You can easily Google and find a price list. Do a little leg work and if I think what anyone's choose even in the price range is OP I'll request a new choice.
Gotcha. I'll just say my thoughts that those are unofficial, therefore numbers will vary, and so I don't know if it is a good way to vouch whether an item is worth 1500gp or not, but I'll say nothing more on the matter. I'm just picking a +1 weapon, and I doubt those are gonna be considered OP.
I hope I don't sound too confrontational, I'm just trying to clear my doubts and express my opinion, but I'm not saying the way you're doing it is wrong
*I use this guide as the base of new and older items. It may be unofficial but I am saying it's good to use.
Rollback Post to RevisionRollBack
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Ability scores: 9141691715 (I hope it's fine I rolled without rerolling ones. I like it when my characters have at least one stat below 10 and that doesn't happen that often with rerolling 1's. Edit: And, look at what happened even without rerolling 1's. If I did reroll...)
Time Zone: +02:00 GMT.
Aanen - a V. Human Monk of the Way of the Astral Self. I'm not so good at art so I'll just describe Aanen. Aanen is a male human in his mid-twenties. He's a little shorter than the average man his age but not significantly so. Despite being a monk, he doesn't shave his head and instead, he features a rather long, light-brown hair reaching below his shoulders. His skin is similar to sand in colour and his eyes are brown. Aanen's astral body is an embodiment of his caution. It has the shape of a tortoise, be it a tortoise's hands, head or body. It is translucent and cyan coloured.
Backstory:
Aanen joined the monastery at a rather young age and lived there the better half of his life. In the monastery, he trained as one of the monks and learned martial arts, as well as ways to use his Ki and shortly before he left, how to control his astral form. Aanen left the monastery to carry out missions for it. He would go search ancient tombs and buried cities in search for artefacts, magical items and various other things that he would then bring back to the monastery. The reason he did it was to make sure these items don't fall into the wrong hands, as what happened with the nargels. When the monastery struck a deal with the Holbright Institute to let the Institute keep the items that were held in the monastery for the public to admire, he brought his findings to them instead. (Alternatively, it happened right before the campaign began and he hadn't excavated anything for the institute yet.) As part of the deal, he received a Wand of Secrets to aid him in his missions.
Backstory: Akanos Novak, the son of a Tiefling tavern keeper and a mother unknown to him, was born in the town of Regalo. While he grew up, his father cared for him, but was treated as a servant and never his son. He ordered him to sweep the floors, take out the trash, serve drinks, and other menial tasks. He never got the love from his father that he deserved. When he tried to go to school, he was bullied constantly and even humiliated by the teacher. Despite these obstacles, Akanos became an exceptional student, earning himself a scholarship to the renowned Banhaven Academy for Magical Arts at age 18. After graduating from Banhaven, he set out to become an archeologist. The next few years were very successful ones, until one day he discovered an ancient temple dedicated to the Archdevil Mephistopheles. While exploring the temple Aknos discovered a Medallion of Thoughts, but there was a cave-in, and Akanos became trapped. After four days, he was on the brink of death. Right before his life was about to expire, he was visited by Mephistopheles himself, who had been observing Akanos for some time, interested in his magical power and scholarly knowledge. He offered Akanos a choice: become his disciple, and he will save him, or, stay in the temple and die. Seeing no other alternative, Akanos made the deal with Mephistopheles, granting him extraordinary magical power. In a flash of light, Aknos was teleported outside the temple. When he returned to civilization, he saw the recruitment for Holbright's Insititute of Higher Magics and applied. H could use a break from traveling alone and he missed his years at Banhaven.
Personality: Akanos is very kind, despite his youth past, and is willing to make new friends. However, he knows he is a Tiefling, which means people will judge him before they know him, so he tries to break the stereotype and be a good person. Nargels
Zadra grew up inside a city of mostly humans, and knowing absolutely no other drow for the biggest part of her life, she considered herself one among them. Despite being an orphan, it hasn't marked her all that much, as the career she had started in her later years would define critical aspects about who she was. Her job involved swindling and stealing, so she always got what she wanted, and much money was made from stealing from rich folks who would believe her stories. Problem is, it's quite a dangerous job.
One day, on the job, her victim was a noble of the Nargels noble family. The result was a success, despite Zadra leaving with no more money. What she stole was a magical periapt of great historical importance to the noble family. One day later, she was busted, the Nargels knew exactly who stole it, and Zadra had to leave.
Lately, Zadra's learned of a strange affinity to the psionics she doesn't yet understand, but it helped her find somewhat of a living on a thieves' guild, stealing in the traditional way, as her face doesn't need to be seen for that job. But, it wasn't gonna be enough. At least, not to the ambitious Zadra. She hid her criminal background along with her former identity away and advertised herself as an expert dungeon explorer, leading eventually to her being sent on a mission thanks to the Holbrights Institute.
To the north of the continent is a frozen land, but one rife with life. Glaciers have carved massive fjords in the coastline, and the dark cliffs are covered with mossy pine forests. The people who carve out a life in these wild lands make a living as fishers, hunters, and occasionally raiders. These hardy folk celebrate their lives with nightly feasts in mead halls, where female storytellers called shieldmaidens keep spirits high with grand tales of heroes past over roaring fires. To be a shieldmaiden is a calling, often reserved for the daughters of chieftains, where the young woman learns both the oral histories of the village and martial prowess. A shieldmaiden’s battlecry is so impressive that allies are bolstered and enemies cower in fear. There is an ancient magic invested in the calling, which only a rare gifted few can access. These were called valkyries by the villagers, their songs said to carry the weight of gods.
But that magic has become unpredictable in recent times, and shieldmaidens who could tap into it became viewed with suspicion and hatred, as ruin and woe were likely to follow this magic. Witch became a more common name for these rare warrior-women.
Erika, daughter of Grimus Faronsson, is one such shieldmaiden. Raised in the old ways, she surprised all in the mead hall one night when her retelling of the story of Regnar the Bold’s battle with the Ice Drake unintentionally summoned an image of the battle as it unfolded. Facing exile or execution, her father instead spirited her away to the home of an old crone - an elderly shieldmaiden who could tap into the same magic. Here, Erika learned how to refine her control, as best she could. The crone was a harsh mentor, but fair, and nights in the small cabin were spent telling the stories of old.
Eventually, the crone had taught Erika all she could, and bid her to go into the world. Before she departed, the crone gave Erika her shield, a bright steel round shield painted with the watchful eye of Garm, guardian of the underworld. This shield had saved the crone’s life many times, and so she hoped Erika would find a long life bearing it as well. Erika departed the small island and traveled south. She longed for the chance to return to her village a glorious hero with a hundred new stories to tell, instead of a shamed exile. When Erika saw the offer of this strange Institute, she saw an opportunity to delve into why her gift became a curse, and to truly shape the path of her tale.
Erika is a tall human woman with long red hair kept in a tight, elaborate series of braids. Her skin is tanned from much time spent outdoors. She is well armored, wearing steel scalemail that has some similarities to dwarven design, over a heavy leather jerkin. The edges of her clothing are lined with fur, as is the long gray travel cloak she wears. She has a wild, untamed look about her. A large round shield is strapped to her back, along with a battle-axe.
Legendary outlaw, consumate lothario, and all round bad boy. All title’s that nobody has ever called Ted.... other than himself that is. In fact, there’s not a bad bone in Ted’s body.
Ted claims he’ll do anything.... for a price. But has proven himself wrong, leaving some jobs for the local crimelords unfinished when he realised he might not be able to to through with them. His tendency to rush into situations without thinking, have tarnished his reputation, and he’s seen as little more than a joke in his community.
His forays into the world of petty crime are a direct rebellion to his all too perfect family, who despite his reluctance still send him supportive letters asking how his outlawing is going, wether he’s famous yet and if he’s considered a job with the local craftsman - at least as a backup career - “Always good to have another string to your bow”.
As a matter of fact, it was Ted’s mother who suggested he join the expedition. Though her intentions were for the preservation and sharing of knowledge, Ted acknowledged begrudgingly that it would be a good way to make a name for himself. Before bluffing his way in, he made a point of telling his mother that he had already had the idea himself and he was in no way following her ideas.
With a drive to build his reputation, Ted joins the party with bravado, keen to show that he’s a rulebreaker and a maverick. He may not be famous yet, but until then you have to fake it till you make it.
Molle was born in a rather unremarkable village in the countryside, in a large family of farmers. Growing up, she felt like a big fish in a little pond, so as soon as she was old enough, left her village for a big city. She was confident that she would be able to make a name for herself, and end up living a comfortable life as anything but a farmer. That anything part came to bite her in the butt. Getting work was difficult, and she often at the start worked whatever menial jobs needed filling. One evening, after finishing one of those jobs, she came across a man who was offering stable work for anyone willing to get their hands dirty. Taking it a bit too literally, and in need of a consistent job, she took the man's offer. Which, it turns out, was for the 'legitimate' business of a large criminal organization.
For the next couple of months, Molle worked in moving the legal products. After defending a wagon against would be thieves (and competition), she was offered a better position in the criminal part as an enforcer. Training, better pay, and some benefits included. Jumping on the opportunity, Molle took the offer. Working under an experienced enforcer, she gained many new experiences and skills, some not always wanted. Especially one such incident with nargels. For several years, she worked with them, but over time became rather unsatisfied with her occupation. Yes, she had made some friends, and was trusted enough to be given a magical item to help her (in her case, an Eversmoking Bottle to help with escape or raids), but she increasingly didn't like the tasks being given to her. Dying in a gutter over a petty rivalry was not a way she wanted to go. So after that nearly happened, she decided to get out. Taking everything she had, Molle decided to turn over a new leaf. One that was hopefully less taxing on her conscious.
Now advertising herself as a mercenary for hire, chess tutor, and duelist instructor, Molle makes less gold, but is more content. She doesn't hide away her more unsavory past, but only brings it up if directly asked about. Now, she tries to take reputable or big jobs, in hopes that she can someday get a little bit of fame she's been hoping for.
(...)Yes, she had made some friends, and was trusted enough to be given a magical item to help her (in her case, an [Tooltip Not Found] to help with escape or raids), (...)
Hey, just letting you know since it's easy to miss. Your magical item comes up as [Tooltip Not Found]. The reason for that is that you probably typed Eversmoking Bottle incorrectly, so the code doesn't recognize it. Make sure you're not mistyping it or something.
This post has potentially manipulated dice roll results.
Name: Ayla
Class: Warlock (The Celestial)
Race: Changeling
Ability scores: 141314141117
Backstory:
Ayla was broken. At least, that's what everyone told her. No orphanage wanted to keep the girl who uncontrollably shifted between faces, scaring the other children, so she was eventually thrown out onto the streets. She struggled to survive for years, picking pockets and fending off the rats and nargels that tried to steal her meager food supply. Then she met the glowing figure from the sky. They fixed Ayla, letting her stay in one form for as long as she liked. They gave her other gifts, too - magic to heal and harm, a wand to channel her newfound abilities (Wand of the War Mage, +1), and eventually, a tiny silver dragon to keep her company. They didn't ask much in return, just simple requests from time to time. Go to this town. Take this job. Meet this person. She still isn't quite sure why they're doing this or even who they are, but she figures completing these tasks is well worth the payoff.
(I intentionally left her patron vague because I wasn't sure what pantheon we're using. I'm imagining a deity associated with either the life or light domain though.)
Art:
Disguised form:
True form (featuring my terrible photoshop skills):
This post has potentially manipulated dice roll results.
How do you feel about homebrew? I have a subclass that sounds very appropriate to this premise; Scholar.
I'm not sure what you mean as to '+2 levels of gold'.
Name: Professor Tapping Race: Kenku Class: Ranger Scholar TimeZone: EST
Backstory: All tapping knows about his ultimate origin, is that someone bought a large egg from a traveling merchant they thought was selling food. When the egg hatched a little grey bird-child out of it, that child was deposited at the Nargels orphanage. Growing up among humans left him the permanent outsider, but being inclined to reading and reflection, this was easier than it might have been. It did lead him to two areas of interest that would dominate his life; History and Crime. History, because he often felt himself wondering about the origins of things and crime because he considers it the territory of the marginalized. He discovered his love of learning early on, and styles himself a teacher. Aspiring teacher might be more apt, since he's yet to teach anywhere. He's hoping being part of this expedition will give him the connections he needs to reach that goal. The most he's uncovered from smaller expeditions so far have been a pair of Boots of Elvenkind, and they're too contemporary to be of much academic value.
*No homebrew. There's enough content out I think not needing to add more.
*all classes come with earnings via the class built in. Your PC is level 3; you'll have starting equipment then roll your gp for 2 levels of 'earnings'.
Ex: Rogue GP (starting gold per level) 4d4×10 or fighter GP 5d4x10 GP or level. Understand?
You'll use starting equipment for your first level but the 2 other levels I'll assume you 'earned' the amount via your PCs adventures before the story begins.
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
I have 3 slots of 6 filled so far with other PCs I'm still vetting. Please toss your hat in and we shall see!!
Rollback Post to RevisionRollBack
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
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*I use this guide as the base of new and older items. It may be unofficial but I am saying it's good to use.
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Ability scores: 9 14 16 9 17 15 (I hope it's fine I rolled without rerolling ones. I like it when my characters have at least one stat below 10 and that doesn't happen that often with rerolling 1's. Edit: And, look at what happened even without rerolling 1's. If I did reroll...)
Time Zone: +02:00 GMT.
Aanen - a V. Human Monk of the Way of the Astral Self.
I'm not so good at art so I'll just describe Aanen. Aanen is a male human in his mid-twenties. He's a little shorter than the average man his age but not significantly so. Despite being a monk, he doesn't shave his head and instead, he features a rather long, light-brown hair reaching below his shoulders. His skin is similar to sand in colour and his eyes are brown.
Aanen's astral body is an embodiment of his caution. It has the shape of a tortoise, be it a tortoise's hands, head or body. It is translucent and cyan coloured.
Backstory:
Aanen joined the monastery at a rather young age and lived there the better half of his life. In the monastery, he trained as one of the monks and learned martial arts, as well as ways to use his Ki and shortly before he left, how to control his astral form.
Aanen left the monastery to carry out missions for it. He would go search ancient tombs and buried cities in search for artefacts, magical items and various other things that he would then bring back to the monastery. The reason he did it was to make sure these items don't fall into the wrong hands, as what happened with the nargels.
When the monastery struck a deal with the Holbright Institute to let the Institute keep the items that were held in the monastery for the public to admire, he brought his findings to them instead. (Alternatively, it happened right before the campaign began and he hadn't excavated anything for the institute yet.)
As part of the deal, he received a Wand of Secrets to aid him in his missions.
Varielky
Name: Akanos Novak
Race: Tielfing
Subclass: Warlock of the Fiend
Ability Scores: Ability scores: 16 12 12 15 17 10
Backstory:
Backstory: Akanos Novak, the son of a Tiefling tavern keeper and a mother unknown to him, was born in the town of Regalo. While he grew up, his father cared for him, but was treated as a servant and never his son. He ordered him to sweep the floors, take out the trash, serve drinks, and other menial tasks. He never got the love from his father that he deserved. When he tried to go to school, he was bullied constantly and even humiliated by the teacher. Despite these obstacles, Akanos became an exceptional student, earning himself a scholarship to the renowned Banhaven Academy for Magical Arts at age 18. After graduating from Banhaven, he set out to become an archeologist. The next few years were very successful ones, until one day he discovered an ancient temple dedicated to the Archdevil Mephistopheles. While exploring the temple Aknos discovered a Medallion of Thoughts, but there was a cave-in, and Akanos became trapped. After four days, he was on the brink of death. Right before his life was about to expire, he was visited by Mephistopheles himself, who had been observing Akanos for some time, interested in his magical power and scholarly knowledge. He offered Akanos a choice: become his disciple, and he will save him, or, stay in the temple and die. Seeing no other alternative, Akanos made the deal with Mephistopheles, granting him extraordinary magical power. In a flash of light, Aknos was teleported outside the temple. When he returned to civilization, he saw the recruitment for Holbright's Insititute of Higher Magics and applied. H could use a break from traveling alone and he missed his years at Banhaven.
Personality: Akanos is very kind, despite his youth past, and is willing to make new friends. However, he knows he is a Tiefling, which means people will judge him before they know him, so he tries to break the stereotype and be a good person. Nargels
Alignment: Lawful Good
Character Sheet: https://ddb.ac/characters/42577558/OL69XG (with portrait)
Time Zone: Central or GMT -6
withdrawn
Name: Zadra
Race: Elf (Drow)
Class: Rogue (Soulknife)
Background:
Zadra grew up inside a city of mostly humans, and knowing absolutely no other drow for the biggest part of her life, she considered herself one among them. Despite being an orphan, it hasn't marked her all that much, as the career she had started in her later years would define critical aspects about who she was. Her job involved swindling and stealing, so she always got what she wanted, and much money was made from stealing from rich folks who would believe her stories. Problem is, it's quite a dangerous job.
One day, on the job, her victim was a noble of the Nargels noble family. The result was a success, despite Zadra leaving with no more money. What she stole was a magical periapt of great historical importance to the noble family. One day later, she was busted, the Nargels knew exactly who stole it, and Zadra had to leave.
Lately, Zadra's learned of a strange affinity to the psionics she doesn't yet understand, but it helped her find somewhat of a living on a thieves' guild, stealing in the traditional way, as her face doesn't need to be seen for that job. But, it wasn't gonna be enough. At least, not to the ambitious Zadra. She hid her criminal background along with her former identity away and advertised herself as an expert dungeon explorer, leading eventually to her being sent on a mission thanks to the Holbrights Institute.
Character Sheet (With portrait)
EDIT:
Time Zone: UTC -3
Magic Item / Gold:
Periapt of Wound Closure
Gold: 6 * 10 / 12 * 10
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
GM said they don't own any content so you'll have to explain and/or provide quotes.
"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
Ability scores: 15 14 11 10 11 13
Name: Erika Grimsdottir
Race: Human (Variant)
Class: Valor Bard
Background:
To the north of the continent is a frozen land, but one rife with life. Glaciers have carved massive fjords in the coastline, and the dark cliffs are covered with mossy pine forests. The people who carve out a life in these wild lands make a living as fishers, hunters, and occasionally raiders. These hardy folk celebrate their lives with nightly feasts in mead halls, where female storytellers called shieldmaidens keep spirits high with grand tales of heroes past over roaring fires. To be a shieldmaiden is a calling, often reserved for the daughters of chieftains, where the young woman learns both the oral histories of the village and martial prowess. A shieldmaiden’s battlecry is so impressive that allies are bolstered and enemies cower in fear. There is an ancient magic invested in the calling, which only a rare gifted few can access. These were called valkyries by the villagers, their songs said to carry the weight of gods.
But that magic has become unpredictable in recent times, and shieldmaidens who could tap into it became viewed with suspicion and hatred, as ruin and woe were likely to follow this magic. Witch became a more common name for these rare warrior-women.
Erika, daughter of Grimus Faronsson, is one such shieldmaiden. Raised in the old ways, she surprised all in the mead hall one night when her retelling of the story of Regnar the Bold’s battle with the Ice Drake unintentionally summoned an image of the battle as it unfolded. Facing exile or execution, her father instead spirited her away to the home of an old crone - an elderly shieldmaiden who could tap into the same magic. Here, Erika learned how to refine her control, as best she could. The crone was a harsh mentor, but fair, and nights in the small cabin were spent telling the stories of old.
Eventually, the crone had taught Erika all she could, and bid her to go into the world. Before she departed, the crone gave Erika her shield, a bright steel round shield painted with the watchful eye of Garm, guardian of the underworld. This shield had saved the crone’s life many times, and so she hoped Erika would find a long life bearing it as well. Erika departed the small island and traveled south. She longed for the chance to return to her village a glorious hero with a hundred new stories to tell, instead of a shamed exile. When Erika saw the offer of this strange Institute, she saw an opportunity to delve into why her gift became a curse, and to truly shape the path of her tale.
nargels
Magic Item / Gold:
Sentinel Shield
Gold: 12*10 / 7*10
Description:
Erika is a tall human woman with long red hair kept in a tight, elaborate series of braids. Her skin is tanned from much time spent outdoors. She is well armored, wearing steel scalemail that has some similarities to dwarven design, over a heavy leather jerkin. The edges of her clothing are lined with fur, as is the long gray travel cloak she wears. She has a wild, untamed look about her. A large round shield is strapped to her back, along with a battle-axe.
PST
Aldrik Reinholdt in Dragon Heist
Daventry in The Candlekeep Mysteries, and her bag
Ability scores Ability scores: 15 16 14 16 16 11
Name - Tedbane Kelrora (“Dreadbane”)
Race - Half Elf
Class - Rogue (Swashbuckler)
Sheet - https://ddb.ac/characters/41990930/fnwUZF
Background -
Legendary outlaw, consumate lothario, and all round bad boy. All title’s that nobody has ever called Ted.... other than himself that is. In fact, there’s not a bad bone in Ted’s body.
Ted claims he’ll do anything.... for a price. But has proven himself wrong, leaving some jobs for the local crimelords unfinished when he realised he might not be able to to through with them. His tendency to rush into situations without thinking, have tarnished his reputation, and he’s seen as little more than a joke in his community.
His forays into the world of petty crime are a direct rebellion to his all too perfect family, who despite his reluctance still send him supportive letters asking how his outlawing is going, wether he’s famous yet and if he’s considered a job with the local craftsman - at least as a backup career - “Always good to have another string to your bow”.
As a matter of fact, it was Ted’s mother who suggested he join the expedition. Though her intentions were for the preservation and sharing of knowledge, Ted acknowledged begrudgingly that it would be a good way to make a name for himself. Before bluffing his way in, he made a point of telling his mother that he had already had the idea himself and he was in no way following her ideas.
With a drive to build his reputation, Ted joins the party with bravado, keen to show that he’s a rulebreaker and a maverick. He may not be famous yet, but until then you have to fake it till you make it.
Magic Item - boots of Elvenkind
Timezone GMT + Terrible sleeping patterns
Gold - 80 + 120 = 210gp
Gilgin Hardhammer - Mountain Dwarf Cleric (Forge Domain) - Icewind Dale
Petal - Forest Gnome Druid (Circle of the Land - Forest) - Unsung Heroes of Embera
Ability scores: 11 11 14 17 13 13
Name: Molle Duststream
Race: Half Elf
Class: Samurai Fighter
Backstory:
Molle was born in a rather unremarkable village in the countryside, in a large family of farmers. Growing up, she felt like a big fish in a little pond, so as soon as she was old enough, left her village for a big city. She was confident that she would be able to make a name for herself, and end up living a comfortable life as anything but a farmer. That anything part came to bite her in the butt. Getting work was difficult, and she often at the start worked whatever menial jobs needed filling. One evening, after finishing one of those jobs, she came across a man who was offering stable work for anyone willing to get their hands dirty. Taking it a bit too literally, and in need of a consistent job, she took the man's offer. Which, it turns out, was for the 'legitimate' business of a large criminal organization.
For the next couple of months, Molle worked in moving the legal products. After defending a wagon against would be thieves (and competition), she was offered a better position in the criminal part as an enforcer. Training, better pay, and some benefits included. Jumping on the opportunity, Molle took the offer. Working under an experienced enforcer, she gained many new experiences and skills, some not always wanted. Especially one such incident with nargels. For several years, she worked with them, but over time became rather unsatisfied with her occupation. Yes, she had made some friends, and was trusted enough to be given a magical item to help her (in her case, an Eversmoking Bottle to help with escape or raids), but she increasingly didn't like the tasks being given to her. Dying in a gutter over a petty rivalry was not a way she wanted to go. So after that nearly happened, she decided to get out. Taking everything she had, Molle decided to turn over a new leaf. One that was hopefully less taxing on her conscious.
Now advertising herself as a mercenary for hire, chess tutor, and duelist instructor, Molle makes less gold, but is more content. She doesn't hide away her more unsavory past, but only brings it up if directly asked about. Now, she tries to take reputable or big jobs, in hopes that she can someday get a little bit of fame she's been hoping for.
Timezone: EST/EDT
Her character sheet
The ever growing document of character concepts can never be too long, can it?
Hey, just letting you know since it's easy to miss. Your magical item comes up as [Tooltip Not Found]. The reason for that is that you probably typed Eversmoking Bottle incorrectly, so the code doesn't recognize it. Make sure you're not mistyping it or something.
(She/Her)
Velmine - Tiefling, Rogue (9), Swashbuckler - Dead in Thay
Riris Swiftwhistle - Halfling, Bard (4), College of Swords - Lost Mines of Phandelver
Rellahne Vanderboren - Half-Elf, Wizard (4), School of Abjuration - The Shackled City
Ann Hidrizo - Human, Fighter (2) - Amphail Adventures
Sha - Firbolg, Cleric (3), Twilight Domain - Hunt for the Wish Dragon
Name: Ayla
Class: Warlock (The Celestial)
Race: Changeling
Ability scores: 14 13 14 14 11 17
Backstory:
Ayla was broken. At least, that's what everyone told her. No orphanage wanted to keep the girl who uncontrollably shifted between faces, scaring the other children, so she was eventually thrown out onto the streets. She struggled to survive for years, picking pockets and fending off the rats and nargels that tried to steal her meager food supply. Then she met the glowing figure from the sky. They fixed Ayla, letting her stay in one form for as long as she liked. They gave her other gifts, too - magic to heal and harm, a wand to channel her newfound abilities (Wand of the War Mage, +1), and eventually, a tiny silver dragon to keep her company. They didn't ask much in return, just simple requests from time to time. Go to this town. Take this job. Meet this person. She still isn't quite sure why they're doing this or even who they are, but she figures completing these tasks is well worth the payoff.
(I intentionally left her patron vague because I wasn't sure what pantheon we're using. I'm imagining a deity associated with either the life or light domain though.)
Art:
Disguised form:
True form (featuring my terrible photoshop skills):
https://ddb.ac/characters/42912097/GeO4QT
Also, my timezone is PST
Iris - Tiefling Cleric | Cassandra - Elf Warlock | Solace - Tiefling Monk | Tempest - Hexblood Monk | Lex - Fire Genasi Barbarian
Lilyn - Triton Ranger | Candor - Changeling Bard | Echo - Changeling Warlock/Bard | Rowan - Fairy Wizard
Hey Artymis! I hope we both get selected!
Got it fixed! Thanks for pointing it out
The ever growing document of character concepts can never be too long, can it?
I’ve read the applications and there are some very good ones. Definitely competition.
How do you feel about homebrew? I have a subclass that sounds very appropriate to this premise; Scholar.
I'm not sure what you mean as to '+2 levels of gold'.
Name: Professor Tapping
Race: Kenku
Class: Ranger Scholar
TimeZone: EST
Backstory: All tapping knows about his ultimate origin, is that someone bought a large egg from a traveling merchant they thought was selling food. When the egg hatched a little grey bird-child out of it, that child was deposited at the Nargels orphanage. Growing up among humans left him the permanent outsider, but being inclined to reading and reflection, this was easier than it might have been. It did lead him to two areas of interest that would dominate his life; History and Crime. History, because he often felt himself wondering about the origins of things and crime because he considers it the territory of the marginalized. He discovered his love of learning early on, and styles himself a teacher. Aspiring teacher might be more apt, since he's yet to teach anywhere. He's hoping being part of this expedition will give him the connections he needs to reach that goal. The most he's uncovered from smaller expeditions so far have been a pair of Boots of Elvenkind, and they're too contemporary to be of much academic value.
Ability scores: 17 12 15 16 17 11
Interested, rolling for stats. Have some ideas but it will depend on what the spread looks like and me reading some more of the other characters
Ability scores: 17 15 14 13 12 13
Another medical problem. Indefinite hiatus. Sorry, all.
*No homebrew. There's enough content out I think not needing to add more.
*all classes come with earnings via the class built in. Your PC is level 3; you'll have starting equipment then roll your gp for 2 levels of 'earnings'.
Ex: Rogue GP (starting gold per level) 4d4×10 or fighter GP 5d4x10 GP or level. Understand?
You'll use starting equipment for your first level but the 2 other levels I'll assume you 'earned' the amount via your PCs adventures before the story begins.
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King
Can I still apply?
I have a weird sense of humor.
I also make maps.(That's a link)
I have 3 slots of 6 filled so far with other PCs I'm still vetting. Please toss your hat in and we shall see!!
“But no living man am I! You look upon a woman...You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him.” ― J.R.R. Tolkien, The Return of the King