There is a second sun – some people cannot see the light from the old sun, those that do cannot see the light from the new sun. The suns have different rotation speeds around this planet (Geocentric universe, this one).
Stars fall to the planet – no longer among their brethren in the constellations, they bring with them mysterious metal and terrifying monsters.
The moon has begun to shatter – shards of it are now forming a ring in the sky, almost like a gateway for… something. The dragons are worried. Something bad is going to happen. Something that, once it starts, not even the dragons, protectors of the world, can stop.
That is happening on the surface of this hollow world, but there is turmoil in its Inner Realms too.
The Lightbringer has vanished, and now the only light sources are the lanterns, candles, and torches that had only been used while the Lightbringer’s Sheathe (a hemispherical sheet of stone that orbited the core Lightbringer) prevented its light shining. The Sages, seven immensely powerful dragons, believe that the surface might hold answers, but the path to the surface was lost long ago.
Void Beyond the Stars and Void Beyond the Stars: Otherside are a pair of games that I have started DMing on these very forums, and, if any are interested in playing in the same world, albeit a very different part of it, I now offer Void Beyond the Stars: Inner Realms. The above description are things that have just started to happen to the unnamed world in which this game is set, and the players will be (initially) trying to survive with the new dangers these events present. If they survive long enough, perhaps they will start to act to save the planet from whatever threat it is facing. They might even meet with the parties of the original game and the Otherside game. This game is in a world on the edge of falling to an apocalypse, yet some people are still able to live as normal (though for the most part, many from the Inner Realms have been screwed over by the loss of the Lightbringer) and even have new technologies (guns are a recent innovation, and the stars bring a useful metal with them, even here to the Inner Realms, as extremely ancient shrines seem to have them).
If you are interested, please post with your character backstory, appearance, and character sheet. Only the first five or six people to submit a character sheet will be accepted. In regards to stats, you can use point buy, standard array, or roll using dice.brainclouds.net. When rolling stats, you copy-paste the following into the aforementioned website; “4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);”, and take the best 6 scores. All OOC will be done on a discord server set up for the game. Players can start with their default equipment or roll starting money, and have 100 gp to play with, regardless of that choice. Each player will also start with a feat (gained at 1st level).
The game will start at 3rd level, and anything by WotC is allowed (Unearthed Arcana and Plane Shift included, excluding anything superseded by a later version and the Modern Magic and Feats for Skills UA (Yes dragonmarks are allowed, no they aren’t restricted by race, also Brawny feat is allowed, but has higher prerequisites)), as is Matthew Mercer’s Blood Hunter (and its Order of the Lycan, both found on the DM’s Guild for pay what you want), and other DM’s Guild products can be played if I approve them (done on a case by case basis). You can also use content from this document (The Starfolk, and Cloud Elves are unlikely race choices, but if you like them, I’m not enforcing that restriction, though you’ll have to have a good story as to why you are one of them), but the dotanuki sword modifier isn’t available at character creation. Characters will level on story based advancement, rather than gaining XP from killing stuff. Other variant rules for the campaign are as follows; hero points will be used, as will renaissance firearms (with the changes noted below) and plot points (used so players can develop the world), initiative will be side initiative to ensure ease of play if players are in different time zones (which is bound to happen).
In terms of world lore, well, it’s very open ended. In other words, the players can contribute to the lore of the world (primarily by using plot points). Gods are a key part of the world, but very few of them have been defined, so players are free to describe the gods their character worship (name, what they are god/dess of, domains available to their worshippers). The world has the standard 5e planar cosmology. The following gods are ones that have been defined by the other groups, and could be used by Inner Realms players. The Dragons; Each town, village, and city has a protector dragon (most of which are named after the same dragon), and some worship them. Offer the Protection domain, and any other one (other varies from dragon to dragon). (While the Naming pattern is all-pervasive on the surface, it might be more lax in the Inner Realms). The Lightbringer, while it hasn’t been defined by the other parties (because they don’t know about it), is available, and would likely offer the Light domain, and potentially others.
Firearms require special practice to use, requiring you to take the Aim bonus action to be able to add your proficiency bonus to the attack roll when attacking with them. Pistols cost 300 gp, Muskets cost 550 gp, and bullets are 5 gp for 10. Players can exchange their 1st level feat to start play with a gun if they don’t have enough money to purchase one.
The adventure will start in the small village of Teirvay, West of Ceoldry, and North of Giezien, both small towns. It is East of the City of Vaghur, which is much further away than both towns.
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I'd love to play, thinking a revised ranger would be fun. I will update with my character sheet later today when I get home from work. Edit: Added below
Animal Companion: Wolf (name: Torbin, male, 11 HP, 13 AC, Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 6, Keen Hearing and Smell, Pack Tactics)
Feats:
Crossbow Expert - I ignore the loading quality of crossbows I'm proficient with. I don't suffer disadvantage on ranged attack rolls for being within 5 feet of a hostile. When I attack with a one-handed weapon, I can use a bonus action to attack with a loaded hand crossbow I'm holding.
Equipment:
Longbow and 20 arrows
Shortsword
Hand crossbow and 20 bolts
Studded leather
Explorer's pack
Personality: I watch over my friends as if they were a litter of newborn pups.
Ideals: It is each person's responsibility of make the most happiness for the whole tribe.
Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
History: Shariel lived most of her life deep in the woods of her homeland, far from other civilizations. Spending her days patrolling the boundaries of the forest with her faithful wolf companion Torbin, Shariel defended her people from all those who would wish to harm them. When the world began to change and turmoil arose, Shariel volunteered to leave her tribe to bring what skills and strength she had to the wider world and hopefully keep her entire tribe from being destroyed.
Can I join? this eventful world you're living in. I'll send the character sheet in soon. I've had a friend run it through some of the folks in the other games, i've written down the vital information so far.
I throw my hat here. What do you think would be most needed here? A dragonborn paladin? A mistyc?
Also... for the stats... Do we use standard array? Roll dice?
For stat rolls, I explained it in the OP:
In regards to stats, you can use point buy, standard array, or roll using dice.brainclouds.net. When rolling stats, you copy-paste the following into the aforementioned website; “4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);”, and take the best 6 scores.
Make sure to link to your stats, and feel free to play whatever you want!
Can I join? this eventful world you're living in. I'll send the character sheet in soon. I've had a friend run it through some of the folks in the other games, i've written down the vital information so far.
I'd love to play, thinking a revised ranger would be fun. I will update with my character sheet later today when I get home from work.
Cool.
As an aside, everyone has priority over players who are already in VBtS or VBtS:O, since I'd like there to be as many players involved in this as possible.
Breath Weapon:15 ft. Cone of radiant (CON ST 12) 2d6 radiant damage / half on save.
Armor and Weapon Proficiencies: All armor, shields, simple and martial weapons
Features:
Dragonborn Ancestry: Silver Dragon
Breath Weapon: Cone of cold.
Damage Resistance: Resistance to cold damage.
Languages:Common, Draconic. + 2 due to background: Celestial and Dwarvish are ok?
Divine Senses: ( 5 uses)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: 15 HP
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Divine Smite:
When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health: The divine magic flowing through you makes you immune to disease.
Sacred Oath:
Oath of Devotion
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (+4).
The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
-Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Spells:
Slots: 3 1(st level)Ability Charisma Save DC 14 Attack Bonus: +6
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.
Proficiency in heavy armor allows flying speed of 15 feet
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Trait:Nothing can shake my optimistic attitude.
Ideal:Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: I will do anything to protect the temple where I served.
Flaw: I put too much trust in those who wield power within my temple’s hierarchy.
Background:
Born inside the monastery, he had served the Great Dragon Kreelantharinx for all his life. The dragon took special interest on the young dragonborn and the temple trained him in the ways of the paladinhood once his abilities on military prowress were clear at young age. He has grown trusting blindly in the members of the priesthood, who had taught him everything he knows. From fighting, to spellcasting, to a code of conduct based on honor, duty, compassion, loyalty and honasty, but now his Lord has asked some brave priests and paladins to go out and find why this strange things are happening in the world. He was the first to hear the call.
0(“4d6.takehighest(3)) = 0; 14(4d6.takehighest(3)) = 14; 13(4d6.takehighest(3)) = 13; 16(4d6.takehighest(3)) = 16; 11(4d6.takehighest(3)) = 11; 18(4d6.takehighest(3)) = 18; 13(4d6.takehighest(3)) = 13. These are my base rolls- a 14, 13, 16, 11, 18,13. Pretty good all together.
Dex: 18+0= 18
Str: 13+ 0= 13
Wis: 16+0= 16
Con: 13+1= 14
Int: 14+1= 15
Cha-11+1= 12
The short description of my character shall go below here i wrote it up as a reminder for myself as who he was so don't think to hard about how poorely worded it is.
Zenikar vampire revenant, my speed is 30ft. My class is ranger favored enemy: currently ima have to say human but at 6th level elemental (star-beasts, I was killed by them so I shall commit to genocide.) I speak common, abyssal, infernal. I have the ranger ability natural explorer. My feat is Duel fighting along with the much welcome fighting style:two-weapon fighting. My class assigned fighting style: tunnel fighting. My ranger archetype is Dark stalker which provides me with the ability to make an additional attack the first tun of a combat and a +10 to speed the first turn of combat. I have dark-vision with a rang of 90 ft. I have premedieval awareness and my spells are; level 1 archetype spell disguise self, level 1 spell cure wounds, level 1 spell longstrider and level 1 spell fog cloud. My proficiency bonus is +2
--
and about 300 gp for equipment buying. +1 int, +1 con, +1 charisma. The vampires blood curse is replaced by the revanant's relentless nature.
Can you actually link to the rolls Solphoenix? Also, starbeasts aren't elementals, and it is unlikely that you've ever encountered them, as you are in the Inner Realms, which is far closer to the centre of the world than the Underdark, which is separate.
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Star beasts don't technically have a plane of orogin listed in your file so i went with what they looked like, i changed it i'm still level three so when i get to level 6 i'll worry about that then. No i can link the stats the first rolls listed were the "how does this work" rolls. http://dice.brainclouds.net/Result.aspx?ID=9HYHV6J9
Hope that meets your needs i was trying to figure out a reason for why i came back as a revenant, but since that isn't really my job persay (its the dm's, since they manage the plot) and i'll just make my sixth level favored enemy related to that somehow.
"Peace always comes at a cost, be it your time, your blood, or your love"
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"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
Shortbow: Ranged weapon Attack +5 to hit, range 80/320 ft. Hit: 1d6+3 piercing damage. Scimitar: Melee weapon attack: +5 to hit, reach 5ft. Hit: 1d6+3 slashing damage.
Equipment: Leather Armor, Shortbow, Scimitar, Explorer’s pack, Druidic Focus, Set of Common Clothes, Monster Hunter’s Pack(a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches. Purchasing the pack costs 33 gp, which is cheaper than buying its contents individually.), Important Trinket
Ability Score Increase. Your Wisdom score increases by 1 and your Dexterity score increases by 2. Size. Your size is Medium. Speed. Your base walking speed is 35 feet. Languages:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fey Ancestry Immunity to Magical Sleep, advantage on saves vs. Charmed
Meditating: Can Meditate for 4 hours as a long rest.
(For the Life of Me I can't figure out what this is called): Can Hide while lightly obscured by natural phenomena
Druid Traits:
Proficiency: Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Druidic Spellcasting: The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Speech of the Wild: You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem: As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
Unicorn Totem: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Background
Haunted One background:
Feature: Heart of Darkness:Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Harrowing Event: You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
Personality Traits: I don’t talk about the thing that torments me. I’d rather not burden others with my curse
Personality Traits: I refuse to become a victim, and I will not allow others to be victimized.
Ideals: I try to help those in need, no matter what the personal cost. (Good)
Bond: My torment drove away the person I love. I strive to win back the love I’ve lost.
Flaw: I feel no compassion for the dead. They’re the lucky ones.
Used Point Buy
Backstory:
Mabel never wanted to hurt people. In fact, the very idea of violence was contemptible to the values of the compound she grew up in. And compared to the other children in her community both Mabel and her twin brother Issac were pillars of those for much of their lives. The Druids of the Baeleric Forest were originally nothing but a group of pacifists and pilgrims that were cast out of society and into the wilds. There they met the druids of those woods and with their help were able to find a peaceful place to settle themselves. And over time slowly learned hte ways of the druids as they became caretakers of the land they inhabited. Keeping to values of perserving nature, taking in hte needy, and abstaining from the violence that forced them from their homelands.
Mabel and her Brother were left with the COmmune by outsiders as babies and were then raised within the commune. They both wuickly mastered natural magic and the tenets of there tribe. While Issac became more in tune with the more esoteric inhabitants of the forests however, Mabel learned to speak and befriend physical inhabitants of the Woods. As such she grew a very strong attachment to their commune's flock and the Druid that kept and nurtured it.
This changed when the outsiders came. At first it was just some stolen animals, then some of their tribe disapeared while away from the commune. The tribe had been scared but had still shunned away from using there abilities to try and root out the bandits, however Mabel Issac and some of the other younger members of the Commune decided to try and seek out the Outsiders in an attampt to at least try and talk with them. They left late in the night hiding their intentions from their elders. Using their accrued tracking skills and connection to nature they managed to track the brigands to a camp. Mabel and the other Youngsters attampted to confront the bandits, but they only got flippiance and abuse in reponse. Mabel doesn't remember exactly how hte fighting started, the outsiders had been harrasing and pushing around the druids, someone had drawn a blade a spell was cast and before Mabel knew what was happening chaos had broken out around her and she only knew one thing. She had to protect her brother. Mabel used everything she had learned from the Druids to get her brother and herself back to the commune, cutting a swathe through the outsiders and abandoning the others. When Mabel arrived she was bloodied and carrying a blood stained scimitar in one arm and her unconcscious brother in the other.
None of the othe young druids returned, and the attacks from outsiders had ceased. However, after many nights deliberation the elders of the commune decided that Mabel had trampled on their values. And had forfeited her place among them in doing so. Still in a haze from the massacer that she had been a part of, she was escorted to the edge of the forest with the few possesions she could consider her own and left alone. Since then she had travelled trying to reconcile her actions withthe values she was raised with. In doing so she met Ulysandra a Bounty Hunter entering the forest tracking the group of bandits she had killed. The two hesitantly joined together and for a time ran bounties together. Uly gaining a magic using assitant and Mabel learning about the world outside the forest and slowly trying to coem to terms with her previous actions.
Equipment: studded leather(+2 ac max dex bonus + infinite and 45 gp)
Riding horse,
Two scimitars: 1d6, light martial (finesse, when attacking add your dex modifier instead of your strength modifier, 50 gp total for their base cost)
grappling hook (2 gp) half emptied dungeoneers pack (6 gp, contains a backpack, bedroll, torches, tinderbox, 50 ft of hemp rope i keep attached to the grappling hook)
speed: 30ft
Gp: 52 (230 total minus 178) I have revenant's relentless nature. (I know where something related to my goal is, unless it is off the plane and if it off the plane my sense will tell me where to go to get to the correct place.If i die i return to life in 24 hours, when i reach below half of my hit points they start coming back 1/round, if your body is destroyed you return in 24 hours though you do not regain your equipment) Dark vision: 90 ft, Dark stalker archetype: grants me a +10 ft to my speed in the beginning of a round and an additional attack. you drain the life and energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Background: Haunted One, feature: heart of darkness (Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.) Harrowing event: Back when I was mortal one of my loved ones was murdered,and i managed to avenge them but in the process lost my belief in myself as a "person" and started thinking of myself as a monster. (after that, I finally opened up my heart to someone and they were killed, and I proceeding to try to avenge them but I was also killed- dm feel free to decide what killed either of my loves and ended up killing me. I forced my "soul" back into my body with one goal left, unwilling to leave without having for filled my purpose. I am the monster, and you WILL fear me.)
Personality traits: I am the monster, therefor I shall not run from monsters- instead they shall run from me because I am scarier then them.
Ideals: I’m a monster that destroys other monsters and anything else that gets in my way.
Bonds: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaws: My hatred of my enemies is blind and unreasonable, and if someone gets in my way they become my enemy.
Thanks for the proper character sheet. However, you didn't quite get the money right. You have the default gear or 5d4 * 10 gp. After that, add 100 gp. That is all you get in terms of equipment and money. The 100 gp is what you gained after 1st level. No need to multiply the money or add stuff.
Assuming your Con score is 14 and not 4, I count 28 hit points, not 30.
In any case, welcome to the game. There are two spots left.
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Something is wrong with the skies.
There is a second sun – some people cannot see the light from the old sun, those that do cannot see the light from the new sun. The suns have different rotation speeds around this planet (Geocentric universe, this one).
Stars fall to the planet – no longer among their brethren in the constellations, they bring with them mysterious metal and terrifying monsters.
The moon has begun to shatter – shards of it are now forming a ring in the sky, almost like a gateway for… something.
The dragons are worried. Something bad is going to happen. Something that, once it starts, not even the dragons, protectors of the world, can stop.
That is happening on the surface of this hollow world, but there is turmoil in its Inner Realms too.
The Lightbringer has vanished, and now the only light sources are the lanterns, candles, and torches that had only been used while the Lightbringer’s Sheathe (a hemispherical sheet of stone that orbited the core Lightbringer) prevented its light shining.
The Sages, seven immensely powerful dragons, believe that the surface might hold answers, but the path to the surface was lost long ago.
Void Beyond the Stars and Void Beyond the Stars: Otherside are a pair of games that I have started DMing on these very forums, and, if any are interested in playing in the same world, albeit a very different part of it, I now offer Void Beyond the Stars: Inner Realms. The above description are things that have just started to happen to the unnamed world in which this game is set, and the players will be (initially) trying to survive with the new dangers these events present. If they survive long enough, perhaps they will start to act to save the planet from whatever threat it is facing. They might even meet with the parties of the original game and the Otherside game. This game is in a world on the edge of falling to an apocalypse, yet some people are still able to live as normal (though for the most part, many from the Inner Realms have been screwed over by the loss of the Lightbringer) and even have new technologies (guns are a recent innovation, and the stars bring a useful metal with them, even here to the Inner Realms, as extremely ancient shrines seem to have them).
If you are interested, please post with your character backstory, appearance, and character sheet. Only the first five or six people to submit a character sheet will be accepted. In regards to stats, you can use point buy, standard array, or roll using dice.brainclouds.net. When rolling stats, you copy-paste the following into the aforementioned website; “4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3); 4d6.takehighest(3);”, and take the best 6 scores. All OOC will be done on a discord server set up for the game. Players can start with their default equipment or roll starting money, and have 100 gp to play with, regardless of that choice. Each player will also start with a feat (gained at 1st level).
The game will start at 3rd level, and anything by WotC is allowed (Unearthed Arcana and Plane Shift included, excluding anything superseded by a later version and the Modern Magic and Feats for Skills UA (Yes dragonmarks are allowed, no they aren’t restricted by race, also Brawny feat is allowed, but has higher prerequisites)), as is Matthew Mercer’s Blood Hunter (and its Order of the Lycan, both found on the DM’s Guild for pay what you want), and other DM’s Guild products can be played if I approve them (done on a case by case basis). You can also use content from this document (The Starfolk, and Cloud Elves are unlikely race choices, but if you like them, I’m not enforcing that restriction, though you’ll have to have a good story as to why you are one of them), but the dotanuki sword modifier isn’t available at character creation. Characters will level on story based advancement, rather than gaining XP from killing stuff. Other variant rules for the campaign are as follows; hero points will be used, as will renaissance firearms (with the changes noted below) and plot points (used so players can develop the world), initiative will be side initiative to ensure ease of play if players are in different time zones (which is bound to happen).
In terms of world lore, well, it’s very open ended. In other words, the players can contribute to the lore of the world (primarily by using plot points). Gods are a key part of the world, but very few of them have been defined, so players are free to describe the gods their character worship (name, what they are god/dess of, domains available to their worshippers). The world has the standard 5e planar cosmology. The following gods are ones that have been defined by the other groups, and could be used by Inner Realms players.
The Dragons; Each town, village, and city has a protector dragon (most of which are named after the same dragon), and some worship them. Offer the Protection domain, and any other one (other varies from dragon to dragon). (While the Naming pattern is all-pervasive on the surface, it might be more lax in the Inner Realms).
The Lightbringer, while it hasn’t been defined by the other parties (because they don’t know about it), is available, and would likely offer the Light domain, and potentially others.
Firearms require special practice to use, requiring you to take the Aim bonus action to be able to add your proficiency bonus to the attack roll when attacking with them. Pistols cost 300 gp, Muskets cost 550 gp, and bullets are 5 gp for 10. Players can exchange their 1st level feat to start play with a gun if they don’t have enough money to purchase one.
The adventure will start in the small village of Teirvay, West of Ceoldry, and North of Giezien, both small towns. It is East of the City of Vaghur, which is much further away than both towns.
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And yes, I am that insane that I'll be DMing three games simultaneously.
Do you have difficulty fitting everything you want into your signature? Then check out the Extended Signature thread!
Here's my Extended Signature!
I will be dming 3 games simultaneously. Note the will.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
I throw my hat here. What do you think would be most needed here? A dragonborn paladin? A mistyc?
Also... for the stats... Do we use standard array? Roll dice?
PbP Character: A few ;)
I'd love to play, thinking a revised ranger would be fun. I will update with my character sheet later today when I get home from work. Edit: Added below
Shariel Ashflower, Wood Elf Ranger, Outlander, NG
Str: 10 (+0) Dex: 16 (+3) Con: 15 (+2) Int: 12 (+1) Wis: 14 (+2) Cha: 8 (-1)
HP: 28
AC: 15
Proficiencies:
Armor: Light and Medium Armor, Shields
Weapons: Simple and martial weapons
Tools: Flute
Saving Throws: Str, Dex
Skills: Acrobatics, Animal Handling, Athletics, Perception, Stealth, Survival
Features:
Favored Enemy: Humanoids
Natural Explorer
Archery Fighting Style
Primeval Awareness
Mask of the Wild
Spellcasting: Hunter's Mark, Cure Wounds, Detect Magic
Animal Companion: Wolf (name: Torbin, male, 11 HP, 13 AC, Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 6, Keen Hearing and Smell, Pack Tactics)
Feats:
Crossbow Expert - I ignore the loading quality of crossbows I'm proficient with. I don't suffer disadvantage on ranged attack rolls for being within 5 feet of a hostile. When I attack with a one-handed weapon, I can use a bonus action to attack with a loaded hand crossbow I'm holding.
Equipment:
Longbow and 20 arrows
Shortsword
Hand crossbow and 20 bolts
Studded leather
Explorer's pack
Personality: I watch over my friends as if they were a litter of newborn pups.
Ideals: It is each person's responsibility of make the most happiness for the whole tribe.
Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaws: I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
History: Shariel lived most of her life deep in the woods of her homeland, far from other civilizations. Spending her days patrolling the boundaries of the forest with her faithful wolf companion Torbin, Shariel defended her people from all those who would wish to harm them. When the world began to change and turmoil arose, Shariel volunteered to leave her tribe to bring what skills and strength she had to the wider world and hopefully keep her entire tribe from being destroyed.
Can I join? this eventful world you're living in. I'll send the character sheet in soon. I've had a friend run it through some of the folks in the other games, i've written down the vital information so far.
"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
I'd love to Join, I think maybe the New Druid: Shepard Unearthed Arcana?
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
As an aside, everyone has priority over players who are already in VBtS or VBtS:O, since I'd like there to be as many players involved in this as possible.
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here are the stats..
will post the character soonEdited: Meet BrenyaxRoll for stats
Brenyax Dragonborn (Mithral) Paladin lvl3 ( Oath of Devotion )
Stats:
STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 12 (+1) WIS 17 (+3) CHA 18 (+4)
Combat:
AC: 17 Init: +2 HP: 12+¿? Movement: 30 ft. // Flying 20 ft.
Attacks: Greatsword: +6 Damage: 2d6+4 // Warhammer: +6 Damage: 1d8+4 / 1d10+4 // Javelin: +6 Damage: 1d6+4 // 5 Javelins.
Breath Weapon: 15 ft. Cone of radiant (CON ST 12) 2d6 radiant damage / half on save.
Armor and Weapon Proficiencies: All armor, shields, simple and martial weapons
Features:
Dragonborn Ancestry: Silver Dragon
Breath Weapon: Cone of cold.
Damage Resistance: Resistance to cold damage.
Languages:Common, Draconic. + 2 due to background: Celestial and Dwarvish are ok?
Divine Senses: ( 5 uses)
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.
As an action, you can open your awareness to detect such forces.
Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.
You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands: 15 HP
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.
Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Divine Smite:
When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
Divine Health: The divine magic flowing through you makes you immune to disease.
Sacred Oath:
Oath of Devotion
Sacred Weapon. As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (+4).
The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as a bonus action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.
-Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Spells:
Slots: 3 1(st level) Ability Charisma Save DC 14 Attack Bonus: +6
Spells:
Heroism
Searing Smite
Shield of Faith
Compelled Duel
Thunderous Smite
Oath Spells:
Sanctuary
Protection from Evil and Good
Feat:
Dragon Wings:
You sprout draconic wings. With your wings, you have a flying speed of 20 feet if you aren’t wearing heavy armor and aren’t exceeding your carrying capacity.
Proficiency in heavy armor allows flying speed of 15 feet
Skills:
Proficiency Bonus: +2
Athletics +6
Intimidation +6
Insight +5
Religion +3
Stealth +2 Disavantage.
Equipment:
Priest's Pack
Holy Symbol
Common Clothes
Half Plate
Greatsword
Warhammer
Javelins (5)
5 sticks of incense
Book of prayers.
Gold: 100
Background features:
Shelter of the Faithful:
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
Trait: Nothing can shake my optimistic attitude.
Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: I will do anything to protect the temple where I served.
Flaw: I put too much trust in those who wield power within my temple’s hierarchy.
Background:
Born inside the monastery, he had served the Great Dragon Kreelantharinx for all his life. The dragon took special interest on the young dragonborn and the temple trained him in the ways of the paladinhood once his abilities on military prowress were clear at young age. He has grown trusting blindly in the members of the priesthood, who had taught him everything he knows. From fighting, to spellcasting, to a code of conduct based on honor, duty, compassion, loyalty and honasty, but now his Lord has asked some brave priests and paladins to go out and find why this strange things are happening in the world. He was the first to hear the call.
Portrait:
PbP Character: A few ;)
0(“4d6.takehighest(3)) = 0; 14(4d6.takehighest(3)) = 14; 13(4d6.takehighest(3)) = 13; 16(4d6.takehighest(3)) = 16; 11(4d6.takehighest(3)) = 11; 18(4d6.takehighest(3)) = 18; 13(4d6.takehighest(3)) = 13. These are my base rolls- a 14, 13, 16, 11, 18,13. Pretty good all together.
Dex: 18+0= 18
Str: 13+ 0= 13
Wis: 16+0= 16
Con: 13+1= 14
Int: 14+1= 15
Cha-11+1= 12
The short description of my character shall go below here i wrote it up as a reminder for myself as who he was so don't think to hard about how poorely worded it is.
--
"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
Can you actually link to the rolls Solphoenix?
Also, starbeasts aren't elementals, and it is unlikely that you've ever encountered them, as you are in the Inner Realms, which is far closer to the centre of the world than the Underdark, which is separate.
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Star beasts don't technically have a plane of orogin listed in your file so i went with what they looked like, i changed it i'm still level three so when i get to level 6 i'll worry about that then. No i can link the stats the first rolls listed were the "how does this work" rolls. http://dice.brainclouds.net/Result.aspx?ID=9HYHV6J9
Hope that meets your needs i was trying to figure out a reason for why i came back as a revenant, but since that isn't really my job persay (its the dm's, since they manage the plot) and i'll just make my sixth level favored enemy related to that somehow.
"Peace always comes at a cost, be it your time, your blood, or your love"
"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
Mabel Honeydew
21/21 HP | INIT: +3 | Speed 35 | Chaotic Good | Shepard Druid 3
STR 8(-1) DEX 17(+3) CON 12(+1) INT 12(+1) WIS 16(+3) CHA 9(-1)
(SAVES: INT & WIS).
Spellcasting Ability +5, Spell DC: 13
Armor Class: 14, Leather Armor (11+DEX)
Skills/Tools/Vehicles Proficiencies: Animal Handling(+5), Perception(+5), Survival(+5), Nature(+3), Religion(+3)
Languages: Common, Elvish, Abyssal, Druidic
Combat:
Shortbow: Ranged weapon Attack +5 to hit, range 80/320 ft. Hit: 1d6+3 piercing damage.
Scimitar: Melee weapon attack: +5 to hit, reach 5ft. Hit: 1d6+3 slashing damage.
Equipment: Leather Armor, Shortbow, Scimitar, Explorer’s pack, Druidic Focus, Set of Common Clothes, Monster Hunter’s Pack(a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and three torches. Purchasing the pack costs 33 gp, which is cheaper than buying its contents individually.), Important Trinket
Spells:
Known(6): Curewounds(1), Iceknife(1), Goodberry(1), Entangle(1), Moonbeam(2), Lesser Restoration(2)
Cantrips: 2
1: [ ] [ ] [ ] [ ]
2: [ ] [ ]
Traits:
Wood Elf Racial Traits:
Ability Score Increase. Your Wisdom score increases by 1 and your Dexterity score increases by 2.
Size. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Languages:
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry Immunity to Magical Sleep, advantage on saves vs. Charmed
Meditating: Can Meditate for 4 hours as a long rest.
Proficiencies: Longsword, Shortsword, shortbow, longbow, Perception proficiency
(For the Life of Me I can't figure out what this is called): Can Hide while lightly obscured by natural phenomena
Druid Traits:
Proficiency: Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.
Druidic Spellcasting: The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
Wild Shape: Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn’t have a flying or swimming speed.
Speech of the Wild: You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you any special friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Spirit Totem: As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents. As a bonus action, you can move the spirit up to 60 feet to a point you can see. The spirit persists for 1 minute. Once you use this feature, you can’t use it again until you finish a short or long rest.
Unicorn Totem: The unicorn spirit lends its protection to those nearby. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.
Background
Haunted One background:
Feature: Heart of Darkness: Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Harrowing Event: You did terrible things to avenge the murder of someone you loved. You became a monster, and it haunts your waking dreams.
Personality Traits: I don’t talk about the thing that torments me. I’d rather not burden others with my curse
Personality Traits: I refuse to become a victim, and I will not allow others to be victimized.
Ideals: I try to help those in need, no matter what the personal cost. (Good)
Bond: My torment drove away the person I love. I strive to win back the love I’ve lost.
Flaw: I feel no compassion for the dead. They’re the lucky ones.
Used Point Buy
Backstory:
Mabel never wanted to hurt people. In fact, the very idea of violence was contemptible to the values of the compound she grew up in. And compared to the other children in her community both Mabel and her twin brother Issac were pillars of those for much of their lives. The Druids of the Baeleric Forest were originally nothing but a group of pacifists and pilgrims that were cast out of society and into the wilds. There they met the druids of those woods and with their help were able to find a peaceful place to settle themselves. And over time slowly learned hte ways of the druids as they became caretakers of the land they inhabited. Keeping to values of perserving nature, taking in hte needy, and abstaining from the violence that forced them from their homelands.
Mabel and her Brother were left with the COmmune by outsiders as babies and were then raised within the commune. They both wuickly mastered natural magic and the tenets of there tribe. While Issac became more in tune with the more esoteric inhabitants of the forests however, Mabel learned to speak and befriend physical inhabitants of the Woods. As such she grew a very strong attachment to their commune's flock and the Druid that kept and nurtured it.
This changed when the outsiders came. At first it was just some stolen animals, then some of their tribe disapeared while away from the commune. The tribe had been scared but had still shunned away from using there abilities to try and root out the bandits, however Mabel Issac and some of the other younger members of the Commune decided to try and seek out the Outsiders in an attampt to at least try and talk with them. They left late in the night hiding their intentions from their elders. Using their accrued tracking skills and connection to nature they managed to track the brigands to a camp. Mabel and the other Youngsters attampted to confront the bandits, but they only got flippiance and abuse in reponse. Mabel doesn't remember exactly how hte fighting started, the outsiders had been harrasing and pushing around the druids, someone had drawn a blade a spell was cast and before Mabel knew what was happening chaos had broken out around her and she only knew one thing. She had to protect her brother. Mabel used everything she had learned from the Druids to get her brother and herself back to the commune, cutting a swathe through the outsiders and abandoning the others. When Mabel arrived she was bloodied and carrying a blood stained scimitar in one arm and her unconcscious brother in the other.
None of the othe young druids returned, and the attacks from outsiders had ceased. However, after many nights deliberation the elders of the commune decided that Mabel had trampled on their values. And had forfeited her place among them in doing so. Still in a haze from the massacer that she had been a part of, she was escorted to the edge of the forest with the few possesions she could consider her own and left alone. Since then she had travelled trying to reconcile her actions withthe values she was raised with. In doing so she met Ulysandra a Bounty Hunter entering the forest tracking the group of bandits she had killed. The two hesitantly joined together and for a time ran bounties together. Uly gaining a magic using assitant and Mabel learning about the world outside the forest and slowly trying to coem to terms with her previous actions.
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
Character uptaded above. The only thing is missing (for me) is how are we going to do the Hit Dice above 1st level?
I made up the name of the dragon he workships (or his boss) , but feel free for change it accordingly.
PbP Character: A few ;)
Let's See A Warforged Monk
A ?Gnome Wizard?
A Dragonborn Palladin
Wood Elf Ranger
A Wood Elf Druid
And a Undead Zenikar Ranger
Well This is an interesting band of misfits
Dubito, ergo cogito, ergo sum.
PbP character Son Kol - Kel Dor Fringer (Shadows of the Republic)
PbP charcater Mabeh Honeydew - Wood Elf Druid (Void Beyond the Stars - Inner Realms)
Ya MrAutoshades its kinda funny, all these woods folk except for the paladin of course.
"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
Don't forget that there are still two spots open. Players from existing VBtS games can only join this one if there are still spots on Wednesday.
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Warforged monk MIGHT not work. If Zynx specifies that my slam is not unarmed strike, then I'll have to dump monk. Or I take Kensai. Uh.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Revanant vampire, level 3 ranger.
initiative bonus: +4, Alignment: lawful evil Languages: common, vampire and undercommon
Dex: 18=+4 Str: 13=+1 Wis: 16=+3 Con: 14=+2 Int: 15=+2 Cha-12=+1
HP=28
AC: 16
Proficiency bonus +2,
Armor: Light and Medium Armor, Shields
Weapons: Simple and martial weapons
Tools: none
Saving Throws: Str, Dex
Skills: stealth, investigation, perception, arcana
Features:
Favored Enemy: Humans
Natural Explorer
dual wielding feat (comes with two weapon fighting style)
tunnel fighting style,
Primeval Awareness,
Spellcasting: Cure Wounds, zephyrs strike, long stride, conclave ability- disguise self,
Equipment: studded leather(+2 ac max dex bonus + infinite and 45 gp)
Riding horse,
Two scimitars: 1d6, light martial (finesse, when attacking add your dex modifier instead of your strength modifier, 50 gp total for their base cost)
grappling hook (2 gp) half emptied dungeoneers pack (6 gp, contains a backpack, bedroll, torches, tinderbox, 50 ft of hemp rope i keep attached to the grappling hook)
speed: 30ft
Gp: 52 (230 total minus 178) I have revenant's relentless nature. (I know where something related to my goal is, unless it is off the plane and if it off the plane my sense will tell me where to go to get to the correct place.If i die i return to life in 24 hours, when i reach below half of my hit points they start coming back 1/round, if your body is destroyed you return in 24 hours though you do not regain your equipment) Dark vision: 90 ft, Dark stalker archetype: grants me a +10 ft to my speed in the beginning of a round and an additional attack. you drain the life and energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Feast of Blood. When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Background: Haunted One, feature: heart of darkness (Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.) Harrowing event: Back when I was mortal one of my loved ones was murdered,and i managed to avenge them but in the process lost my belief in myself as a "person" and started thinking of myself as a monster. (after that, I finally opened up my heart to someone and they were killed, and I proceeding to try to avenge them but I was also killed- dm feel free to decide what killed either of my loves and ended up killing me. I forced my "soul" back into my body with one goal left, unwilling to leave without having for filled my purpose. I am the monster, and you WILL fear me.)
Personality traits: I am the monster, therefor I shall not run from monsters- instead they shall run from me because I am scarier then them.
Ideals: I’m a monster that destroys other monsters and anything else that gets in my way.
Bonds: A terrible guilt consumes me. I hope that I can find redemption through my actions.
Flaws: My hatred of my enemies is blind and unreasonable, and if someone gets in my way they become my enemy.
"always remember you are worth something, in the sense that i could sell you for ludicrous amounts of money"
Thanks for the proper character sheet. However, you didn't quite get the money right. You have the default gear or 5d4 * 10 gp. After that, add 100 gp. That is all you get in terms of equipment and money. The 100 gp is what you gained after 1st level. No need to multiply the money or add stuff.
Assuming your Con score is 14 and not 4, I count 28 hit points, not 30.
In any case, welcome to the game. There are two spots left.
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