Hi interesting setting: I would like to put a placeholder here if you don't mind. Warforged are allowed? just one of the ideas in my mind...
Question.
Name:
Class/subclass:
Race:
Stats: Ability scores: 12815141116
Brief backstory and/or defining characteristics (in a spoiler block).
Edit: I swear to the Dice Gods that first time I posted this rolls where 16 16 14 13 12 12 ( not in this order but... ) And then it refreshed and the dice were others. I don't even edited it yet! lol
Fletch grew up as an apprentice to a local Hedge Mage named Gaddicus. He was an attentive student, listening in on his masters every word while also performing clerical duties. As a Kenku, Fletch has always struggled with his race's particular problem with spoken language, which has led him to study Anthropology and Linguistics as much as he's studied the arcane arts. Once he reached adulthood, Fletch set out to see the world for himself, hoping to find a means to gain his own speaking voice, or at the very least a way to make the lives of Kenku everywhere a little easier.
Personality: Fletch is naturally curious, bookish, and socially awkward. He tends to speak in a very formal and confident voice due to most of his vocabulary being copied from Gaddicus' lectures. This is in direct contradiction to his own personality, which tends to be on the timid side. He knows a great deal of history, but the ways of the world at large are a mystery to him in many cases. He is very pragmatic and logical, to the point where he will sometimes suggest courses of action that some would consider extreme or harsh. He doesn't make these decisions or points from a place of evil or anger though, simply logic without enough "human" experience to dull the edges. When he comes across something from an ancient civilization (or better yet, something that might help his cause to find his voice), he tends to focus on it at the cost of all else, essentially "nerding out" at the findings. The party could be in a dire situation as an example, delving into a dungeon, and Fletch will want to stop to take an etching of an interesting engraving. All of these are habits that I intend to have him grow past over time, but given he's a young adventurer, he's still fairly green in my estimation.
Luna lived with her family in the woods, far away from civilization and people. While they still did trade, they are reclusive for fears that the any civilization that would find them would kill them just because they are goblinoids. Luna had a husband by the name of Haris Groundshaper and together they had two twin kids; a girl named Avilen and a boy named Morgan. One day when she was gathering food for her family, her family was attacked and her house was burned down. Grief-stricken, she heads out to find a new place of belonging.
OOC: I'm trying to make a more of a "mama bear" type character, where she will protect her cubs (the party) and will destroy anything that attacks her new children.
Hi there, thanks for volunteering your time to run a game! I like the set up and thought you obviously put into this, and I'm interested. A couple of questions (mostly because I have this specific character burning a hole in my brain) but would you allow the subclasses from the Exploring Eberron book? Specifically looking at the Maverick Artificer class. If you aren't familiar with the source, Exploring Eberron is a supplement for the Eberron campaign setting written by Keith Baker (who created the setting to begin with) but isn't published by WotC. And along those artificering lines, would you allow firearms?
Agatha's home is the outdoors. They are happiest when they can range far afield and just exist within nature's realm. They will often lead expeditions into the foothills and have been known to disappear for weeks, usually returning with mud (and a smile) on their face. To call them simple is, well, too simple. They found their joy early in life. "Lucky" is the more accurate term. Agatha understands all too well that a person is only as strong as their pack. Their family left them long ago -- abandoned or set free, they can't really say -- but they only feel true peace when surrounded by kindred spirits. When Agatha finds a group, they will doggedly prove their worth and defend each pack member furiously.
Hi there, thanks for volunteering your time to run a game! I like the set up and thought you obviously put into this, and I'm interested. A couple of questions (mostly because I have this specific character burning a hole in my brain) but would you allow the subclasses from the Exploring Eberron book? Specifically looking at the Maverick Artificer class. If you aren't familiar with the source, Exploring Eberron is a supplement for the Eberron campaign setting written by Keith Baker (who created the setting to begin with) but isn't published by WotC. And along those artificering lines, would you allow firearms?
Thanks for your consideration!
I would certainly consider the maverick artificer class, and potentially firearms. Alternatively, the maverick by its very nature would be a prime candidate for developing the first firearm perhaps over time during the campaign. Especially since the pre-existence of certain technologies have a lot of tricky world-building implications, while the invention of certain technologies instead allow for interesting world-developments.
So I'd encourage you to post your character concept, either here or in a private message, and I'll get back to you on my thoughts!
Thanks for the quick reply! Let's see what we have here.
Ability scores: 141411181414
Name: Samir Ekaneff
Race: Half-orc
Class: Maverick Artificer
Background: Sage
From the beginning, Samir was both a delight and a trial for his merchant parents. Naturally gifted, he taught himself to read at three. By eight, he had already begun making simple machines and devices to play with on his own, while his peers were chasing each other around outside with sticks. Given his intellectual predilections and gifts, and his parents' thriving business ventures, Samir was enrolled one of the finest and most academically challenging academies available.
It didn't take long for his interests in both mechanics and magic to intertwine set him on the path of the Artificer. His creativity constantly confounded and impressed his instructors as time and again he came up with new ways of solving problems and out-of-the-box inventions and combinations that others had never considered. His thesis on the role of efficient and affordable devices for the betterment of everyone as opposed to the wealthy, caused a bit of a stir for both its academic and idealogical content.
Freed of his commitments to the academy and on his own, Samir set out to try and assist his parents as best he could, working to improve their business during the day while exploring his own research and experiments by night. It wasn't entirely unusual for him to get those things mixed up and to lose track entirely of what time he was doing any given thing.
When traffic in and out of Cambria began to become more and more difficult, Samir took it upon himself to volunteer to travel there and seek out ways to find new ways to get his parents' shipments over the border. Though worried about his own social hesitancy and worries about burning himself out, he is determined to do right by the mother and father who did so much for him in his formative years and see to it that their business thrives as best it can. For himself, he seeks only the opportunity to continue his creating and tinkering, and to perfect his ideas of efficient tools and defense for the common person, to which end he has decided that there is no better testing than field testing.
After all, what's a little danger in the pursuit of invention?
Zinweyl was born and raised in a small hunting village of gnomes and halflings hidden deep in the forests. She spent her days helping her mother with chores around the house and going on hunting trips with her father. At the age of 23, she left home with her father for another hunt. She became separated from her father, however, and in her search for him stumbled upon an old abandoned cottage. As she looked through the cottage, she came across a large mirror, which unknown to her, was a planar portal. At her touch, the portal activated and pulled her through to the Ethereal Plane. The portal closed behind her, leaving her stuck with no way home. There she stayed, trapped for an unknown amount of time, surviving off what little rations and water she had on her when she was pulled in. Eventually, after searching the Ethereal Plane for a way home, she ran into another living being there; a Elven Horizon Walker Ranger using the Ethereal Plane to go from one place to another. The Elf took pity on her and helped her back to the Material Plane, however she was now far from home and had no idea where to go. She came across a traveling merchant group who allowed her to come along with them to their next destination. There she took up odd jobs and gathered information on how to return home to her family and find the mysterious elf who helped her return to the living world.
Zinweyl is a fairly reserved person with a strong sense of familial bond. She is very caring for those close to her and will do anything within her abilities to protect them. She's fairly no-nonsense but is no stranger to a good joke, despite being fairly naïve.
Hey thanks for that reply I will keep the rolls that are currently at the post. and just put it here the rest of the things not to risk touching that one again ;)
Name: Frax
Class/subclass: Warrior ( Battlemaster )
Race: Warforfed.
Stats: Ability scores: 12815141116
Brief backstory and/or defining characteristics (in a spoiler block).
Created to be the guardian and strong arm in a wizard's tower, soon Frax showed syntoms of something he wasn't suppoused to have, free will and independent thought. Instead of discard him as a failed experiment, the wizard kept him as company and he fulfilled his original functions perfectly. The wizard used to be gone for short periods of time, But in one of these dissapearance he didn't return. He made a spell who sent him to other dimension and for some rease he didn't come back. Frax waited for him for two years but now he has accpeted that he needs help to find his former master and friend.
- Motivations: To find Goldirnus, his friend and former Master. - Fears: Not to be useful to no one anymore
- Personality Traits: He is polite and a little bit naive. He is not stupid but he is always trying to please others. Some had taking advantage of this in the past but he hasn't noticed it most of the times.
- Insecurities: Not to have a place in the world and to be discarded.
Stats: Ability scores (Be good to me!) Str: 12 Dex: 18 Con: Unable to parse dice roll. Int: 16 Wis: 16 Cha: 16
Backstory/ characteristics
To keep it brief, a goliath who was obsessed with nature and animals for as long as he could remember, the type of person who has conversations with their dog, and feels as if they've commited a warcrime when they accidentally step on their paw. Kelfir also had the natural drive to succeed like other goliaths, but not by holding the most livestock, killing the biggest whatevers, ect. ect., he wanted to do nothing but help people, healing them, listening to them, helping them find serenity... which he hopes he can do here.
Motivations: To help any on their journey to opportunity or, well anything. Kinda like a mercenary, except there's no charge and they're just there to help.
Fears: Failing to help (obv), seeing comrades fall, and if we're getting technical, he has a fear of spiders and tight spaces.
Personality: An extremely kind, selfless person. The friend that'll always run over and worry like crazy if you just stumbled a bit. A motherly sort of person.
Insecurities: He does sometimes feel like he's not needed and just a nuisance.
Stats: Ability scores (Be good to me!) Str: 17 Dex: 12 Con: Unable to parse dice roll. Int: 17 Wis: 18 Cha: 6
Backstory/ characteristics
To keep it brief, a goliath who was obsessed with nature and animals for as long as he could remember, the type of person who has conversations with their dog, and feels as if they've commited a warcrime when they accidentally step on their paw. Kelfir also had the natural drive to succeed like other goliaths, but not by holding the most livestock, killing the biggest whatevers, ect. ect., he wanted to do nothing but help people, healing them, listening to them, helping them find serenity... which he hopes he can do here.
Motivations: To help any on their journey to opportunity or, well anything. Kinda like a mercenary, except there's no charge and they're just there to help.
Fears: Failing to help (obv), seeing comrades fall, and if we're getting technical, he has a fear of spiders and tight spaces.
Personality: An extremely kind, selfless person. The friend that'll always run over and worry like crazy if you just stumbled a bit. A motherly sort of person.
Insecurities: He does sometimes feel like he's not needed and just a nuisance.
This sounds like an awesome campaign. I'll roll for ability scores and get the character completed over the weekend.
Ability scores: 14810111113
Name: Kalysta Class: Sorcerer - Divine soul Race: Variant Human
Motivations: Learning magic, all kinds of magic. The rarer the better. Fears: Personality Traits: Despite her hermit background, Kalysta is fairly outgoing. Persuading shopkeepers to let her work for free takes some work. She can also get hyper-focused on her passion, magic. Insecurities: The world is a big place, full of all kinds of people. Most are nice, some aren't. She worries that she won't be able to tell the difference when it matters.
Kalysta loves magic, all kinds of magic. Growing up in the city has exposed her to all kinds of magic users. She acknowledges that full on spells are useful, so are the cantrips. Her hobby became an obsession and now she goes out of her way to learn all the cantrips she can. Kalysta won't turn down the opportunity to learn a full spell. They are useful and there are reasons they are used by full casters.
Being a hermit, focusing her attention on her studies has started to pay off. She's already collected a few of the cantrips from a couple of schools of magic. But the desire to learn more is always there. In her spare time, she volunteers in magic shops. Listening to the shopkeeper talking to customers, listening for anything that might advance her own understanding. Working for free definitely helps. She feels she's learned all she can around her city. Maybe striking out into the world will help her learn more.
Kyrilu Sacredwatcher - Human v - Bard (lore) - Acolyte
Kyrilu started a cult/multilevel marketing scheme that transformed into a cult that actually started to get the attention of a devil. Now he’s trying to go find adventurer types and cozy up well enough that they want to help him “dismantle” his cult with him, this laundering all the money as “treasure,” “loot,” or “reward” while getting rid of the Devil’s attention.
Motivations: money. And holding onto his soul. Fear: this demon popping up and laying claim to his soul. And abberations of any kind. They give him the creeps. personality: Kyrilu will try to talk his way out of anything rather than fight. insecurities: he tries to think he’s a good person, but so often gives in to his baser instincts that he mostly just feels bad about not being better.
As the youngest son of a moderately successful merchant family, Stallings had the luxury of being able to focus on his passion: History. Stallings believed that through the knowledge and lore he would gain through studying the past, he would be able to embrace change, and steer the company steady when tumulting times inevitably arrived. However, Stallings' life changed when one day a rival merchant house conspired with the local ruler to eradicate Stallings' merchant family. Having barely escaped with his life, being unable to do anything to stop this catastrophe gnawes at Stallings' soul as he vowes to never be as blind and and helpless again.
Malachi grew up poor, living on the fringes of society, as his mother went from odd job to odd job. She was ‘touched’ with a gift that ran in the family, but struggled to control the voices in her head and went mad. He had the same gift and soon found that he could often tell what people wanted to hear. He moved from town to town, running small time cons and looking for the one big score, when one job went sideways. With hunters on his trail, he thought it was the perfect time to brave the mountain passes and head for Cambria where he heard a person can be anything, and anyone, they want.
PM sent with additional details and characteristics
Sounds really interesting! I’ll edit again soon with a character, but for now let’s have some rolls!
Ability scores: 141313171513
Name: Marion Sithiche
Class/subclass: Paladin 2 / Wizard 1
Race: Human
Stats (Use the ability scores dice roller in your post. Reroll 1's once) Str-18 Dex-14 Con-15 Int-16 Wis-15 Cha-16 (Including racial bonuses)
Brief backstory and/or defining characteristics (in a spoiler block).
Marion Sithiche is a young Knight-Errant of the Order of the Blue Rose, and as such is currently undertaking her journeyman's pilgrimage to prove to her order that she is worthy of membership in their ranks. Having recently been sponsored by her former master and mentor Sir Ennerd Ulysin, and thus earning an as yet undecorated banner of wondrous azure blue, she has been tasked with carrying out deeds worthy of a knight and standing as an exemplar of the orders ideals - To praise the gods that they would gift upon mortals the boon of magic; To prove to the gods that we are worthy by using the great gift to betterment of all; To protect those who cannot shelter themselves from selfish misuse of magic; To stand against those who would twist the gods blessing towards evil;
And thus does Marion head into Cambria. For what better place to stand up as an example to others than the bustling heart of the kingdom Talmouth. There she is sure to find those in need of aid and to hear news from around the world of the ones who would abuse the gift of the gods. Here, she is certain, she will find much opportunity to prove herself worthy. What this headstrong, and yet still naive to the ways of the world, young woman doesn't realise is that she will learn far more from the people of Cambria than they might from her.
Hey everyone, I would like to thank everyone for your interest so far. I am seeing a surprising number of really great character ideas as I feel the dread creeping up my throat at the prospect of needing to narrow down the wonderful options (this is hyperbole, not a cry for help).
Just a quick not on the state of things for those who have already submitted a character concept and for those who are still working out what to play:
Among my top picks at the moment, the party is looking fairly spellcaster heavy, thought the characters are still well-differentiated
I don't necessarily see this as a problem, because I think parties that aren't traditionally balanced can result in interesting dynamics and challenges. For example:
Low-magic party compositions can encourage resourcefulness and ingenuity in combat and problem solving.
Without heals, risk management becomes huge
Without tanks, strategic positioning and crowd control can be the difference between life and death
Sub-optimal doesn't equal less fun in my books, however I just wanted to let people know where things are at currently, because I know everyone can have their own play preferences.
Chance grew up on the streets, in a poor urban neighborhood. His earliest memories feature neglect at an orphanage before running away and living on his own, stealing whatever he could to survive. He doesn't remember how it started, but every so often he's startled, as if a slimy tentacle brushes past him, but no one else ever senses it. It's about that time he was able to start reading people's thoughts, and other magical abilities started that he's honed and can now aim at will. He leveraged them against the orphanage that neglected him, but that brought attention and now he needs to leave town. Maybe this is a good time to figure out what's causing his powers before he returns to finish what he started and protect the other orphans.
You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
Personality Traits
I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
I eat like a pig and have bad manners.
Ideals
Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic) People. I help the people who help me — that’s what keeps us alive. (Neutral)
Bonds
I sponsor an orphanage to keep others from enduring what I was forced to endure.
Flaws
It’s not stealing if I need it more than someone else.
Thank you once again for all of your interest in the campaign. It was a difficult choice since there were so many interesting character ideas that I would have loved to see in action in this campaign. I have at this point privately messaged those who I ended up selecting. For the rest of you, thank you for giving me some of your time. The decision ended up coming down to who I thought who I thought I could really carve out an interesting place for in the campaign and setting, rather than just who I thought were the best characters. I hope many of you go on to find other campaigns where you can use your character ideas, because I see a lot of potential for fun.
Have a good day, and thank you again to all!
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I'll allow warforged
Personality: Fletch is naturally curious, bookish, and socially awkward. He tends to speak in a very formal and confident voice due to most of his vocabulary being copied from Gaddicus' lectures. This is in direct contradiction to his own personality, which tends to be on the timid side. He knows a great deal of history, but the ways of the world at large are a mystery to him in many cases. He is very pragmatic and logical, to the point where he will sometimes suggest courses of action that some would consider extreme or harsh. He doesn't make these decisions or points from a place of evil or anger though, simply logic without enough "human" experience to dull the edges. When he comes across something from an ancient civilization (or better yet, something that might help his cause to find his voice), he tends to focus on it at the cost of all else, essentially "nerding out" at the findings. The party could be in a dire situation as an example, delving into a dungeon, and Fletch will want to stop to take an etching of an interesting engraving. All of these are habits that I intend to have him grow past over time, but given he's a young adventurer, he's still fairly green in my estimation.
Ability scores: 13 13 14 17 13 14
Luna lived with her family in the woods, far away from civilization and people. While they still did trade, they are reclusive for fears that the any civilization that would find them would kill them just because they are goblinoids. Luna had a husband by the name of Haris Groundshaper and together they had two twin kids; a girl named Avilen and a boy named Morgan. One day when she was gathering food for her family, her family was attacked and her house was burned down. Grief-stricken, she heads out to find a new place of belonging.
OOC: I'm trying to make a more of a "mama bear" type character, where she will protect her cubs (the party) and will destroy anything that attacks her new children.
Sheet: https://www.dndbeyond.com/profile/DeadOnes/characters/66667427
Hi there, thanks for volunteering your time to run a game! I like the set up and thought you obviously put into this, and I'm interested. A couple of questions (mostly because I have this specific character burning a hole in my brain) but would you allow the subclasses from the Exploring Eberron book? Specifically looking at the Maverick Artificer class. If you aren't familiar with the source, Exploring Eberron is a supplement for the Eberron campaign setting written by Keith Baker (who created the setting to begin with) but isn't published by WotC. And along those artificering lines, would you allow firearms?
Thanks for your consideration!
Ability scores: 15 13 16 14 17 12
Character sheet: https://ddb.ac/characters/66689761/CelO2G
Agatha's home is the outdoors. They are happiest when they can range far afield and just exist within nature's realm. They will often lead expeditions into the foothills and have been known to disappear for weeks, usually returning with mud (and a smile) on their face. To call them simple is, well, too simple. They found their joy early in life. "Lucky" is the more accurate term. Agatha understands all too well that a person is only as strong as their pack. Their family left them long ago -- abandoned or set free, they can't really say -- but they only feel true peace when surrounded by kindred spirits. When Agatha finds a group, they will doggedly prove their worth and defend each pack member furiously.Nell: Call of the Netherdeep
I would certainly consider the maverick artificer class, and potentially firearms. Alternatively, the maverick by its very nature would be a prime candidate for developing the first firearm perhaps over time during the campaign. Especially since the pre-existence of certain technologies have a lot of tricky world-building implications, while the invention of certain technologies instead allow for interesting world-developments.
So I'd encourage you to post your character concept, either here or in a private message, and I'll get back to you on my thoughts!
Thanks for the quick reply! Let's see what we have here.
Ability scores: 14 14 11 18 14 14
Name: Samir Ekaneff
Race: Half-orc
Class: Maverick Artificer
Background: Sage
From the beginning, Samir was both a delight and a trial for his merchant parents. Naturally gifted, he taught himself to read at three. By eight, he had already begun making simple machines and devices to play with on his own, while his peers were chasing each other around outside with sticks. Given his intellectual predilections and gifts, and his parents' thriving business ventures, Samir was enrolled one of the finest and most academically challenging academies available.
It didn't take long for his interests in both mechanics and magic to intertwine set him on the path of the Artificer. His creativity constantly confounded and impressed his instructors as time and again he came up with new ways of solving problems and out-of-the-box inventions and combinations that others had never considered. His thesis on the role of efficient and affordable devices for the betterment of everyone as opposed to the wealthy, caused a bit of a stir for both its academic and idealogical content.
Freed of his commitments to the academy and on his own, Samir set out to try and assist his parents as best he could, working to improve their business during the day while exploring his own research and experiments by night. It wasn't entirely unusual for him to get those things mixed up and to lose track entirely of what time he was doing any given thing.
When traffic in and out of Cambria began to become more and more difficult, Samir took it upon himself to volunteer to travel there and seek out ways to find new ways to get his parents' shipments over the border. Though worried about his own social hesitancy and worries about burning himself out, he is determined to do right by the mother and father who did so much for him in his formative years and see to it that their business thrives as best it can. For himself, he seeks only the opportunity to continue his creating and tinkering, and to perfect his ideas of efficient tools and defense for the common person, to which end he has decided that there is no better testing than field testing.
After all, what's a little danger in the pursuit of invention?
Name: Zinweyl Starkrest
Race: Gnome
Class: Ranger (Horizon Walker)
Background:
Zinweyl was born and raised in a small hunting village of gnomes and halflings hidden deep in the forests. She spent her days helping her mother with chores around the house and going on hunting trips with her father. At the age of 23, she left home with her father for another hunt. She became separated from her father, however, and in her search for him stumbled upon an old abandoned cottage. As she looked through the cottage, she came across a large mirror, which unknown to her, was a planar portal. At her touch, the portal activated and pulled her through to the Ethereal Plane. The portal closed behind her, leaving her stuck with no way home. There she stayed, trapped for an unknown amount of time, surviving off what little rations and water she had on her when she was pulled in. Eventually, after searching the Ethereal Plane for a way home, she ran into another living being there; a Elven Horizon Walker Ranger using the Ethereal Plane to go from one place to another. The Elf took pity on her and helped her back to the Material Plane, however she was now far from home and had no idea where to go. She came across a traveling merchant group who allowed her to come along with them to their next destination. There she took up odd jobs and gathered information on how to return home to her family and find the mysterious elf who helped her return to the living world.
Zinweyl is a fairly reserved person with a strong sense of familial bond. She is very caring for those close to her and will do anything within her abilities to protect them. She's fairly no-nonsense but is no stranger to a good joke, despite being fairly naïve.
Ability Scores: 8, 14, 14, 12, 15, 13
Hey thanks for that reply I will keep the rolls that are currently at the post. and just put it here the rest of the things not to risk touching that one again ;)
Created to be the guardian and strong arm in a wizard's tower, soon Frax showed syntoms of something he wasn't suppoused to have, free will and independent thought. Instead of discard him as a failed experiment, the wizard kept him as company and he fulfilled his original functions perfectly. The wizard used to be gone for short periods of time, But in one of these dissapearance he didn't return. He made a spell who sent him to other dimension and for some rease he didn't come back. Frax waited for him for two years but now he has accpeted that he needs help to find his former master and friend.
- Motivations: To find Goldirnus, his friend and former Master.
- Fears: Not to be useful to no one anymore
- Personality Traits: He is polite and a little bit naive. He is not stupid but he is always trying to please others. Some had taking advantage of this in the past but he hasn't noticed it most of the times.
- Insecurities: Not to have a place in the world and to be discarded.
PbP Character: A few ;)
This seems pretty sweet, I'd love to try it out!
Backstory/ characteristics
To keep it brief, a goliath who was obsessed with nature and animals for as long as he could remember, the type of person who has conversations with their dog, and feels as if they've commited a warcrime when they accidentally step on their paw. Kelfir also had the natural drive to succeed like other goliaths, but not by holding the most livestock, killing the biggest whatevers, ect. ect., he wanted to do nothing but help people, healing them, listening to them, helping them find serenity... which he hopes he can do here.
Motivations: To help any on their journey to opportunity or, well anything. Kinda like a mercenary, except there's no charge and they're just there to help.
Fears: Failing to help (obv), seeing comrades fall, and if we're getting technical, he has a fear of spiders and tight spaces.
Personality: An extremely kind, selfless person. The friend that'll always run over and worry like crazy if you just stumbled a bit. A motherly sort of person.
Insecurities: He does sometimes feel like he's not needed and just a nuisance.
https://ddb.ac/characters/66694296/3wH2M3
Whoops! Constitution: 12
Ability scores: 17 13 11 17 18 16
Paladin - warforged - orange
This sounds like an awesome campaign. I'll roll for ability scores and get the character completed over the weekend.
Ability scores: 14 8 10 11 11 13
Name: Kalysta
Class: Sorcerer - Divine soul
Race: Variant Human
Motivations: Learning magic, all kinds of magic. The rarer the better. Fears: Personality Traits: Despite her hermit background, Kalysta is fairly outgoing. Persuading shopkeepers to let her work for free takes some work. She can also get hyper-focused on her passion, magic. Insecurities: The world is a big place, full of all kinds of people. Most are nice, some aren't. She worries that she won't be able to tell the difference when it matters.
https://ddb.ac/characters/66757037/FpfAnZ
Kalysta loves magic, all kinds of magic. Growing up in the city has exposed her to all kinds of magic users. She acknowledges that full on spells are useful, so are the cantrips. Her hobby became an obsession and now she goes out of her way to learn all the cantrips she can. Kalysta won't turn down the opportunity to learn a full spell. They are useful and there are reasons they are used by full casters.
Being a hermit, focusing her attention on her studies has started to pay off. She's already collected a few of the cantrips from a couple of schools of magic. But the desire to learn more is always there. In her spare time, she volunteers in magic shops. Listening to the shopkeeper talking to customers, listening for anything that might advance her own understanding. Working for free definitely helps. She feels she's learned all she can around her city. Maybe striking out into the world will help her learn more.
Valdryn Perkalyn - War Domain Cleric 2
Kyrilu Sacredwatcher - Human v - Bard (lore) - Acolyte
Kyrilu started a cult/multilevel marketing scheme that transformed into a cult that actually started to get the attention of a devil. Now he’s trying to go find adventurer types and cozy up well enough that they want to help him “dismantle” his cult with him, this laundering all the money as “treasure,” “loot,” or “reward” while getting rid of the Devil’s attention.
Motivations: money. And holding onto his soul.
Fear: this demon popping up and laying claim to his soul. And abberations of any kind. They give him the creeps.
personality: Kyrilu will try to talk his way out of anything rather than fight.
insecurities: he tries to think he’s a good person, but so often gives in to his baser instincts that he mostly just feels bad about not being better.
Paladin - warforged - orange
Ability scores: 17 15 14 11 11 11
Name : Stallings
Class/subclass: Bard (College of Swords)
Race: Human ( Variant )
As the youngest son of a moderately successful merchant family, Stallings had the luxury of being able to focus on his passion: History. Stallings believed that through the knowledge and lore he would gain through studying the past, he would be able to embrace change, and steer the company steady when tumulting times inevitably arrived. However, Stallings' life changed when one day a rival merchant house conspired with the local ruler to eradicate Stallings' merchant family. Having barely escaped with his life, being unable to do anything to stop this catastrophe gnawes at Stallings' soul as he vowes to never be as blind and and helpless again.
Ability scores: 16 13 13 10 10 14
Name: Malachi
Class/subclass: Sorcerer (Aberrant Mind)
Race: Half-Elf
Stats : See above.
Brief backstory and/or defining characteristics
Malachi grew up poor, living on the fringes of society, as his mother went from odd job to odd job. She was ‘touched’ with a gift that ran in the family, but struggled to control the voices in her head and went mad. He had the same gift and soon found that he could often tell what people wanted to hear. He moved from town to town, running small time cons and looking for the one big score, when one job went sideways. With hunters on his trail, he thought it was the perfect time to brave the mountain passes and head for Cambria where he heard a person can be anything, and anyone, they want.
PM sent with additional details and characteristics
Sounds really interesting! I’ll edit again soon with a character, but for now let’s have some rolls!
Ability scores: 14 13 13 17 15 13
And thus does Marion head into Cambria. For what better place to stand up as an example to others than the bustling heart of the kingdom Talmouth. There she is sure to find those in need of aid and to hear news from around the world of the ones who would abuse the gift of the gods. Here, she is certain, she will find much opportunity to prove herself worthy. What this headstrong, and yet still naive to the ways of the world, young woman doesn't realise is that she will learn far more from the people of Cambria than they might from her.
Character Sheet: https://ddb.ac/characters/66763316/vuYGRz
Hey everyone, I would like to thank everyone for your interest so far. I am seeing a surprising number of really great character ideas as I feel the dread creeping up my throat at the prospect of needing to narrow down the wonderful options (this is hyperbole, not a cry for help).
Just a quick not on the state of things for those who have already submitted a character concept and for those who are still working out what to play:
Keep the great ideas coming!
Chance, Human Aberrant Mind Sorcerer
Ability scores: 16 17 15 14 9 10
Character Sheet: https://ddb.ac/characters/66754378/E9iVeS
Chance grew up on the streets, in a poor urban neighborhood. His earliest memories feature neglect at an orphanage before running away and living on his own, stealing whatever he could to survive. He doesn't remember how it started, but every so often he's startled, as if a slimy tentacle brushes past him, but no one else ever senses it. It's about that time he was able to start reading people's thoughts, and other magical abilities started that he's honed and can now aim at will. He leveraged them against the orphanage that neglected him, but that brought attention and now he needs to leave town. Maybe this is a good time to figure out what's causing his powers before he returns to finish what he started and protect the other orphans.
You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it.
Eubraxa Rising: DM
Astray in the Stars: DM
Hello, everyone:
Thank you once again for all of your interest in the campaign. It was a difficult choice since there were so many interesting character ideas that I would have loved to see in action in this campaign. I have at this point privately messaged those who I ended up selecting. For the rest of you, thank you for giving me some of your time. The decision ended up coming down to who I thought who I thought I could really carve out an interesting place for in the campaign and setting, rather than just who I thought were the best characters. I hope many of you go on to find other campaigns where you can use your character ideas, because I see a lot of potential for fun.
Have a good day, and thank you again to all!