The reason for this 'speedy' recruitment is to prevent getting 45 applications (some exaggeration)
To reiterate, this is a recruitment thread for Princes of the Apocalypse. I will only be recruiting three (3) players. I would highly suggest taking this into consideration when making a character, as I will try to get a single true-dps, a single tank, and a single healer. Though I will make an exception in the instance of getting two half-healers that can second as a tank or DPS properly. The rest of the details will be below, in spoilers, and sectioned out.
About me and my DM style:
I play mostly dark worlds. That doesn't mean it is dark all the time, and there won't be happy moments, but there will be everything from slavery to abuse of all types, murderers etc. My villains are not saturday morning cartoon villains. If you don't like this, I am not the DM for you. You have been warned.
My world doesn't wait for the heroes. Lollygag too long and a city may die, or those slaves you heard about may already have been sold, or 'used,' or sacrificed. That doesn't mean you can't take your time at all, but party for a week in a city? Bad things may happen. Stand around in the dungeon making plans? A patrol might just see you huddled in the shadows.
I am not against PVP, but it has to make sense to your character, or to the situation. Challenged to a duel? Sure. Found out the rogue was keeping treasure? Cool. Just because? Not cool.
You're not un-damageable, if a monster ever rolls a nat 20 + max damage, you may lose a limb. But the same applies for you towards the enemies. I expect real reactions, as in, boiling water gets poured on you but you don't react, is something I frown on. Use this to flesh out your posts.
I expect effort to be put into posts. If you consistently write single sentences, I'll probably replace you.
If there's a day you can't post, just say so. It takes less than a minute to log in, and PM or use the OOC PM to say "I can't today" but more than 5 days of this in a row and you will be replaced so the other players don't have to wait.
Please be able to post at-least once per day.
I will not actively try to kill characters but i do intend to try to create challenging combat.
Milestone EXP
I have some homebrew rules that add a new reaction option called Dynamic AOO. Will be explained to the players who are chosen.
I'm honestly a flexible and friendly DM, but I've learned I have to make these expectations clear.
Character Creation
I will allow any D&D (Faerun/Toril) race so long as it is official, except Variant Human. No Ebberon or whatever other world races.
I will allow any Official Released classes (Same as above.)
You will start at level 3.
Only stat-generation method will be Rolled. Reroll ones ONCE and please use the tab option instead of re-rolling manually with additional rolls. You get what you get.
I will allow any alignment, but if you choose one of the evil ones, I expect a good reason/backstory.
Standard Equipment. Add 25 gold to your character sheet regardless of starting gold.
When making your character backstory, remember, you're ONLY level 3. You haven't slain an entire garrison solo. You haven't beaten a dragon. You didn't fight off the entire orc raid yourself You are only just starting to gain reputation and strength. See Video:
Stats:
Name:
Race:
Class (Subclass):
Intended Alignment:
Backstory: (Please, no more than about 2 paragraphs, or roughly 8-10 lines)
Anything else relevant will be done in the session 0 after the players have been selected.
Players who have never done this campaign before are heavily preferred.
Honestly, I played this adventure for about 20 posts here in the forum. RL got in the way and I could never get the "feel" of my character after that. I experienced one cavern/dungeon. I'll leave it to you to decide if that constitutes playing this campaign.
Stats: 15139121510
Name: Zanvoril
Race: Half-elf
Class (Subclass): Path of Ancestral Guardian
Intended Alignment: Chaotic neutral
Backstory: Years spent on the open ocean had grizzled the blond Half-elf. Salt water ran through his veins. Father an elven marauder, mother another of conquest apparently. Although Zan had sworn to never follow in his father's footsteps, the call of the seas had its way with him. While at sea, his heritage shone through. His father was a pirate of little renown but of considerable skill, both on the line and on the sword.
Recently, though, he had felt a change within. Almost as though his father's spirit was standing with him. The feeling was a little unnerving. He leaves the sea behind in search of a shaman or witch doctor who might be able to enlighten him as to what's happening. He heads out from Waterdeep into the hills to the north.
Stats: Ability scores: Ability scores: 771717116Rolled without rerolling ones, but didn't even roll any ones so it doesn't matter.
Name: Lyowa
Race: Scourage Aasimar
Class (Subclass): Hexblade Warlock
Intended Alignment: Chaotic Neutral Backstory: (Limiting to eight lines is truly... well, limiting.)
Lyowa was born as a slave. Maybe she was sold to be one right after birth, but that doesn't really matter. What matters is that she never knew any other kind of life. Her masters weren't particularly cruel, but a master is a master. They reprimand you even if you've done nothing wrong, they punish you harshly for even the slightest mistake, they don't treat you any better than how they treat their dogs. Even worse, most of the time. She was only fourteen* when a dark-glowing blade appeared in her dream, but she didn't think much of it. When it offered to give her power that would set her free in exchange for her soul when she dies... she just agreed. A dream is just a dream, right? Well, not this time. When she woke up, she went to do what she always has, like a good slave. But the dream remained in her. Maybe, it wasn't just a dream? She chose to try to escape and succeeded. Of course, some tried to stop her, but that's when a blade - just like in her dream - appeared in her hands. You'd think she wouldn't know how to use it, but somehow she did, and some were badly hurt by her. By now, it was obvious to her that it was definitely not a dream.
Life was not easy after she escaped, but at least she was free. Though the blade did not appear in her dreams again, she learnt how to control the one she could summon, along with various other powers she slowly discovered she had. She lived on the streets for a while, but then she found a job as a mercenary. Those who were desperate for a job to be done, enough to ask the aid of someone like her paid well and she was enchanted by the endless possibilities you can have once you have enough gold. It seems like there could never be enough of it. She can always earn more.
*She should be 17-18, 19 at most if you really want her to be older when the adventure begins.
Stats: 131514141413 Name: Valo Tayvalla Race: Human (Mark of Finding) Class (Subclass): Druid (Circle of stars) Intended Alignment: NG Backstory: Valo has never really had any interest in society. Not that he was against his village, he just rather spends his time among trees and the animals of the great forrests. Though sometimes people visit him due to his talent of reading the stars to determine one's fate. One unfortunate day he was visited by the kingdoms soldiers forcing him to accompany them. They heard of his abilities to divine the future and want to use them in their military machinations, something his peaceful nature did not allign well with. First he resisted but gave in after being tortured. He divined for several months and was, as time went on, treated fairly as long as he did as the generals wished. But the stars began to speak about mysterious events to come and Valo was unsure what they meant exactly. over multiple weeks those signs began to turn darker and sinnister and The hermit started to understand that something had to be done. But what? He told his superiors though they did not belive him. Knowing he had to take matters into his own hands Valo plotted an escape plan and thanks to a lucky star smiling upon him, he managed to escape and is now searching to better the world and rid it of ill forces.
A question: based on the description, it feels that the campaign is more geared towards a min-maxy style characters, is this correct?
Race: Fire Genasi
Class: Wildfire Druid
Allignment: TN probably - keeping the nature's balance and similar stuff
Fire Genasi, Wilfire druid, Called Kara. I think the campaign contains the four evil elemental cults, so the background is build on this assumption.
Kara was found orphaned on the material plane, not knowing who her parents were. Luckily for her, she was discovered by religious group, worshiping a prime elemental forces and was raised among them. Not knowing the true nature of the cult (their evil allignment), Kara dutifully studied the element of fire, and it's connection to natural balance. When she was young Kara managed to summon a fiery fox, which she named Flame and which served as her pet and companion ever since (we can discuss this via PM later, but I'd like to use the wildfire spirit feature for RP purposes (without any mechanical bonuses/abilities ofc.) outside of it's 1 hour limit,).
One they Kara discovered the true nature of the cult and fled their temple, hiding in the forests (again, not sure about the campaign, insert some druidic/nature-based society), trying to protect her new home from the cultists and anyone else that would try to spoil it.
Class (Subclass): Druid (Circle of Land: Mountain)
Intended Alignment: Neutral Evil (bordering on True Neutral and Chaotic alignments)
Backstory: Nature rewards the strong and mercilessly eliminates the weak and the infirm, that's what Shautha believes. Raised in an orc tribe, the young girl lived in fear of not being strong enough to fight, that her non-orc blood was making her weak, despite the reassurance of the Luthic priestesses that this was not the case.
Wanting to prove herself to the Cave Mother, she escaped into the wilderness, where she managed to learn the secrets of the land by pretending to be a renegade of her tribe, just another goody-two-shoes outcast. Hearing tales of adventurers and the ruthless battles they sometimes face, she quickly decided to leave her beloved woods in order to join them... If only to have an excuse to kill as many foes as she was able to. She still dreams of one day returning to her tribe, but she won't do it until she has won enough battles to do so. Ultimately, personal glory is what she craves the most.
(rolling stats to see what I have to work with. Will edit in the full details shortly) Stats: Ability scores: 8812161411
Name: Tributary
Race: Water Genasi (Changing ASIs to +2 CHA, +1 CON)
Class (Subclass): Genie (Marid) Warlock, Pact of the Tome
Intended Alignment: Neutral Good
Backstory: Tributary (born Maven Zanim Shezan) was raised on stories from his mother about what a wonderful man his father was. As his mother told it Sultan Zanim the Learned was a kind soul who loved telling tales, fiercely protective of her when he could be around, and had set them both up in a rather nice home in Waterdeep. As Tributary had never met his father in person, his Genasi heritage and the magic he could wield were all he had to truly go on. As the young man was not born with natural physical prowess, agility, amazing intellect.....or any skills naturally with which help keep him alive in this dangerous world Zanim did leave behind a book which his mother gave him at the age of 16. Reading this odd tome brought a sense of comfort, a sense of purpose and most importantly a shred of the Marid's essence.
After years of studying the book which never seemed to run out of new things to read, Tributary found he had difficulty sleeping without consulting the book. In fact in recent years he could not sleep regardless how hard he tried, only writing of his experiences or reading the various tales within his tome brought him any form of relief from his fatigue. If his mother's tales were true, then perhaps finding a story that would please his father could bring back his ability to sleep. As a child he had hated being put to bed but a comfortable decent night's sleep was his one and only true desire at this point, and exploring the world and sharing these tales with the tome in hopes of even a respite.
Intended Role is DPS/face of the group in situations where that may be needed.
Intended Alignment: Lawful Neutral (Though she was Lawful Evil for the longest time)
Backstory: Shore was born upon a boat. Her father disappeared out at sea when she was very young, and her mother was frequently in prison for stealing. She was adopted into a family that was very close with her father, which also had a large hand in a smuggling ring. For decades, Shore integrated herself into the smuggling ring and was taught by her adopted family how to torture and maim those who get in her or the ring's way; They were worshipers of Umberlee. Now at the middle of her life, she is slowly backing away from the life of a smuggler after the death of her mother, but she is searching for someone from the ring who stole something very precious from her; The ring believes Shore abandoned them and wanted to get back at her.
I have a character I've been wanting to play Princes of the Apocalypse with, but unfortunately they use the UA Stone Sorcery, so I guess they can't get in here. Would have been kinda a mix of tank and dps too I guess.
Backstory: (Please, no more than about 2 paragraphs, or roughly 8-10 lines) Still a bit of a WIP but basically in a fit of rage their Aasimar powers came out killing their family. Grew up a urchin and has dedicated their life to protection others to atone. Will flesh this out more.
It is believed that every time one of the seventeen Marquesses of the Marrows passes from this world, a wound is inflicted on the nation of Tal Verarr. It is their clergy’s practice, therefore, to gather together in the temple of llmater on the day after the Marquess’s passing, and slice their arms in the presence of the proposed successor as a symbol of the fabric of the world being broken by their Marquess’ departure.
It is traditionally in the Loncarics family, that their daughter would inherit the noble title, however after the birth of their first son, Ante’s parents were unable to conceive again for many years. At this time, the high priest of llmater, Aramil Briarfell, came to the Marquess Loncaric to offer his condolences and assured her that he would accept their son, Ante, into the novitiate as soon as he came of age, and that he would offer her own niece - Keya - as a suitable successor to the Marrow Seat. But soon after, Marquess Loncaric found her pregnant - this time with Ante’s daughter Alaisa.
When Ante was twenty nine, his mother fell pregnant one again, but this time her and the child tragically died during childbirth. Ante’s father, in his grief, immediately vowed to take a monastic life as soon as Alaisa - who was only just turned sixteen, but wise and intelligent beyond her years - could be seated in her mother’s place as the new Marquess Loncaric.
At the ceremony, Alaisa drank the aqua vitae from the chalice, and High Priest Briarfell turned to the gathered priests and initiated the ritual. Priests sliced their arms, but for the first time, nothing happened. All of the priests continued to bleed, and they fell one by one. Being the youngest and the one of the two survivors, later Ante found out that Briarfell had only pretended to cut his own arm to undermine the ritual, and had poisoned the aqua vitae that Alasia drank, so her niece can take on the Marquess title instead.
With his mother and sister dead and his father confined to a monastery, Ante found himself unable to remain in Tal Verarr, least of all subservient to the man who had murdered his sister and allowed so many priests to bleed to death. Under the cover of night, Ante fled Tal Verarr, deigning to put as much distance between himself and the city as possible, and praying to llmater to preserve his life in a land where the crimes of his former temple could not follow him.
This post has potentially manipulated dice roll results.
Stats: 13149151310
Name: Seymour Swindleheist (formerly Lump, but that's a chump's name)
Race: Goblin
Class (Subclass): Artificer (Artillerist)
Intended Alignment: Chaotic neutral-to-chaotic good (an opportunist with a heart of gold)
Backstory: Lump has always been very smart for a goblin. He loves three things: selling cool stuff he's made, and the beautiful feeling an explosion makes as it ripples through the air. Goblin life is, according to him, lame and boring. He thus gave himself a new name: Seymour Swindleheist. Really, just a simply man looking to make his way in the world. (Personality-wise, just imagine Warcraft goblins meets Rocket Raccoon.)
This post has potentially manipulated dice roll results.
Stats: Ability scores: 101815141010
Name: Zyllith
Race: Tiefling
Class (Subclass): Rogue (Swashbuckler) / Warlock (Hexblade)
Intended Alignment: Chaotic Good
Backstory: Contrary to expectations, Zyllith came from a normal loving home of commoners. Her adventurous spirit was simply too strong for the dull life she had lived and inevitably she would get in trouble as she sought out dangers and excitement. So when the sword spirit that she discovered urged her to seek out battle she didn't hesitate to take advantage of her patron's help to escape out into the world in search of grand adventure.
1. Can I roll for stats without rerolling ones? I like characters with at least one negative modifier, and always find the scores generated when rerolling ones a bit too strong. If you want the characters to be strong like that on purpose though, I could do with reroll.
I'm fine with you not rerolling, I specified it since if you don't people aren't sure what to roll, so some people reroll never, others reroll once, and others reroll always. So it was meant more of as an 'at most.' 2. Any adventure hooks or info about the adventure that could help me shape the character, if relevant?
Strange rumors and ominous signs have the townsfolk concerned, including reports of bandit attacks on the roads, piracy on the Dessarin River, and monster sightings too close to town. But the mystery that has keen observers of the region most concerned is the disappearance of a delegation traveling overland from the city of Mirabar to Waterdeep. The delegation stopped in the tiny village of Beliard, where the members mentioned their intent to visit sacred dwarven sites before continuing on to Goldenfields. They were last seen at the west end of the Stone Bridge, turning south to proceed overland through the heart of the Sumber Hills. It has now been almost a month, and the delegation never showed up at Goldenfields or any other outpost.
Ultimately, you can use what's in that spoiler if you need extra help, however my intention was to have the three party members be hired from different areas of the world (Thus why they don't know eachother) on the promise of hefty payment, as well as renown, should they agree to look into what's going on in by a mutual contact in Red Larch
3. Do you allow things from Tasha's? From what I understand, classes (and I assume subclasses are included in that) are allowed from any source, but what about optional class features or the racial ASI changes?
I am fine with most of that, however I am not fond of the ASI changes or optional class features. I prefer people to play around the strengths or weaknesses of the race instead of changing it. I've played a Dragonborn Sorcerer multiple times, and that +2 STR isn't much use to a caster.
Recruitment is closed
The reason for this 'speedy' recruitment is to prevent getting 45 applications (some exaggeration)

To reiterate, this is a recruitment thread for Princes of the Apocalypse. I will only be recruiting three (3) players. I would highly suggest taking this into consideration when making a character, as I will try to get a single true-dps, a single tank, and a single healer. Though I will make an exception in the instance of getting two half-healers that can second as a tank or DPS properly. The rest of the details will be below, in spoilers, and sectioned out.
About me and my DM style:
Character Creation
Stats:
Name:
Race:
Class (Subclass):
Intended Alignment:
Backstory: (Please, no more than about 2 paragraphs, or roughly 8-10 lines)
Anything else relevant will be done in the session 0 after the players have been selected.
Players who have never done this campaign before are heavily preferred.
Occassional Dungeon Master.
Honestly, I played this adventure for about 20 posts here in the forum. RL got in the way and I could never get the "feel" of my character after that. I experienced one cavern/dungeon. I'll leave it to you to decide if that constitutes playing this campaign.
Stats: 15 13 9 12 15 10
Name: Zanvoril
Race: Half-elf
Class (Subclass): Path of Ancestral Guardian
Intended Alignment: Chaotic neutral
Backstory: Years spent on the open ocean had grizzled the blond Half-elf. Salt water ran through his veins. Father an elven marauder, mother another of conquest apparently. Although Zan had sworn to never follow in his father's footsteps, the call of the seas had its way with him. While at sea, his heritage shone through. His father was a pirate of little renown but of considerable skill, both on the line and on the sword.
Recently, though, he had felt a change within. Almost as though his father's spirit was standing with him. The feeling was a little unnerving. He leaves the sea behind in search of a shaman or witch doctor who might be able to enlighten him as to what's happening. He heads out from Waterdeep into the hills to the north.
Stats: Ability scores: Ability scores: 7 7 17 17 11 6 Rolled without rerolling ones, but didn't even roll any ones so it doesn't matter.
Name: Lyowa
Race: Scourage Aasimar
Class (Subclass): Hexblade Warlock
Intended Alignment: Chaotic Neutral
Backstory: (Limiting to eight lines is truly... well, limiting.)
Lyowa was born as a slave. Maybe she was sold to be one right after birth, but that doesn't really matter. What matters is that she never knew any other kind of life. Her masters weren't particularly cruel, but a master is a master. They reprimand you even if you've done nothing wrong, they punish you harshly for even the slightest mistake, they don't treat you any better than how they treat their dogs. Even worse, most of the time.
She was only fourteen* when a dark-glowing blade appeared in her dream, but she didn't think much of it. When it offered to give her power that would set her free in exchange for her soul when she dies... she just agreed. A dream is just a dream, right? Well, not this time. When she woke up, she went to do what she always has, like a good slave. But the dream remained in her. Maybe, it wasn't just a dream? She chose to try to escape and succeeded. Of course, some tried to stop her, but that's when a blade - just like in her dream - appeared in her hands. You'd think she wouldn't know how to use it, but somehow she did, and some were badly hurt by her. By now, it was obvious to her that it was definitely not a dream.
Life was not easy after she escaped, but at least she was free. Though the blade did not appear in her dreams again, she learnt how to control the one she could summon, along with various other powers she slowly discovered she had. She lived on the streets for a while, but then she found a job as a mercenary. Those who were desperate for a job to be done, enough to ask the aid of someone like her paid well and she was enchanted by the endless possibilities you can have once you have enough gold. It seems like there could never be enough of it. She can always earn more.
*She should be 17-18, 19 at most if you really want her to be older when the adventure begins.
Varielky
Stats: 13 15 14 14 14 13
Name: Valo Tayvalla
Race: Human (Mark of Finding)
Class (Subclass): Druid (Circle of stars)
Intended Alignment: NG
Backstory: Valo has never really had any interest in society. Not that he was against his village, he just rather spends his time among trees and the animals of the great forrests. Though sometimes people visit him due to his talent of reading the stars to determine one's fate. One unfortunate day he was visited by the kingdoms soldiers forcing him to accompany them. They heard of his abilities to divine the future and want to use them in their military machinations, something his peaceful nature did not allign well with. First he resisted but gave in after being tortured. He divined for several months and was, as time went on, treated fairly as long as he did as the generals wished. But the stars began to speak about mysterious events to come and Valo was unsure what they meant exactly. over multiple weeks those signs began to turn darker and sinnister and The hermit started to understand that something had to be done. But what? He told his superiors though they did not belive him. Knowing he had to take matters into his own hands Valo plotted an escape plan and thanks to a lucky star smiling upon him, he managed to escape and is now searching to better the world and rid it of ill forces.
Olloray Dim - Limbo's Pit
Gunther Korroden - Nightmares in the Mist
PM Sent (Ranger/Gloom Stalker)
Ability scores: 16 14 12 13 11 10
A question: based on the description, it feels that the campaign is more geared towards a min-maxy style characters, is this correct?
Race: Fire Genasi
Class: Wildfire Druid
Allignment: TN probably - keeping the nature's balance and similar stuff
Fire Genasi, Wilfire druid, Called Kara. I think the campaign contains the four evil elemental cults, so the background is build on this assumption.
Kara was found orphaned on the material plane, not knowing who her parents were. Luckily for her, she was discovered by religious group, worshiping a prime elemental forces and was raised among them. Not knowing the true nature of the cult (their evil allignment), Kara dutifully studied the element of fire, and it's connection to natural balance. When she was young Kara managed to summon a fiery fox, which she named Flame and which served as her pet and companion ever since (we can discuss this via PM later, but I'd like to use the wildfire spirit feature for RP purposes (without any mechanical bonuses/abilities ofc.) outside of it's 1 hour limit,).
One they Kara discovered the true nature of the cult and fled their temple, hiding in the forests (again, not sure about the campaign, insert some druidic/nature-based society), trying to protect her new home from the cultists and anyone else that would try to spoil it.
Stats: 12 8 18 11 14 9
Name: Shautha
Race: Half-Orc
Class (Subclass): Druid (Circle of Land: Mountain)
Intended Alignment: Neutral Evil (bordering on True Neutral and Chaotic alignments)
Backstory: Nature rewards the strong and mercilessly eliminates the weak and the infirm, that's what Shautha believes. Raised in an orc tribe, the young girl lived in fear of not being strong enough to fight, that her non-orc blood was making her weak, despite the reassurance of the Luthic priestesses that this was not the case.
Wanting to prove herself to the Cave Mother, she escaped into the wilderness, where she managed to learn the secrets of the land by pretending to be a renegade of her tribe, just another goody-two-shoes outcast. Hearing tales of adventurers and the ruthless battles they sometimes face, she quickly decided to leave her beloved woods in order to join them... If only to have an excuse to kill as many foes as she was able to. She still dreams of one day returning to her tribe, but she won't do it until she has won enough battles to do so. Ultimately, personal glory is what she craves the most.
Active Campaigns:
Raiketsu's Princes of the Apocalypse (DM: Raiketsu) - Shautha: Half-Orc, Level 3 Druid (Circle of Land: Mountain) ⟆ Monster Misfits Adventures (DM: ShadIn) - Vrakskan Onyxadyn: Dragonborn, Level 3 Barbarian (Path of the Ancestral Guardian) ⟆ Rime of the Frostmaiden (DM: Sarvaeth) - Rildayne Uln'hyrr: Drow Elf, Level 1 Warlock of the Archfey
RachelEvening's Tyranny of the Dragon Queen - DM
RachelEvening's Tomb of Annihilation - DM
(rolling stats to see what I have to work with. Will edit in the full details shortly)
Stats: Ability scores: 8 8 12 16 14 11
Name: Tributary
Race: Water Genasi (Changing ASIs to +2 CHA, +1 CON)
Class (Subclass): Genie (Marid) Warlock, Pact of the Tome
Intended Alignment: Neutral Good
Backstory:
Tributary (born Maven Zanim Shezan) was raised on stories from his mother about what a wonderful man his father was. As his mother told it Sultan Zanim the Learned was a kind soul who loved telling tales, fiercely protective of her when he could be around, and had set them both up in a rather nice home in Waterdeep. As Tributary had never met his father in person, his Genasi heritage and the magic he could wield were all he had to truly go on. As the young man was not born with natural physical prowess, agility, amazing intellect.....or any skills naturally with which help keep him alive in this dangerous world Zanim did leave behind a book which his mother gave him at the age of 16. Reading this odd tome brought a sense of comfort, a sense of purpose and most importantly a shred of the Marid's essence.
After years of studying the book which never seemed to run out of new things to read, Tributary found he had difficulty sleeping without consulting the book. In fact in recent years he could not sleep regardless how hard he tried, only writing of his experiences or reading the various tales within his tome brought him any form of relief from his fatigue. If his mother's tales were true, then perhaps finding a story that would please his father could bring back his ability to sleep. As a child he had hated being put to bed but a comfortable decent night's sleep was his one and only true desire at this point, and exploring the world and sharing these tales with the tome in hopes of even a respite.
Intended Role is DPS/face of the group in situations where that may be needed.
Stats: 16 14 16 17 14 12
Name: Windy Shore (Shore)
Race: Tabaxi
Class (Subclass): Monk (Way of the Long Death)
Intended Alignment: Lawful Neutral (Though she was Lawful Evil for the longest time)
Backstory: Shore was born upon a boat. Her father disappeared out at sea when she was very young, and her mother was frequently in prison for stealing. She was adopted into a family that was very close with her father, which also had a large hand in a smuggling ring. For decades, Shore integrated herself into the smuggling ring and was taught by her adopted family how to torture and maim those who get in her or the ring's way; They were worshipers of Umberlee. Now at the middle of her life, she is slowly backing away from the life of a smuggler after the death of her mother, but she is searching for someone from the ring who stole something very precious from her; The ring believes Shore abandoned them and wanted to get back at her.
(Name of Smuggling Ring WIP)
I have a character I've been wanting to play Princes of the Apocalypse with, but unfortunately they use the UA Stone Sorcery, so I guess they can't get in here. Would have been kinda a mix of tank and dps too I guess.
Scores! Ability scores: 18 17 13 16 13 14
PM sent!
Stats: Ability scores: 10 12 13 9 10 14
Name: WIP
Race: Aasimar Scourge
Class (Subclass): Paladin Oath of Redemption
Intended Alignment: Lawful Good
Backstory: (Please, no more than about 2 paragraphs, or roughly 8-10 lines) Still a bit of a WIP but basically in a fit of rage their Aasimar powers came out killing their family. Grew up a urchin and has dedicated their life to protection others to atone. Will flesh this out more.
Ability scores: 12 16 14 13 8 15
Name: Ante Loncarics
Race: Human
Class: Cleric (Life domain)
Intended Alignment: NG
Backstory:
It is believed that every time one of the seventeen Marquesses of the Marrows passes from this world, a wound is inflicted on the nation of Tal Verarr. It is their clergy’s practice, therefore, to gather together in the temple of llmater on the day after the Marquess’s passing, and slice their arms in the presence of the proposed successor as a symbol of the fabric of the world being broken by their Marquess’ departure.
It is traditionally in the Loncarics family, that their daughter would inherit the noble title, however after the birth of their first son, Ante’s parents were unable to conceive again for many years. At this time, the high priest of llmater, Aramil Briarfell, came to the Marquess Loncaric to offer his condolences and assured her that he would accept their son, Ante, into the novitiate as soon as he came of age, and that he would offer her own niece - Keya - as a suitable successor to the Marrow Seat. But soon after, Marquess Loncaric found her pregnant - this time with Ante’s daughter Alaisa.
When Ante was twenty nine, his mother fell pregnant one again, but this time her and the child tragically died during childbirth. Ante’s father, in his grief, immediately vowed to take a monastic life as soon as Alaisa - who was only just turned sixteen, but wise and intelligent beyond her years - could be seated in her mother’s place as the new Marquess Loncaric.
At the ceremony, Alaisa drank the aqua vitae from the chalice, and High Priest Briarfell turned to the gathered priests and initiated the ritual. Priests sliced their arms, but for the first time, nothing happened. All of the priests continued to bleed, and they fell one by one. Being the youngest and the one of the two survivors, later Ante found out that Briarfell had only pretended to cut his own arm to undermine the ritual, and had poisoned the aqua vitae that Alasia drank, so her niece can take on the Marquess title instead.
With his mother and sister dead and his father confined to a monastery, Ante found himself unable to remain in Tal Verarr, least of all subservient to the man who had murdered his sister and allowed so many priests to bleed to death. Under the cover of night, Ante fled Tal Verarr, deigning to put as much distance between himself and the city as possible, and praying to llmater to preserve his life in a land where the crimes of his former temple could not follow him.
Stats: Ability scores: 15 12 12 13 16 13
Stats: 13 14 9 15 13 10
Name: Seymour Swindleheist (formerly Lump, but that's a chump's name)
Race: Goblin
Class (Subclass): Artificer (Artillerist)
Intended Alignment: Chaotic neutral-to-chaotic good (an opportunist with a heart of gold)
Backstory: Lump has always been very smart for a goblin. He loves three things: selling cool stuff he's made, and the beautiful feeling an explosion makes as it ripples through the air. Goblin life is, according to him, lame and boring. He thus gave himself a new name: Seymour Swindleheist. Really, just a simply man looking to make his way in the world. (Personality-wise, just imagine Warcraft goblins meets Rocket Raccoon.)
Stats: Ability scores: 10 18 15 14 10 10
Name: Zyllith
Race: Tiefling
Class (Subclass): Rogue (Swashbuckler) / Warlock (Hexblade)
Intended Alignment: Chaotic Good
Backstory: Contrary to expectations, Zyllith came from a normal loving home of commoners. Her adventurous spirit was simply too strong for the dull life she had lived and inevitably she would get in trouble as she sought out dangers and excitement. So when the sword spirit that she discovered urged her to seek out battle she didn't hesitate to take advantage of her patron's help to escape out into the world in search of grand adventure.
Sheet: https://ddb.ac/characters/24553923/6R1yN7
Sylnache Ashrain - 7th Sojourn
1. Can I roll for stats without rerolling ones? I like characters with at least one negative modifier, and always find the scores generated when rerolling ones a bit too strong. If you want the characters to be strong like that on purpose though, I could do with reroll.
I'm fine with you not rerolling, I specified it since if you don't people aren't sure what to roll, so some people reroll never, others reroll once, and others reroll always. So it was meant more of as an 'at most.'
2. Any adventure hooks or info about the adventure that could help me shape the character, if relevant?
Strange rumors and ominous signs have the townsfolk concerned, including reports of bandit attacks on the roads, piracy on the Dessarin River, and monster sightings too close to town. But the mystery that has keen observers of the region most concerned is the disappearance of a delegation traveling overland from the city of Mirabar to Waterdeep. The delegation stopped in the tiny village of Beliard, where the members mentioned their intent to visit sacred dwarven sites before continuing on to Goldenfields. They were last seen at the west end of the Stone Bridge, turning south to proceed overland through the heart of the Sumber Hills. It has now been almost a month, and the delegation never showed up at Goldenfields or any other outpost.
Ultimately, you can use what's in that spoiler if you need extra help, however my intention was to have the three party members be hired from different areas of the world (Thus why they don't know eachother) on the promise of hefty payment, as well as renown, should they agree to look into what's going on in by a mutual contact in Red Larch
3. Do you allow things from Tasha's? From what I understand, classes (and I assume subclasses are included in that) are allowed from any source, but what about optional class features or the racial ASI changes?
I am fine with most of that, however I am not fond of the ASI changes or optional class features. I prefer people to play around the strengths or weaknesses of the race instead of changing it. I've played a Dragonborn Sorcerer multiple times, and that +2 STR isn't much use to a caster.
Occassional Dungeon Master.
No Cyrasil, not geared towards min maxing, if it was I would have 'reroll1's always'
Occassional Dungeon Master.
Thanks, glad to hear that:-)