Personality Traits (2):The best way to get me to do something is to tell me I can’t do it. and I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: My ill-gotten gains go to support my family.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Backstory:
Panka was supposed to become a stonemason like hundreds of generations before her, her grandfather had moved to the human city of Baldurs Gate after hearing about how often it was attacked and figuring they needed someone who knew how to fix buildings properly. But then her grandfather had died and her father had taken over the business...he was not a good mason but his fathers men still worked under him and kept things afloat.
Then her mother had left for greener....pastures..and her father drank most of the profits...and they almost lost their home....Panka was earning extra money doing odd jobs and invariably found herself working for a remnant of The Sewerkeepers who put her skill for stonework and nimble fingers to good work. Panka tried to make sure she didn't hurt anybody but sometimes things went awry....but she hasn't killed anyone and does her best to not take from those who can't afford it. Dads doing slightly better these days with his new partner and the family is less reliant on her to provide an income leaving her to pursue her own interests...........the only problem with that being that she doesn't really know what to do with herself and is kind of at a loose end.....
Personality Traits (2): I'm oblivious to etiquette and social expectations. I eat like a pig and have bad manners.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Bond: I idolize a hero of the old tales and measure my deeds against that person's.
Flaw: There's no room for caution in a life lived to the fullest.
Backstory: 1-2 paragraphs is fine
Born in the shadowy marshes of the Cloakwood, Thaassaak, was a hunter of his tribe, feared and admired for his skill with two rapiers carved from the fangs of a slain hydra. His people believed in living close to nature, eschewing armor to honor their primal ancestry and relying on their scales and swiftness for protection.
However, Thaassaak's life took an unexpected turn when his tribe clashed with a powerful band of poachers who sought to exploit the marsh's rare creatures. After a brutal conflict, his tribe was scattered, leaving Thaassaak as one of the few survivors. Without a home or kin, he turned his sights to the wider world beyond the swamp.
Drawn to the chaos and opportunity of Baldur’s Gate, Thaassaak now prowls the city's underbelly, his rapiers ever ready. He is fascinated—and occasionally repelled—by the strange customs of city-dwellers, but his pragmatic nature serves him well. Thaassaak sees the city as a new hunting ground, not for prey, but for purpose.
I am utterly serene, even in the face of disaster.
Ideal: Charity, I always try to help those in need.
Bond: Someone I loved died because of a mistake I made. That will never happen again.
Flaw: It's not stealing if somebody needs it more than them.
Backstory:
In the heart of bustling Baldur's Gate, amidst the towering spires of the royal palace and the ceaseless hum of urban life, resided a man known as the Ferret. A master assassin, his reputation preceded him, whispered in hushed tones among the criminal underworld. With a touch as silent as a whisper and a precision honed to perfection, he was a force to be reckoned with, a phantom in the night. Yet, beneath the cold exterior of the assassin, a flicker of humanity remained, a spark of compassion that refused to be extinguished. In the midst of a particularly perilous mission, he crossed paths with a woman named Elena, a ray of light amidst the shadows. Her kindness and unwavering spirit captivated him, thawing the icy walls he had erected around his heart.
Love blossomed between them, a fragile flower nurtured in the clandestine world of the assassin. For the first time, the Ferret found himself yearning for a life beyond the shadows, a life filled with laughter, warmth, and the gentle touch of Elena's hand. Driven by this newfound love, he resolved to abandon his life of violence and seek a peaceful existence with Elena. He retired from the assassin's guild, shedding his identity as the Ferret and embracing the name Samosh, a man seeking redemption.
Together, they built a life, a haven of tranquility amidst the chaos of the city. They were blessed with two children, their laughter filling their home with joy. Samosh found solace in his family, his heart overflowing with love for Elena and their children. He took up hunting and guidework to provide for his family, life was grand.
However, the past refused to remain buried. Samosh's former associates, seeking to eliminate any loose ends, tracked him down, targeting his family in a brutal act of vengeance. The tranquility of his home was shattered, the laughter replaced by the chilling silence of death. Consumed by grief and rage, Samosh was plunged back into the darkness he had so desperately tried to escape. The Ferret resurfaced, driven by an insatiable thirst for revenge. He hunted down his former associates, exacting retribution for the lives they had taken.
Yet, as he stood over the bodies of his enemies, a chilling realization dawned upon him. Revenge had not brought back his family, nor had it eased the pain in his heart. It had only consumed him, leaving him adrift in a sea of despair.
In the end, Samosh found solace not in revenge, but in the memories of his family. He carries their love within him, a beacon of light guiding him through the darkness. He dedicates his life to protecting others from the same fate that had befallen his loved ones, becoming a guardian of the innocent, a silent protector in the shadows.
Class: Sorcerer (Will multiclass to warlock later)
STR: 11 DEX: 12 CON: 13 INT: 12 WIS: 13 CHA: 16
Background: Customized
Appearance: Charles wears a brown vest over a long sleeved silk tunic. He has black pants and dress shoes. Around his neck he has a classy cravat. He He wears a black hat with holes for his white horns to stick out of. Charles stands at a respectable 5ft 8 in tall. He has red skin, dark purple eyes and a black goatee. He walks with a kind of self-importance and confidence that one might see among nobles. Though even in his mannerisms, there is an undercurrent of sleaziness
Alignment: Chaotic Neutral
Personality Traits: Charles always maintains an air of nobility to him to fool people as in reality, he is a fraud. He speaks eloquently and energetically but has a tendency to talk a lot. While he is not delusional in that he knows that he's not really a noble like he's pretending to be, he does have a big ego and the confidence of one.
Bonds: Charles desires to live life in luxury like the nobles he is pretending to be. He is quite fond of gold, wine, and song.
Ideals: Charles is not necessarily a traitor... he doesn't go out of his way to betray people he trusts but he is selfish and usually puts himself first and then everyone else.
Flaw: Charles is selfish and a coward. His scams often get him into trouble.
Backstory: Charles grew up an orphan on the city streets. He would eventually be taken in by a noble family as a servant. Growing up he, watched from the sidelines as the noble family members indulged in all sorts of expensive food, wine, clothing and parties. He grew envious of them. He wanted what those nobles had. So at the age of 18 he fled the house, stealing some of the clothes of the young master of the house who was about his same age and height. He snuck on to the back of farmer's cart of hay without anyone noticing and was taken far away from his old home. Since then he's been going from town to town looking to build up extravagant wealth. However, he was too poor to be a merchant and too cowardly to be an adventurer. So he used his mannerisms and attire of nobility as well as some of his own innate magic to fool people into thinking he was a noble and then scamming them out of some of their money either with rigged card games or by using his false status to ensure free food and lodgings. After the incident at Elturel he traveled to Baldur's Gate in hopes of using the panic to his advantage and con people out of some money.
Appearance: a man of later years coming around 60 years old, he sports a set of grey hair kept short around the sides and a bit longer on top. He has kept himself in good shape more of a leaner build in muscle he has a few scares from his younger years as an adventurer, he has heterochromia his left eye a seaweed green right and ocean blue
alignment: chaotic good
Personality traits
Judges on the actions taken
Starting to forget his memory just a bit
Ideal: I seek to prove myself to my deity and up holy their teaching
Bonds: everything I do is for the common people
flaws: my piety leads me to blindly trust in my god and those who show faith to then
Backstory: As a younger man Alfred was a skilled fighter, living in the gate this was quite useful where it was standing up for his family or those friends who got themselves involved with a little bit of trouble at the bar. When he left the city he went to explore the world and came across followers of tyr after being persuaded and converted into his now lords warship he focused on his own life, picking up a weapon when it was only necessary but not shying away from it neither, now in his later stages of his life he returns back to his home to find solitude.
This post has potentially manipulated dice roll results.
14, 17, 8, 12, 12, 12
Name: Rosie Dinwiddie
Race: Halfling
Class: Druid
Ability Scores: 12, 18, 16, 16, 18, 13
Background: Outlander
Alignment: Chaotic Evil (since Unpredictable Silly still is not an official option)
Personality Traits (2): Feel more comfortable around animals than people. Clueless, careless, and curious are a dangerous (but fun!) combination.
Ideal: Life is like the seasons, constantly changing
Bond: Family/tribe
Flaw: Likes the ale just a bit too much
Backstory: Rosie said to herself, "It is not over until pigs fly," when she arrived in Baldur's Gate to start her new life. She came here five years ago after a sordid story spread about her and her animal friends. The story was false - of course it was! outrageously so! - but the disappointment and tears in her family's eyes were too much to bear so she struck out on her own. She cares for what greenery there is here, a task that proved to be more challenging than she expected, but as she says, "Hindsight is 50-50." Despite her skills, she remains poor because she prefers to spend her time in the taverns in town or in the forests and fields outside of town. Taverns are good for forgetting how difficult it is to make anything grow in an urban area, while the forests and fields allow her to reconnect with her goddess, Chauntea, the Earthmother. Wherever she is, she is usually covered with a layer of dirt and sweat, wearing a smile while carrying a near empty coin purse, and ready to try just about anything.
Personality Traits (2): Masha is very excitable and curious about the world, she questions everything and is always eager to learn. She is also driven and hypercritical of herself, to a point that not many would expect from her easygoing attitude, and always works to better herself and her craft.
Ideal: Artistry. Masha's monastery focuses their training on the beauty of the world around them and the beauty they can create through hard work and focus, and as such she believes that the world is a better place when she can work hard at perfecting her art.
Bond: Masha is very loyal to her monastery, and misses them deeply in her travels. Everything she does is so that she can return to them successful.
Flaw: Masha is naive, and fixates on her idealism to the point of ignoring the reality of her situation.
Backstory: As a little girl, too young to remember where she came from before, Masha was adopted by a monk from a remote monastery located deep in the forests on the outskirts of Faerun. The monks who raised her were artists, in every sense of the world, and believed that the path to true understanding was the pursuit and creation of beauty, with the ultimate accomplishment being the creation and perfection of their astral self— seen both as an extension of the soul and as an ultimate masterpiece. When every monk at the temple reaches a certain point in their training they are sent into the world to learn, help others, and most importantly study the art of the world, many even choosing to stay away from the monastery, practicing their craft for others.
Although she would never admit it to her teachers, Masha delayed this trip as long as she could, terrified in a way she couldn't explain to leave the monastery. After a short time, she felt the itch to improve, to push past her current skill level, and she knew her fear must be overcome. At the recommendation of her teacher she set out for Baldur's Gate, hearing tales of the grandeur of the city along her way and wondering the whole time if she'd done the right thing leaving.
Appearance: A thickly built satyr, with hooves like a draft animal. His thick hair (practically fur) is braided and hangs down over his shoulders. His black horns curve back over his head, the tips just visible from the front.Despite his clear warrior's bearing, and the many weapons hitched to his harness and belt, the satyr has a massive grin as he looks around.
Alignment: Chaotic Good
Personality Traits (2): To me, a tavern brawl is a nice way to get to know a new city. I work hard so that I can play hard when the work is done.
Ideal: Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
Bond: I’m loyal to my captain first, everything else second.
Flaw: My pride will probably lead to my destruction.
Backstory: Damiakos recently came to Baldur's Gate aboard a ship from the Moonshae Isles. His first act was finding the biggest and meanest looking sailor in a seedy bar, and cold-cocking them. After a rough and tumble fight, Damiakos happily bought everyone in the fight a drink before wandering into the city. Enjoying this reprieve from sailing, he has drunk and flirted his way through most of the working-class bars he can find. He happily helps when people are in need, refusing money for the labor he gives. Even when deep in his cups and guffawing at stories in the bar, he is remarkably flippant and dismissive of life before coming to Baldur's Gate. But Damiakos is running out of cash and realizing he probably needs to find some work or another way to pay for his time in this delightful city.
hi I’m very interested in doing a PBP, I have played dnd with a group for about 5 years now but this would be the first PBP and I understand if you want experience with that, so hope to join you here’s my rolls and I’ll send my character
Appearance: Half-orc very tall 7ft, long black hair in a pony going down his back, red eyes, green skin, 20 years old
Alignment: Chaitic good
Personality Traits (2): Trying to become faster and faster so no one can touch him
Ideal:
Bond:
Flaw:
Backstory: ever since he was a kid he wanted to be the fastest, but he kept getting taller and taller and everyone kept saying he couldn’t do it so he strives to prove them all wrong
(I know I left some blank but I’d like to think about it and get back to it)
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Rolling
1 2 1 5
5 4 6 2
4 5 4 3
2 5 5 3
4 2 5 3
5 4 1 4
Reroll 1s once:
1: 2 4
6: 1
Stat Set: [11, 15, 13, 13, 12, 13 ]
Ability scores: 14 13 15 16 11 12
Name: Panka Mason
Race: Mountain Dwarf
Class: Bard
Ability Scores: 14 10 14 12 16 15
Background: Criminal
Appearance:
Alignment: Neutral Good
Personality Traits (2):The best way to get me to do something is to tell me I can’t do it. and I don’t pay attention to the risks in a situation. Never tell me the odds.
Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: My ill-gotten gains go to support my family.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Backstory:
Panka was supposed to become a stonemason like hundreds of generations before her, her grandfather had moved to the human city of Baldurs Gate after hearing about how often it was attacked and figuring they needed someone who knew how to fix buildings properly. But then her grandfather had died and her father had taken over the business...he was not a good mason but his fathers men still worked under him and kept things afloat.
Then her mother had left for greener....pastures..and her father drank most of the profits...and they almost lost their home....Panka was earning extra money doing odd jobs and invariably found herself working for a remnant of The Sewerkeepers who put her skill for stonework and nimble fingers to good work. Panka tried to make sure she didn't hurt anybody but sometimes things went awry....but she hasn't killed anyone and does her best to not take from those who can't afford it. Dads doing slightly better these days with his new partner and the family is less reliant on her to provide an income leaving her to pursue her own interests...........the only problem with that being that she doesn't really know what to do with herself and is kind of at a loose end.....
https://www.dndbeyond.com/characters/143436591/MFa3ri
Name: Thaassaak (or Fang)
Race: Lizardfolk
Class: Fighter (battlemaster)
Ability Scores: 13, 18, 16, 11, 11, 6
Background: Outlander
Alignment: Chaotic Good
Personality Traits (2):
I'm oblivious to etiquette and social expectations.
I eat like a pig and have bad manners.
Ideal:
Freedom. Chains are meant to be broken, as are those who would forge them.
Bond:
I idolize a hero of the old tales and measure my deeds against that person's.
Flaw:
There's no room for caution in a life lived to the fullest.
Backstory: 1-2 paragraphs is fine
Born in the shadowy marshes of the Cloakwood, Thaassaak, was a hunter of his tribe, feared and admired for his skill with two rapiers carved from the fangs of a slain hydra. His people believed in living close to nature, eschewing armor to honor their primal ancestry and relying on their scales and swiftness for protection.
However, Thaassaak's life took an unexpected turn when his tribe clashed with a powerful band of poachers who sought to exploit the marsh's rare creatures. After a brutal conflict, his tribe was scattered, leaving Thaassaak as one of the few survivors. Without a home or kin, he turned his sights to the wider world beyond the swamp.
Drawn to the chaos and opportunity of Baldur’s Gate, Thaassaak now prowls the city's underbelly, his rapiers ever ready. He is fascinated—and occasionally repelled—by the strange customs of city-dwellers, but his pragmatic nature serves him well. Thaassaak sees the city as a new hunting ground, not for prey, but for purpose.
So glad to hear things are looking up!
Placeholder
Ability scores: 13 16 12 14 8 15
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Name: Samosh
Race: Human
Class: Monk
Ability Scores: 15, 14, 13, 12, 10, 8
Background: Criminal/Spy
Appearance: picture below
Alignment: Neutral Good
Personality Traits (2):
I judge people by their actions, not their words.
I am utterly serene, even in the face of disaster.
Ideal: Charity, I always try to help those in need.
Bond: Someone I loved died because of a mistake I made. That will never happen again.
Flaw: It's not stealing if somebody needs it more than them.
Backstory:
In the heart of bustling Baldur's Gate, amidst the towering spires of the royal palace and the ceaseless hum of urban life, resided a man known as the Ferret. A master assassin, his reputation preceded him, whispered in hushed tones among the criminal underworld. With a touch as silent as a whisper and a precision honed to perfection, he was a force to be reckoned with, a phantom in the night. Yet, beneath the cold exterior of the assassin, a flicker of humanity remained, a spark of compassion that refused to be extinguished. In the midst of a particularly perilous mission, he crossed paths with a woman named Elena, a ray of light amidst the shadows. Her kindness and unwavering spirit captivated him, thawing the icy walls he had erected around his heart.
Love blossomed between them, a fragile flower nurtured in the clandestine world of the assassin. For the first time, the Ferret found himself yearning for a life beyond the shadows, a life filled with laughter, warmth, and the gentle touch of Elena's hand. Driven by this newfound love, he resolved to abandon his life of violence and seek a peaceful existence with Elena. He retired from the assassin's guild, shedding his identity as the Ferret and embracing the name Samosh, a man seeking redemption.
Together, they built a life, a haven of tranquility amidst the chaos of the city. They were blessed with two children, their laughter filling their home with joy. Samosh found solace in his family, his heart overflowing with love for Elena and their children. He took up hunting and guidework to provide for his family, life was grand.
However, the past refused to remain buried. Samosh's former associates, seeking to eliminate any loose ends, tracked him down, targeting his family in a brutal act of vengeance. The tranquility of his home was shattered, the laughter replaced by the chilling silence of death. Consumed by grief and rage, Samosh was plunged back into the darkness he had so desperately tried to escape. The Ferret resurfaced, driven by an insatiable thirst for revenge. He hunted down his former associates, exacting retribution for the lives they had taken.
Yet, as he stood over the bodies of his enemies, a chilling realization dawned upon him. Revenge had not brought back his family, nor had it eased the pain in his heart. It had only consumed him, leaving him adrift in a sea of despair.
In the end, Samosh found solace not in revenge, but in the memories of his family. He carries their love within him, a beacon of light guiding him through the darkness. He dedicates his life to protecting others from the same fate that had befallen his loved ones, becoming a guardian of the innocent, a silent protector in the shadows.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Placeholder, though I'm pretty sure I'll still wind up going with my original idea for this.
Ability scores: 13 12 12 14 15 7.
When you realize you're doing too much: Signature.
Ability scores: 13 15 16 12 12 13
Character Sheet: www.dndbeyond.com/characters/143497114/b6IwuW
Name: Charles Le Sorcerer
Race: Tiefling
Class: Sorcerer (Will multiclass to warlock later)
STR: 11 DEX: 12 CON: 13 INT: 12 WIS: 13 CHA: 16
Background: Customized
Appearance: Charles wears a brown vest over a long sleeved silk tunic. He has black pants and dress shoes. Around his neck he has a classy cravat. He He wears a black hat with holes for his white horns to stick out of. Charles stands at a respectable 5ft 8 in tall. He has red skin, dark purple eyes and a black goatee. He walks with a kind of self-importance and confidence that one might see among nobles. Though even in his mannerisms, there is an undercurrent of sleaziness
Alignment: Chaotic Neutral
Personality Traits: Charles always maintains an air of nobility to him to fool people as in reality, he is a fraud. He speaks eloquently and energetically but has a tendency to talk a lot. While he is not delusional in that he knows that he's not really a noble like he's pretending to be, he does have a big ego and the confidence of one.
Bonds: Charles desires to live life in luxury like the nobles he is pretending to be. He is quite fond of gold, wine, and song.
Ideals: Charles is not necessarily a traitor... he doesn't go out of his way to betray people he trusts but he is selfish and usually puts himself first and then everyone else.
Flaw: Charles is selfish and a coward. His scams often get him into trouble.
Backstory: Charles grew up an orphan on the city streets. He would eventually be taken in by a noble family as a servant. Growing up he, watched from the sidelines as the noble family members indulged in all sorts of expensive food, wine, clothing and parties. He grew envious of them. He wanted what those nobles had. So at the age of 18 he fled the house, stealing some of the clothes of the young master of the house who was about his same age and height. He snuck on to the back of farmer's cart of hay without anyone noticing and was taken far away from his old home. Since then he's been going from town to town looking to build up extravagant wealth. However, he was too poor to be a merchant and too cowardly to be an adventurer. So he used his mannerisms and attire of nobility as well as some of his own innate magic to fool people into thinking he was a noble and then scamming them out of some of their money either with rigged card games or by using his false status to ensure free food and lodgings. After the incident at Elturel he traveled to Baldur's Gate in hopes of using the panic to his advantage and con people out of some money.
Rolling as placeholder as well
Ability scores: 11 13 16 7 11 13
Name: Alfred
Race: Human
Class: cleric (order domain)
Background : acolyte
Appearance: a man of later years coming around 60 years old, he sports a set of grey hair kept short around the sides and a bit longer on top. He has kept himself in good shape more of a leaner build in muscle he has a few scares from his younger years as an adventurer, he has heterochromia his left eye a seaweed green right and ocean blue
alignment: chaotic good
Personality traits
Judges on the actions taken
Starting to forget his memory just a bit
Ideal: I seek to prove myself to my deity and up holy their teaching
Bonds: everything I do is for the common people
flaws: my piety leads me to blindly trust in my god and those who show faith to then
Backstory: As a younger man Alfred was a skilled fighter, living in the gate this was quite useful where it was standing up for his family or those friends who got themselves involved with a little bit of trouble at the bar. When he left the city he went to explore the world and came across followers of tyr after being persuaded and converted into his now lords warship he focused on his own life, picking up a weapon when it was only necessary but not shying away from it neither, now in his later stages of his life he returns back to his home to find solitude.
Name: Rosie Dinwiddie
Race: Halfling
Class: Druid
Ability Scores: 12, 18, 16, 16, 18, 13
Background: Outlander
Alignment: Chaotic Evil (since Unpredictable Silly still is not an official option)
Personality Traits (2): Feel more comfortable around animals than people. Clueless, careless, and curious are a dangerous (but fun!) combination.
Ideal: Life is like the seasons, constantly changing
Bond: Family/tribe
Flaw: Likes the ale just a bit too much
Backstory: Rosie said to herself, "It is not over until pigs fly," when she arrived in Baldur's Gate to start her new life. She came here five years ago after a sordid story spread about her and her animal friends. The story was false - of course it was! outrageously so! - but the disappointment and tears in her family's eyes were too much to bear so she struck out on her own. She cares for what greenery there is here, a task that proved to be more challenging than she expected, but as she says, "Hindsight is 50-50." Despite her skills, she remains poor because she prefers to spend her time in the taverns in town or in the forests and fields outside of town. Taverns are good for forgetting how difficult it is to make anything grow in an urban area, while the forests and fields allow her to reconnect with her goddess, Chauntea, the Earthmother. Wherever she is, she is usually covered with a layer of dirt and sweat, wearing a smile while carrying a near empty coin purse, and ready to try just about anything.
Name: Masha Auleia
Race: Human
Class: Monk (plan for Astral Self)
Ability Scores: Dex (17), Wis (14), Con (13), Cha (13), Str (12), Int (10)
Background: Far traveler
Appearance:
https://www.dndbeyond.com/characters/143420288
Alignment: Neutral good
Personality Traits (2): Masha is very excitable and curious about the world, she questions everything and is always eager to learn. She is also driven and hypercritical of herself, to a point that not many would expect from her easygoing attitude, and always works to better herself and her craft.
Ideal: Artistry. Masha's monastery focuses their training on the beauty of the world around them and the beauty they can create through hard work and focus, and as such she believes that the world is a better place when she can work hard at perfecting her art.
Bond: Masha is very loyal to her monastery, and misses them deeply in her travels. Everything she does is so that she can return to them successful.
Flaw: Masha is naive, and fixates on her idealism to the point of ignoring the reality of her situation.
Backstory: As a little girl, too young to remember where she came from before, Masha was adopted by a monk from a remote monastery located deep in the forests on the outskirts of Faerun. The monks who raised her were artists, in every sense of the world, and believed that the path to true understanding was the pursuit and creation of beauty, with the ultimate accomplishment being the creation and perfection of their astral self— seen both as an extension of the soul and as an ultimate masterpiece. When every monk at the temple reaches a certain point in their training they are sent into the world to learn, help others, and most importantly study the art of the world, many even choosing to stay away from the monastery, practicing their craft for others.
Although she would never admit it to her teachers, Masha delayed this trip as long as she could, terrified in a way she couldn't explain to leave the monastery. After a short time, she felt the itch to improve, to push past her current skill level, and she knew her fear must be overcome. At the recommendation of her teacher she set out for Baldur's Gate, hearing tales of the grandeur of the city along her way and wondering the whole time if she'd done the right thing leaving.
I do both party and individual character commissions. PM me for info.
Corti- Warforged bard of lore (Union!)
Jean CamGaret - Half-elven draconic sorcerer (Acjots' Rise of Tiamat)
Panya Swiftheart - Halfling ancestral barbarian (The Life and Lies of Veritas Finbask)
Ability scores: 12 13 10 15 13 12
Submission to follow.
Name: Damiakos
Race: Satyr
Class: Barbarian (with flexibility on future subclass depending on campaign events, though interested in Storm Herald or Wild Magic)
Ability Scores: STR 16, DEX 14, CON 18, INT 10, WIS 8, CHA 16
Background: Sailor
Appearance: A thickly built satyr, with hooves like a draft animal. His thick hair (practically fur) is braided and hangs down over his shoulders. His black horns curve back over his head, the tips just visible from the front.Despite his clear warrior's bearing, and the many weapons hitched to his harness and belt, the satyr has a massive grin as he looks around.
Alignment: Chaotic Good
Personality Traits (2):
To me, a tavern brawl is a nice way to get to know a new city.
I work hard so that I can play hard when the work is done.
Ideal:
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
Bond:
I’m loyal to my captain first, everything else second.
Flaw:
My pride will probably lead to my destruction.
Backstory: Damiakos recently came to Baldur's Gate aboard a ship from the Moonshae Isles. His first act was finding the biggest and meanest looking sailor in a seedy bar, and cold-cocking them. After a rough and tumble fight, Damiakos happily bought everyone in the fight a drink before wandering into the city. Enjoying this reprieve from sailing, he has drunk and flirted his way through most of the working-class bars he can find. He happily helps when people are in need, refusing money for the labor he gives. Even when deep in his cups and guffawing at stories in the bar, he is remarkably flippant and dismissive of life before coming to Baldur's Gate. But Damiakos is running out of cash and realizing he probably needs to find some work or another way to pay for his time in this delightful city.
hi I’m very interested in doing a PBP, I have played dnd with a group for about 5 years now but this would be the first PBP and I understand if you want experience with that, so hope to join you here’s my rolls and I’ll send my character
10 14 10 17 11 14
Ability scores: 11 14 14 13 17 15
Name: Hrodhump
Race: Half-orc
Class:Swashbuckler Rogue
Ability Scores: Str: 14; Dex: 17; Con: 14; Int: 11; Wis: 11; Cha: 11
Background:
Appearance: Half-orc very tall 7ft, long black hair in a pony going down his back, red eyes, green skin, 20 years old
Alignment: Chaitic good
Personality Traits (2): Trying to become faster and faster so no one can touch him
Ideal:
Bond:
Flaw:
Backstory: ever since he was a kid he wanted to be the fastest, but he kept getting taller and taller and everyone kept saying he couldn’t do it so he strives to prove them all wrong
(I know I left some blank but I’d like to think about it and get back to it)