The ancient kingdom of Alvernia, sire of a thousand kings, is under attack. The neighboring kingdoms of Yllera and Dalenor have formed an alliance which places their former ally into a fatal envelopment. The coastal land of Yllera reaches out across the seas to foreign allies, offering new trade and land in exchange for support. Dalenor, the gate to the west, is the largest of Alvernia’s neighbors and has gained support of several smaller kingdoms. Desperate for salvation and blind to the progress of its growing threats, Alveria has divided its army between two borders. However, Dalenor boasts an army large enough to overrun the divided Alvernian military, and Yllera’s terrain has proven more deadly to invaders than any military might. Days, weeks, months have passed and Alvernia’s choices are beginning to shrink. To bolster their might, coffers have nearly been drained hiring any mercenary band that could be recruited.
In a desperate gambit, Alvernia has turned its attention to Dalenor. In secret, the eastern front has slowly been diminished. Fires are lit at night for camps of thousands, but manned by hundreds. Empty, covered caravans are sent along supply routes. How long this ruse will last, no one can say. Regardless, your mercenary band has been recruited among dozens of others and guided to the western front. Your band was quickly integrated into the army’s vanguard. Your mission en route to Dalenor is simple: become the tip of Alvernia’s spear and blaze a strategic path into hostile lands.
Starting my very first 5e campaign. This will be a homebrew campaign with a very ambitious plot and heavy emphasis on player involvement. I believe that rewards should be given for creative thinking and problem solving. As such, players who contribute to in-depth roleplaying (nothing crazy, just thoughtful character interactions), tactical expertise, or simply make out-of-the-box requests can expect a landslide of bonuses (or maybe penalties ;) ) to come their way. More linear, rule-based thinking may not result in penalties, but it won't reap the same benefits. In response to this request, I will contribute my own flare and creativity to the campaign as well. Players can be expected to be challenged by each encounter, whether combative or otherwise.
Basic guidelines are as follows:
Player level 10 to start. Please submit a character summary to include Race, Class(es), Alignment, Feats (if you are waiting for stats or equipment, you can make a note of open slots), and Backstory/Bio. Ideal party will be 5-6, but I will take up to 7 (maybe 8 if the submissions are just that good).
All source material is allowed (Player Handbook, Dungeon Master Guide, Unearthed Arcana, DM Guild, Volo, etc.). If you have something I am unfamiliar with, we will discuss details via PM. Modifications may be requested via PM, but 100% agreement will be reached before final decisions.
Reasonable response time is expected as with any PBP. Quick decisions (i.e. Should we jump the cliff or stand to face the dragon?) will be given 12-24 hours for consensus, then a decision will be made if one is not reached. More relaxed decisions will be given 24-48 hours. If you have to step away for extended periods, just let me know!
I will not micromanage your characters, but I will keep track of vital details as best as I can. If actions are taken which I am aware are not possible (ex. casting using an expended slot), you may get the action you want, but it will come with unintended consequences.
Golden rule: If you aren't sure, ask. I tend to be a very flexible DM and make liberal use of bonuses/penalties. Have an idea? Let's hear it and you may be rewarded :)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Summary: Orphaned at an early age, Gridolpho was raised on the rough streets of < Insert Large City appropriate to campaign setting here > by an older Halfling member of the Thieves Guild known simply as "Granddad". Gridolpho was his star pupil and he is keenly aware of the fact that he is above-average when it comes to the art of burglary. It's given him an ego when it comes to his own skills. But being a person of short stature surrounded by larger races left Gridolpho with a strong dislike of the other races who he feels look down on him and other Halflings. He constantly refers to the taller races as "Bigjobs" (or, rather, "Feckin' Bigjobs!")
Shortly after he came of age and joined the Guild as a full member, Granddad died under mysterious circumstances. The Guild leaders told him it was "natural causes", but he doesn't buy it for a second. But he also knows he can't take on the Guild...yet.
Gridolpho is brash and loud (overcompensating for his size), but deep down has a good heart. "Take only from those that can afford to gives it. Give to thems that don't has when you can" as Granddad says. Gridolpho usually ends up doing the right thing...eventually.
A consummate thief, Gridolpho doesn't handle downtime well. He is constantly fidgety, keeping his hands busy twiddling one of his daggers, shuffling cards, or (if he's had a drink or two) playing his flute. "Granddad said music was good for the soul. I don't care for that shite, but it does keep the fingers limber and ready for real work." He considers it a point of professional pride that no one really knows how many daggers he has on his person ("Always one more than you think, Bigjob!") or what cards he's holding in his hand ("Ante up and find out!"). Lastly, he has an ever-present metal toothpick in the corner of his mouth. Although that tends to disappear when it looks like he's about to be taken into custody, tucked into a cheek or slipped up a sleeve or down a boot in case he needs to pick his way out of trouble later.
On the job, Gridolpho is quiet, focused, and competent. His faith in his skills and Granddad's training are the closest he comes to religion. He eschews magic and sees "blessings" and "musical inspiration" as a form of cheating. If it can't be done by skill and skill alone, Gridolpho doesn't see it as worth doing. He wears a small, chess-like token carved in the image of a smug, older Halfling on a leather thong around his neck. His nervous fingers tend to go to it when he's talking about Granddad. The Thieves Guild he belongs to used these tokens as representations of their members and Gridolpho kept Granddad's piece after the old coot got "knocked off the board".
Personality Traits: 7' of ego in a 3'3" body. Chip on the shoulder large enough to surf on.
Ideals: For all my bluster, Granddad raised me to do the right thing...eventually. (Good)
Bonds: I will live up to the standard Granddad set and someday make him proud.
Flaws: Chip on his shoulder. Sensitive about his upbringing.
Character sheet will be posted on request. I'll need some guidance about equipment for starting at LVL 10.
For now, this is purely to source interest and recruit. Once we have the ideal party size, I'll set up a PM channel to discuss exact mechanics.
Love the personality by the way! Always good to have a cocky rogue around.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Perrin was from one of the simple villagers living a simple life, more concerned with Mr Humphrey's victory at the village "Largest Pumpkin of Year" contest than with some petty wars of some kings in the far lands. Dedicated to win at any cost, he started reading more books and old scrolls, trying to improve his produce. In desperation he began talking to his plants, and to his suprise they began to talk back! Gradually, Perrin understood that he was not going insane, but rather had awakened a budding druid magic power.
Perrin was consumed by his new abilities, even less interested with the wider world with the taxmen, and recruiters and stupid politics. He went into seclusion deep in the wild lands. Returning back as a fully fledged druid, he was somewhat lost with all the talk of war. Needing some funds to further advance his knowledge and interested to test his powers to help people, Perrin signs up with a mercenary band to earn some coin.
Perrin is a calm easygoing person (Neutral Good), with the temperament of a typical halfling: optimistic, enjoying good food and sleep.
Tavgrephor Paemeral, firstborn to a family of politicians and ambassadors to the material plane. He was expected to follow in his parents footsteps and take his father's place as ambassador. The thought of that made Tav sick to his stomach, politicians were fake and only appeared to appease the masses. They filled them with fake happiness and empty promises. Tav wanted more in life, he wanted to fill people with true happiness, and to travel the worlds and simply to live. The day finally came when, Tav would make a solo journey to the material plane, where he was expected to attend a meeting of politicians and dignitaries. He never arrived at the party. He made it to the material plane, and fled the city. He wondered around the wilderness for days, he somehow managed to get himself completely lost. He just kept walking though, he knew if he stopped, he would simply give up. Exhausted and thirty he collapsed to his knees, tears poured from his eyes as he began to accept the consequences of his actions. It was then, through tear filled eyes he saw a strange figure step out from the trees and step towards him. Oh child, your heart is so pure an innocent. I don't know what led you here, but I will help. With a wave of his hand, everything went black.
20 years have passed sense that day in the woods. Tav was taken in by a group of druids, they guided him in the way of nature and serenity. Tav finally felt alive, he felt like he could be himself. He vowed to never return to his family. As far he is concerned the druids are is family now. He now leads a life of adventuring and exploration, going where the stars take him.
So far seeing rogue, druid (magic), druid (heals/support), and a potential damage-dealer on the way. I can modify the campaign based on the party, so I wouldn't worry too much about a formal Tank-Healer-Damage-Damage-Support build.
Also, being in a mercenary group within a larger army, something tells me you won't be acting alone very often...
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Take what you like for starting equipment. At lvl 10, most or all of it may be upgraded anyway.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
If the spot is still open, I’d love to play a melee oriented build, I can’t submit a character desc at the time, but thinking either paladin or barbarian
If the spot is still open, I’d love to play a melee oriented build, I can’t submit a character desc at the time, but thinking either paladin or barbarian
No problem! At the moment we have 4, so plenty of room to grow.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Every mercenary band needs some scout and some muscle. I see that Moonkinght4217 has called for a paladin or a barbarian. So I am proposing two options to make the party more complete:
First a Barbarian/Fighter I had in mind for some time. Kyrthas, a minotaur from far away who had traveled to the continet in search of fame and fortune. Moved by a deep sense of honor, he quiclky found a place among the ranks of the "Rising Star" mercenary Company ( do you guys like this as the name of our little band? ). Important to note if Minotaurs aren't allowed we can change his race to Goliath, or Human if Goliath aren't fit for the campaign. I am very restrictive with this kind of races when I DM so don't get this to be a point :)
If we feel that it would be better for us to have a proper scout, then I could play Cúdraug. A character concept rescued from another PbP game. A wood elf ranger taciturn and that he only really trust his loyal wolf. By the time of this adventure I imagine that the rest of the party had gained his trust but don't expect him to be the talkative one or the mediator of the company while negotiating our payment.
Please let me know:
- If I am not too late.
- Wich concept do you prefer to have a good macht with the party. If none of them appeals you we can think of another concept. I have agood-hearted and patriotic cleric in mid too, wich has joined the mercenaries not for the money but for his sense of duty and his love for his threaten country.
Frandal, the minotaur will be fine. I'm allowing just about any source material and anything I'm not familiar with, I'll take offline to get details for reference.
As for gold for magic items, there will be a static (non-rolled) number of magic items everyone will start with. This number will be loosely set by party size, but all items will be available.
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Class: Barbarian 5 (Path of the Totem Warriror ) / Figther 5 (Champion)
Race Features:
Conqueror's Virtue: +1 to STR
Horns: Proficent with horns. Melee weapon 1d10 piercing damage. Grant advantage on all checks made to shove a creature.
Goring Rush: When using Dash action can make a melee attack with the horns as a bonus action.
Hammering Horns: When using the action to do a melee attack, can attempt to shove a creature with the horns as a bonus action. Cannot attempt to knock a creature prone.
Labyrinthine Recall: Can perfectly recall any path traveled.
Sea Reaver: Proficiency with navigator's tools and vehicles (water)
Languages: Write, read and speak Common.
Barbarian Features:
Rage: Can enter rage as a bonus action. 3 times per long rest.
- Advantage on Strenght checks and STR STs
- Bonus damage to melee attack. +2 to damage.
- Resistance to Bludgeoning, piercing, and slashing damage.
Unarmored Defense: If not wearing armor: AC= 10 + DEX mod + CON mod.
Reckless Attack: When making the first attack on your turn, can decide to attack recklessly. Gives advantage on all melee weapon attack rolls using STR, but attack rolls against have advantage too.
Danger Sense: Advantage on DEX STs against effects that you can see, such as traps and spells. Can't be blinded, deafened or incapacited.
- Totem Spirit: Bull ( same as bear): While raging gain resistance to all damage except psychic damage.
- Extra Attack
- Fast Movement: While not wearing heavy armor, speed increases by 10 feet.
Fighter Features:
Second wind: Bonus action to regain HP equal to 1d10+5
Fighting Style: Great Weapon Fighting: When a 1 or 2 came up rolling damage, can reroll it. Must keep the second result.
Action Surge: Can take one additional action on top of the normal action.
Extra attack: doesn't stack with the barbarian feature
Martial Archetype: Champion:
- Improved Critical: Critical hit on a roll of 19 or 20.
Background: Outlander
He left his home and tribe wanting to ross the seas and explore the world. That decision was not well recieved by the elders or his parentsm but still he followed his instincts. He didn't part on the best terms whit his tribe but he had keeped his old ways and conducts by his own code of honor, wich surprise most of the "civilized people" he has met since.
Personality Trait: I'm driven by a wanderlust that led me away from home.
Ideal: Honor: If I dishonor myself, I dishonor my whole clan.
Bond: I must ensure the name of my tribe enters legend (Not necessary to be the last one of the tribe for this ;) )
Flaw: There's no room for caution in a life lived to the fullest.
The ancient kingdom of Alvernia, sire of a thousand kings, is under attack. The neighboring kingdoms of Yllera and Dalenor have formed an alliance which places their former ally into a fatal envelopment. The coastal land of Yllera reaches out across the seas to foreign allies, offering new trade and land in exchange for support. Dalenor, the gate to the west, is the largest of Alvernia’s neighbors and has gained support of several smaller kingdoms. Desperate for salvation and blind to the progress of its growing threats, Alveria has divided its army between two borders. However, Dalenor boasts an army large enough to overrun the divided Alvernian military, and Yllera’s terrain has proven more deadly to invaders than any military might. Days, weeks, months have passed and Alvernia’s choices are beginning to shrink. To bolster their might, coffers have nearly been drained hiring any mercenary band that could be recruited.
In a desperate gambit, Alvernia has turned its attention to Dalenor. In secret, the eastern front has slowly been diminished. Fires are lit at night for camps of thousands, but manned by hundreds. Empty, covered caravans are sent along supply routes. How long this ruse will last, no one can say. Regardless, your mercenary band has been recruited among dozens of others and guided to the western front. Your band was quickly integrated into the army’s vanguard. Your mission en route to Dalenor is simple: become the tip of Alvernia’s spear and blaze a strategic path into hostile lands.
Starting my very first 5e campaign. This will be a homebrew campaign with a very ambitious plot and heavy emphasis on player involvement. I believe that rewards should be given for creative thinking and problem solving. As such, players who contribute to in-depth roleplaying (nothing crazy, just thoughtful character interactions), tactical expertise, or simply make out-of-the-box requests can expect a landslide of bonuses (or maybe penalties ;) ) to come their way. More linear, rule-based thinking may not result in penalties, but it won't reap the same benefits. In response to this request, I will contribute my own flare and creativity to the campaign as well. Players can be expected to be challenged by each encounter, whether combative or otherwise.
Basic guidelines are as follows:
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Here's what I'd play:
Gridolpho Nine-Fingers
Race: Halfling (Lightfoot)
Class: Rogue (Thief)
Alignment: Chaotic Good
Role: Burglar/Skill Monkey
Summary: Orphaned at an early age, Gridolpho was raised on the rough streets of < Insert Large City appropriate to campaign setting here > by an older Halfling member of the Thieves Guild known simply as "Granddad". Gridolpho was his star pupil and he is keenly aware of the fact that he is above-average when it comes to the art of burglary. It's given him an ego when it comes to his own skills. But being a person of short stature surrounded by larger races left Gridolpho with a strong dislike of the other races who he feels look down on him and other Halflings. He constantly refers to the taller races as "Bigjobs" (or, rather, "Feckin' Bigjobs!")
Shortly after he came of age and joined the Guild as a full member, Granddad died under mysterious circumstances. The Guild leaders told him it was "natural causes", but he doesn't buy it for a second. But he also knows he can't take on the Guild...yet.
Gridolpho is brash and loud (overcompensating for his size), but deep down has a good heart. "Take only from those that can afford to gives it. Give to thems that don't has when you can" as Granddad says. Gridolpho usually ends up doing the right thing...eventually.
A consummate thief, Gridolpho doesn't handle downtime well. He is constantly fidgety, keeping his hands busy twiddling one of his daggers, shuffling cards, or (if he's had a drink or two) playing his flute. "Granddad said music was good for the soul. I don't care for that shite, but it does keep the fingers limber and ready for real work." He considers it a point of professional pride that no one really knows how many daggers he has on his person ("Always one more than you think, Bigjob!") or what cards he's holding in his hand ("Ante up and find out!"). Lastly, he has an ever-present metal toothpick in the corner of his mouth. Although that tends to disappear when it looks like he's about to be taken into custody, tucked into a cheek or slipped up a sleeve or down a boot in case he needs to pick his way out of trouble later.
On the job, Gridolpho is quiet, focused, and competent. His faith in his skills and Granddad's training are the closest he comes to religion. He eschews magic and sees "blessings" and "musical inspiration" as a form of cheating. If it can't be done by skill and skill alone, Gridolpho doesn't see it as worth doing. He wears a small, chess-like token carved in the image of a smug, older Halfling on a leather thong around his neck. His nervous fingers tend to go to it when he's talking about Granddad. The Thieves Guild he belongs to used these tokens as representations of their members and Gridolpho kept Granddad's piece after the old coot got "knocked off the board".
Personality Traits: 7' of ego in a 3'3" body. Chip on the shoulder large enough to surf on.
Ideals: For all my bluster, Granddad raised me to do the right thing...eventually. (Good)
Bonds: I will live up to the standard Granddad set and someday make him proud.
Flaws: Chip on his shoulder. Sensitive about his upbringing.
Character sheet will be posted on request. I'll need some guidance about equipment for starting at LVL 10.
CUBE
DCI: 3319125026
For now, this is purely to source interest and recruit. Once we have the ideal party size, I'll set up a PM channel to discuss exact mechanics.
Love the personality by the way! Always good to have a cocky rogue around.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
DCI: 3319125026
I would love to join, Ill post my character up in a little bit
I would like to join with a halfling druid.
Name: Perrin, the Horticulturist
Race: Halfling (stout)
Class: Druid (support)
Perrin was from one of the simple villagers living a simple life, more concerned with Mr Humphrey's victory at the village "Largest Pumpkin of Year" contest than with some petty wars of some kings in the far lands. Dedicated to win at any cost, he started reading more books and old scrolls, trying to improve his produce. In desperation he began talking to his plants, and to his suprise they began to talk back! Gradually, Perrin understood that he was not going insane, but rather had awakened a budding druid magic power.
Perrin was consumed by his new abilities, even less interested with the wider world with the taxmen, and recruiters and stupid politics. He went into seclusion deep in the wild lands. Returning back as a fully fledged druid, he was somewhat lost with all the talk of war. Needing some funds to further advance his knowledge and interested to test his powers to help people, Perrin signs up with a mercenary band to earn some coin.
Perrin is a calm easygoing person (Neutral Good), with the temperament of a typical halfling: optimistic, enjoying good food and sleep.
Tavgrephor Paemeral
Race: Elf (Eladrin)
Class: Druid (Circle of Dreams)
Alignment: Neutral
Role: Healer/Support
Tavgrephor Paemeral, firstborn to a family of politicians and ambassadors to the material plane. He was expected to follow in his parents footsteps and take his father's place as ambassador. The thought of that made Tav sick to his stomach, politicians were fake and only appeared to appease the masses. They filled them with fake happiness and empty promises. Tav wanted more in life, he wanted to fill people with true happiness, and to travel the worlds and simply to live. The day finally came when, Tav would make a solo journey to the material plane, where he was expected to attend a meeting of politicians and dignitaries. He never arrived at the party. He made it to the material plane, and fled the city. He wondered around the wilderness for days, he somehow managed to get himself completely lost. He just kept walking though, he knew if he stopped, he would simply give up. Exhausted and thirty he collapsed to his knees, tears poured from his eyes as he began to accept the consequences of his actions. It was then, through tear filled eyes he saw a strange figure step out from the trees and step towards him. Oh child, your heart is so pure an innocent. I don't know what led you here, but I will help. With a wave of his hand, everything went black.
20 years have passed sense that day in the woods. Tav was taken in by a group of druids, they guided him in the way of nature and serenity. Tav finally felt alive, he felt like he could be himself. He vowed to never return to his family. As far he is concerned the druids are is family now. He now leads a life of adventuring and exploration, going where the stars take him.
Aww dang just saw Shadin's character, I can pick a different one if I need to.
So far seeing rogue, druid (magic), druid (heals/support), and a potential damage-dealer on the way. I can modify the campaign based on the party, so I wouldn't worry too much about a formal Tank-Healer-Damage-Damage-Support build.
Also, being in a mercenary group within a larger army, something tells me you won't be acting alone very often...
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I am wondering about starting equipment.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
Take what you like for starting equipment. At lvl 10, most or all of it may be upgraded anyway.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
DCI: 3319125026
If the spot is still open, I’d love to play a melee oriented build, I can’t submit a character desc at the time, but thinking either paladin or barbarian
DCI: 3319125026
DCI: 3319125026
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Hello there!
Every mercenary band needs some scout and some muscle. I see that Moonkinght4217 has called for a paladin or a barbarian. So I am proposing two options to make the party more complete:
First a Barbarian/Fighter I had in mind for some time. Kyrthas, a minotaur from far away who had traveled to the continet in search of fame and fortune. Moved by a deep sense of honor, he quiclky found a place among the ranks of the "Rising Star" mercenary Company ( do you guys like this as the name of our little band? ). Important to note if Minotaurs aren't allowed we can change his race to Goliath, or Human if Goliath aren't fit for the campaign. I am very restrictive with this kind of races when I DM so don't get this to be a point :)
If we feel that it would be better for us to have a proper scout, then I could play Cúdraug. A character concept rescued from another PbP game. A wood elf ranger taciturn and that he only really trust his loyal wolf. By the time of this adventure I imagine that the rest of the party had gained his trust but don't expect him to be the talkative one or the mediator of the company while negotiating our payment.
Please let me know:
- If I am not too late.
- Wich concept do you prefer to have a good macht with the party. If none of them appeals you we can think of another concept. I have agood-hearted and patriotic cleric in mid too, wich has joined the mercenaries not for the money but for his sense of duty and his love for his threaten country.
PbP Character: A few ;)
Frandal, the minotaur will be fine. I'm allowing just about any source material and anything I'm not familiar with, I'll take offline to get details for reference.
As for gold for magic items, there will be a static (non-rolled) number of magic items everyone will start with. This number will be loosely set by party size, but all items will be available.
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Then meet Kyrthas!
Name: Kyrthas
Race: Minotaur.
Appearence:
Class: Barbarian 5 (Path of the Totem Warriror ) / Figther 5 (Champion)
Race Features:
Conqueror's Virtue: +1 to STR
Horns: Proficent with horns. Melee weapon 1d10 piercing damage. Grant advantage on all checks made to shove a creature.
Goring Rush: When using Dash action can make a melee attack with the horns as a bonus action.
Hammering Horns: When using the action to do a melee attack, can attempt to shove a creature with the horns as a bonus action. Cannot attempt to knock a creature prone.
Labyrinthine Recall: Can perfectly recall any path traveled.
Sea Reaver: Proficiency with navigator's tools and vehicles (water)
Languages: Write, read and speak Common.
Barbarian Features:
Rage: Can enter rage as a bonus action. 3 times per long rest.
- Advantage on Strenght checks and STR STs
- Bonus damage to melee attack. +2 to damage.
- Resistance to Bludgeoning, piercing, and slashing damage.
Unarmored Defense: If not wearing armor: AC= 10 + DEX mod + CON mod.
Reckless Attack: When making the first attack on your turn, can decide to attack recklessly. Gives advantage on all melee weapon attack rolls using STR, but attack rolls against have advantage too.
Danger Sense: Advantage on DEX STs against effects that you can see, such as traps and spells. Can't be blinded, deafened or incapacited.
Primal Path: Path of the Totem Warrior
- Cast: beast sense and speak with animals only as rituals.
- Totem Spirit: Bull ( same as bear): While raging gain resistance to all damage except psychic damage.
- Extra Attack
- Fast Movement: While not wearing heavy armor, speed increases by 10 feet.
Fighter Features:
Second wind: Bonus action to regain HP equal to 1d10+5
Fighting Style: Great Weapon Fighting: When a 1 or 2 came up rolling damage, can reroll it. Must keep the second result.
Action Surge: Can take one additional action on top of the normal action.
Extra attack: doesn't stack with the barbarian feature
Martial Archetype: Champion:
- Improved Critical: Critical hit on a roll of 19 or 20.
Background: Outlander
He left his home and tribe wanting to ross the seas and explore the world. That decision was not well recieved by the elders or his parentsm but still he followed his instincts. He didn't part on the best terms whit his tribe but he had keeped his old ways and conducts by his own code of honor, wich surprise most of the "civilized people" he has met since.
Personality Trait: I'm driven by a wanderlust that led me away from home.
Ideal: Honor: If I dishonor myself, I dishonor my whole clan.
Bond: I must ensure the name of my tribe enters legend (Not necessary to be the last one of the tribe for this ;) )
Flaw: There's no room for caution in a life lived to the fullest.
Skills:
Athletics
Intimidation
Perception
Survival
We can finish him when things as Stats, Equipment and so are defined.
PbP Character: A few ;)