misery of greed or the evils of strife, but always bring hope, health, and cheer to those in need. Once an oath is made, Berronar watches over its keeping – to break it is to grieve her sorely. Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.”
At the age of 40, Gabil joined the Clan militia, as it is tradition, but his role would be of the field medic, negotiator and responsible for calming the others emotions, always watching over promises and oaths.
Now, with 56 years of age Brynma told Gabil that the last part of his training to be a true Faenor is to walk the face of the world helping others to set their differences, protect the ones in need and most of all bring the words of the Revered Mother to others of kin and kith.
Character stats:
Gabil Gemheart (Lawful Good Male Hill Dwarf Cleric of Life)
HP 10 AC 18 (Chain Mail, Shield) Init. +1 Prof. +2 STR 14 DEX 13 CON 12 INT 8 WIS 16 CHA 12 ST WIS; CHA Resistance Poison, Adv. Vs. Poison. Skills: History +1, Insight +5, Persuasion +3, Religion +1, Smithing Tool, Passive Perception 13, Darkvision 60 ft.
Languages Common, Dwarvish, Giant, Orc.
Proficiencies Light, Medium and Heavy Armor, Shield; Simple Weapons, Battleaxe, Warhammer.
Attacks Warhammer: melee +4 1d8+2 Bludgeoning (Versatile 1d10). Light Crossbow: ranged 80/320 ft. +3 1d8+1 Piercing (Ammunition, Loading, two-handed, 20 bolts). Sacred Flame: ranged (spell) 60 ft. DC Dex 13 1d8 Radiant (no bonus from cover, success – no damage).
Traits Stonecunning: Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus. Dwarven Toughness: My hit point maximum increases by 1 for every level I have. Disciple of Life: When I use a spell that restores hit points, it restores an additional 2 + spell level.
Equipment Backpack with: Blanket, 10 Candles, Tinderbox, Alms box, 2 Blocks of Incense, Censer, 2 Vestments, 2 Days of Rations, Water Skin, Prayer Book, 5 Sticks of Incense. Common Clothes, Amulet (2 interlocking rings, Holy Symbol), Belt pouch (15 gp).
Background:
Background Feature Shelter of the Faithful I command the respect of those who share my faith. I can perform the religious ceremonies of my faith. My companions and I can expect free healing and care at an establishment of my faith, though I must provide any material components needed for spells. Those who share my religion will support me at a modest lifestyle.
Personality Trait: I can find universal ground between the most vehement enemies, sympathizing with them and always moving toward unity. Nothing can shake my optimistic attitude. Ideals: I aim to demonstrate myself worth my deity's favor by paralleling my actions against their instruction. Bonds: Everything I do is for those less fortunate. Flaws: My religiosity can lead me to naively trust those that claim faith in my deity.
So the basics for what I want can be seen with what AlexandreRola did, but I do want to add that you should actually have two personality traits as it says to pick two in the players' handbook. Currently, though, here are the basics for what I need
Class, with traits and spells chosen and any other choices that are at 1st level
Race, with chosen subrace and any other possible choices given or calculated in such as Half-Elf's traits
Alignment clearly stated, please spell it out as I almost missed it on the first few examples
Standard Array stats, this is what I meant when I said basic scores
Any God, Patron or similar lore basics stated
Weapons/Equipment chosen based on the given from the class and anything from backgrounds
List any traits, if at least by name
Then calculate out your proficient skills and other things such as HP and AC along with Passive Perception
Finally, work on that backstory, which is not needed until I have to choose the 4 to embark on the adventure.
PS: Here is the basic backstory of the adventure, but this is not the entirety of it which I will be releasing when the adventure starts:
Cast astray from the village he used to lead, the mayor of the village Ridgewind finds himself struggling to find help. He has traveled for over a month through the wilderness to finally reach main civilization and begins his search for stray adventurers looking to aid in his blight. His village has been overtaken by the infamous crime gang, The Crimson Tooth who now use the village of Ridgewind as a remote base to operate out of. Being over a month away from any other major village or city, Ridgewind is still self-sustainable in an oasis in the mountains that allows The Crimson Tooth to plague the rest of the empire with small criminal instances. The mayor, now searching for assistance, has to find those he feels are the best fit to aid in his struggles and has chosen 4 to head north with him. You four have agreed to journey with him to his hometown, but the journey will not be easy and when you get there everything may not be what it seems as the mayor is constantly looking over his back, but his promise of fame and fortune are hard to pass up.
Would it be okay for me to reserve the Fighter Class? I already have my character 3/4 made, but something has come up so I can't finish tonight. I'll be able to get it finished tomorrow.
Rollback Post to RevisionRollBack
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
So the basics for what I want can be seen with what AlexandreRola did, but I do want to add that you should actually have two personality traits as it says to pick two in the players' handbook. Currently, though, here are the basics for what I need [...]
Here is my Fighter you were so desperate for :P Note that the my dwarf only having a first name, and that name being a human's, will be explained in the backstory. Also, I will admit to using @AlexandreRola 's format with only minor alterations for my character sheet.
Proficiencies: Simple Weapons, Martial Weapons, All Armors and Shields, Bone Dice, Land Vehicles, Smith's Tools.
Attacks:
Morningstar: Melee (+5); 1d8 Pierce (+3)
Handaxe: Melee (+5); 1d6 Slash (+3) (Light) (Thrown, Range 20/60)
Handaxe: Melee (+5); 1d6 Slash (+3) (Light) (Thrown, Range 20/60)
Traits:
Stonecutting: 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 Combat Training: You have proficiency with the battleaxe, the handaxe, the light hammer, and the Warhammer.
Dwarven Resilience: You have advantage against saving throws against poison, and you have resistance against poison damage.
Dwarven Armor Training: You have proficiency with light and medium armor.
Dark Vision: 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 grey.
Fighting Style: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Second Wind: You have a limited well of stamina you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Equipment: Chain Mail, Shield, Morningstar, Handaxe, Handaxe, Backpack, 50ft of Hempen Rope (strapped to side of Backpack), Bedroll, Mess kit, Tinderbox, Torches, 10 days of Rations, Waterskin (All items from the Backpack to the Waterskin are part of the Explorer's Pack), Bone Dice, Insignia of Rank, A piece of a banner, Common clothes, pouch holding 10 GP.
Weight Limit: 255 Ib.
Weight Carried: 93 Ib.
Total Currency: 10 GP
Background:
Soldier; Rank: Standard Bearer
Feature: Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize you authority and influence, and they defer to you if they are of lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also gain access to friendly military encampments and fortresses where your rank is recognized.
Personality Traits:
I can stare down a hell hound without flinching.
I face problems head-on. A simple, direct solution is the best path to success.
Ideal:
Ideals aren't worth killing over or going to war for.
Bond:
Those who fight beside me are those worth dying for.
Flaw:
I have little respect for anyone who is not a proven warrior.
Backstory:
In the the dwarvern town of Karak Azgal, there was a chieftain. This chieftain was named Rornir Nordar, from the Nordar clan. Rornir had two children with his wife, Frina Azrum. These children were named Orsik and Nirin. These children were also twins, and so they had equal opportunity to become the chieftain when Rornir passed on.
Orsik, the younger by a few minutes, grew to be very interested in swordplay and war tactics, along with smithing and mining, and had no interest in being a leader, only a warrior. Nirin, on the other hand, became interested in power. He desired to be chieftain. At a time when Rornir was growing old, but not yet weak, around the age of 400, he declared that Orsik, at this point having 60 years of age, would be the next chieftain. Nirin was furious with this development, but he did not let it show. He was a careful planner, and would overcome this obstacle with strategy!
And so, Nirin convinced Orsik to come delve into a dungeon with him. Orsik desperately wanted to chance to prove his might in real combat! And so, they delved into a nearby dungeon, Nirin and Orsik, and slayed many a goblin, avoided many a trap, and dodged many a beard-curling rune. Finally, Nirin found what he had come to the dungeon for: A magic sword that would give him the ability to fight just as well as Orsik! He took the sword, and he and Orsik began to retrace their steps.
As they were leaving the dungeon, Nirin sealed the entrance, trapping Orsik in the dungeon. With the sword in his possession and Orsik "dead in an accident" no one would challenge his right to rule! He left for Karak Azgal, leaving Orsik crying out behind him, begging him for freedom. Five years later, Nirin was chieftain, as Rornir had died in an unfortunate "accident" a year earlier. Orsik, meanwhile, had delved far, far deeper into the dungeon then the tomb of the magic sword, discovering unimaginable horrors, staring down hell hounds without flinching, eating lichen off the walls.
But one day, the tunnel sloped up instead of down, and he was released from his prison, the dungeon. It has been so long that he remembered only sparingly his past life, before the swinging of his sword arm and the raising of his shield arm. He did not remember his name. The cave entrance he had come out of was near a village of Damaran humans. When they saw the ragged dwarf, who had eaten next to nothing for years and wielded only a heavily battered shield, a deformed lump of metal, really, and a broken sword, more akin to a metal pole that vaguely had the shape of a sword then an actual sword, they decided to restore him to health.
He rested there, under the care of an old woman named Katernin Bersk, healed by the gentle magic of a travelling druid and the long passage of time. He was given the name Ivor, since he remembered not his own. After a long year, Ivor decided to leave the village for the army, as there was a stronghold nearby. He went, with warm thanks to the villagers, to enlist, and did so. Ivor stayed in the army for 15 years, earning only the rank of standard bearer, denying all promotions, before finally leaving the army, having found it meaningless. Ivor decided to become an adventurer, so he could forever bask in the one thing that he found purpose in: The deadly song of an iron blade whistling through the air.
Proficiencies: All Simple Weapons, Martial Weapons, All Armors and Shields.
Attacks:
warhammer: (+4); 1d8+2 bludgeoning
javelin: r(20/60) (+4); 1d6+2 piercing
spell attack: (+4);
spell save: DC 12
Savage Attacks: When 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.
Cantrips: You know resistance, spare the dying, sacred flame, fog cloud, and thunderwave,
Wrath of the Storm: You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom mod. You regain all expended uses when you finish a long rest.
Traits:
Dark Vision: 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 grey.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Preparing Spells: You prepare the list of cleric spells that are available for you to cast, by choosing a number of cleric spells equal to your Wis mod + cleric lev from the cleric spell list. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your cleric spells.
Equipment:
a warhammer, chainmail, javelins (5), a shield, a holy symbol, an 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 feel of hempen rope strapped to the side of it.) A holy symbol (a gift to you when you entered the priesthood), a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch
Weight Limit: 225 Ib.
Weight Carried: >225 Ib.
Total Currency: 15 GP
Background:
acolyte
Feature: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Personality Traits:
To me,a tavern brawl is a nice way to get to know a city.
I quote (or misquote) sacred texts and proverbs in almost every situation.
Ideal:
Change. We must help bring about the changes the gods are constantly working in the world. (chaotic)
Bond:
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw:
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Backstory:
Enog Stormbringer cleric of The Tempest, he's a religious syncretist who believes that all of the various gods associated with the tempest are essentially just lesser aspects of the true tempest. It was this syncretism, (and his penchant for a good fight) that got him thrown out of his temple, and set him on his path of adventure in the world, sewing chaos and promoting change to make the world a better place.
Enog believes chaos is the energy that fuels life, and that just as new life comes after the storm so the chaos in life provides the raw energy and potential for good to grow and flourish.
Worn - Common Clothes, Belt Pouch (40gp), Leather Armor, Rapier, Shortbow with 22 arrows
Carried - Backpack with Bedroll, Prayer Book (songbook), Incense Sticks, Candles, Rations (3), Disguise Kit, Waterskin
Background: Acolyte
Feature: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Personality Traits:
I idolize a particular hero of my faith, and constantly refer to their deeds and example.
Sudden changes don't unsettle me. In fact, I'm invigorated by them.
Ideal:
Charity: I always try to help those in need, no matter what the personal cost.
Bond:
I would die to recover an ancient relic of my faith that was lost long ago.
Flaw:
I don't always mean to, but I start trouble when I'm bored.
Backstory:
Far to the east, where Moradin and Gruumsh once fought so viciously that the earth itself still reverberates with the echoes of their blows, lies the land of Geghar. A rough and craggy land of earthquakes and volcanoes, Geghar is home to an olive-skinned human population, ruled by small freeholds of black-haired, alabaster-skinned elves with eyes like gemstones. Kazander Ravid was born to one of those human girls, a servant in the house of an elvish noble with a penchant for chasing fairer staff members around the manor. He was not a cruel employer; Eshu's family always had work. In fact, when the boy turned 14, he himself began to work for the noble, unaware that the high-and-mighty lord was in fact his father. For five years, he served the house of Eshuvenniel with honesty and vigor. Then, the noble lord summoned his daughter home from her decade of fostering. Nobles, you see, would send their children to the courts and palaces of other highborn families, to allow them to gain experience away from the prying eyes and ears of those they might one day rule. When Tobin Eshuvenniel came home, though, Kazander took one glance from her amethyst eyes and plummeted deep into the foolish and ignorant depths of youthful passion.
Of course, this love was fated for disaster from the outset. Was it the watchful gaze of an amused goddess, or the honorable hearts of well-raised children, that protected the unlucky pair? Who can tell? What can be known is that they never touched. Not even on the night Kazander decided to act out his impossible dream and ask his noble master to allow his lovely daughter to marry an honest, but penniless, household servant. Lord Eshuvenniel sighed and told his bastard son the truth that would shatter his frail young heart. Then he signaled to the chief of his guards, who gave the boy a hard crack on the head, rolled him up in a carpet, and laid him over the back of a donkey. For two weeks, they rode west. One morning, Kazander awoke to find the guard gone. Left behind was a full waterskin, papers of banishment, and a stinging on the half-elf's cheek that turned out to be a tattoo, three wavy green lines that called to mind perhaps wind blowing through a field of grain or the rise and fall of hills on the horizon. For a week, the boy wandered the steppelands. As luck, or perhaps a now-interested goddess would have it, Kazander happened across a priest of the goddess [insert name from pantheon] just as he swallowed the last drop from the waterskin. For that was whose mark Kazander now bore on his cheek; the sigil of [goddess], the Lady of Luck and Blessed Watcher of Travelers.
For a year, he worked for the priest. For another year, he learned the magic of wiry sinew and quick reflexes and sharp steel. For five years after that, he learned the magic of the baglama, the long-necked lute of the steppe peoples. Other instruments he learned as well, but melding his rich tenor to the sweet tones of the baglama made a kind of magic rarely seen in the world.
After seven years of wandering the eastern lands with the priest, building shrines and bringing luck where it was needed, it was time. "Your days as a supplicant are over, Kazander. Your days as a mendicant have just begun. This is my land; go west and find your own.... and perhaps you will find what the Lady lost in a bygone age."
Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
Eshuvenniel Kazander Ravid,Valor Bard and Acolyte of the Goddess of Luck Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions! I'm not looking for heaven or hell... just someone to listen to stories I tell...
This is an adventure I am making myself and I want to use PbP to test run the game. I have most of the adventure already planned out, but I will need some people to try it with me. The adventure will truly start the day after I get enough players around 4 in the afternoon Eastern Standard Time in the US when I can post the backstory.
To qualify to play, you need a fully designed character with a backstory set up, nothing extravagant, commoner or simple backstory needed. Races and Classes allowed shown below, and any special requests must run through me. I need some dedicated people in order to fully attempt this game. You must use the base scores for your stats and I will only allow one person per class. Remember, we need at least one healer!Classes Allowed(No UA sub-archetypes): Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, WizardRaces Allowed: Human(Variant or not), Dwarf(Hill, Mountain), Elf(Wood, High, Drow, Eladrin), Tiefling, Half-Elf, Half-Orc, Dragonborn(Original 10 colors), Halfling(lightfoot, Stout), Gnome(Forest, Rock, Deep), Goliath, Genasi(Main 4 Elements), Aarakocra, AasimarYou can also try out the Shankara race I built myself, which you either find in the Homebrew section of the forums or here: https://docs.google.com/document/d/1r8Esuv0jYzgsSajjb2P_mb95M_WVlpwX-t4FKat_LXI/edit?usp=sharingNo Evil characters anduse https://rolz.org/join to roll dice.You better be ready to face an untested adventure and RP like hell. Hope to see many people, and REMEMBER I WILL BE PICKING 4 PLAYERS FROM THE FIRST 10 SUBMISSIONS SO FEEL FREE TO SUBMIT UNTIL I SAY THAT THE PARTY IS CLOSED.The players have been chosen. Go to page 3 to find the roster. The game will be beginning soon!
I'd like to slumber here in wait of someone else posting so I have a guide to go off of for Character Creation. Please, don't mind me.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
Can I have more backstory on adventure?
Sounds interesting.
I would like to put forward my character.
Player Backstory
Sagrax, son of Folmax Whitebeard, the Silver Dragonborn Barbarian. Sagrax is part of a clan of nomadic Dragonborn warriors, who believe in honor and strength. They live in the high mountains of the north, closest to the coldest parts of the world. Part of his initiation into adulthood includes traveling around the world and learning of it's wonders, it's dangers and it's deceptions. He has only just begun his journey, but the earnest warrior is ready to face anything in his way.
Character Stats
Sagrax (Lawful Good Male Silver Dragonborn Barbarian)
HP 14 AC 13 Init. +2 Prof. +2
STR 17 DEX 13 CON 14 INT 8 WIS 10 CHA 13
ST STR; CON
Resistance Cold
Skills: Animal Handling +2, Athletics +5, Perception +2, Survival +2, Passive Perception 12.
Languages Common, Draconic, Dwarven
Proficiencies Light and Medium Armor, Shield; Simple and Martial Weapons; Mason's Tools
Attacks
Greatsword: melee +5 2d6+3 Slashing
Javelin: ranged 30/120 ft. +5 1d6+3 Piercing (4 Javelins)
Handaxe: melee/ranged 20/60 ft. +5 1d6+3 Slashing (2 Handaxes)
Traits
Draconic Ancestry: Silver Dragon
Breath Weapon: 15 ft cone; 2d6 cold damage DC 12; half damage on save
Rage: Resistance to S/B/P damage. +2 damage with weapon attacks 2/lr
Tribal heritage: Can gather twice as much food and hospitality from tribe
Equipment
Backpack with: a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin and 50 feet of hempen rope. Greatsword, 2 Handaxes, 4 Javelins, a hunting trap, a totemic token or set of tattoos marking your loyalty to the tribe and your tribal totem, a set of traveler's clothes, and a pouch containing 10 gp
Character Background
UthgardtTribe MemberPersonality Traits
I am like a bull in a china shop. I tend to be extremely aware of my large stature around other people and try to avoid accidentally running into them.
I love mysterious occurrences and tend to seek them out.
Ideal
It is my duty to prove myself worthy and return to my tribe. But I must enjoy my time in the world as well.
Bond
My companions are under my protection. It is my duty to be their shield.
Flaw
I am incredibly naive and trusting of people.
I'll throw my hat into the ring.
Bio
Malachi started out his life in a brothel. His mother passed before he was really old enough to form concrete memories about her and his father he figured had been one of the many patrons that had filed in and out of the call house. So the working woman and their children became his family. That said young Mal and the other kids had to earn their keep. Where the other kids picked pockets, and cut purses, Malachi found that the drunk and comfortable could have there money more easily negotiated away. Though these scams could sometimes result in his reprisals from his more observant marks, which would result in dangerous
He was lucky then to have been taken in by Balthazar Harlaus. The Dwarfish brewmaster took a liking to Young Mal’s wit and took him on as an apprentice and later adopted as a son. That was a Hundred years ago, and in those hundred years Malachi has striven to become a Man that his adoptive father could be proud of. He completed his training and became a fully-fledged guild member at a young age. He married a human woman that was his one and only love. Started a small family and bought a small brewery with a trustworthy brewer he met in the guild.
Malachi lived a quiet happy life for forty years, but with time he realized he wouldn’t die like that. His children grew up and began leaving the house, and with time his wife began to grow older and weaker. Mal saw the writing on the wall a decade before his wife finally passed, and for a time this plunged him into a deep depression. It was in this laid low state that his patron came to him. Playing off of Mal’s love of his family, the two struck a deal. Allowing his wife a few more years to spend time with their growing family. But it was only a few more years, and eventually her body simply grew too weak to keep living. With that he took the time to arrange and gather in ceremony with friends and family. Then he left the brewery to his eldest son and took to a life on the road.
Following the deal Malachi would spend the sunset years of his life serving his fey lord, all the while trying to learn about the elven half of his ancestry and unravelling some of the secrets of the fey.
Char Stats
Malachi Harlaus Half-Elf(Base) Chaotic Good Warlock 1
HP 11 AC 11 Speed 30 Initiative +0 Pas. Percep. 12 Prof. Bonus +2 Inspiration [ ]
Light Crossbow+2 (1d8), Dagger +2 (1d4), Quarterstaff +1 (1d6-1)
Otherworldly Patron: The Archfey
Spells: [1] 1 Level Slot
Cantrips – Eldritch Blast, Prestidigitation
1 – Faerie Fire, hideous laughter
STR 8(-1) DEX 10(+0) CON 16(+3) INT 12(+1) WIS 14(+2) CHA 16(+3) (Saving Throws WIS/CHA)
Skill Proficiencies Arcana(+3), History(+3), Investigation(+3), Nature(+3), Insight(+4), Persuasion(+5)
Features and Traits Otherworldly Patron, Pact Magic, Darkvision, Fey Ancestry, Skill Versatility, Fey Presence, Guild Membership
Proficiencies and Languages Light Armor, Simple Weapons, Brewers Supplies, Common, Elvish, Dwarfish, Halfling
Equipment Leather Armor, Light Crossbow, Quarterstaff, Dagger(2), Bolts(20), Arcane Focus, Scholar’s Pack, Brewer’s Supplies, Letter of Introduction, Deck of Cards, Set of Traveler’s Clothes, Belt Pouch(15GP)
Background and Characteristics Guild Artisan – Brewer
-Trait: I always want to know how things how things work and what make people tick
-Trait: I’m full of witty aphorisms and have a proverb for every occasion.
-Ideal: Everyone should be free to pursue his or her own livelihood
-Bond: I owe my guild a great debt for forging me into the person I am today
-Flaw: I’m never satisfied with what I have, I always want more
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
I would love to join this PbP! I wrote the background of my character based on the Faerun Pantheon, but since my deity is rather obscure it can be put in any campaign setting.
The character is a Hill Dwarf Cleric of Life.
Backstory
Gabil Gemhart (Male Hill Dwarf Cleric of Life), son of Dulrom Defender of the Clan (Male Hill Dwarf Fighter) and Nassmyl Smith of the Clan (Female Hill Dwarf Fighter) and great-grandson of Brynma Faenor of the Clan (Female Hill Dwarf Cleric of Life) was raised to help and if needed to replace his great-grandmother as the Faenor of the Clan.
Gabil started his religious studies at the young age of 20 when he went to live with Brynma in the temple of Berronar Truesilver, The Revered Mother, where he learned to live by Berronar’s teaching:
“The children of Moradin are shaped on the Soul Forge and ever warmed by the embrace of the Revered Mother. Tend the hearth and home, drawing strength and safety from truth, tradition, and the rule of law. Join with friends, kin, and clan in common purpose. Do not succumb to the misery of greed or the evils of strife, but always bring hope, health, and cheer to those in need. Once an oath is made, Berronar watches over its keeping – to break it is to grieve her sorely. Children must be cherished and guarded well from harm, for they are the future of all dwarvenkind.”
At the age of 40, Gabil joined the Clan militia, as it is tradition, but his role would be of the field medic, negotiator and responsible for calming the others emotions, always watching over promises and oaths.
Now, with 56 years of age Brynma told Gabil that the last part of his training to be a true Faenor is to walk the face of the world helping others to set their differences, protect the ones in need and most of all bring the words of the Revered Mother to others of kin and kith.
Character stats:
Gabil Gemheart (Lawful Good Male Hill Dwarf Cleric of Life)
HP 10 AC 18 (Chain Mail, Shield) Init. +1 Prof. +2
STR 14 DEX 13 CON 12 INT 8 WIS 16 CHA 12
ST WIS; CHA
Resistance Poison, Adv. Vs. Poison.
Skills: History +1, Insight +5, Persuasion +3, Religion +1, Smithing Tool, Passive Perception 13, Darkvision 60 ft.
Languages Common, Dwarvish, Giant, Orc.
Proficiencies Light, Medium and Heavy Armor, Shield; Simple Weapons, Battleaxe, Warhammer.
Attacks
Warhammer: melee +4 1d8+2 Bludgeoning (Versatile 1d10).
Light Crossbow: ranged 80/320 ft. +3 1d8+1 Piercing (Ammunition, Loading, two-handed, 20 bolts).
Sacred Flame: ranged (spell) 60 ft. DC Dex 13 1d8 Radiant (no bonus from cover, success – no damage).
Traits
Stonecunning: Whenever I make an Intelligence (History) check related to the origin of stonework, I am considered proficient in the History skill and add double my proficiency bonus to the check, instead of my normal proficiency bonus.
Dwarven Toughness: My hit point maximum increases by 1 for every level I have.
Disciple of Life: When I use a spell that restores hit points, it restores an additional 2 + spell level.
Spells
Cantrips (At will): Light, Mending, Sacred Flame.
1 Level (2 slots): Bless (Life Domain), Cure Wounds (Life Domain), Guiding Bolt, Healing Word, Sanctuary, Shield of Faith.
Equipment
Backpack with: Blanket, 10 Candles, Tinderbox, Alms box, 2 Blocks of Incense, Censer, 2 Vestments, 2 Days of Rations, Water Skin, Prayer Book, 5 Sticks of Incense.
Common Clothes, Amulet (2 interlocking rings, Holy Symbol), Belt pouch (15 gp).
Background:
Background Feature
Shelter of the Faithful
I command the respect of those who share my faith. I can perform the religious ceremonies of my faith. My companions and I can expect free healing and care at an establishment of my faith, though I must provide any material components needed for spells. Those who share my religion will support me at a modest lifestyle.
Personality Trait: I can find universal ground between the most vehement enemies, sympathizing with them and always moving toward unity.
Nothing can shake my optimistic attitude.
Ideals: I aim to demonstrate myself worth my deity's favor by paralleling my actions against their instruction.
Bonds: Everything I do is for those less fortunate.
Flaws: My religiosity can lead me to naively trust those that claim faith in my deity.
I really hope to get selected!
Check out the many mes here!
So the basics for what I want can be seen with what AlexandreRola did, but I do want to add that you should actually have two personality traits as it says to pick two in the players' handbook. Currently, though, here are the basics for what I need
Class, with traits and spells chosen and any other choices that are at 1st level
Race, with chosen subrace and any other possible choices given or calculated in such as Half-Elf's traits
Background, with 2 personality traits, 1 ideal, 1 bond, 1 flaw
Alignment clearly stated, please spell it out as I almost missed it on the first few examples
Standard Array stats, this is what I meant when I said basic scores
Any God, Patron or similar lore basics stated
Weapons/Equipment chosen based on the given from the class and anything from backgrounds
List any traits, if at least by name
Then calculate out your proficient skills and other things such as HP and AC along with Passive Perception
Finally, work on that backstory, which is not needed until I have to choose the 4 to embark on the adventure.
PS: Here is the basic backstory of the adventure, but this is not the entirety of it which I will be releasing when the adventure starts:
Cast astray from the village he used to lead, the mayor of the village Ridgewind finds himself struggling to find help. He has traveled for over a month through the wilderness to finally reach main civilization and begins his search for stray adventurers looking to aid in his blight. His village has been overtaken by the infamous crime gang, The Crimson Tooth who now use the village of Ridgewind as a remote base to operate out of. Being over a month away from any other major village or city, Ridgewind is still self-sustainable in an oasis in the mountains that allows The Crimson Tooth to plague the rest of the empire with small criminal instances. The mayor, now searching for assistance, has to find those he feels are the best fit to aid in his struggles and has chosen 4 to head north with him. You four have agreed to journey with him to his hometown, but the journey will not be easy and when you get there everything may not be what it seems as the mayor is constantly looking over his back, but his promise of fame and fortune are hard to pass up.
Would it be okay for me to reserve the Fighter Class? I already have my character 3/4 made, but something has come up so I can't finish tonight. I'll be able to get it finished tomorrow.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
You can make a fighter and it doesn't matter if another fighter has been submitted, but I will pick the one I prefer if I decide to have either one.
Thanks. Sorry for the inconvenience.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
Done!
Check out the many mes here!
Here is my Fighter you were so desperate for :P Note that the my dwarf only having a first name, and that name being a human's, will be explained in the backstory. Also, I will admit to using @AlexandreRola 's format with only minor alterations for my character sheet.
Character:
Ivor (Lawful Neutral; Male; Mountain Dwarf; Fighter)
Age: 82 Height: 4'5" Weight: 175 lb. Eyes: Blue Skin: Deep Tan Hair: Black
HP: 13 AC: 16 (Chain Mail, Shield) Init. +1 Prof. +2 Passive Perception: 13
STR: 17(+3) DEX: 12(+1) CON: 16(+3) INT: 8(-1) WIS: 13(+1) CHA: 10 (0)
ST: CON (+5) STR (+5)
Resistances: Poison, Adv. Vs. Poison.
Skills: Perception (+3), Survival (+3), Intimidation (+2), Athletics (+5), Dark Vision: 60ft.
Languages: Common, Dwarvish.
Proficiencies: Simple Weapons, Martial Weapons, All Armors and Shields, Bone Dice, Land Vehicles, Smith's Tools.
Attacks:
Traits:
Stonecutting: 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 Combat Training: You have proficiency with the battleaxe, the handaxe, the light hammer, and the Warhammer.
Dwarven Resilience: You have advantage against saving throws against poison, and you have resistance against poison damage.
Dwarven Armor Training: You have proficiency with light and medium armor.
Dark Vision: 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 grey.
Fighting Style: Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 to damage rolls with that weapon.
Second Wind: You have a limited well of stamina you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Equipment: Chain Mail, Shield, Morningstar, Handaxe, Handaxe, Backpack, 50ft of Hempen Rope (strapped to side of Backpack), Bedroll, Mess kit, Tinderbox, Torches, 10 days of Rations, Waterskin (All items from the Backpack to the Waterskin are part of the Explorer's Pack), Bone Dice, Insignia of Rank, A piece of a banner, Common clothes, pouch holding 10 GP.
Background:
Soldier; Rank: Standard Bearer
Feature: Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize you authority and influence, and they defer to you if they are of lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also gain access to friendly military encampments and fortresses where your rank is recognized.
Personality Traits:
Ideal:
Ideals aren't worth killing over or going to war for.
Bond:
Those who fight beside me are those worth dying for.
Flaw:
I have little respect for anyone who is not a proven warrior.
Backstory:
In the the dwarvern town of Karak Azgal, there was a chieftain. This chieftain was named Rornir Nordar, from the Nordar clan. Rornir had two children with his wife, Frina Azrum. These children were named Orsik and Nirin. These children were also twins, and so they had equal opportunity to become the chieftain when Rornir passed on.
Orsik, the younger by a few minutes, grew to be very interested in swordplay and war tactics, along with smithing and mining, and had no interest in being a leader, only a warrior. Nirin, on the other hand, became interested in power. He desired to be chieftain. At a time when Rornir was growing old, but not yet weak, around the age of 400, he declared that Orsik, at this point having 60 years of age, would be the next chieftain. Nirin was furious with this development, but he did not let it show. He was a careful planner, and would overcome this obstacle with strategy!
And so, Nirin convinced Orsik to come delve into a dungeon with him. Orsik desperately wanted to chance to prove his might in real combat! And so, they delved into a nearby dungeon, Nirin and Orsik, and slayed many a goblin, avoided many a trap, and dodged many a beard-curling rune. Finally, Nirin found what he had come to the dungeon for: A magic sword that would give him the ability to fight just as well as Orsik! He took the sword, and he and Orsik began to retrace their steps.
As they were leaving the dungeon, Nirin sealed the entrance, trapping Orsik in the dungeon. With the sword in his possession and Orsik "dead in an accident" no one would challenge his right to rule! He left for Karak Azgal, leaving Orsik crying out behind him, begging him for freedom. Five years later, Nirin was chieftain, as Rornir had died in an unfortunate "accident" a year earlier. Orsik, meanwhile, had delved far, far deeper into the dungeon then the tomb of the magic sword, discovering unimaginable horrors, staring down hell hounds without flinching, eating lichen off the walls.
But one day, the tunnel sloped up instead of down, and he was released from his prison, the dungeon. It has been so long that he remembered only sparingly his past life, before the swinging of his sword arm and the raising of his shield arm. He did not remember his name. The cave entrance he had come out of was near a village of Damaran humans. When they saw the ragged dwarf, who had eaten next to nothing for years and wielded only a heavily battered shield, a deformed lump of metal, really, and a broken sword, more akin to a metal pole that vaguely had the shape of a sword then an actual sword, they decided to restore him to health.
He rested there, under the care of an old woman named Katernin Bersk, healed by the gentle magic of a travelling druid and the long passage of time. He was given the name Ivor, since he remembered not his own. After a long year, Ivor decided to leave the village for the army, as there was a stronghold nearby. He went, with warm thanks to the villagers, to enlist, and did so. Ivor stayed in the army for 15 years, earning only the rank of standard bearer, denying all promotions, before finally leaving the army, having found it meaningless. Ivor decided to become an adventurer, so he could forever bask in the one thing that he found purpose in: The deadly song of an iron blade whistling through the air.
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
@VortexKirito everyone can use my sheet template and improve it :) You are all welcome to do it!
Check out the many mes here!
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13
Character:
Enog Stormbringer (chaotic good; male; half-orc; tempest cleric)
Age: 30 Height: 6'11" Weight: 275 lb. Eyes: brown Skin: green Hair: black
HP: 10 AC: 18 (Chain Mail, Shield) Ini: +2 Prof: +2 Psv Per: 12
STR: 15 (+2) DEX: 8 (-1) CON: 15 (+2) INT: 10 (+0) WIS: 15 (+2) CHA: 12 (+1)
ST: WIS (+4) CHA (+3)
Skills: Insight (+4), Intimidation (+3), Medicine (+4), Persuasion (+3), Religion (+2), Dark Vision: 60ft.
Languages: Common, Orc, Giant, Primordial.
Proficiencies: All Simple Weapons, Martial Weapons, All Armors and Shields.
Attacks:
Savage Attacks: When 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.
Cantrips: You know resistance, spare the dying, sacred flame, fog cloud, and thunderwave,
Wrath of the Storm: You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom mod. You regain all expended uses when you finish a long rest.
Traits:
Dark Vision: 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 grey.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Preparing Spells: You prepare the list of cleric spells that are available for you to cast, by choosing a number of cleric spells equal to your Wis mod + cleric lev from the cleric spell list. The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your cleric spells.
Equipment:
a warhammer, chainmail, javelins (5), a shield, a holy symbol, an 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 feel of hempen rope strapped to the side of it.) A holy symbol (a gift to you when you entered the priesthood), a prayer book, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch
Background:
acolyte
Feature: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Personality Traits:
To me,a tavern brawl is a nice way to get to know a city.
I quote (or misquote) sacred texts and proverbs in almost every situation.
Ideal:
Change. We must help bring about the changes the gods are constantly working in the world. (chaotic)
Bond:
I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw:
Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Backstory:
Enog Stormbringer cleric of The Tempest, he's a religious syncretist who believes that all of the various gods associated with the tempest are essentially just lesser aspects of the true tempest. It was this syncretism, (and his penchant for a good fight) that got him thrown out of his temple, and set him on his path of adventure in the world, sewing chaos and promoting change to make the world a better place.
Enog believes chaos is the energy that fuels life, and that just as new life comes after the storm so the chaos in life provides the raw energy and potential for good to grow and flourish.
Character
Eshuvenniel Kazander Ravid (CG male half-elf bard)
Age: 26 Height: 6'2" Weight: 160 Eyes: Sapphire Hair: Black Skin: Olive
HP: 15 AC: 14 (Leather) Init: +4 Prof: +2 Pass Perc: 14
STR: 8 (-1) DEX: 16 (+3) (+5) CON: 12 (+1) INT: 10 (0) WIS: 14 (+2) CHA: 16 (+3) (+5)
Skills:Acrobatics (+4) Animal Handling (+3) Arcana (+1) Athletics (0) Deception (+5) History (+1) Insight (+4) Intimidation (+4) Investigation (+1) Medicine (+3) Nature (+1) Perception (+4) Performance (+5) Persuasion (+5) Religion (+2) Stealth (+5) Survival (+3)
Languages: Common, Elvish, Dwarvish, Orc, Draconic
Proficiencies: Light Armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Lute, Flute, Viol
Attacks:
Traits:
Spells Known (2/day):
Equipment:
Background: Acolyte
Feature: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there, This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home, While near your temple. you can call upon the priests for assistance. provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Personality Traits:
Ideal:
Bond:
Flaw:
Backstory:
You know you want a bard!
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
okay -- when I post my character stuff, it shows up as SPAM. I don't know why.
Eshuvenniel Kazander Ravid, Valor Bard and Acolyte of the Goddess of Luck
Caradoc Langham, Halfling Rogue - Lost Magics - Epic of Pre-made Proportions!
I'm not looking for heaven or hell... just someone to listen to stories I tell...
Lemme fix that for ya.
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Done with my back story ^.^
My Mountain Dwarf Fighter, from the Peaks of Winter Play by Post. I'm very proud of him. Thanks to VillainTheory for backstory inspiration.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/1903-the-peaks-of-winters-hold?comment=13