I'm a little puzzled by feat selection.. I know I'm doing it wrong, somehow...The Character builder is only showing 2 feats, both of which are unavailable for this pc =(
If you don't have the books that the feats are from purchased on DnDBeyond then you won't have access to them. For now, you can note what your feat selection is and we can put it in later.
This post has potentially manipulated dice roll results.
Ability scores: 14151391510
Character Name: Saaalaash
Race: Lizardfolk
Class: Druid (moon)
Background: urchin
Backstory: Saalaash was hatched in an orphanage, surrounded by more human children. He nnew why he never got picked, he was ugly and not cute like the humans, elves, and other humanoids. he started to resent himself for being born different from the others, becoming shy and introverted which did not help his case at all. He got kicked out into the streets when he was still young, around 12 where he had to fend for himself. He learned how to steal to obtain food and made a quick habit of it. He found a pet mouse which he kept with him, his only friend and companion. He talked to his mouse friend, knowing that the mouse can't talk back. That changed one day when the mouse talked back to him. Saalaash was startled but more curious and his curiosity got the best of him. The mouse revealed where the best ways to find snacks and places to hide. Salaash with his new knowledge was able to pickpocket better with the help of his mouse friend, and eventually was able to snatch a fancy belt from the store. He got caught so he quickly thought what would the mouse do and ran. He didn't notice at the time that he became the mouse until he was able to scamper into a new hole. He followed his friend out to the streets and ran far away until he changed back to himself. Not knowing what was happening but not wanting to take it for granted he continued to run out of the village, knowing that he is now wanted. After leaving the village, Saalaash explored what he can and cannot do with his new abilities, looking at other animals and studying them before coming them. With this new power he can do something about his situation. He heads off trying to find work in other places, not telling anyone what he can do.
This post has potentially manipulated dice roll results.
Was bummed to see the old game end. I would gladly rejoin if you'd have me.
Character Name: Kass Vlarkoa
Race: Hobgoblin
Class: Artificer (Armorer)
Background: Far Traveler
Backstory: From a far-off continent where goblinkind has developed advanced technology, Kass has been exiled from her home after a foreigner stole important sacred relics while under her charge. If she ever wishes to return to her homeland again, she must eliminate the thief and recover the relics they stole. Armed only with her arcane power armor, Kass is embarking into an unfamiliar world determined to administer justice and return what was stolen from her people to the halls of her ancestors. She is eager to learn all she can of this new land, though the culture shock still hasn't quite settled yet, but she knows she cannot complete her mission on her own. Finding her quarry in this place is like finding a needle in a stack of hay, or so the Common saying goes. It is now her goal to form connections with the people of this land and enlist the aid of others in her quest.
This post has potentially manipulated dice roll results.
Character Name: Flumfurkin Grigbun Crinquer
Race: Tabaxi
Class: Monk
Background: Outlander
Backstory:
The House of the Wandering Herd is unusual for a monastery in that they lack a permanent home. The House instead wanders the Plains, following the great herds of buffalo. During one particularly harsh winter, one of the monks in the House woke up to find an infant tabaxi outside of his tent. No one knew where the tabaxi had come from, but, the House had a strict policy of adopting any orphan that came into their world. It was this view that led to the adoption of Flumfurkin Grigbun Crinquer the Wandering Herd, and is raising in a group that consisted of goliaths, orcs, humans, and various combinations of those three groups.
His name came from a document that one of the monks had that discussed a trio of tabaxi named Flumbun, Grigquer, and Crinfurkin. The other children in the orphanage had trouble pronouncing his name, and instead began calling him “Fluffy.” The name stuck. As the tabaxi grew, he became adept at the martial disciplines of the monastery. On his 18 birthday, Fluffy left on his pilgrimage. Each member of the herd was expected to take their own pilgrimage in an attempt to find their true self before returning to the House. So, Fluffy left the herd and began traveling around the world, even leaving the plains that he had known his entire his life.
Stats: (rolls or point buy): Ability scores: 171512161115
Character Sheet: (link): ddb.ac/characters/40297261/bZWtWq
I'll finish updating the character sheet within the next 24 hours.
Hit points: 14
Screwed the hit points up, should have only rolled three d8 (plus the 8 for 1st level, dropped the last dice).
Will re-roll here or otherwise take Point Buy if the DM prefers.
Ability scores: 131316181011
Either set of rolls are fine.
Character Name: Jasper
Race: Tabaxi
Class: Rogue 1, Bladesinger Wizard 3
Background: Criminal / Spy
Backstory: She was stunning, so naturally there was only one thing to do. I straightened my hat, ran my claws through my hair, put on my best smile and promptly stole that nice shiny elven sword and that fancy spell book she had on her. Don't worry, I made sure she saw me as I made my exit. I knew she'd be a feisty one, and yes indeed she found me three different times that week. A few stabbing attempts and narrowly dodged spells later and you might think she'd have my head on a saucer, but no, I could see that fire in her eyes that meant she was enjoying our little game of cat and elf. A few more rounds of play and she wouldn't be able to hide it any longer, but then she vanished.
Meanwhile, apparently darkness looms and the Brotherhood has declared war on the cult. Our little profession wouldn't be much fun without the world as it is to plunder, I suppose. One of the brothers was captured trying to infiltrate their ranks and says another prisoner matched her description. He escaped and doesn't know where they took her, however. So now while I await the right opportunity to get involved I must admit that her spell book is fascinating, and her sword even finer. Good thing tabaxi minds are sharp and these elven spells aren't as difficult to master as one might think. Some have already proven quite useful!
(Flexible on background of course, and just need to work on inventory stuff for the character sheet.)
Is the feat in addition to the ASI we get at 4th level? If so, I'm not sure how to add it to the character sheet. If the feat is in addition to the 4th level ASI, I will take athlete and boost the dexterity by 1 point.
Is the feat in addition to the ASI we get at 4th level? If so, I'm not sure how to add it to the character sheet.
Yes, the feat is in addition to the ASI at 4th level, and on the character sheet you will go to Features and Traits. At the bottom there is a section for feats where you can add additional ones.
Backstory: Born the son of Hattori Hanzō Yasunaga, a minor samurai in the service of the Matsudaiara, then Tokugawa Clan. He would earn the nickname Demon Hanzo because of the fearless tactics he displayed in his operations. At the age of 16, his first battle was a nighttime attack during the siege of Udo Castle. He now serves on the personal guard of the Tokugawa.
Backstory: Marten was trained to watch listen and report, steal as required and kill only when nessory and never use weapons they can be track but skill, skill can be hidden. He spent his youth floating from job to job as the Temple required. But jobs stopped coming and it's been months. Unsure what to do now he simply travels around waiting for the next thing to happen.
Name: Matthias Eventide Race: Aasimar Class: Cleric (Arcana) Background: Acolyte Backstory: Swept up in one of the wars which raged across Kozlite, Matthias' village was razed to the ground around him. Discovered during a search for survivors he came under the wing of a kindly priest of Mystra, Goddess of Magic. He brought Matthias into the temple where he was made an acolyte. Always remembering how powerless he felt during the attack which claimed his parents, Matthias swore that he would do whatever he could to never feel that way again. He flattered who he needed to, he studied harder than anyone, and he befriended those he deemed of use to him. Others within the temple's hierarchy were jealous of his meteoric rise and the favouritism he encouraged. They plotted to have him sent away on a mission from which they expected him not to return. (I can discuss with the DM, maybe sent to take out a cult cell, or to locate a lost artefact?). And so he was forced to leave the comforts he had gotten used to at the temple, and venture out into the world, guided as always by his guardian angel, Airiashel.
Class: Hexblade (1) / Bard, College of Swords (rest...)
Background: Charlatan
Backstory:
Gorm Diabhal is a rambler, a gambler and a long way from home. He was always a bit of an outcast due to his ivory white skin, blue hair and small, stubby horns... But while everyone looked upon him with suspicion at first blush, he had a way of drawing them in with his words and his songs and his stories. If truth be told, which he generally tries to avoid, it all began with the blade. He won it in a game of cards and he knew, KNEW, something was wonky. He had read his opponent as having a hand worthy of at least a call but when Gorm made his final bet they smiled, mucked their cards face down, and conceded the pot (and the sword) to the Tiefling. He was walking on air... Until the blade started talking to him later that night.
That's not to say the blade is malevolent... It's been nothing but a boon for Gorm. So far. He's found a knack for swordplay. And for magic. And he's become the silver tongued devil he always believed himself to be. Still, Gorm knows the stories. He's told the stories! Nothing this beneficial stays golden forever... Eventually there will be a price to pay.
Stats: I'll try my luck at rolling - Ability scores: 101212141411
Character Sheet: (link to be added once made...)
Stats = 73 so re-rolling: Ability scores: 131210171617
((fingers crossed)
Starting Feat - War Mage
Magic Item - Gambler's Blade seems both appropriate and to fit the backstory...
Name: Kariella "Ella" Oakenheart Race: Mountain Dwarf Class: Cleric (Life) Background: Acolyte Backstory: Ella's parents betrayed their goddess when they turned to worship of devils. They were excommunicated from the temple of Sharindlar, goddess of healing and mercy, and when they fled they abandoned their young daughter. Deciding Ella was innocent of her parents' crimes, the temple kept her and raised her as an acolyte.
Growing up, though the priests insisted no one judged her for what her parents had done, Ella always felt as though she was held to higher standards than the other acolytes, treated with suspicion they weren't. Where some might have responded with rebellion, though, she doubled down, burying herself in her studies, in her worship, desperate to prove herself as more than her traitorous parentage. Which isn't to say that she disliked it--Ella found solace in Sharindlar's indiscriminate care and compassion, and when she allows herself to think of her parents she finds herself wondering how they could have ever turned their backs on such a loving goddess.
Like any place where clerics gather, the temple was always host to someone who needed help, and Ella realized pretty early on how much she wanted to help as many people as she could. More than just the people who came to the temple, because they were only a tiny fraction of all the suffering people in the world. So when she began to manifest divine magic of her own, bestowed upon her by her goddess, the choice was clear. She left the temple, left the mountains for the outside world, away from the judgement she grew up immersed in. Ella knows she can't help the entire world alone, but she can damn well try.
Aecon is an artist. His admiration of the primal forces of nature as a subject has developed into a discipline of the body. He channels and moves these forces as part of a desire to paint experiences that change a life.
Life in wartime has shown Aecon that those forces can also be observed in struggle as well as peace. Nature is nature. He'd like to grow his ability to find experience of peace, embody it in his art and share it with the larger world.
Rollback Post to RevisionRollBack
Paladin - warforged - orange
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If you don't have the books that the feats are from purchased on DnDBeyond then you won't have access to them. For now, you can note what your feat selection is and we can put it in later.
okies ty =)
I've picked Fey Touched, and also noted it in his back story...
Ability scores: 14 15 13 9 15 10
Was bummed to see the old game end. I would gladly rejoin if you'd have me.
Rerolling stats since the original ones did not add up: 17 13 10 15 8 12
Celica Maloraen | Twilight Domain Cleric 5 | Wildemount Irregulars
Jasper Finch | Fighter 1 | Curious Critters - A Tal'Dorei Tale
Amaris Tell | Order of Scribes Wizard 3 | Baldur's Gate Mysteries
DM | Icewind Dale: Rime of the Frostmaiden
The House of the Wandering Herd is unusual for a monastery in that they lack a permanent home. The House instead wanders the Plains, following the great herds of buffalo. During one particularly harsh winter, one of the monks in the House woke up to find an infant tabaxi outside of his tent. No one knew where the tabaxi had come from, but, the House had a strict policy of adopting any orphan that came into their world. It was this view that led to the adoption of Flumfurkin Grigbun Crinquer the Wandering Herd, and is raising in a group that consisted of goliaths, orcs, humans, and various combinations of those three groups.
His name came from a document that one of the monks had that discussed a trio of tabaxi named Flumbun, Grigquer, and Crinfurkin. The other children in the orphanage had trouble pronouncing his name, and instead began calling him “Fluffy.” The name stuck. As the tabaxi grew, he became adept at the martial disciplines of the monastery. On his 18 birthday, Fluffy left on his pilgrimage. Each member of the herd was expected to take their own pilgrimage in an attempt to find their true self before returning to the House. So, Fluffy left the herd and began traveling around the world, even leaving the plains that he had known his entire his life.
Since those numbers only add up to 69, I'll reroll:
Ability scores: 13 17 12 11 14 14
Meanwhile, apparently darkness looms and the Brotherhood has declared war on the cult. Our little profession wouldn't be much fun without the world as it is to plunder, I suppose. One of the brothers was captured trying to infiltrate their ranks and says another prisoner matched her description. He escaped and doesn't know where they took her, however. So now while I await the right opportunity to get involved I must admit that her spell book is fascinating, and her sword even finer. Good thing tabaxi minds are sharp and these elven spells aren't as difficult to master as one might think. Some have already proven quite useful!
(Flexible on background of course, and just need to work on inventory stuff for the character sheet.)
Is the feat in addition to the ASI we get at 4th level? If so, I'm not sure how to add it to the character sheet. If the feat is in addition to the 4th level ASI, I will take athlete and boost the dexterity by 1 point.
Yes, the feat is in addition to the ASI at 4th level, and on the character sheet you will go to Features and Traits. At the bottom there is a section for feats where you can add additional ones.
Ability scores: 12 17 13 15 15 8
Character Name: Marten
Race: Half Elf
Class: Monk (Way of Open Hand)
Background: Criminal / Spy
Backstory: Marten was trained to watch listen and report, steal as required and kill only when nessory and never use weapons they can be track but skill, skill can be hidden. He spent his youth floating from job to job as the Temple required. But jobs stopped coming and it's been months. Unsure what to do now he simply travels around waiting for the next thing to happen.
Stats: 12 20 13 15 16 10
Character Sheet: (link) https://www.dndbeyond.com/characters/71396581
ty for looking!
[Deleted]
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Name: Matthias Eventide
Race: Aasimar
Class: Cleric (Arcana)
Background: Acolyte
Backstory: Swept up in one of the wars which raged across Kozlite, Matthias' village was razed to the ground around him. Discovered during a search for survivors he came under the wing of a kindly priest of Mystra, Goddess of Magic. He brought Matthias into the temple where he was made an acolyte. Always remembering how powerless he felt during the attack which claimed his parents, Matthias swore that he would do whatever he could to never feel that way again. He flattered who he needed to, he studied harder than anyone, and he befriended those he deemed of use to him. Others within the temple's hierarchy were jealous of his meteoric rise and the favouritism he encouraged. They plotted to have him sent away on a mission from which they expected him not to return. (I can discuss with the DM, maybe sent to take out a cult cell, or to locate a lost artefact?). And so he was forced to leave the comforts he had gotten used to at the temple, and venture out into the world, guided as always by his guardian angel, Airiashel.
Ability scores: 15 13 13 14 15 16
Character sheet: Matthias Eventide's Character Sheet - D&D Beyond (dndbeyond.com)
Magic items and starting feat:
Brooch of Shielding
Cloak of Protection
War Caster
(Had to do the post again because I managed to royally mess up the ability rolls.)
EDIT: Actually, I'm now in 4 PbP campaigns, that's enough for me, I'm dropping out.
DM - Storm King's Thunder
DM - Torosevia (WIP homebrew world)
Kelytha Meliamne - Matti Silverstorm - Silver - Star-Setting-In-The-East - Tor Baltos
Ability scores: 12 15 16 17 13 10
Wip
Paladin - warforged - orange
Character Name: Gorm Diabhal
Race: Custom Lineage (Tiefling)
Class: Hexblade (1) / Bard, College of Swords (rest...)Background: CharlatanBackstory:Gorm Diabhal is a rambler, a gambler and a long way from home. He was always a bit of an outcast due to his ivory white skin, blue hair and small, stubby horns... But while everyone looked upon him with suspicion at first blush, he had a way of drawing them in with his words and his songs and his stories. If truth be told, which he generally tries to avoid, it all began with the blade. He won it in a game of cards and he knew, KNEW, something was wonky. He had read his opponent as having a hand worthy of at least a call but when Gorm made his final bet they smiled, mucked their cards face down, and conceded the pot (and the sword) to the Tiefling. He was walking on air... Until the blade started talking to him later that night.That's not to say the blade is malevolent... It's been nothing but a boon for Gorm. So far. He's found a knack for swordplay. And for magic. And he's become the silver tongued devil he always believed himself to be. Still, Gorm knows the stories. He's told the stories! Nothing this beneficial stays golden forever... Eventually there will be a price to pay.Stats: I'll try my luck at rolling - Ability scores: 10 12 12 14 14 11Character Sheet: (link to be added once made...)Stats = 73 so re-rolling: Ability scores: 13 12 10 17 16 17((fingers crossed)Starting Feat - War MageMagic Item - Gambler's Blade seems both appropriate and to fit the backstory...And Character Sheet: https://ddb.ac/characters/71452917/bSZu57Sorry, new character made for consideration, posted afresh...
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
Ability scores: 12 15 12 13 13 11
Name: Kariella "Ella" Oakenheart
Race: Mountain Dwarf
Class: Cleric (Life)
Background: Acolyte
Backstory: Ella's parents betrayed their goddess when they turned to worship of devils. They were excommunicated from the temple of Sharindlar, goddess of healing and mercy, and when they fled they abandoned their young daughter. Deciding Ella was innocent of her parents' crimes, the temple kept her and raised her as an acolyte.
Growing up, though the priests insisted no one judged her for what her parents had done, Ella always felt as though she was held to higher standards than the other acolytes, treated with suspicion they weren't. Where some might have responded with rebellion, though, she doubled down, burying herself in her studies, in her worship, desperate to prove herself as more than her traitorous parentage. Which isn't to say that she disliked it--Ella found solace in Sharindlar's indiscriminate care and compassion, and when she allows herself to think of her parents she finds herself wondering how they could have ever turned their backs on such a loving goddess.
Like any place where clerics gather, the temple was always host to someone who needed help, and Ella realized pretty early on how much she wanted to help as many people as she could. More than just the people who came to the temple, because they were only a tiny fraction of all the suffering people in the world. So when she began to manifest divine magic of her own, bestowed upon her by her goddess, the choice was clear. She left the temple, left the mountains for the outside world, away from the judgement she grew up immersed in. Ella knows she can't help the entire world alone, but she can damn well try.
Sheet: https://ddb.ac/characters/71455297/0QX5XU
Feat: Gift of the Gem Dragon
(I didn't manipulate anything, I just edited to add the feat)
https://www.dndbeyond.com/characters/71435873
Aecon Othronus - wood elf - hermit - Monk (four elements)
Aecon is an artist. His admiration of the primal forces of nature as a subject has developed into a discipline of the body. He channels and moves these forces as part of a desire to paint experiences that change a life.
Life in wartime has shown Aecon that those forces can also be observed in struggle as well as peace. Nature is nature. He'd like to grow his ability to find experience of peace, embody it in his art and share it with the larger world.
Paladin - warforged - orange