Dungeons & Dragons 5th Edition

Started by BlueBeetle, December 30, 2014, 12:22:31 PM

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Kuroshu

Here's the complete Character, History done, also bough me some stuff.

Name: Shujin Kurosawa
Age: 23
Race: Human (Shou)
Size: Medium (5' 10" Tall, 180 lbs.)
Languages: Common, Dragonic
Class/Level: Fighter (Battlemaster), 3
Alignment: True Nuetral
Political Position:
Background

Soldier
Feature: Military Rank (Officer).

You have a military rank from your career as a soldier.
Soldiers loyal to your former military organization
still recognize your authority and influence, and they
defer to you if they are of a lower rank. You can invoke
your rank to exert influence over other soldiers and
requisition simple equipment or horses for temporary
use. You can also usually gain access to friendly
military encampments and fortresses where your rank
is recognized.
History
Shujin was the second oldest son of a blacksmith and the older brother to two sisters. He idolized his older brother. So his brother joined the military he decided to do the same but Months before he was able to finally join his brother was killed. The details surrounding his death was away from them. Still this did not change his mind, it only strengthen it. He still joined the military even against the wishes of his father and sisters.

It did not take long before he climbed the ranks. Those that had served beside him as soldiers trusts him while those that served under him follow him with out question. He had a sense of Honor and Duty one that spread among his men.

His time with the military ended abruptly. While helping occupy a captured stronghold he witness the troops of other officers do horrible things to the people of the stronghold. He ordered the men to stop with no luck. When words did not work he let his actions speak for himself. He told the his men to gather the prisoners and protect them from the rest of the army. This act was taken as treason by many of his superiors yet a few believed it was noble. In the end he was punished but not killed. He was to be secluded for a week. Before the punishment was carried out one of his supporters slipped him a journal.

During his seclusion he read the journal. In it described events that happened similarly to his own. Yet the end was not as he had hoped. The man was killed along with his men. The General in charge did not want his name sullied decided to label those executed as men killed in action. As he continued reading a feeling of anger and betrayal swelled inside him. He knew. In the end was a small note. The owner of the journal belonged to a soldier that was transfered from the man's squad before the battle started. The soldier's last entry thanked the man he had served. Tears slowly crawled down his face as he reads the man's name. Under his breath he calls his brother.

After the week ended he was release. One of those waiting was the officer who gave him the journal, he had a sad apologetic looks as he watched. He and his men left the military soon after. He himself travelled alone occasionally traveling as an guard to merchants traveling the same road he was on.
HP and other vitals

Hit Points: 36
Hit Die: 1d10 x Level(3)
Armor Class: 12 (While wearing Leather Armor) or 11 Unarmored
Passive Insight: 11
Passive Perception: 13
Initiative: +1
Speed: 30
Rage:
Proficiency Bonus: +2
Proficiencies
Saves: Strength, Constitution
Skills: Acrobatics, Perception, Athletics, Intimidation
Tool: Vehicles (land), Dragon Chess, Smith’s tools
Ability Scores

Strength: 16/+3
- Saving Throw: +5
- Athletics:  +5
Dexterity: 13/+1
-Saving Throw: +1
- Acrobatics:  +3
- Sleight of Hand: +1
- Stealth: +1
Constitution: 14/+2
- Saving Throw: +4
Intelligence: 11/+0
- Saving Throw: +0
- Arcana:+0
- History: +0
- Investigation: +0
- Nature: +0
- Religion: +0
Wisdom: 12/+1
- Saving Throw: +1
- Animal Handling: +1
- Insight: +1
- Medicine: +1
- Perception: +3
- Survival: +1
Charisma: 14/+2
- Saving Throw: +2
- Deception: +2
- Intimidation: +4
- Performance: +2
- Persuasion: +2
Class Features and Feats

Class Features

Fighting Style:
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.

Second Wind:
You have a limited well of stamina that you can draw on
to protect yourself from harm. On your turn, you can use
a bonus action to regain hit points equal to 1d10 + your
fighter level.
Once you use this feature, you must finish a short or
long rest before you can use it again.

Action Surge:
Starting at 2nd level, you can push yourself beyond your
normal limits for a moment. On your turn, you can take
one additional action on top of your regular action and a
possible bonus action.
Once you use this feature, you must finish a short or
long rest before you can use it again. Starting at 17th
level, you can use it twice before a rest, but only once on
the same turn.

Battle Master:
Combat Superiority
Maneuvers 3, +2 at 7th, 10th, 15th
Distracting Strike. When you hit a creature with a
weapon attack, you can expend one superiority die to
distract the creature, giving your allies an opening. You
add the superiority die to the attack’s damage roll. The
next attack roll against the target by an attacker other
than you has advantage if the attack is made before the
start o f your next turn.

Riposte. When a creature misses you with a melee
attack, you can use your reaction and expend one
superiority die to make a melee weapon attack against
the creature. If you hit, you add the superiority die to the
attack's damage roll.

Sweeping Attack. When you hit a creature with a
melee w eapon attack, you can expend one superiority
die to attempt to damage another creature with the
same attack. Choose another creature within 5 feet
o f the original target and within your reach. If the
original attack roll w ould hit the second creature, it
takes damage equal to the number you roll on your
superiority die. The damage is o f the same type dealt by
the original attack.

Superiority Dice
4/4 d8, +1 at 7th and 15th
Saving Throws

8+Proficiency Bonus + Str or Dex Mod

Student of War: Smith’s tools
Proficiency with one type of Artisan's tools
Feats
Equipment

Scimitar
1d6 slashing, 3 lb., Finesse, light
Scimitar
1d6 slashing, 3 lb., Finesse, light
Longbow
1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Arrows(20), 1 lb.
Leather Armor
11 + Dex modifier, 10 lb.

Explorerfs Pack:
Backpack
Bedroll
Mess kit
Tinderbox
Torches(10)
Ration (10 Days)
Waterskin
Rope, Hemp, 50 ft

Horse, Riding
Horse, Draft

Wagon

Officer Insignia
Ceremonial Tanto (Trophy)
Deck of Cards
Common Clothes
Belt Pouch (150g)
Combat Information


RubySlippers

Have room for one more and I think I will like to play a Rogue, not sure of race yet.

eternaldarkness

Jump right on in, Ruby. And welcome.

Kuroshu

Play as a giant... Just joking.
Hopefully you can join in as soon as possible.
So we can start doing stuff like killing imps that are an inch tall and blue.

eternaldarkness

Grats to LuciferOS and BlueBeetle on getting their approval.

eternaldarkness

So far we have a Fighter, Sorcerer, Wizard, and whatever Ruby makes. keep in mind that if you need someone with talents your pc's don't have, you can hire any number of colorful individuals in Antioch, and if you make some friends they might be willing to accompany you for free, or at least for a share of the loot. You have quite a few niches unfilled - no explorer, front-line tank, or healer/damage mitigator. On the plus side, you guys have some solid damage-dealing and utility magic capability, and you're all very capable in social situations. Keep in mind, you can solve problems any way you see fit - i won't go out of my way to punish you unduly for not having a 'role' filled - but you probably wanna get buddy-buddy with some of the locals in a hurry :D thankfully, that's something you guys should be good at with your great charisma scores and interaction skills.

Kuroshu

By Great Interaction skill you mean intimidation?
I bough a wagon so we don't have to walk everywhere... And we'll see if any of them Adventurers are fine with joining us. You should throw a few at us that you think would be a nice addition to the them.

eternaldarkness

Quote from: Kuroshu on January 05, 2015, 02:00:34 AM
By Great Interaction skill you mean intimidation?
I bough a wagon so we don't have to walk everywhere... And we'll see if any of them Adventurers are fine with joining us. You should throw a few at us that you think would be a nice addition to the them.

Intimidation totally counts as an interaction skill, and with a decent Cha you can get a lot done even without proficiency. Besides, sometimes the best way to get what you want is to make dire threats, and maybe even be willing to back them up.

I'm doing a write-up on religion and alignment in the setting right now, so you guys have a bit more information, and i'll make an IC post shortly after.

Kuroshu

Great, cause Shu was feeling abit lonely there

RubySlippers

I'm doing a Rogue but don't expect a combat monster likely she will be a human from the local area, with an entertainer background and a thief by vocation. Mulling over if I should take the variant racial traits or not.

eternaldarkness

Quote from: RubySlippers on January 05, 2015, 02:08:24 AM
I'm doing a Rogue but don't expect a combat monster likely she will be a human from the local area, with an entertainer background and a thief by vocation. Mulling over if I should take the variant racial traits or not.

Variant human is okay, and she need not be a combat monster.

eternaldarkness

#61
Religion and Alignment
Religion
In this world, there a few options as far as religion goes. First and perhaps most prominent is the Holy Church of the Eternal Light, a monotheistic religion (in theory) that reveres a being known variously as the Eternal Creator, the Light, the All-Mother, or simply God. Like all religions, there are splinter groups and sects within the church as a whole, such as the Wayfarers, a sect that focuses on the duality of light and dark, with a focus on the dark (they are not necessarily evil, though wayfarers can usually be described as unsettling at best). The church teaches that all other deities are false, a belief that does not endear them to followers of other faiths and they are often willing to force conversion to the true faith at swordpoint, though not all followers of the light are militant or rigid, and most are happy to leave peoples with faiths different from theirs believe what they will. The least aggressive of them are, ironically, the Wayfarers - they believe that the nature of the light and dark is vast enough to encompass all things, and that all creation is an expression of the creators will.

Next is simple nature-worship, an animistic faith whose adherents believe that there are spirits which govern every single thing in creation. Many people in more rural areas as well as elves and the Shou humans venerate nature and the spirits, an ancient practice that predates the existence of the Light as a religion and is mostly informal.

In the burning deserts of the south, the dark-skinned people there venerate the powerful and near-godlike Djinn Lords that rule those lands, and their priests are as often sorcerers as they are clerics or paladins, paying them tribute in treasure and slaves.

Race by Race
Humans can follow any faith, depending on their inclinations and culture. the Shou generally tend to be nature-worshippers, and more humans than any other race are followers of the light.

Dragonborn - the dragon-kin usually worship no deity, believeing only in their own strength and prowess to make their way in the world, but those who choose to join a faith tend to be some of its most fanatical adherents.

Dwarf - Dwarves are split along genetic lines when it comes to religion. The mountain dwarves of the frozen north are devout followers of the Light, whilst the more nomadic Hill Dwarves have diverse ranges of beliefs based on their culture and personal inclinations.

Elf - Most elves venerate the spirits of nature, though a few have found peace and purpose as followers of the Light (or dark, in the case of the Drow).

Gnome - You will be hard-pressed to find a gnome that does not revere the spirits of nature.

Halfling - Halflings who bother with religion at all usually pray to the spirits of nature, but the Stout halflings of the south worship the Djinn just as all other people there do.

Half-Elf - Like their human and elven parents, they follow whichever faith their culture or personal inclinations dictate.

Half-Orc - Half-orcs raised among humans have as diverse a range of religious beliefs as their human parents, whilst those raised among orcs tend to venerate the spirits of nature like their orc kin.

Tiefling - Tieflings have no particular religious inclinations, though they are slightly drawn toward the Holy Light. Tieflings who venerate the djinn are virtually non-existent, as tieflings found in the southern lands are typically killed on sight or at birth.

Alignment
Alignment works a little differently in this universe. Firstly, the Good and Evil alignments are replaced with Light and Dark. Chaotic and Lawful  remain the same, but they represent something different - Lawfully-aligned souls are strongly associated with order and stasis, while chaotically-aligned souls favor entropy, the universal force of destruction that breaks down all things. Your characters alignment is not an expression of his or her personal ethos or actions so much as it is simply the way in which your soul is inherently aligned. A persons alignment is set at birth, and nothing short of powerful magic can alter it. Many a good persons soul is aligned with the Dark through no fault of their own, and even the most black-hearted villain can have a soul of purest Light. in this world, you must play the hand you are dealt. Your souls alignment may incline you toward dark, light, law, or chaos, but what this means is that even if you can somehow find a way of discerning a persons alignment, there is no guarantee their alignment will be an indicator of the type of person they might be. the degree to which a persons alignment affects personality varies wildly from individual to individual.

If anyone wants to change their alignment or character background as a result of this, feel free. From a mechanics standpoint, divine characters can freely choose their oaths/domains/etc as fits their belief system. PC paladins must carefully delineate what oaths they took upon reaching level 3.

LuciferOs

Nice work eternaldarkness,

I think my character sheet is ready, I changed my spells and happy for any to overlook it to see if I have made her correctly as this is the first time I have played 5e.

She is here: https://elliquiy.com/forums/index.php?topic=220480.msg10856881#msg10856881

Btw: I want to specailise in enchantment - the online reference said that it would be clarified in chapter 10 and arcane focuses detailed in chapter five but the online player reference doesn't have that !.

Im not sure what online reference others are using but Im using the one that Eternal darkness linked us
(the players handbook in here - http://dnd.wizards.com/articles/features/basicrules )

It details the core 4 classes, wizards, fighter,cleric rogue - and nothing else. Am I missing something here?
That's right ! Lucifer is a woman !
Active threads
See my role play preferences (underneath my picture) for my ons and offs

Kuroshu

The one he links too only gives the basic information.
For example there is a monk class that wasn't mentioned in the link he gave

BlueBeetle

Yeah, keep in mind that the Basic Rules that are free to everyone don't contain all of the different races and classes available in the Player's Handbook.

RubySlippers

#65

Name: Emma Moon
Age: 18
Race: Human (Tethyrian)
Size: Medium
Languages: Common & Orcish
Class/Level: Rogue (Thief)/3
Alignment: Neutral Dark
Political Position:
Background

Feature: Performer - Player of the Lyre-guitar, Poet and Singer -

Routine: Instrumentalist, Poet, Singer
Feature : By Popular Demand
You can always find a place to perform, usually in an
inn or tavern but possibly with a circus, at a theater, or
even in a noble’s court. At such a place, you receive free
lodging and food of a modest or comfortable standard
(depending on the quality of the establishment), as
long as you perform each night. In addition, your
performance makes you something of a local figure.
When strangers recognize you in a town where you have
performed, they typically take a liking to you.

History

Is not all that complicated was the youngest child of a regional mountain man a half-orc who made a living hunting furs, some panning for gold and other honest work being well regarded even by the elves for his stoic noble heart and was a former pit fighter and slave with the scars to prove it named Borrak. Her mother was a human ,Hanna Moon, and might pretty making a living as a whore and well met papa while being mounted by him for coin and nine months later out she came mostly taking after her ma the only signs of her fathers blood her pointed orcish teeth the tusks filed down some. She was never a good girl she did train as a bards apprentice but took to crime more naturally robbing people in caravans not wanting to "shits where she sleeps" and until the trade routes closed up tighter than a virgins holes made a good living. Now is kind of desperate to leave she makes some coin performing but its not good and stealing is thin work to make coin on save for stealing some food from local farms and the odd open window she has avoided ripping off anything serious from the locals.

HP and other vitals

Hit Points: 21
Hit Die: D8
Armor Class: 13
Passive Insight:  +3
Passive Perception: +3
Initiative: +2
Speed: 30 ft.
Rage: n/a
Proficiency Bonus: +2
Proficiencies
Saves: Dexterity, Intelligence
Skills: Acrobatics, Arcane, Athletics, Deception, Hand Crossbows, Insight, Light Armor, Longswords, Perception, Performance, Rapiers, Shortswords, Sleight of Hand, Simple Weapons, Stealth.
Tool: Disguise Kit, Lyre-guitar, Thieves' Tools

Ability Scores

Strength: 12/+1
- Saving Throw: +1
- Athletics:  +3
Dexterity: 14/+2
-Saving Throw: +4
- Acrobatics:  +4
- Sleight of Hand: +4
- Stealth: +4
Constitution: 12/+1
- Saving Throw: +1
Intelligence: 14/+2
- Saving Throw: +4
- Arcana:+4
- History: +2
- Investigation: +2
- Nature: +2
- Religion: +2
Wisdom: 12/+1
- Saving Throw: +1
- Animal Handling: +1
- Insight: +3
- Medicine: +1
- Perception: +3
- Survival: +1
Charisma: 13/+1
- Saving Throw: +1
- Deception: +3
- Intimidation: +1
- Performance: +3
- Persuasion: +3


Class Features and Feats

Class Features

Expertise Sleight of Hand, Thieves Tools
Sneak Attack 2D6
Thieves Cant
Cunning Action
Fast Hands
Second-Story Work

Feats

Skilled

Equipment

1. Burglar’s Pack  Includes a backpack, a bag of 1,000
ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
rations, a tinderbox, and a waterskin. The pack also has 50
feet of silk rope strapped to the side of it.
2. Lyre-guitar
3. Thieves Tools
4. Disguise Kit
5. Leather Armor
6. Silvered Short Sword "Silver Sting"
7. Dagger x 3
8. Hand Crossbow with 10 Bolts
9. Costume
10. Trinket from Admirer (Dryad Charm on Chain)
11. Money Belt (for hiding money)
12. Coin Pouch (for a small amount of money on hand, tucked into belt)
13. Scavengers Kit: Jars, flasks, waxed paper, pouches, string etc. needed
for looting monster corpses for materials of value to arcane types
and special buyers.
14. Clothing Leathers to Compliment Armor

COIN & WEALTH
Platinum 1
Gold 8
Electrum 2
Silver 9
Copper 10
Other:


Combat Information

1. Dagger:  1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
2. Crossbow, hand: 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
3. Shortsword:  1d6 piercing 2 lb. Finesse, light


eternaldarkness

Okay, everyone's done and i'm finished with my cleaning frenzy. Postage forthcoming.

eternaldarkness

I made an IC thread:  https://elliquiy.com/forums/index.php?topic=220947.new#new

those of you who already did them, move your intro posts to that thread and put your character sheets in the old one.

RubySlippers

I have to buy things yet not in her starter kits so am not quite done yet.

eternaldarkness

Quote from: RubySlippers on January 05, 2015, 05:30:15 PM
I have to buy things yet not in her starter kits so am not quite done yet.

No sweat, you can post IC in the meantime if you'd like. We'll have one more player joining us too. Another local, actually.

LuciferOs

eternaldarkness - awesome !!

Hey fellow companions, eternal has given us plenty of starting gold.

For about 92 gold, you get a horse, saddle and bit and bridle and saddle bags and horse feed and the likes.

Remember not only do they prevent the need to walk everywhere, we can see further from their height, AND they can carry our treasure ! (we can also eat them if we get really hungry)

Horses people !
That's right ! Lucifer is a woman !
Active threads
See my role play preferences (underneath my picture) for my ons and offs

RubySlippers

#71
A horse or a silvered short sword in case I meet anything needing silver to hit it, I'd rather spend the 110gp for the sword given a choice.

I do need a kit for getting monster body parts and such for selling to mage sorts, after all she is a greedy gold whore if giant spider eyes and venom sell for good amounts of gold she wants to get them to sell if they happen to kill one, not to mention figuring out what magical stuff might be re-sellable like spell books.  >:)

eternaldarkness

Quote from: RubySlippers on January 06, 2015, 08:48:15 AM
A horse or a silvered short sword in case I meet anything needing silver to hit it, I'd rather spend the 110gp for the sword given a choice.

I do need a kit for getting monster body parts and such for selling to mage sorts, after all she is a greedy gold whore if giant spider eyes and venom sell for good amounts of gold she wants to get them to sell if they happen to kill one, not to mention figuring out what magical stuff might be re-sellable like spell books.  >:)

I'll be sure to work in ways for our money-grubbing little cutie to rake in the cash at every opportunity  >:)

RubySlippers

I just am piecing together a kit of jars, bottles, flasks, wax for sealing and waxed paper etc. to store goodies in a way alchemists and mages would desire. She in Neutral Dark not exactly honorable save she won't steal from locals and her background will be she is upset the trade routes are closed its less people to thieve from.  :D

Okay she might steal food if hungry but can also earn honest coin again hard with the caravan routes closed up. So leaving for better options is looking appealing.

eternaldarkness

#74
Here's a list of optional rules and rules variants that are in play, for your knowledge. They're designed to support the intended playstyle - epic heroism. I'll compile all the setting information and houserules in one post shortly.

Feats: feats are being used. I find that they go a long way toward giving characters some mechanical differentiation, and to that end every character gets one free feat at level one. This is in addition to the free feat the variant human gets if you happen to take that race. Modify your characters accordingly.

Combat Options - The following are options both PC's and NPC's/monsters can take in combat.

CLIMB ONTO A BIGGER CREATURE
If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check.

If it wins the contest, the smaller creature successfully moves into the target creature's space and clings to its body. While in the target's space, the smaller creature moves with the target and has advantage on attack rolls against it. The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

DISARM
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

MARK
This option makes it easier for melee combatants to harry each other with opportunity attacks. When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.

OVERRUN
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.

SHOVE ASIDE
With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

TUMBLE
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space
once this turn.

HITTING COVER
When a ranged attack misses a target that has cover, you can use this optional rule to determine whether the cover was struck by the attack. First, determine whether the attack roll would have hit the protected target without the cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the target if there had been no cover, the object used for cover is struck. If a creature is providing cover for the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is hit.

CLEAVING THROUGH CREATURES
If your player characters regularly fight hordes of lower-level monsters, consider using this optional rule to help speed up such fights.
When a melee attack reduces an undamaged creature to 0 hit points, any excess damage from that attack might carry over to another creature nearby. The attacker targets another creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce an undamaged creature to 0 hit points.