[DnD 5e] The Advent of Shadow (Closed)

Started by Naughty Miss Adventure, August 30, 2017, 05:56:33 AM

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Laughing Hyena

Quote from: Naughty Miss Adventure on September 01, 2017, 04:33:40 PM
Not particularly, as it is possible to be self-taught if you have access to the right notes.  The 7th level thing was meant to be a general indicator of the mileage needed for fully-fledged Sanctuary wizard, rather than the minimum level needed to teach. A 1st-level PC is a student ready to take the final exam with a 60:40 chance of passing; if he was trying to teach others, he could probably throw out some pointers, make it look like he's teaching, but he'd also be coming up blank as often as not when his students have questions for him, unless he's a real prodigy.

I've left the exact details of the villagers rather vague so that there's some maneuvering room available for such matters where they pick up their proficiency.  Characters, if they possesses any professions, are currently in their apprenticeship.

If you'd like him to be apprenticed under the village wizard, its as simple as saying so and then we flesh out the details after.  Alternatively, one of his parents might have done some wizardly studies, but didn't make it, yet kept their notes.

Alright then. Then I think it is best that he is apprenticed by the elven wizardress. It is the best way to tie him well to the village and would give a good amount of communal trust.

Naughty Miss Adventure

The character building guidelines are now up and can be found in the 1st post of this thread.
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Snake


Naughty Miss Adventure

I'm certain that's what the sign says ;)

No PC have yet been chosen.
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Snake

actually some of the letters have fizzled out and the sign reads "Pen or Bnes" XD

I'm immediately having an idea to make a half-elf sorcerer female with an outlander background :3

RedPhoenix

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Naughty Miss Adventure

However you feel comfortable with.  Just so long as I can clearly make heads or tails of it ;D
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RedPhoenix

Okay...how about....

Bretta Brassbuckle
Race: Mountain Dwarf
Alignment: Lawful Good
Character Level: 1
Classes: Fighter 1
Proficiency Bonus: +2
Background: Clan Crafter
Languages: Common, Dwarven, Gnomish
Worships: Onatar

Gender: Cisfemale
Orientation: Heterosexual, the dwarfier the better
Height: 4'6"
Weight: 130 lbs
Age: 23

Armor Class: 16
Initiative: +1
Speed: 25' (not reduced by heavy armor)
Passive Perception: 11   
Max Hit Points: 13
Hit Dice: 1- 1d10

Attributes
STR: 18 (+4) (Proficient)
DEX: 12 (+1)
CON: 16 (+3) (Proficient)
INT:   9 (+0)
WIS: 12 (+1)
CHA: 10 (+0)

Skills
Athletics
Animal Handling
History
Insight

Tool Proficiencies: Jeweler's Tools, Smith's Tools

Weapon Proficiencies: Simple Weapons, Martial Weapons

Armor Proficiencies: All Armor, Shields

Features
Respect of the Stout Folk - You always have free room and board in any place where dwarves dwell, and they might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.

Darkvision - 60'

Dwarven Resilience - Advantage on Saving Throws v. Poison & Resistance v. Poison Damage

Stonecunning - When making a History check related to origin of stonework, you are considered proficient and add double normal proficiency bonus

Fighting Style - Great Weapon Fighting - When you roll a 1 or 2 on damage for an attack you make with a 2 hand melee weapon you may reroll the die and us the new roll.

Second Wind - Use a bonus action to regain 1d10+level (1) hp, recharges on short rest.

Feat: Heavy Armor Master - When wearing heavy armor reduce all bludgeoning, slashing and piercing damage by 3.

Equipment
Chain Mail
Maul
Battleaxe
2 Handaxes

Dungeoneer's Pack
Smith's Tools
Maker's Mark for Clan Brassbuckle
Set of Traveler's Clothes

5gp
Gem worth 10gp

Weapon Attacks
Weapon: Maul
Type: Heavy, Two-Handed
Range: Melee
Atk Bonus: +6
Damage: 2d6+4 (can reroll 1s and 2s)

Weapon: Battleaxe
Type: Versatile
Range: Melee
Atk Bonus: +6
Damage: 1d8+4 or 1d10+4  (can reroll 1s and 2s)

Handaxe
Type: Light, Thrown
Range: Melee or 20/60
Atk Bonus: +6
Damage: 1d6+4

Biography
Bretta is a dwarf's dwarf. The oldest daughter of Bombur Brassbuckle, patriarch of the Clan, she has been learning to fight, smith, and drink the dwarven way since she was old enough to walk. She delights in competition, craftsmanship, and glorious combat. She has a loud laugh that comes easy and is very difficult to not make friends with (unless you're some sort of pansy that doesn't drink, in which case honestly who cares?). She is known far and wide among the dwarven folks as her father and her Clan are widespread and most of the dwarven folk in the area have met her as a little girl if not recently.

Bretta is no stranger to scraps and while she can smith and jewelcraft decently enough (she tried brewing once, declared the results an abomination and vowed never to sully the name of booze with trying to create it again) its no secret that her real tool of choice is combat. There's certainly need enough for it in the world. Stinging with racial pride from the beaten the dwarves took in the last war, Bretta has decided the time has come to see the world and make it a bit dwarfier. No, she didn't tell her family. Why would she? They don't get a say innit do they? Ah, she'll see them all again soon enough, and think of all the stories she'll have to tell!
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ZameRagues

http://www.orcpub.com/dungeons-and-dragons/5th-edition/character/list/152842

*Tosses in a monk for consideration*

Red, we had almost perfectly aligned ideas. I intended to submit a Human Female, Fighter, Blacksmith, who also wore heavy armor and had the Heavy armor Mastery feat.

- Edit -

Zinna Strider
Race: Human
Alignment: Chaotic Good
Character Level: 1
Classes: Monk 1
Proficiency Bonus: +2
Background: Sailor
Languages: Common

Gender: Female
Orientation: Heterosexual
Height: 5'6"
Weight: 150 lbs
Age: 25

Armor Class: 16
Initiative: +3
Speed: 30'
Passive Perception: 15
Max Hit Points: 10
Hit Dice: D8

Attributes
STR: 10 (0) (Proficient)
DEX: 16 (+3) (Proficient)
CON: 14 (+2)
INT:   9 (-1)
WIS: 16 (+3)
CHA: 12 (+1)

Skills
Acrobatics +5, Athletics +2, Perception +5, Stealth +5
Tool Proficiencies: Cook Utensil's

Weapon Proficiencies: Simple Weapons, Short Swords

Armor Proficiencies: None

Features
Ship's Passage. When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crew mate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Unarmored Defense. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts. At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are short swords and any simple melee weapons that don't have the two-handed or heavy property. You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield: You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. When you use the Attack action with an unarmed strikc or a monk weapon on your turn you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn, Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama), Whatever name you use for a monk weapon. you can use the game statistics provided for the weapon in chapter 5.

Magic Initiate (Character Creation Feat). Choose a class: bard, *cleric*, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. Cantrips known, Sacred Flame and Guidance 1st level known, Shield of the Faith

Equipment
Belaying Pin (Club), 50ft Silk Rope, Lucky Charm, Common Clothes, Quarter Staff, 10 Darts, Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days rations, Water skin, 50ft Hemp rope, Fine Clothes, Grappling Hook, Crowbar, Steel Mirror, 6gp 5sp

Weapon Attacks
Club. Melee Weapon Attack: +5 to hit, Hit: 1d4 bludgeoning damage.

Quarterstaff. Melee Weapon Attack: +5 to hit, Hit: 1d6 bludgeoning damage, or 1d6 bludgeoning damage if used with two hands as a melee weapon.

Unarmed Strike. Melee Weapon Attack: +5 to hit, Hit: 1d4 bludgeoning damage.

Biography
Often described as an aggressive person that would steer a flag ship through your front door for a bet, Zinna never knew much of her family in her childhood years. Born to a poor family of a foreign country, Zinna was sold to a merchant ship passing through for a few gold pieces. The captain, who had intended to make a profit from her in the next port, took a liking to the young girl. She was strong, quick to learn, and would hold her own in most situations against the crew men. As the only female on the ship she was usually the center of attention, even in port, which only furthered her confidence. Being a rather aggressive personality that enjoys gambling, it was a crewman's idea to bet that Zinna couldn't learn a piece of faith. Taking the challenge with a wicked grin and a fire in her eyes, she found a small village and began to search her soul in an attempt to find a piece of faith. It was a month before she realized that perhaps a church or sacred place would be of help, her own aggression or rather stubbornness made the simple decision for her. She would do it without anyone's help. A handful of years passed before she watched a passing cleric demonstrate their faith in the form of healing magic. This was the piece of faith she felt she needed to show the ship's crew. It was another few years before she had a strong handle on the few divine spells. Now she waits for the time of the ship's yearly visit to the nearby port city before she returns to the crew.
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Corinthi

Portia Poppyfield
Race: Stout Halfling
Alignment: Chaotic Good
Character Level: 1
Classes: Ranger(Revised) 1
Proficiency Bonus: +2
Background: Outlander
Languages: Common, Halfling, Dwarven, Elvish
Worships: The Sovereign Host in General, Partial to Olladra

Gender: Cisfemale
Orientation: Pansexual
Height: 3’
Weight: 40 lbs
Age: 19

Armor Class: 16
Initiative: +3 (Advantage)
Speed: 25'
Passive Perception: 19   
Max Hit Points: 13
Hit Dice: 1- 1d10

Attributes
STR: 10 (+0) (Proficient)
DEX: 16 (+3) (Proficient)
CON: 16 (+3)
INT:   8 (-1)
WIS: 14 (+2)
CHA: 12 (+1)

Skills
Animal Handling
Athletics
Perception
Stealth
Survival

Tool Proficiencies: Viol (Fiddle)

Weapon Proficiencies: Simple Weapons, Martial Weapons

Armor Proficiencies: Light and Medium Armor, Shields

Features
Wanderer - You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Lucky – Reroll 1s on Attacks, Ability Checks, and Saves once.

Brave - Advantage on Saving Throws v. Fear

Halfling Nimbleness – Can move through the space of any creature at least one size rank larger.

Stout Resistance - Advantage on Saving Throws v. Poison and Resistance to Poison Damage

Favored Enemy (Beasts) - +2 damage, Advantage on Survival to track, and checks to know information about Beasts. +1 Language

Natural Explorer – A number of benefits as follows.
Ignore difficult terrain. Advantage on initiative rolls. On first turn during combat, advantage on attack rolls against creatures that have not yet acted.
You gain the following benefits when traveling for an hour or more: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Feat: Observant - +1 Wisdom, Can Read Lips, +5 Passive Perception and Passive Investigation

Equipment
Studded Leather
Shortbow  w 20 arrows
Swortsword
2 Daggers
Explorer's Pack
Viol
Walking Staff
Hunting Trap
Wolf fur lined Explorer’s Outfit

Belt Pouch w/ 20gp

Weapon Attacks
Weapon: Shortbow
Type: Piercing, Two Handed
Range: 80/320
Atk Bonus: +5
Damage: 1d6+3

Weapon: Shortsword
Type: Light, Piercing
Range: Melee
Atk Bonus: +5
Damage: 1d6+3

Weapon: Dagger
Type: Light, Thrown, Piercing
Range: Melee or 20/60
Atk Bonus: +5
Damage: 1d4+3

Biography
Portia’s family is unusual in that when they rambled into Besander, they decided to put down roots. The quiet village seemed like the perfect place to raise their family and the Poppyfield clan set out to make themselves useful to the community, using their well-honed wilderness skills to plumb the Varrenwood for food and resources for the town. They also served as scouts, keeping an eye on the wood to ensure the town wasn’t caught unaware by wandering dangers.

Portia is very much her father’s daughter, more comfortable in the woods than in town. A mischievous little minx, she’s fond of practical jokes, and has rigged more than a few snares to catch her unwary peers. Perhaps more importantly, she’s feeling her people’s traditional wanderlust and is planning to leave the small community the next time a wandering merchant comes to town. She just needs to figure out how to tell her parents, convinced that they’re unaware of her intentions.

She’s wrong, of course. They have a standing bet about how long it’ll take her to either run away or have a tearful goodbye.

Caitlin

Carmen Silverwood
Half-Elf Bard

Character sheet: http://www.myth-weavers.com/sheet.html#id=1319440

Background story
Carmen Silverwood was born as the daughter of Nessima Silverwood. Her mother was a bard who had betrayed her noble house to escape from the War of the Shadow. Unfortunately, her mother never talked about what happened during that war and had declared the subject taboo in her household. As such, Carmen only had stories from others to go on what had happened during those days.

Nessima had settled in the village of Besander under the assumption that she’d be safe there after she had wandered the world for almost two-hundred years. One of the local farmers helped her out during her early days in the village. She ended up having a fling with the man, despite knowing that he was married and already had children. The man found it impossible to resist her charms, and Nessima made clever use of that. She became pregnant after several encounters with the farmer and gave birth to Carmen nine months later. To support herself and Carmen, Nessima worked in the local tavern as barmaid, servant, and entertainer. Carmen later heard that she also did other favors for the clientele to support their family, but at the time she was too ignorant to realize what that meant. Nessima received help from Carmen’s father too, although Carmen never got to know her father all that well. His affair with her mother stopped abruptly after her father’s wife caught the two red-handed and learned of his infidelity.

Carmen was a bright child and although she and her mother didn’t have a lot of money, they were happy in their small house on the edge of the village. Nessima taught Carmen how to play the lute when she was eight years old. The girl showed talent and in the years that followed, she also learned to sing, and to play the flute and viol.

Although her mother never said much about her old life, Carmen did learn throughout the years that her mother had been an infamous infiltrator back in the day. Carmen was truly a daughter of her mother and took after her, both in appearances, as well as in personality and interests. It was because of the small bits and pieces that she had learned from her mother’s history, as well as the fact that they were always short on money, that Carmen taught herself how to use thieves’ tools with the intent to break into a house. Her mother punished her severely for this when she found out about Carmen’s plan, however, before the teenager even got to rob anyone. Instead, Nessima taught her how to befriend and charm people to get what you were after. Nessima considered it more just to manipulate people into giving their belongings voluntarily than to steal from them.

In her own way, Nessima taught Carmen a lot of the skills that she had been infamous for in the old days, while also being a guiding compass to Carmen’s morals. Carmen also learned that their surname Silverwood was more a stage name than anything else. To protect her true identity, Nessima had changed her last name when she arrived in Besander. She has also kept a low profile ever since and only used her magic to teach Carmen the rudiments of how to manipulate the magical weave that binds everything together, warning her to only use her powers when there was no other way. Carmen helped her mother out in the tavern the last several years, serving customers and entertaining them with her songs and music. Like her mother, she poses as a human to hide her true ancestry.

Caitlin

Quote from: ZameRagues on September 01, 2017, 10:37:02 PM
http://www.orcpub.com/dungeons-and-dragons/5th-edition/character/list/152842

*Tosses in a monk for consideration*

Red, we had almost perfectly aligned ideas. I intended to submit a Human Female, Fighter, Blacksmith, who also wore heavy armor and had the Heavy armor Mastery feat.
For you and others who use orcpub, you might want to save your character sheets off line or take them to myth-weavers.com

The guy running orcpub professed on kickstarter that he's going to take the entire project down because WoTC sued him or gave him a cease and desist since he's using core material without having a license. The exact details are unclear, but it's pretty clear that it might not be around much longer.

1651Leviathan

For our DM: Will you be looking for a particular gender balance when it comes to the party?

Naughty Miss Adventure

I'm not sure, though a little voice in my head says not particularly.  I will do a little browsing on player O/Os, but compatibility will only go some 30% of the way towards selections.  I'm really looking for commitment, but I guess that's a bit hard to tell sometimes.

So far, I have no real complaints on what I've seen.
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Quasar

Still sketching out the character, though at this point, it's probably safe to say I'll be going with the Paladin concept.

Here is the present mythweaver sheet (incomplete), though I'll be working on a proper character sheet soonish.
Quasar's Bangs (Requests; Updated 2017.08.25)
Quasar's A/As (Updated 2017.08.12)

1651Leviathan

Hmm, I have a few preliminary ideas for characters:

1. A half-orc, found by the roadside as an infant and brought to Besander. Raised by an old farmer, as if he were his son, the half-orc nonetheless grew up on the periphery of the village. Demeaned as inept by many of the more narrow-minded in the village, he struggles with the orcish aggression that is his heritage against the desire for acceptance. (Likely barbarian, fighter, or maybe rogue).

2. A tiefling, whose birth killed his mother in the village. Though the villagers have no knowledge of his shadowy heritage, they think him strange and unlucky. This is in part because of the circumstances of his birth, but also because of the magical powers that manifested abruptly during his puberty. He has become an unsavoury figure, so far as such things go in Besander, with a penchant for snideness and trickery. (Likely a sorcerer or warlock).

3. A human, the son of the richest merchant in Besander, who made his fortune trading Varrenwood timber to Barroc and beyond. The character has thus grown up with a sense of aloofness and superiority, feelings that were enhanced by his education and privilege. He has recently heard the call of a strange light – the Silver Flame – which came to him in a dream and beckoned him to greatness. (Cleric, possibly a wizard or rogue if the Silver Flame portion is cut).

Any thoughts on these ideas? Either from our DM or from others about which you might find most interesting to play with?

RedPhoenix

Quote from: 1651Leviathan on September 02, 2017, 12:32:17 PM
Hmm, I have a few preliminary ideas for characters:

1. A half-orc, found by the roadside as an infant and brought to Besander. Raised by an old farmer, as if he were his son, the half-orc nonetheless grew up on the periphery of the village. Demeaned as inept by many of the more narrow-minded in the village, he struggles with the orcish aggression that is his heritage against the desire for acceptance. (Likely barbarian, fighter, or maybe rogue).

2. A tiefling, whose birth killed his mother in the village. Though the villagers have no knowledge of his shadowy heritage, they think him strange and unlucky. This is in part because of the circumstances of his birth, but also because of the magical powers that manifested abruptly during his puberty. He has become an unsavoury figure, so far as such things go in Besander, with a penchant for snideness and trickery. (Likely a sorcerer or warlock).

3. A human, the son of the richest merchant in Besander, who made his fortune trading Varrenwood timber to Barroc and beyond. The character has thus grown up with a sense of aloofness and superiority, feelings that were enhanced by his education and privilege. He has recently heard the call of a strange light – the Silver Flame – which came to him in a dream and beckoned him to greatness. (Cleric, possibly a wizard or rogue if the Silver Flame portion is cut).

Any thoughts on these ideas? Either from our DM or from others about which you might find most interesting to play with?

If my dorf girl is accepted I warn you she will be pretty stereotypically dwarfy about half-orcs. Whether that sounds fun to you or not I don't know!

As a front line fighter I certainly don't want to discourage any clerics either. :)
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1651Leviathan

Quote from: RedPhoenix on September 02, 2017, 12:37:30 PM
If my dorf girl is accepted I warn you she will be pretty stereotypically dwarfy about half-orcs. Whether that sounds fun to you or not I don't know!

As a front line fighter I certainly don't want to discourage any clerics either. :)

Does stereotypically dwarfy involve hate sex? :P

Snake

hmm now I"m thinking cleric type. I"ve never played on ebefore.

Caitlin

Clerics are awesome, although I want to play a bard this time, I've so far played a life cleric, tempest cleric, and war cleric, although none are of a high level. In fact, two are still in active campaigns and one retired at level 3. I can definitely recommend a tempest cleric or war cleric, even more so if you want to fight up close. The war caster feat or resilience (constitution) feat are nearly mandatory for a melee cleric though.

My tempest cleric is actually a wood elf who uses her long bow as a main weapon and that's definitely a lot of fun to play.

Laughing Hyena

concept 1) A Brass/Silver Dragonborn family of guild merchants that came to Besander to raise a family and retire. They have a son whom whilst he doesn't have the vernacular for fighting has a keen mind and cleverness that is not too common amongst Dragonborn. Whilst eh was born in Barroc he has no memory of it as he was an infant by the time his parents had come to retire in the sleepy little village. Much of his youth was spent toiling and doing his part to help the fields and crops, just so he could fit in and not be a shut in. His off time was spent pouring over fables, legends and books, anything he could get his hands on in terms of knowledge. His true talents manifested however when the traders came in to peddle their wares as they do.

There he found a leather-bound book with immaculately white pages and a lock upon it. When he stopped to have a look at what he bought with his small savings he was disappointed to learn that there was nothing within the book. All the pages were blank yet he felt his mind becoming amazingly clear and focused whenever he looked upon the empty pages. He couldn't part with the book in spite of what he saw. He wouldn't stop looking over the book to try and figure it out. His parents, being merchants themselves found his fascination with the book to be both unhealthy and suspicious so they removed it from his person and sought the aid of the local elven wizard to determine if the item in question was cursed. When she came, she was able every quickly figure out what it was about.

There were magical protections upon the book that kept the pages blank. It still didn't explain the fascination and clarity so she asked the son to now look and see what was on it pointing out one passage in particular. Surprisingly he was able to read the markings upon it and inadvertently cast his first spell. A cantrip of minor tricks and pleasantries that allowed him to snuff out the candles at the dining room where this experiment took place. A spell book from an unknown wizard had found it's way into the hands of a person with a talent for magic. With this realization she took the Dragonborn as a rather unique apprentice. Needless to say he jumped at the opportunities this presented and whilst having a firm grasp of the basics he has become a proficient magic user. (Wizard)

Frelance

As long as there is still room I am interested in building a Rock Gnome that is a Fey pact warlock. Still building the character idea in my head but I think its a fun idea.
Evolution is an arms race

ZameRagues

Quote from: Caitlin on September 02, 2017, 02:39:30 AM
For you and others who use orcpub, you might want to save your character sheets off line or take them to myth-weavers.com

The guy running orcpub professed on kickstarter that he's going to take the entire project down because WoTC sued him or gave him a cease and desist since he's using core material without having a license. The exact details are unclear, but it's pretty clear that it might not be around much longer.

Good to know, thank you
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clonkertink

Half-elf Cleric (Arcana Domain)


Damien Fairbright was raised by his human mother, Nadia, in the village of Besander. His father, he was told, was an elven scholar and historian named Vyndasus. The elf left on an expedition shortly after Damien was born and never returned, but left a modest library of notebooks and scholarly tomes behind him. Damien was raised by his mother, and spent most of his childhood eagerly pouring over his father's books. It was in these books that he discovered the faith of Aureon, God of Knowledge, and began trying to piece together what his father's last known expedition might have been.

As his mother grew older, he supported them both by hiring out as a scribe and personal tutor for the people of the village. With Nadia's passing last year, however, Damien has grown increasingly restless. There is very little for him left to learn in Besander, and it is really only the inertia of routine that has kept him here this long. The notes and maps that cover the walls of his house now are full of clues. The hardest part is simply trying to decide where to start looking.

Sexuality: Straight



Quasar

Kyras (Surname Pending)
NG Male Half-Elf Paladin


Physical:
Despite being a fairly tall, imposing individual, the twinkle in his green eyes and faint creases near the corners of his mouth indicate Kyras to be someone who smiles more often than not.  His heavy build makes him seem ponderous, whilst his strong arms and broad shoulders are those of someone who might, one day, become a powerful warrior.  The strong burgundy coloration of his hair is at odds with blonde locks and midnight tresses of his parents, though his father claims his children might have gotten their red hair from their great-grandfather.

Personality:
As might befit someone who aspires to be a holy warrior, Kyras is friendly and offers his help when help is wanted, though he can take a hint.  Something of an optimist, Kyras tries to find the sliver lining in any situation.  Not always successfully, but he tries.  As hard as he tries, some will have noticed that he does have a dark streak underlying his congenial manner,  and when pushed to extremity, it manifests in baleful menace, though he is quick to reign it in once his composure returns.

Despite his aspirations, Kyras has a hard time resisting mischief or adventurous outings if they seem harmless enough.  Despite being of courteous nature, he does have a flirtatious streak to him, though he is not one to misread the environment, knowing there is a time and place for everything.

Whilst he is mostly even-tempered in most things, getting in touch with the Elven side of his heritage has instilled a deep love of nature in all its facets and moments.  Whilst not so odious as to preach the natural world's glory, he does tend to get upset more often than not when witnessing the vandalism nature or the abuse of animal life.  The only other thing that gets under his skin more is when such his close friends or family are on the receiving end of such treatment.  Whilst the former may simply cause him to clench his fist in frustration, he is willing to knock out teeth or draw his sword for the latter.

Sexuality: Heterosexual.  Mostly.  Generally.

Biography:
Kyras is one of the fraternal twins born to the former adventurers who settled in the region, and around which Besander grew.  His mother was an elf who had lost all of her family during the War of Shadow and had left her people after becoming disconnected from them in her grief.  She wandered for a time before meeting Kyras' father, a nobleman's son and knight who's carefree, devil-may-care approach to life helped her recover some zest for life.  A romance eventually bloomed, occasionally turbulent due to his womanizing ways, and they eventually married over his family's objections.  Disinherited, it was Kyras' father who suggested they move far away and then eventually came to settle in a peaceful region in the Varrenwood, near the Misthorn mountains.

Kyras has always taken after his father, though not as a matter of preference, always finding inspiration in the wild tales of adventure told to him in place of normal bedtime stories.  During nights he would sneak out to go and swing the heaviest branch he could, whilst 'cutting' down hordes of enemies (trees and stacked rocks).  His father caught him and, recognizing something of the wild streak and hardheadedness akin to his own in the young Kyras, both father and son snuck out at night to practice.  His mother was hardly pleased to learn of it when they were eventually discovered.  Since that lambasting, Kyras has tempered his wilder urges with discipline.

During his teenage years, Kyras also developed an interest in his mother's people, partially gained from indulging his mother whilst she recounted to him myths and glories of the Elven people, especially their heroism during the War of Shadow, the telling of which helped her reconcile her moving away from her people.  From these moments, Kyras delved deeper into Elven lore and even picked up some of the esoteric knowledge of his mother in the process, though most of her arcane lore flew over his head as he glossed it over in favor of the cultus of his mothers people.
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