The Spark (5e, furry friendly, MtG inspired, noob friendly)

Started by TheSithChicken, January 18, 2018, 10:55:22 PM

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TheSithChicken




Base Foundation

  • The game will be using Dungeons and Dragons 5e system with the Fursona and Monstrous Races supplements.
        Note: You do not need either supplement to play. I can give you the information you need from them.
  • This is loosely based off of Magic the Gathering. No knowledge of the setting or game or it's lore are necessary.
  • This will feature worlds with the traditional fantasy races (elves, dwarves, etc), non-traditional (Anything from the monstrous manual and more), and anthropomorphic animals (this is where the Fursona book comes in as it rules for making any kind of anthro from aardvark to xenomorph). Seriously you can make anything with Fursona.
  • Homebrew material and third party material will be allowed on a case by case basis. There is some great stuff out there and I see no reason not to use it.
         Approved Homebrew and 3rd Party Materials: The Craftsman Class, Alchemist Class, The Compendium of Forgotten Secrets (Warlock Patrons), & Planeshift MtG DnD books.
  • This will be in the Non-consensual Exotic boards but more for furries and nonhumans than anything else.
  • I do not expect a super fast posting rate. If you can give me one or two posts a week I will be happy.
  • Characters will begin at 5th level and I will not be using alignments.

Basically I want you to be able to be whatever you really want to be. You want to be an elvish wizard? Sure. You want to be an anthro bear barbarian? Awesome. You want to be a seductive lamia alchemist? I can get down with that. You want to be a former weremushroom plantman gunslinger? Okay! By the by the last one is not just a random thing. It's one of the pregens that I made for a Wild West meets Mad Max meets Van Hellsing monster hunter game I run IRL. People seem to like my pregens - which is an option we can go with here if anyone wants to try it.




The Premise

The Multiverse - endless planes like sand on a beach. Moved by the tide and winds of universal laws. Shifted by the magics of planeswalkers. Bursting into life and suffering their final days. Every world unique. Each with it's own stories, it's own inhabitants, and it's own monsters. Each separated from each other by the gulfs of the Blind Infinities.

But you can reach across them. You are a planeswalker. You were one of the innumerable sentient peoples of the Multiverse but inside you lurked the Spark. In a moment of stress it ignited and handed you the key to great power. Destined now to have your name spoken in reverent tones or terrified whispers. Reborn now in a universe of ancient magics, arcane artifacts, monsters, and gods.

For the history of the Multiverse planeswalkers encountered each other at the whims of fate. Random encounters as they ranged far and wide across the planes. Bound together by hates and loves. Each a kingdom unto themselves building alliances and making enemies with even hand but never with a place to negotiate or relax among their own kind. Until the Solidus Kinship appeared. An exclusive club for planeswalkers with branches on many planes but all connecting to a city that is both a city and a plane all it's own built by planeswalkers. A neutral place for walkers to meet or exchange knowledge or for new walkers to learn what they are.




Alright. That doesn't actually tell you a lot about what we'll be doing and that is by design. See I want to create a campaign based around your characters because your characters are the stars of the story. So I will cater the story to you. I created the Solidus Kinship to allow you all to tie your characters together when you come from different planes - and also because I wanted to mash up the Continental from John Wick and Sigil from Planescape (I draw inspiration from a lot of different places). You don't have to use the Solidus Kinship for relationships between characters. I just wanted to give you a hand.




So what do I need to see from you? I don't need full sheets. I want characters and story hooks. Let me make up a template real quick.

Character
Name:
Race: This can be almost anything. Seriously. If you want to be a Mind Flayer I will work with you. You can be an intelligent Gelatinous Cube for all I care.
Class: If it's homebrew or third party I am going to have to look it over first.
Plane of Origin: Where you came from. This could be an established plane from Magic the Gathering, a normal DnD setting that you want to be from (fair warning that I hate Greyhawk and will only reluctantly use anything from it), or some place you create whole cloth (in which I will work with you to make sure it fits the game).
Description: Doesn't have to be much. I just want an idea of who your character is.
History: Doesn't have to be a novel.

Player
Expectations: What do you want to see in the game? Story or world wise.
Fears: What do you not want to see in game?

And, as always, feel free to ask any questions you may have.

Quietly

Wait - so we're playing as planeswalkers using the DnD system? That sounds really interesting and also kind of insane. Wait, not only that, but an entire group of Planeswalkers together? How will that work? Are there rules you have in mind to actually use these?
The devil in detail is in the details.

TheSithChicken

In order: Yes. Yes. Yes. Easily. Yes. The Planeshift books have the base rules for planeshifting.

Quietly

I see. I've reached the part that covers planeswalkers in the Plane Shift books. So we're effectively playing as standard DnD characters, with our spells and abilities being described as MtG style magic, but no mechanical difference and a plane shift ability built into our characters. Is this correct?
The devil in detail is in the details.

TheSithChicken


Zaer Darkwail

Here comes my char concept;

Character

Name: Lupas Whitefang
Race: Anthromorphic wolf (need help create race)
Class: Samurai 5, with Nitōjutsu Sensei archtype.
Plane of Origin: Plane of origin is called Rôkusho, which is similar to prime earth's feudal japan period expect inhabited by anthromorphic animals and having true magic in the world albeit practioners of said art are rare and small in number. Clans are divided by species and overall crossbreeding is considered serious taboo. So for this reason clans are in constant warfare of dominance over the main contignent (as arranged marriages do not work but same specied clans). Magic is viewed in fearful supersticion and any true spellcasters, even renown and revered ones, are politely shunned best cases. Worst case commoners burn witches in their villages if they can get away doing so. Or worse.
Description: (besides pic), Lupas Whitefang is 7'2'ft tall, which to his own species, is very tall. He wears usually straw hat and simple robes to disguise him wearing armor and carrying four weapons; two katanas and two wakisashis (they are two different sets). His eyes gleam by golden color and his fur is pure white and he bears golden magical brand in his forehead, which in his own world native language written in the brand descripes him as traitor-on-exile. Otherwise he wears regular feudal warrior fitting clothes, dark in color.
History: Lupas was heir to Whitefang clan, a powerful warrior clan renown for using dual blades which they refer call 'their steel fangs'. He as heir was skilled in clan's primary native style and renown for his speed and brutal strenght with his blades. But as usual in wolf specied clan he was not only heir; heirs compete with one another until victor is found and declared as successor by their father. So Lupas dreamed to get throne of the clan like very other heir and was more than eager to prove himself.

But things changed, as his clan was raiding on territory he chased some enemy bushi into local forest but he soon lost track of them and also lost in woods. Then in woods he heard scream, he followed it and found the bushis he had been tracking....they were attacking a another samurai, a female from another clan. His clan was not in war with given clan but even so he had no obligations to help her. But help her he did, he slew the bushis and it started then awkward sort friendship, then friendly rivalry and then into love. This secret relationship lasted for many years, normally it would resulted in Lupas asking father arrange the marriage but there was one problem; his beloved was from a fox species, so they were not same and crossbreeding was viewed as sinful lustful act by eyes of society. So they both kept their romance hidden.

This lasted until one his brothers found out about the affair, deciding eliminate one rivals for throne the brothers ambushed the couple and exposed their sins to the public! Because two great clans were involved, it led to tradition where clans trade prisoners. Fox clan punishing Lupas and Whitefangs punishing Lupas beloved. Lupas punishment was surprisingly mild, as fox clan patriarch understood the circumstances how romance came to be and was grateful for sparing his daugther, but not forgive sin he has committed so he branded him with golden symbol on forehead and denounce his rank in Whitefangs and no longer be part of said clan. Whitefangs punishment was much harsher; they tortured and then killed his beloved. The fox patriarch was furious for form punishment took, but in silent gesture he handed over the blades which his daugther once owned to Lupas Whitefang, as silent request which Lupas grimly accepted. No words traded but intention clear enough; Lupas turned against his own clan as renegade ronin who started ambush, kill and slay his former brethren as bloody vengeance.

Then when he was cornered by clan's military and hunters, outnumbered greatly he was grimly willing to die and fight until he no longer would stand....then his spark opened and allowed him means to escape the trap set up by his clan by traveling another world altogether?! Thus begun life of Lupas Whitefang, a planeswalking ronin for hire.

Player

Expectations: Exciting cross-world adventures, not familiar with magic of gathering universe so eager to explore/learn more along the way.
Fears: Game dying because too many people = not all posting regularly and no chance explore my own char setting/world (and settle score with his former clan).

Bibliophilia

Yay!  Finally a game where I can play a Puazi!  -gets to work on a template.-

TheSithChicken

@Zaer - You linked me to the Pathfinder Samurai class. Let me find the 5e Samurai class (it does exist - I just haven't read it yet) and send ityour way. In the meantime you might look into the Magic plane of Kamigawa even if only for some cool ideas for magical items or legendary characters and creatures for your own world. It could handle your story. Of course we can always go with your original plane. I just like presenting options.

As to your fears you don't have to worry about the posting issue. It's easy with this concept to move past player attrition. And you will definitely get the chance to you plane.

@Bibliophilia - Fantasy puazi? Consider me officially aroused intrigued.

Lockepick

Posting interest, though I don't know much about the MtG universe.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Sain

How big a group are you looking for this again?

Damn it's gonna take ages to go through those character race options with so many fun ones available :D
PM box is open. So is my discord: Sain#5301

Zaer Darkwail

*face smack on desk*

I forgot this was 5th edition DnD game recruitment :P. Sorry, applied many pathfinder stuff recently so worked on autopilot. Anyways I think I may had found the samurai class for 5th edition, do you mean this one; https://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf

If so then good, then my char is officially a 5th level fighter with samurai archtype and he focuses on dual wielding two katanas. Albeit fighting spirit is damn useful class feature but I need bonus action to use off hand weapon as well (would feel better if you can activate said feature as part of attack action).

Also thanks for the idea check Kamigawa, we could implement some elements from said plane to my original plane. Expect there is no great conflict between kami and mortals. But there could be oni, their servants, goblins and ogres, around which do cause general harm and all clans oppose it. But overall feel of the plane is same as in sengoku era in japan albeit it has lasted several centuries if not thousand years already. In past there may had been a unified figure which united all clans but said figure either betrayed it's people for power or was slain cowardly manner by samurai who became tyrant and everyone together opposed him, but after defeat of tyrant none the clans could agree who should sit on throne and conflict had existed since then.

There can be kami beliefs and worship and kami's may had approved the earlier united figure but so far kami's been silent about choosing new emperor or empress. That leaves only a single clan to prove it's superiority to others in forceful manner.

Quote from: Bibliophilia on January 19, 2018, 07:54:56 AM
Yay!  Finally a game where I can play a Puazi!  -gets to work on a template.-

*big upvote for idea*

Lockepick

I'm definitely considering a warlock given all those neat patron ideas -- is there any way for us to look at Fursona's races without buying the book? I mean...  I guess I can just pick a race and go with whatever mechanics are in play, but I typically like some cohesion between race/class?
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

silentwalrus227

I’m definitely interested, though I would prefer to have some knowledge on species (traits, bonuses, penalties, etc) so I can make a cohesive class/race/background combo.

Bibliophilia

Okay, Sith, since there are no Puazi in the books, would you be cool with me using the stats from one of the Fursona races and just 'reskinning' it as a Puazi?

I'm looking through the races, and I'll definitely run the idea by you, first.  It'll likely be amphibious, aquatic or something along those lines.  Also, are you cool with it having limited shapeshifting capabilities?  It wouldn't affect stats or anything.  I just prefer playing my Puazi with the ability to shift between male and female sex traits, including opting for a combination of their choosing.  All changes would be strictly cosmetic, though.

TheSithChicken

@Lockepick - No knowledge needed! Also I can modify any race as needed to fit the player's concept. What would you like to play race wise? Literally any animal or creature from the Monstrous Manual are open.

@Sain - Probably max out around 8 or so players. That way there is some buffer against player attrition.

@Zaer - There is now an updated and rebalanced version of the Samurai in Xanathar's Guide to Everything. I'll get that to you probably tomorrow as I am going to be busy doing a late birthday celebration for most of today since I was pissing out a rock on my actual birthday.

@silentwalrus - See my response to Lockepick. Tell me what kind of things you would be interested in playing and I'll bring up some stats. Listing everything in Fursona and Monstrous Races would be insane for me as there are close to 350 races between the two - not to mention rules for making my own races using both.

@Bibliophilia - I can just write the race up. Amphibious is an interesting choice as I understand that they are meant to be cervine. Probably go with Charisma and Dex for bonuses. I'll look up some options and then we can work it out together. I'm flexible.

Chulanowa

Quote from: Zaer Darkwail on January 19, 2018, 10:29:18 AM
*face smack on desk*

I forgot this was 5th edition DnD game recruitment :P. Sorry, applied many pathfinder stuff recently so worked on autopilot. Anyways I think I may had found the samurai class for 5th edition, do you mean this one; https://media.wizards.com/2016/dnd/downloads/2016_Fighter_UA_1205_1.pdf

If so then good, then my char is officially a 5th level fighter with samurai archtype and he focuses on dual wielding two katanas. Albeit fighting spirit is damn useful class feature but I need bonus action to use off hand weapon as well (would feel better if you can activate said feature as part of attack action).

Also thanks for the idea check Kamigawa, we could implement some elements from said plane to my original plane. Expect there is no great conflict between kami and mortals. But there could be oni, their servants, goblins and ogres, around which do cause general harm and all clans oppose it. But overall feel of the plane is same as in sengoku era in japan albeit it has lasted several centuries if not thousand years already. In past there may had been a unified figure which united all clans but said figure either betrayed it's people for power or was slain cowardly manner by samurai who became tyrant and everyone together opposed him, but after defeat of tyrant none the clans could agree who should sit on throne and conflict had existed since then.

There can be kami beliefs and worship and kami's may had approved the earlier united figure but so far kami's been silent about choosing new emperor or empress. That leaves only a single clan to prove it's superiority to others in forceful manner.

*big upvote for idea*

There's a Samurai martial tradition for Fighter in Xanathar's GUide to Everything, if you'd ratehr use published material than third party / homebrew.  :-)

I'm not sure yet what I wanna go with.

Bibliophilia

-nods.-  I was thinking of the Salamander subrace as a decent option for basing her stats off of.  I was also thinking of going Monk.  It seems to fit the Puazi race in my head...maybe it's 'cause of the naked thing.

Zaer Darkwail

Quote from: Chulanowa on January 19, 2018, 11:09:51 AM
There's a Samurai martial tradition for Fighter in Xanathar's GUide to Everything, if you'd ratehr use published material than third party / homebrew.  :-)

I'm not sure yet what I wanna go with.

I will see what Xanathar's Guide version looks like first. Overall got inspired by the pic alone go for dual wielding samurai build.

TheSithChicken

@Bibliophilia - I'll look that up when I get the chance.

@Zaer - From what I read it's just a rebalanced version of the UA one but I'll know better once I grab my Xanthar's Guide and actually read it.

Zaer Darkwail

*nods*

And also need stats for the wolf anthromorhp/furry as well then. Hoping they favor strength or con (as either one is good for fighter).

TheSithChicken

@Zaer - Here are the baseline stats. They can be modified if you aren't super happy with them.

Base Canine

Ability Increase: Your Wisdom score increases by 2.

Keen Smell: You gain advantage on Wisdom (Perception) checks related to scent.

Natural Weapons: Your unarmed strikes are augmented by sharp fangs. Your bite is treated as a light finesse weapon, and deals 1d6 piercing damage + the relevant modifier. Your bite can be used as part of two-weapon fighting. You cannot use your bite attack if your mouth is full.

Pack Hunting: Your are expert in coordinating attacks with your allies, exposing your enemies’ weak points, and leaving them vulnerable. As a bonus action, select one enemy you can see within melee range. All melee attacks your allies make against this enemy do an additional 2 damage until the start of your next turn.

Wolf

Size: Your size is medium.

Speed: Your base walking speed is 30 feet.

Ability Increase: Your Strength score increases by 1.

Demoralizing Cry: As an action, you let out a frightful howl. All enemies within 100 feet that can see and hear you must make a Wisdom saving throw (DC 8 + your Charisma modifier + your proficiency bonus) or become frightened until the end of your next turn. You must finish a short or long rest before using this trait again.

@Bibliophilia - I have no objection to the Salamander subrace. It just doesn't feel very... Puazi-like to me.

Bibliophilia

#21
Character
Name:  N'mah L'min (Nee-mah Lemon)
Race: Puazi
Class: Monk
Plane of Origin:  M'ju Oern Val - The race of Puazi call a moon orbiting the dead planet Nest their home.  Beneath the light of a blue star, Crys, they inhabit floating cities built upon the vast, unending ocean that covers the surface of the moon.  Rising from the warm waters are towering forests of coral that provide the only dry 'land' on the moon.  Vast beds of kelp and seaweed in all manner of colors serve as the Puazi people's main source of food and building supplies, along with the dazzling array of fish and aquatic mammals that populate the ocean.
Description: N'm is a slender, deceptively petite creature with red-orange and black skin, black hair, humanoid features and a surprisingly sensual shape.  Her - for she tends to spend the majority of her time in her feminine form and prefers feminine pronouns - thick, velvety hair is significantly softer than human hair, denser and more like the pelt of an aquatic mammal.  It falls to the points of her jaw when she is in her feminine form, but can be significantly shorter when she shifts.  The horns growing from her brow change their shape with her shift, as well, and the dark markings on her skin alter as well.
History:  The puazi are a tribal people, their civilization advanced but no less fraught with troubles than any other civilization.  N'mah is the youngest child of their tribe's leader, called Y'chk, called Wise One, called Guardian.  Among their people the gift of planeswalking was legend, unseen for hundreds - possibly thousands - of years, but lesser magick was common and it was common for the Y'chk to take the Wyld, the puazi who took on the role of the tribe's spiritual and mystical leader, as their companion.  N'mah was born of the Y'chk and the Wyld, beneath a sky of rainbow fire and silver rain, as the milking beasts lowed from their pens.

She was watched over by her people, regarded with reverence and expectation that unconsciously weighed upon her child's spirit.  The Wyld insisted that her fits of isolation and brooding were indications of her ancient soul, her innate connection to the Splay, an abstract word for an idea that encompassed god, magic, collective conscious, the universe and the worlds beyond worlds.  Perhaps this was true, but N'mah did not feel like an ancient soul, she could not sense any such connection, and only knew that at times she grew to dimly despise the light that shone in other's eyes as they looked on her.  At times she had to swim as far and fast from other puazi as she physically could, or else she felt she might scream at them.

She spent more and more time in the sea, exploring the mysterious shadows in the coral and frolicking with the neon fish that darted through the crystal waters.  She grew up strong; a fit and fine example of her people, with a quick mind and adventurous spirit.  When she came of age, she announced her intention to join the military as a monk, which caused shock among her people and sent the Wyld into a tizzy.  The Y'chk, however, was pleased by her choice, being a very pragmatic soul who only remotely believed in the hoodoo the Wyld went on and on about.  Yes, the Splay was real.  Yes, magic existed.  But, in their mind, one did not truly survive by such high ideas.  The tribe lived and worked by the sweat of their brow and the strain of their muscles, they survived by the blood in their veins and the weapons they employed.  So, with the Y'chk's blessing, N'mah began her training.

The only consolation that the Wyld took from her choice was that N'mah would be connecting to the Splay through her militant training.  Meditation, ki, the understanding of such things as the third eye and the ways in which the Splay infused her with power...these were included in her training.  It was through this that N'mah came to understand the ways in which one might stride across worlds and explore planes beyond the one in which she was born.  She found a renewed excitement at the thought of leaving her world behind, where life had always felt too heavy upon her shoulders, and once more range through coral reefs seeking unimagined corners and new experiences.

NSFW

Player
Expectations: I'm excited to explore lots of different worlds and each character's individual storylines within those worlds.  Fighting enemies created by the player and GM, exploring dungeons in wonderful, exotic locations, finding treasure of unknown, mythical origins...
Fears: The same tired cliches and boring fantasy tropes with nothing new or interesting to make them fresh and exciting.

Bibliophilia

Well, Sith, I hadn't found the rules for creating your own race when I suggested going that route.

I think we can figure out a way to make the Puazi into a viable race with their own stuff.  I've never homebrewed anything in D&D, though, so you'll have to bear with me.

Right, so I agree that Dex and Charisma seem the best options for them.  And that kinda fits the amphibious thing.  So, Dexterity +2 and Charisma +1? 

Sain

Character
[

Name: Autumn
Race:
Half faun Elf
+2 Wis
+1 Cha

Medium size, 30ft speed

-Darkvision
-Celver Learning - Language: Sylvan, Skill: Deception
-Helpless Appearance
-Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Class: Dream Circle Druid
Plane of Origin: From a place in Eberron where Feywilds often meets with the Material Plane. Her home stands at the crossroads of such a place. It's a small wooden hut in the forest; sometimes in Eberron, sometimes in the Feywilds. There she has cultivated a beautiful garden of exotic things from other planes and got really mad when both Feywild and Mortal idiots decided to come trample through it.
Description: Autumn is elf-ish in appearance but with something fluffier from the Feywilds rubbed off on her. Or it could be druidic magic. You're unlikely to ever find out. She doesn't much focus on it and has a tendency to shift the spotlight from herself into making sure others are comfortable and hearing their woes. She feel a little quiet and may seem endearing in her efforts to hurry sympathize with others. But, don't be fooled. Though she may not dare dare act upon her instincts to get friendly with close ones to her, she dares something else. There's a touch of Fey ruthlessness and deceit in her that manifests in almost unexpected bursts of carefully calculated cruelty. If you saw it she'll just stare with a smile and wink and you'll agree later not to talk about it. Her spirit animal is probably an over protective and morally questionable fluffy grandma that just likes to do anything she can to take care of her loved ones.
History: Once she had a teacher who taught her how to be between mortal and fey. Then she did not. Autumn slowly built a beautiful little hut to stand in the ruins of their home. It was a very nice place somewhere between Eberron and the Feywilds, just like her. Autumn wandered both realms, but never too far. She always loved to make the unknown her own. Little pieces of both (only the most beautiful) were brought home and planted around the little home. Wonder around it grew and with it little wonders taught her, step by step. For some years she was known as the mysterious Fey Elf whose hut would smell of sweet buns and who might invite you for a visit if you wandered too far into the woods. She might have stayed there forever if it was up to her.
   Alas, one day a group of pixie hooligans happened upon the hut when Autumn was out hunting blueberries. Not a problem as such. Pixies like to visit her. However, their visit coincided with that of a party of mortal adventurers. What is a pack of pixies surrounding a magical hut at the border of Feywild to an adventurer? A cue to draw sword! Autumn returned to find her garden gone, her hut half gone. No words could depict the anger and frustration - the need to erase it, need to be gone, the need for a spark.
   New wonders found in worlds beyond hers have eased Autumn's frustrations. She loves to travel to gather new things to bring back home and has finally found some others caught between worlds with whom she might share some of the smaller wonders of life (as well as the risks of adventure).

Player
Expectations: Exploring the planes with a party of bunch of weirdos. The hilarity that will ensue when such different characters meet and a contrast provided by awesome background places and dangerous adventure.
Fears: Getting stuck in some scenes for too long.
PM box is open. So is my discord: Sain#5301

Zaer Darkwail

Fine with canon race for my char then. Base canine, wolf subtype. So +1 Str and +2 wis (if they kept UA material mostly intact then wisdom has some uses for samurai as it adds for some social situations and benefits for perception and scent stuff as well).

Sain

I edited Autumn. Will look at the race book now.

e. Added homebrew race suggestion here:

Half faun Elf
+2 Wis
+1 Cha
(Or the other way around?)

Medium size, 30ft speed

-Darkvision
-Celver Learning - Language: Sylvan, Skill: Deception
-Helpless Appearance
-Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Snatched Fey Ancestry from outside the Fursona book since it would fit Autumn.
PM box is open. So is my discord: Sain#5301

Hexed

Dan this took off fast. Now to remember that idea I had.  Cat person race though!

Lockepick

I'm leaning towards a Anthro-Fox Warlock using the Ashen Wolf Patron and the Criminal background -- sort of a stealthy skirmisher, trying to fill the rogue role. I like the dichotomy of a 'small' canine trying to emulate a 'big canine'.

As for the actual racial bonuses, I'll worry about that when we/if I get to that phase. Obviously I'd prefer a +2 Charisma, +1 Dex; and other racial stuff that behooves a rogue type. I'll toss up a full 'application' soon!
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Ollumhammersong

Hi i'm a polymorphic alien who has taken the form of this signiature to have sex with your pupils, and by the smile on your face I can tell your enjoying it.

silentwalrus227

I have a concept in mind for a gryphon anthro paladin if that wouldn’t be too out of place, but I need some help putting him together as far as stats.

Bibliophilia


TheSithChicken

@Bibliophilia - I think it would be truer to the source material for it to be +2 Cha +1 Dex but it's your interpretation of them. Honestly you could straight build them using the Fursona rules since you picked the book up. Hmm... that was you, right? I'm a little hungover.

@Zaer - +2 Wis +1 Str

Samurai
Level 3: Bonus proficiency, Fighting Spirit (5 temporary HP)
Level 7: Elegant Courtier
Level 10: Tireless Spirit, Fighting Spirit (10 temp HP)
Level 15: Rapid Strike, Fighting Spirit (15 temp HP)
Level 18: Strength Before Death

Bonus Proficiency: History, Insight, Performance, or Persuasion

Fighting Spirit: 3 times per long rest you can spend a bonus action to gain Advantage on attack rolls till end of turn plus gain a number of temporary HP as shown on the chart.

Elegant Courtier: You add your Wisdom modifier to all Charisma (Persuasion) checks. Plus you gain proficiency in Wisdom saving throws. If you already have that proficiency you gain proficiency in either Intelligence or Charisma saving throws.

Tireless Spirit: When you have no remaining uses of Fighting Spirit and roll initiative regain one use.

Rapid Strike: When you would make an attack with Advantage you may forgo the advantage and instead attack twice with that weapon. This ability may only be used once per round.

Strength Before Death: When you hit 0 HP (and not die) you can spend your reaction to delay falling unconscious and immediately take an extra turn. You fall unconscious at the end of this extra turn if you still have 0 HP.


@Sain - That race looks fine to me.

@Lockepick - Give me a day or so to put the race together because the base Fursona fox race doesn't fit foxes at all.

@Ollumhammersong - I am gonna need some free time to look those over. DnDWiki can be really... iffy in their balance and playability on things.

@silentwalrus - I've got you covered, my fine would be lion-avian friend! You will have to give me a bit to put it together but that sounds awesome.

Ollumhammersong

Hi i'm a polymorphic alien who has taken the form of this signiature to have sex with your pupils, and by the smile on your face I can tell your enjoying it.

Bibliophilia

I'm good with that one, too.  And, yeah, I've got the book.

Here's what I'm thinking for the race so far:

Cha +2/Dex +2, Dex +1/Cha +1 (Not sure on this one, yet.  They both make sense to me.  Anyone else wanna weigh in?)

Size: Medium

Speed: 30 ft (Swimming - 35 ft)

Darkvision

Hold Breath

Natural Camouflage

Schooling Formation

Light Blindness




As for her Theme, I'm torn between Mystic, because it fits her backstory and being a planeswalker, Favorable Fortune or Warning Coloration.  Any ideas?

Ollumhammersong

#34
Typically in 5e you do +2/+1 for racial bonuses, I would probably say +2 cha/+1 dex based on the idea that it is a puazi

Hi i'm a polymorphic alien who has taken the form of this signiature to have sex with your pupils, and by the smile on your face I can tell your enjoying it.

Sain

Yay. I'll add half fey to Autumn's sheet.

Quote from: Bibliophilia on January 20, 2018, 01:45:59 PM
I'm good with that one, too.  And, yeah, I've got the book.

Here's what I'm thinking for the race so far:

Cha +2/Dex +2, Dex +1/Cha +1 (Not sure on this one, yet.  They both make sense to me.  Anyone else wanna weigh in?)

Size: Medium

Speed: 30 ft (Swimming - 35 ft)

Darkvision

Hold Breath

Natural Camouflage

Schooling Formation

Light Blindness




As for her Theme, I'm torn between Mystic, because it fits her backstory and being a planeswalker, Favorable Fortune or Warning Coloration.  Any ideas?


Either should be fine probably? They are pretty nimble looking creatures after all. Warning colors sounds pretty cool if you already have the blend in feature. Sort of continuing with the whole water chameleon theme.
PM box is open. So is my discord: Sain#5301

Zaer Darkwail

Thanks for the info on samurai TheSithChicken. However I still find it troublesome the 'best' feature samurai has asks bonus action and I am building a dual wielder. But then again I could spend action surge to activate it. First do regular attacks + fighting spirit, then use action surge and do full attack (along with extra one from off hand + bite) with advantage as well. Or that allow when using fighting spirit I can still make off hand attack (as normally it asks bonus action as well).

silentwalrus227

A rough draft, please feel free to chime in with feedback.

—�—�—�—�

Name: Zaran Taloncrest
Race: Anthro Gryphon
Class: Paladin
Plane of Origin: Draconis, a world not unlike Europe in the Dark Ages, complete with its own version of the Crusades fought between the devout, imperialistic armies of the Northern Alliance and the so-called heathens of the Eastern clans. Magic exists but is mistrusted, particularly by the fearful, simple peasants and members of the various religious orders. Magicians and spellcasters who don’t swear fealty to one of these zealous orders often find themselves hunted down and burned as heretics by Inquisitors.

Description: See pic. Zaran stands around 6’7”, 6’9” if one counts the crests of his broad wings folded at his back, slightly above average for his race. He typically wears a specially crafted suit of armor designed to allow the use of his wings, while also leaving his talons bared. The gryphon carries a broad shield and two blessed weapons, a spiked flail and a longsword. Bright blue eyes take in the world around him. On both sides of his neck the brown feathers are marked by a tattoo of an eye, matching golden symbol on his lavender tabard, the crest of the Order of the Vigilant, of which he is a member.

History: Zaran was one of those bright-eyed hopefuls for the Vigilant, one who sought adventure and the means to fight injustices and keep his homeland safe from evils. Spending the better part of a decade in some godforsaken wilderness, being spat upon by the children of the villages occupied by his comrades, and seeing prisoners tortured to the breaking point to force a conversion or a confession had changed that. Though his faith was shaken but unbroken, Zaran found he could no longer support this supposedly holy war of attrition.

Unfortunately his superiors did not take kindly to his questioning, and the paladin found himself shackled and on his way to the Capital to be questioned by an inquisitor when he felt his spark awaken. Through the cries of ‘witchcraft!’ and ‘heretic!’  he found himself very far from the world he had known his whole life...

Expectations: Fun, creative adventures with a crazy cast and the conflicts that arise from their differing cultures.
Fears: Everybody splitting off into smaller groups. The game dying due to disinterest.

Zaer Darkwail

Here is updated version of my char application with mythweavers char link on the name. Ofc up to GM decide do we have magic items at all in 5th level or not. Also even if it does not make much sense for my char have 'double' daisho set, it's part of his background (as other set belonged to his beloved and he carries the set as memento). But if he can have his weapons magical, I hope it applies to all 4 blades he has (he would not ever willingly hand his blades to anyone besides to store or carry them).

Name: Lupas Whitefang
Race: Anthromorphic wolf (need help create race)
Class: Fighter, Samurai Archtype/path
Plane of Origin: Plane of origin is called Rôkusho, which is similar to prime earth's feudal japan period ( sengoku period) expect inhabited by anthromorphic animals and having true magic in the world albeit practitioners of said art are rare and small in number. Clans are divided by species and overall crossbreeding is considered serious taboo. So for this reason clans are in constant warfare of dominance over the main contingent (as arranged marriages do not work but same species clan). Magic is viewed in fearful superstition and any true spellcasters, even renown and revered ones, are politely shunned best cases. Worst case commoners burn witches in their villages if they can get away doing so. Or worse.
Description: (besides pic), Lupas Whitefang is 7'2'ft tall, which to his own species, is very tall. He wears usually straw hat and simple robes to disguise him wearing armor and carrying four weapons; two katanas and two wakisashis (they are two different sets). His eyes gleam by golden color and his fur is pure white and he bears golden magical brand in his forehead, which in his own world native language written in the brand describes him as traitor-on-exile. Otherwise he wears regular feudal warrior fitting clothes, dark in color.
History
Lupas was heir to Whitefang clan, a powerful warrior clan renown for using dual blades which they refer call 'their steel fangs'. He as heir was skilled in clan's primary native style and renown for his speed and brutal strength with his blades. But as usual in wolf clan he was not only heir; heirs compete with one another until victor is found and declared as successor by their father. So Lupas dreamed to get throne of the clan like very other heir and was more than eager to prove himself.

But things changed, as his clan was raiding on territory he chased some enemy bushi into local forest but he soon lost track of them and also lost in woods. Then in woods he heard scream, he followed it and found the bushis he had been tracking....they were attacking a another samurai, a female from another clan. His clan was not in war with given clan but even so he had no obligations to help her. But help her he did, he slew the bushis and it started then awkward sort friendship, then friendly rivalry and then into love. This secret relationship lasted for many years, normally it would resulted in Lupas asking father arrange the marriage but there was one problem; his beloved was from a fox species, so they were not same and crossbreeding was viewed as sinful lustful act by eyes of society. So they both kept their romance hidden.

This lasted until one his brothers found out about the affair, deciding eliminate one rivals for throne the brothers ambushed the couple and exposed their sins to the public! Because two great clans were involved, it led to tradition where clans trade prisoners. Fox clan punishing Lupas and Whitefangs punishing Lupas beloved. Lupas punishment was surprisingly mild, as fox clan patriarch understood the circumstances how romance came to be and was grateful for sparing his daughter, but not forgive sin he has committed so he branded him with golden symbol on forehead and denounce his rank in Whitefangs and no longer be part of said clan. Whitefangs punishment was much harsher; they tortured and then killed his beloved. The fox patriarch was furious for form punishment took, but in silent gesture he handed over the blades which his daughter once owned to Lupas Whitefang, as silent request which Lupas grimly accepted. No words traded but intention clear enough; Lupas turned against his own clan as renegade ronin who started ambush, kill and slay his former brethren as bloody vengeance.

Then when he was cornered by clan's military and hunters, outnumbered greatly he was grimly willing to die and fight until he no longer would stand....then his spark opened and allowed him means to escape the trap set up by his clan by traveling another world altogether?! Thus begun life of Lupas Whitefang, a planeswalking ronin for hire.


Player

Expectations: Exciting cross-world adventures, not familiar with magic of gathering universe so eager to explore/learn more along the way.
Fears: Game dying because too many people = not all posting regularly and no chance explore my own char setting/world (and settle score with his former clan).

Chulanowa

You know what? I'm REALLY bad at deciding on characters! So, these are the three two one i'm working on and will (eventually) pick something from.




Name: Ulla Rhialle D'inietha
Race: Half-Unicorn (as Monstrous Races unicorn, but replaces "charge" ability with, like, hands)
Class: Sorcerer (Divine Soul)
Plane of Origin: Once, the world of Addetta was the construct of a mighty planeswalker, built from his dreams of technological beauty and order. Perhaps he lost a duel with a rival, or perhaps some sort of "infection" stepped in. But now Addetta is a riot of wilderness amidst the shining ruins and arches. One could mistake the place for the feywilds, with its rainbow-hued skies, fae courts, and riotous overgrowth. There are no real "civilizations" here, barring the seasonal courts of Eladrin and the occasional hive of clockwork gnomes and their formian servants.
Description: Ulla is tall, a few inches over six feet, and that's before you consider the slightly curved spiral horn growing from her brow, which adds another two feet. Her body is lean and well-formed though not overly muscular, clad in a short coat of silky pale hair with some light grey dapples. Despite her equine face, she carries an expression of charitable wisdom and mischief, like someone who does know much more than you, and plans to tease you with it for days on end. A thick mane of greyish-white hair cascades down her neck and back, leading to a slender, long tail that ends in a thick tuft of matching hair. She adorns herself like a mystic noble, with golden chains and charms and piercings, shrouded under a cloak of midnight blue velvet. Given the choice she'd rather wear nothing else, but she keeps an assortment of light scarves for when traveling among people of less rarified mores.
additional images

History
Ulla is the daughter of Nietha, the unicorn protectoress of the Llorthia Woodlands and the mirrored city within. Her father was the Wild Eladrin prince Tamthiel Rhialle, who took his daughter back to his own people as was custom. For another generation the alliance between the Eladrin and llorthia was cemented. But when Ulla began manifesting odd powers, things became... different. The girl was raised up as an oracle, a voice of the Vanished Ones who had built the world and placed the Eladrin as its rightful protectors.
   Ulla was this a sacred princess to her people, catered on, treated, spoiled rotten. As her magic grew stronger, she began using it for herself - for ease, for amusement. Never malicious, but... troublesome. Shen ever suspected that someone was watching. Her Mother's patrons, as it turns out, had taken quite an interest in the young half-breed, and were disappointed. during a ceremony, Ulla was whisked away from her people in a roar of green-golden flame.
   She stood before them, the Vanished Ones, the most ancient guardians of the plane. Part crystal machine, part verdant flesh, they judged the young princess, and found her wanting. She had no idea of her greater purpose, nor did they tell her of it, only that she must learn and grow, cease being a child. They cast her from Addetta, and she has been wandering since.




Runner-up
Name: Sensphar qa Nufret
Race: Gynosphinx
Class: Wizard
Plane of Origin: Amharkhet is less of a world than an occurrence. Known as the "City of Spires," it is made of mountains of stone, brought together by great chains of mana and bound into an expanse of mountains underneath a sky that is night at one end, day at the other. Beneath the spires is supposedly a great, hot ocean, whose geysers and steam vents fill the valleys between the spires with moisture. Most of the inhabitants of Amharkhet fly; those who do not rely on the mana chains to be effective (if risky) "highways." Civilized people live within cities carved into the mountains.
Description: Sensphar is a curious combination of lioness, woman, and eagle. Bare, dusky-skinned shoulders descend into leonine paws, framing a pair of perfectly human breasts beneath a thin linen slip. The rest of her body follows suit, a lithe and muscular feline form ending in a dark tufted tail. A pair of thickly feathered, broad wings grow from just below her shoulders, creating a striking frame for a classically beautiful human face, set with plush lips and piercing amber eyes. Her hair is dark, worn in a simple cut and adorned with a pair of thick braids.
additional image

history
Senphas never knew her mother or father; not unsurprising given the solitary lives of the sphinx, and that their young are born fully-formed and aware. Still, she was curious, and sought the answer to that question. She never found it (or at least, never found a straight answer, also fitting) but no matter. There was plenty else to learn. After all, a sphinx is not born all-knowing! For a great long time she lived in the wilderness of the peaks, hunting and studying the world around her, before that curiosity brought her to the city of Twarmentes, a Syrinx city built from an old topaz mine.
   She learned from - and eventually taught - great sages in that city. Scrolls and texts were hers to paw through. The knowledge of the world was at her claw-tips, but it was never enough. The swirl and dance of the stars and planets, moons and sun in the sky of Amharkhet though? There was a curiosity surprisingly few had explored - beyond those charlatan kenku and their cards and "star charts," pfeh. She devoted herself to astronomy, cataloging and studying the astral bodies in both day and night sky. She documented how the mana that chained the great stones of her world together emanated from the whorl and dance of these bodies together.
   And sometimes,she saw something beyond. A sky that did not dance and swirl, but whose stars remained fixed. Her burning need to know led to many a summoning spell cast, to call forth denizens from her sky, further and further out to inquire about what they knew and saw. None were helpful... until she reached further than ever before and was answered only with a voice. The voice promised her answers, even the ability to see for herself. All it would need is a favor, later. whether through burning curiosity or naivete, Senphas agreed...
   And has been unable to return to Amharket since. She can go anywhere except home. She understands now that she has been had, and aims to find that voice and renegotiate. Or maybe destroy it. She has to find the answer to return home... after all, that's where all her books are!

Player
Expectations: All of my ideas are explorers, so a variety of worlds and instances are good. meeting new and weird people, exploring the depths of the multiverse, and discovering that, all along, the real magic is Friendship™.
Fears: An endless string of private "yiffing" scenes that end up sucking people out of the main story / plot and stalling the whole thing. Sex is good, by all means, but I'm hoping for more than just the squishy bits!

Hexed

So not what I'd intended. But found a very nice set of pics while searching glowing. :D


Name: Brightfire of the Bluescale Tribe
Race: Tainted Kobold (small sized lizard thing. Biolumenescence, elemental stuffs. Have book so will ponder and offer up a race.)
Class: Warlock with Shadowcat Patron from compendium of forgotten secrets.
Plane of Origin: Golarion
Description: Standing at only three feet in height Brightfire is very much not the usual kobold. Her skin is soft instead of leathery with actual scales dotting it almost like freckles, A blackish grey in colour except of the patch of white that runs along her chest and down her stomach. Her eyes and mouth glow a vibrant and smoky blue. She actually has a thatch of hair the same grayish black as her skin, and long tapered ears. Her tail is a stubby affair and unlike her kobold kin she's actually got curves.
History: From the moment her egg cracked open and a glowing blue eye peered out the Bluescale Tribe knew Brightfire was going to be different. They just didn't realize HOW different she was going to be. Softer then her kin but with strange blue flames  she made up for it. While passable as a miner she always complained about things whispering in the dark, whispers that she eventually realized had meaning. She never did get a firm answer on why the Cat of Shadows sought her out but she's never regretted making that pact. Especially when the human adventurers attacked to 'cleanse the kobold scum' out of the mine. That they'd lived in for generations. All because there's some shiny and soft yellow metal.

The tribe fought and trapped and did their level best to be a nuisance. Brightfire even got into a dual of magics with the man that called on gods and the woman that had a big book. And then she exploded. Who knew pushing and channeling that much power would scatter one among the stars. Took her a while to figure out how to pull herself back to where she came from. Her response to finding her tribe gone and the mine worked by humans wasn't very nice. For the humans at least.

Expectations: Adventure! Strange stuff! Been ages since I've played MtG so all kinds of new wierdness.
Fears: Getting things garbled up with a lot of folks going in different directions. Being curbstomped by walking in on massive powerful thing that had no hints. :)

TheSithChicken

@Bibliophilia - I would go with +2 Cha/+1 Dex but it's your interpretation. As for theme... Mystic works but Warning Coloring is a really cool theme that works with how you built the race and is quite appropriate for an aquatic animal with chromatophores.

@silentwalrus - I like him. Haven't had time to write the race up yet. Will get that done tomorrow.

@Zaer - Haven't quite decided on starting magic items just yet but I have no problems with you have two daisho sets. It's not like it gives you any real advantage and it works with your story. The only concern I have is ...his weight. At 7'2" 180lbs he would be a skin and bones.

@Chulanowa - All 3 of those are interesting.

@Hexed - Love her.

Bibliophilia

#42
-nods.-  Alright.  I'll go +2 Cha/+1 Dex, and Warning Coloration.  I like the odd sort of feel of a combination of goats, poison dart frogs and tropical fish that seems to have inspired InCase in creating their look.  I'm obviously drawing more heavily on the amphibian/aquatic aspects, which makes sense with the sex change ability, natural camo and, along those lines, the Warning Coloration.

It'll be interesting to build her as a monk.  I'll look through the archetypes and see if any of them feels more suitable for her traits/stats/theme than the main one.  Sorry, had PF brain.


TheSithChicken

@Bibliophilia - You might not have archetypes but you can find different Monastic Traditions to suit your character.

@Zaer - Anything below 300lbs is going to be really slim for that height. 220lbs is the average weight of a 6'3" football player.

Chulanowa

Quote from: TheSithChicken on January 21, 2018, 10:54:03 PM
@Bibliophilia - You might not have archetypes but you can find different Monastic Traditions to suit your character.

@Zaer - Anything below 300lbs is going to be really slim for that height. 220lbs is the average weight of a 6'3" football player.

What you don't know is that he's built like a whippet, and is just poofy. Lupas in a rainstorm looks like he's made of popsicle sticks.

Zaer Darkwail

#46
Nah, plan is not make him into a poodle (more fur than muscle) in mass. I change his weight to 310lbs so he measures at toned/muscular build. Anyways on magic items on my table I gave players options; example pick 1 uncommon and 1 common magic items or have 3 common magic items (basically if you grade down a item you get double amount 1 grade less items). So could call everyone can pick 1 rare, or 2 uncommon or 4 common magic items (or 1 uncommon and 2 common magic items).

TheSithChicken

@Zaer - I like that idea. Remind me of that when I create the official Game Info/Character Creation thread.

silentwalrus227

Will we need to make full-fledged character sheets eventually?

TheSithChicken

Yes but not quite at the moment. I want to make sure the characters themselves are good before we get to the mechanics. The character is the important part after all.

Zaer Darkwail

Quote from: TheSithChicken on January 22, 2018, 12:30:12 AM
@Zaer - I like that idea. Remind me of that when I create the official Game Info/Character Creation thread.

Ok, will do :).

Sain

PM box is open. So is my discord: Sain#5301

Hexed


Chulanowa

I'm gonna go with the unicorn idea, personally; as neat as the sphinx is, it strikes me that maybe having thumbs is kinda paramount in a game that might end up with cool artifacts and whatnot  ;D

Zaer Darkwail

Plus casually flashing nudist sorceress is always plus for party mood.

Lockepick

My history is, admittedly, short. I wasn't sure if we were starting as Planeswalker, or what sort of 'dynamic event' creates/causes us to become a Planeswalker.

Also, any details on how character creation will be done? I know that nobody is officially accepted yet, but just to muse over creation.



Character
Name: Fumino
Race: Anthro-Fox (stats to come)
Class: Warlock (Ashen Wolf Patron; Pact of the Blade)
Plane of Origin: Zendikar - A dangerous plane of high risk and reward, with nature taking back where the old empires fell.
Description: Fumino stand shorter than most at 5'6", one of the smaller canines that are seen out adventuring. His body is slim and lithe, and always seems tense and at the ready. His fur is a dark, smokey grey, with a bright red that tinges the tips of his fur, as well as the tuft of hair atop his head, between pointed and alert ears. When in public places, he favors loose clothing that hide his silhouette and make him seem larger than he is, but when alone, he's more content in less clothing. Either way, he's always seen unarmed and unarmored, but ready for action.
History: Fumino came from a small tribe that lived in the jungles of Zendikar. Like many of the tribes there, they mostly thrived around hunting and trade with other tribes, of which Fumino was originally not very good at either. He tagged along with small packs as they went on hunts, mostly offering support, caring for weapons and armor, and carrying their supplies. During an especially dangerous hunt, he was backed into a corner, where the Ashen Wolf saw his potential and offered to give him the strength to truly join the hunt. With the Ashen Wolf's gift, he quickly brought home trophy after trophy, eventually going off on his own to take down prey that the rest of the village would have needed a pack for.

He eventually outgrew the area where his tribe lived, and decided to venture off to bring himself and the tribe more glory. Zendikar was littered with trap-filled ruins, protected by beasts and filled with prizes for the taking. He's been traveling alone across Zendikar, honing his skills and gathering trophies, always looking for a greater challenge and a greater hunt.

Player
Expectations: I love when there are NPC factions or groups -- it gives PCs a real reason to interact with NPCs beyond buying stuff or getting a room at the inn.
Fears: Pacing is always hard to control, but is the main reason games die.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

sullivanthedreadlord

How many spots are available? I was thinking of playing a gruff on the exterior Dwarf. He got drunk and stumbled through a portal and here he is.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Chulanowa

So, I wanted to check in with ya Sith, about building my own. Looking over the Monstrous Races take on the unicorn, it's... pretty lame. i mean it's good if you want to run around spearing people with your head, it's great for that actually... But doesn't really seem to work for a half-unicorn, half-eladrin biped that... doesn't do that  ;D

So what do you think about...

Ability Score Increase. Your Charisma score increases by 2, and either your strength or wisdom increase by 1
Size. Tall and often "built," but not outside the range of a human or eladrin; your size is medium
Fleet of Foot. Thanks to hooves and long legs, your speed increased to 35 feet, but only when unarmored or unencumbered.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Heart senses. You have proficiency in the Insight skill
Innate magic. You know either the druidcraft or minor illusion cantrip.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep
Immaculate resilience. You have advantage on saving throws against poison, and you have Resistance against poison damage.

It's basically just an Eladrin, with poison resistance, a conditional +5 speed, and Insight instead of Perception, way less "flex" on the cantrips, and fixed half-elf stat boosts instead of standard Elf / Eladrin ones.

TheSithChicken

And I return from the land of terrible migraines! Yay! My health is shite!

@silentwalrus - How does this sound?

Anthro Griffin Race
+2 St, +1 Cha
Medium size
30ft, 40ft flying

Flight: You cannot fly while wearing medium or heavy armor or anything heavier than a medium load.

Natural Weapons: You are proficient with your unarmed strikes, which deal 1d6 + modifier slashing damage on a hit.

Keen Sight: You have advantage on Wisdom (Perception) checks pertaining to sight.

@Lockepick - We will be starting as Planeswalkers but how long ago that was is up to you. And I did promise you some better Anthro fox stats than the book gives didn't I? Feel free to remind me of things when I start to lose track. Are you wanting to go the Kitsune mystical route or be more of a Disney's Robin Hood kind of anthro fox?

@sullivanthedreadlord - We still have a couple of open spots (not sure how many as I haven't counted). So you are welcome to throw an idea together. However "getting drunk and stumbling through a portal" doesn't work here. All the characters are Planeswalkers. They have the Spark. Magic that lets them cross between planes and it always manifests itself first in the midst of a dire situation. A comedic scene doesn't work for the tone of that moment.

@Chulanowa - Looks good to me.

sullivanthedreadlord

If that's the case well I am planning on building a Barbarian that goes with the animal aspects as they gain levels. Could be in the middle of an intense combat when a demonic bear attacked his family his magic activated and transported him there.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Chulanowa

Well, maybe that's how dwarf planeswalking works. He didn't specify a magic portal, so any portal should do. Get blasted and stumble through a door and now you're in Innstrad!

Bibliophilia

Sith, wuld 'in the midst of battle' count as a dire situation?  And, that said, are they initially like fauns trying to learn to walk, so one could potentially pass from their plane to another, only to find themselves without the control and skill needed to find their way back?

TheSithChicken

Quote from: Bibliophilia on January 24, 2018, 11:46:57 PM
Sith, wuld 'in the midst of battle' count as a dire situation?  And, that said, are they initially like fauns trying to learn to walk, so one could potentially pass from their plane to another, only to find themselves without the control and skill needed to find their way back?

Yes and yes.

Bibliophilia

-nods.-  Perfect.  I'll update N'mah's history with a little bit about her first time crossing planes.

silentwalrus227

That looks great to me, Sith! Regarding flight, I was planning to have him be a medium armored, more mobile knight anyway so that’s perfect.

sullivanthedreadlord

Name: Davar Hammerforge
Race: Dwarf
Class: Barbarian
Plane of Origin: Forgotten Realms
Description: Stands at a tall 5 foot for a dwarf. He keeps his heads nice and shaved but as dwarven tradition dictates he keeps a nice and well trimmed beard. He is not as hairy as most dwarfs. From all his days of fighting he is well built. He keeps in shape and is never prone to being lazy.

History:

From the moment he was able to lift a hammer he was fighting. There was nothing more worthy of his attention than looking for the next fight. It was because of this eagerness to prove himself that he joined his clans army as soon as he was able to. He spent a good 50 years fighting along the borders and doing his best for clan and family. Not to say that he didn't give his trust to outsiders. He only gave his real trust to people who had his back in combat. After he did his mandatory term on the borders on his homeland he could continually volunteer for duty.

It was his ferocity and strength of spirit that led to many calling him a hero. He would stand where other dwarfs would fall. He was known for putting himself between his friends and danger. It was because of this that he was promoted to the rank of captain. During one particularly tough battle with what looked like a demonic bear his spark activated. Just as the bear looked like it was going to land a killing blow on him he was transported to a distant land. With no knowledge of where he was or how to get back, he is going to have to make the best of the situation and learn how to get back home.

Player
Expectations: A good story, lots of new friends and to be challenged.
Fears: No teamwork and lack of story
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Lockepick

Can you go into some detail on how one becomes a Planeswalker? Is it like... a sudden transformation, or is it just a title one achieves for being especially bad ass?

As for the race -- I'm thinking more Mystical/Trickster Kitsune would fit the character more than a 'Robin Hood/Fox' type. Honestly -- using High Elf as a base could work. Switch the attributes to +2 Cha, +1 Dex -- Then it's just about swapping out Trance and Elf Weapon Training for something else.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

TheSithChicken

@sullivanthedreadlord - Looks fine to me.

@Lockepick - The Spark is ignited under extreme stress. Brink of death, being buried alive, losing a loved one, etc. Something best described as a "great ordeal". When it awakens it has a tendency to send you flying off to another plane. Often in a mildly confused state as you are no longer in said ordeal or world.

I have a Kitsune race and - with mild modifications because one of the abilities is insane in it's base form - would be a good base. How does this work?

Kitsune
+2 Cha, +1 Dex
Size Medium
Speed 30ft

Darkvision

Keen Senses: Advantage on Wisdom (Perception) checks based around hearing

Tail Casting - You can perform the somatic gestures for spells with your tails. If a spell requires a somatic component, the kitsune must have free use of their tail or at least one hand to perform the gestures.

Foxfire - You know the produce flame cantrip. For you this counts as an illusion spell. The fire is blue in color and fey in nature. Charisma is your spellcasting ability for this spell. If you gain any other fire spell with your class that fire is also blue and of a fey nature.

Guise of the Fox - You can cast disguise self once per long rest using your Charisma as your spellcasting ability.

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

TheSithChicken

After I get off my ass and put all that up. No strict time schedule though - and not just because I'll never adhere to a schedule.

Bibliophilia


Lockepick

@GM: About the Kitsune Race...

- I get the vibe and I'd normally love the idea, but the whole 'fire becomes blue' sort of goes against my current image with the Ashen Wolf.
- I'm not entirely sure I understand how Produce Flame works as an illusion, since it's an attack spell?

Can I offer a counter offer:
Fox (Trickster)

+2 Cha, +1 Dex
Size Medium
Speed 30ft
- Darkvision 60'
- Keen Senses: Proficiency in the Perception Skill.
- Tail Casting: You can perform the somatic gestures for spells with your tail. If a spell requires a somatic component, the Trickster must have free use of their tail or at least one hand to perform the gestures.
- Fata Morgana: Gain the 'Minor Illusion' Cantrip.
- Guise of the Fox: You can cast Disguise Self (Using Charisma as spellcasting ability), once per long rest.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

TheSithChicken

Illusion spells can do damage. It's mostly a flavor thing going back to the old myths of kitsune. Your counter offer is acceptable.

TheSithChicken


sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

TheSithChicken

Shit! I knew I forgot something. I'll fix that real quick.

TheSithChicken


Zaer Darkwail

Ah, we use pre-determined scores instead point buy then? Need adjust my char sheet then.

TheSithChicken


Illven

I'm interested in a shy perceptive bard that is surprisingly bad at actually singing. She's not bad with instruments but she is bad at singing.

Name Stephanie.
Race V.human
Class Lore bard
Plane of origin Forgotten realms
Description Stephanie comes up to a unimposing 5'04. Long brown hair flows from her head, a pretty face set with brown eyes, and an unintentionally charming smile. Wearing glasses the wizard looking girl dresses in robes and shirts that usually conceal her large curves. Unfortunately she has a sensitive nose, and is often caught sneezing over something.
History Stephanie was in a standard bard college. She joined because she loved stories. This meant she was the biggest nerd in a entire college of parties.  Her anxiety meant she would often stay away and would watch the cute girls from afar. Stephanie started wearing her concealing clothes when other girls would tease her about her chest. Typically saying that it made sense why she was a bard now, or saying it was how she passed any tests. All the good intentioned teasing however drove Steph away who now wants to prove that she's a good a bard as anyone else.

Expectations: I'd like a sort of political game, not necessarily one of high courts and such, but one where people's reactions matter, and where Steph will gain allies and enemies due to her adorkableness.

Fears: That Steph will have to sleep with a guy, or a very heavy furry. Other people can, just fine, but I don't want Steph personally to do so.


Is this okay?

silentwalrus227

Do you want us to go ahead and post character sheets in the appropriate thread, or wait until it’s decided who all has been approved?

sullivanthedreadlord

So for magic items.

I was looking at Belt of Giant Strength, Amulet of Health an perhaps some sort of magic weapon at a plus 1
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Chulanowa

Went ahead and threw together a full sheet.. .well, except for spells known 'cause I'm still undecided on that (not used to how few sorcerers get!)

Name: Ulla Rhialle D'inietha
Race: Half-Unicorn
Class: Sorcerer 5 (6500 / 14000 XP)
Background: Noble
Deity: Valarian

Proficiency Bonus: +3 | Hit Points: 27/27 (5d6+5) | Armor Class: 13 (16 w/ mage armor) | Speed: 35 | Passive Perception: 14
Strength 8
Save: +0
Athletics: -1
|
Dexterity 14
Save: +3
Acrobatics: +2
Sleight of Hand:+2
Stealth: +2
|
Constitution 12
Save: +5
|
Intelligence 13
Save: +2
Arcana: +4
History: +1
Investigation: +1
Nature: +1
Religion: +4
|
Wisdom 12
Save: +2
Animal Handling: +1
Insight: +4
Medicine: +1
Perception: +4
Survival: +1
|
Charisma 18
Save: +8
Deception: +4
Intimidate: +4
Performance: +4
Persuasion: +7

Racial Features
Ability Score Increase. Your Charisma score increases by 2, and either your strength or wisdom increase by 1
Size. Tall and often "built," but not outside the range of a human or eladrin; your size is medium
Fleet of Foot. Thanks to hooves and long legs, your speed increased to 35 feet, but only when unarmored or unencumbered.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Heart senses. You have proficiency in the Insight skill
Innate magic. You know either the druidcraft or minor illusion cantrip.
Fey Step. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.
Fey Ancestry. You have advantage on saving throws against being Charmed, and magic can’t put you to sleep
Immaculate resilience. You have advantage on saving throws against poison, and you have Resistance against poison damage.
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Background Feature
Position of privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
|
Class Features
• Spellcasting
• Sorcerous Origin: Divine Soul
Divine Magic
Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
Good: Cure Wounds

Favored By the Gods
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

• Font of Magic (5 Sorcery Points)
• Metamagic: Empowered, Twinned
• Ability Score Increase (+1 Wisdom, +1 Charisma)

Proficiencies: Daggers, Darts, Light Crossbows, Quarterstaves, Slings, Herbalism Kit
Languages: Common, Sylvan, Elvish
Equipment
Cloak of Protection (uncommon; attuned), Wand of Magic Missiles (uncommon), Staff of Adornment (common), Wand of Pyrotechnics (common), Potions of healing x2 (common), fine clothes, signet amulet, a bit of folded cloth that, when unfolded, turns into a stylish cap, Spell focus (crystal orb), daggers x2, explorer's kit, purse with 25 GP.

Spells Known


Plane of Origin:  Once, the world of Addetta was the construct of a mighty planeswalker, built from his dreams of technological beauty and order. Perhaps he lost a duel with a rival, or perhaps some sort of "infection" stepped in. But now Addetta is a riot of wilderness amidst the shining ruins and arches. One could mistake the place for the feywilds, with its rainbow-hued skies, fae courts, and riotous overgrowth. There are no real "civilizations" here, barring the seasonal courts of Eladrin and the occasional hive of clockwork gnomes and their formian servants.

Description: Ulla is tall, a few inches over six feet, and that's before you consider the slightly curved spiral horn growing from her brow, which adds another two feet. Her body is lean and well-formed though not overly muscular, clad in a short coat of silky pale hair with some light grey dapples. Despite her equine face, she carries an expression of charitable wisdom and mischief, like someone who does know much more than you, and plans to tease you with it for days on end. A thick mane of greyish-white hair cascades down her neck and back, leading to a slender, long tail that ends in a thick tuft of matching hair. She adorns herself like a mystic noble, with golden chains and charms and piercings, shrouded under a cloak of midnight blue velvet. Given the choice she'd rather wear nothing else, but she keeps an assortment of light scarves for when traveling among people of less rarified mores.
additional images


History: Ulla is the daughter of Nietha, the unicorn protectoress of the Llorthia Woodlands and the mirrored city within. Her father was the Wild Eladrin prince Tamthiel Rhialle, who took his daughter back to his own people as was custom. For another generation the alliance between the Eladrin and Llorthia was cemented. But when Ulla began manifesting odd powers, things became... different. The girl was raised up as an oracle, a voice of the Vanished Ones who had built the world and placed the Eladrin as its rightful protectors.
   Ulla was this a sacred princess to her people, catered on, treated, spoiled rotten. As her magic grew stronger, she began using it for herself - for ease, for amusement. Never malicious, but... troublesome. Shen ever suspected that someone was watching. Her Mother's patrons, as it turns out, had taken quite an interest in the young half-breed, and were disappointed. during a ceremony, Ulla was whisked away from her people in a roar of green-golden flame.
   She stood before them, the Vanished Ones, the most ancient guardians of the plane. Part crystal machine, part verdant flesh, they judged the young princess, and found her wanting. She had no idea of her greater purpose, nor did they tell her of it, only that she must learn and grow, cease being a child. They cast her from Addetta, and she has been wandering since. Though blessed with the ability to travel rapidly between hte planes of existence, she has foudn herself barred from home by a crystal lattice only she can perceive.

Deity: Called the Dusk Unicorn, Valarian is a god of the forests and its creatures, friendly to Ehlonna and Obad-Hai. His particular domain is good-aligned magical beasts: unicorns, blink dogs, and pegasi in particular. Some lammasus and androsphinxes revere him as well. He is always portrayed as a unicorn stallion with a silvery-gray coat that shimmers with moonlight.
   Valarian teaches the protection of natural woodlands and proper respect and reverence for the good-aligned magical beasts that dwell in them. He is a fierce enemy of evil magical beasts such as manticores, worgs, and chimeras, and he particularly despises lamias. His symbol is the silhouette of a unicorn rampant in front of a full moon, and his favored weapon is a unicorn horn (crit × 2). The domains he is associated with are Animal, Fey, and Good. He is neutral good.

sullivanthedreadlord

could you send me the layout you used for your post so I can build mine as well?
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Hexed

Woof. So many options for custom races.  Used small felines/lizards for the base.

Tainted Kobold

Ability; +2 dex, +1 char
Speed; 25ft
Size; Small

Traits.
Bioluminescent:glows. free action to turn on/off. bright light 10ft, dim light 10ft past that.
Darkvision; 60ft
Energy Resistance (Fire)
Thick hide; AC = 12 +dex
Expert leaper; Dex instead of str for jump distance, standing jump not halved, add prof bonus in feet to high jump distance, three times that to long jumps. Use dex (Acrobatics) instead of str (athletics) to jump beyond normal distance.
Tongue lash; Long tongue that can preform simple actions at range.


Drawbacks
Cold-Blooded Torper; Disadvantage on con saving throws to resist exhaustion in extreme cold conditions.
Lethargic; only spend 1hd to recover on short rest, disadvantage on throws to resist sleep, count as half hp for sleep spell.




Chulanowa

Quote from: sullivanthedreadlord on January 27, 2018, 12:45:25 AM
could you send me the layout you used for your post so I can build mine as well?

Sure, here's the code:

[float=left][img height=250 padding=2](image URL)[/img][/float][b]Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Background:[/b]
[b]Deity:[/b]

[b]Proficiency Bonus:[/b]  | [b]Hit Points:[/b]  | [b]Armor Class:[/b]  | [b]Speed:[/b]  | [b]Passive Perception:[/b]
[spoiler=Strength #][b]Save:[/b]
[b]Athletics:[/b] [/spoiler] | [spoiler=Dexterity #][b]Save:[/b]
[b]Acrobatics:[/b]
[b]Sleight of Hand:[/b]
[b]Stealth:[/b] [/spoiler] | [spoiler=Constitution #][b]Save:[/b] [/spoiler] | [spoiler=Intelligence #][b]Save:[/b]
[b]Arcana:[/b]
[b]History:[/b]
[b]Investigation:[/b]
[b]Nature:[/b]
[b]Religion:[/b] [/spoiler] | [spoiler=Wisdom #][b]Save:[/b]
[b]Animal Handling:[/b]
[b]Insight:[/b]
[b]Medicine:[/b]
[b]Perception:[/b]
[b]Survival:[/b] [/spoiler] | [spoiler=Charisma #][b]Save:[/b]
[b]Deception:[/b]
[b]Intimidate:[/b]
[b]Performance:[/b]
[b]Persuasion:[/b] [/spoiler]

[spoiler=Racial Features][/spoiler] | [spoiler=Background Feature][/spoiler] | [spoiler=Class Features][/spoiler]

[b]Proficiencies:[/b]
[b]Languages:[/b]
[spoiler=Equipment][/spoiler]

[spoiler=Spells Known][/spoiler]


[b]Plane of Origin:[/b] 

[b]Description:[/b]

[b]History:[/b]

[b]Deity:[/b]

Chulanowa

Quote from: Hexed on January 27, 2018, 05:51:43 AM
Woof. So many options for custom races.  Used small felines/lizards for the base.

Tainted Kobold

Ability; +2 dex, +1 char
Speed; 25ft
Size; Small

Traits.
Bioluminescent:glows. free action to turn on/off. bright light 10ft, dim light 10ft past that.
Darkvision; 60ft
Energy Resistance (Fire)
Thick hide; AC = 12 +dex
Expert leaper; Dex instead of str for jump distance, standing jump not halved, add prof bonus in feet to high jump distance, three times that to long jumps. Use dex (Acrobatics) instead of str (athletics) to jump beyond normal distance.
Tongue lash; Long tongue that can preform simple actions at range.


Drawbacks
Cold-Blooded Torper; Disadvantage on con saving throws to resist exhaustion in extreme cold conditions.
Lethargic; only spend 1hd to recover on short rest, disadvantage on throws to resist sleep, count as half hp for sleep spell.

Default kobolds are actually pretty nice;
QuoteAbility Score Increase: Dexterity +2, Strength -2
Age: 120 years
Typical Alignment: Lawful evil
Size: Small
Speed: 30 feet
Darkvision: 60 feet
Grovel, Cower, and Beg: As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.
Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated
Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight
Languages: Common and Draconic

Strength penalty only bothers athletics checks, since with 5E combat, Dexterity has become a true "god stat." Swap out the sunlight sensitivity for that cold blooded thing, and you're set! Pack Tactics is absurdly good (especially for rogues, oh god)

Just in case you might be interested  ;D

sullivanthedreadlord

I just need some help picking magic items for my character.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Bibliophilia

#88
How are we doing HP?  Full at first level and roll/average for every level after?

I forgot they just made that the way it's always done in 5e.

Sain

Oh that is a pretty nice sheet. Stuff very well hidden in the spoilers. Do we use that sheet now?
PM box is open. So is my discord: Sain#5301

sullivanthedreadlord

I have some things I am looking at but im not sure what i can pick or cant pick. So if any one wants to pm to help me out on magic item selection i would much appreciate it.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Bibliophilia

#91
Name: N'mah L'min
Race: Puazi
Class: Monk
Background: Soldier
Deity: The Aio (A deity from her home plane)

Proficiency Bonus: +3 | Hit Points: 29/29 (5d8+5) | Armor Class: 15  | Speed: 45 ft | Passive Perception: 12
Strength 13
Save: +3
Athletics: +4
|
Dexterity 16
Save: +3
Acrobatics: +6
Sleight of Hand: +3
Stealth: +6
|
Constitution 12
Save: +0
|
Intelligence 8
Save: +0
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
|
Wisdom 14
Save: +0
Animal Handling: +2
Insight: +2
Medicine: +2
Perception: +2
Survival: +2
|
Charisma 12
Save: +0
Deception: +1
Intimidate: +4
Performance: +1
Persuasion: +1

Racial Features
Ability Score Increase. Your Charisma score increases by 2, and either your Dexterity or Strength increase by 1.
Size. Medium
Speed. 30 ft | 35 ft (Swimming)
Darkvision. Your eyes have evolved for the light of a dim sun and the shadows of the deep ocean.  You can see in dim light within 60' of you as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
Light Blindness. You are completely unaccustomed to the bright light of a yellow sun or many light sources.  You have disadvantage on all Wisdom (Perception) checks related to sight while you or the subject of your perception is in bright light. Upon entering an area of direct sunlight you must succeed on a Constitution saving throw (DC 10) or become blinded for one minute. If you enter the radius of a Daylight spell, you must succeed on a Constitution saving throw against the spellcaster’s spell save DC, or become blinded for 1d10 minutes.
Hold Breath. You are at home in an underwater environment, and have adapted an incredible lung capacity. You can hold your breath for a number of minutes equal to your Constitution score.
Schooling Formation.  Your tightly coordinated movement with your allies allows you to move quickly in and out of the ranks for quick, striking attacks. While you are within melee range of two or more allies who are not incapacitated, you may use your bonus action to Disengage.
Natural Camouflage. You may attempt to hide, even while you are unobstructed, by holding perfectly still against a natural surface or in natural terrain. You cannot take actions that would require you to move without revealing yourself.
Warning Coloration.  The bright colors you display give you an unsettling presence.  When you roll a Charisma (Intimidation) check, and the result of the check is less than your Charisma score, you may instead
use your Charisma score as the result. You must finish a short or long rest before using this trait again.
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Background Feature
Military Rank. 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.
|
Class Features
Unarmed Defense.
Martial Arts.
Unarmored Movement
Ki. 5 Ki Points (Save DC = 8+Prof Bonus+Wis Mod = 13)
Monastic Tradition
Way of the Kensei: Kensei Weapons, Agile Parry, Kensei's Shot, Way of the Brush

Deflect Missiles
Slow Fall
Extra Attack
|
Feats
Savage Attacker: Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Proficiencies: Simple Weapons, Shortsword, Trident, Longbow, Painter's tools, Calligrapher's tools
Languages: Puazi, Common
Equipment

Trident +1 (Uncommon)
Longbow
Painter's supplies
Calligrapher's tools
Explorer's Pack
Slippers of Spider Climbing (Uncommon)
Arrows (20)

Plane of Origin:  M'ju Oern Val - The race of Puazi call a moon orbiting the dead planet Nest their home.  Beneath the light of a blue star, Crys, they inhabit floating cities built upon the vast, unending ocean that covers the surface of the moon.  Rising from the warm waters are towering forests of coral that provide the only dry 'land' on the moon.  Vast beds of kelp and seaweed in all manner of colors serve as the Puazi people's main source of food and building supplies, along with the dazzling array of fish and aquatic mammals that populate the ocean.

Description:  N'm is a slender, deceptively petite creature with red-orange and black skin, black hair, humanoid features and a surprisingly sensual shape.  Her - for she tends to spend the majority of her time in her feminine form and prefers feminine pronouns - thick, velvety hair is significantly softer than human hair, denser and more like the pelt of an aquatic mammal.  It falls to the points of her jaw when she is in her feminine form, but can be significantly shorter when she shifts.  The horns growing from her brow change their shape with her shift, as well, and the dark markings on her skin alter as well.

History:  The puazi are a tribal people, their civilization advanced but no less fraught with troubles than any other civilization.  N'mah is the youngest child of their tribe's leader, called Y'chk, called Wise One, called Guardian.  Among their people the gift of planeswalking was legend, unseen for hundreds - possibly thousands - of years, but lesser magick was common and it was common for the Y'chk to take the Wyld, the puazi who took on the role of the tribe's spiritual and mystical leader, as their companion.  N'mah was born of the Y'chk and the Wyld, beneath a sky of rainbow fire and silver rain, as the milking beasts lowed from their pens.

She was watched over by her people, regarded with reverence and expectation that unconsciously weighed upon her child's spirit.  The Wyld insisted that her fits of isolation and brooding were indications of her ancient soul, her innate connection to the Splay, an abstract word for an idea that encompassed god, magic, collective conscious, the universe and the worlds beyond worlds.  Perhaps this was true, but N'mah did not feel like an ancient soul, she could not sense any such connection, and only knew that at times she grew to dimly despise the light that shone in other's eyes as they looked on her.  At times she had to swim as far and fast from other puazi as she physically could, or else she felt she might scream at them.

She spent more and more time in the sea, exploring the mysterious shadows in the coral and frolicking with the neon fish that darted through the crystal waters.  She grew up strong; a fit and fine example of her people, with a quick mind and adventurous spirit.  When she came of age, she announced her intention to join the military as a monk, which caused shock among her people and sent the Wyld into a tizzy.  The Y'chk, however, was pleased by her choice, being a very pragmatic soul who only remotely believed in the hoodoo the Wyld went on and on about.  Yes, the Splay was real.  Yes, magic existed.  But, in their mind, one did not truly survive by such high ideas.  The tribe lived and worked by the sweat of their brow and the strain of their muscles, they survived by the blood in their veins and the weapons they employed.  So, with the Y'chk's blessing, N'mah began her training.

The only consolation that the Wyld took from her choice was that N'mah would be connecting to the Splay through her militant training.  Meditation, ki, the understanding of such things as the third eye and the ways in which the Splay infused her with power...these were included in her training.  It was through this that N'mah came to understand the ways in which one might stride across worlds and explore planes beyond the one in which she was born.  She found a renewed excitement at the thought of leaving her world behind, where life had always felt too heavy upon her shoulders, and once more range through coral reefs seeking unimagined corners and new experiences.

Never did she imagine, however, that she would one day find herself cursing the powers bestowed upon her by the Splay.  In the midst of a fierce battle with another tribe of puazi, whose chief was greedy to claim their tribe under their rule, N'mah found herself suddenly standing in the midst of a towering wood, her feet on dry land for the first time in her life.  Where once a club spiked with jagged bits of shell sharpened to a razor edge was whistling through the air toward her face, there was the trunk of a massive tree easily a mile or more tall.  In that moment of panic, of instinct, her connection to the Splay had done what it could to save her life...it had transported her to another plane.

Terror of the sort she had never before known was born in N'mah, along with a disorientation that drove her to her knees.  Retching violently into the soft bed of rotting leaves and moss beneath her, she shook and sobbed.  Her body was not used to the feel of the stable, firm ground and her lungs balked at the unfamiliar air.  For a moment she felt she might die, and the Splay responded by snatching her from that wood and dropping her into darkness.  Still trembling and weeping, feeling as if the fear might drive her mad, she stared up at a sky arrayed with stars she knew not, smelling a world she knew not and struggling with the ground beneath her.

Slowly, ever so slowly, her determination overcame her fright and she managed to calm herself enough to marvel at the black world that lay around her.  Worry for her people, the desire to returned home and lingering panic over the unexpected traveling remained at the back of her mind, but it was all drowned out by the first feel of the silver grass through her fingers.  The pale soil it grew out of caked beneath her fingernails and the massive, shockingly red sun that hung overhead filled her with that old, familiar excitement.  She even began the long, difficult adjustment to a stable surface beneath her feet...though it would be nearly a year before she lost her 'sea legs' as they said.

Once she had calmed enough, she attempted to tap into the force that had drawn her to this new world, and found herself unable.  For weeks she lived on the unfamiliar plane, suffering through one serious bout of illness when she mistakenly fed on the wrong fruit and feared, once more, that she might perish.  Every day, she spent hours attempting to travel back home, but failed.  Then, finally, she managed to tap the power of the Splay...only to find herself traveling the leagues between planes without direction.

She still hopes to return home someday, unaware that her fear of what she may find is what prevents her from being able to go there.

Deity:  The Aio is man.  The Aio is woman.  The Aio is neither.  The Aio is both.  The Aio is a soldier who achieved godhood through diligence to duty and heroics that were rewarded by the universe.  The Aio was a Wyld whose understanding of magic, the many planes and the universe brought it to the highest levels of power and knowledge, making it a god.  The Aio was a simple farmer with whom the universe fell so deeply in love that it granted the farmer immortality and communed with them intimately.  The Aio blesses them with fair winds and warm rains.  The Aio brings bounty to their crops and fertility to their beasts.  The Aio speaks through their growing understanding of their universe and the universes beyond.  The Aio communicates through victory in battle and the pleasures of their days.

The Aio means something slightly different to every Puazi, and it is the main reason why the tribes split apart.  N'mah accepts the Aio as a metaphor for something impossible to know, understand or articulate.  She calls what she believes the Aio, because it is the word she grew up hearing and it is as good a word as any.  But, she knows the Aio, her Aio, was never mortal, nor capable of imagining mortality.  N'mah's Aio has always been and will always be, neither the warm, caring deity that her people imagine, nor the cold, mechanistic functions of an atheistic universe.  She makes no attempt to try and define her belief or examine it too closely, nor does she bother with such silly things as prayer or obeisance.  The Aio would no more understand her pathetic attempts to draw its attention than she notices the workings of an individual cell in her body.

Hexed

Quote from: Chulanowa on January 27, 2018, 07:52:25 AM
Default kobolds are actually pretty nice;
Strength penalty only bothers athletics checks, since with 5E combat, Dexterity has become a true "god stat." Swap out the sunlight sensitivity for that cold blooded thing, and you're set! Pack Tactics is absurdly good (especially for rogues, oh god)

Just in case you might be interested  ;D

See. I've always been disappointed with how Paizo stats kobolds. They're the same foe tier as goblins but mechanically they crap on them. I mean grovel/cower/beg instead of anything about their trap making? Even in 5e Paizo hates them. Can't remember the specifics because it's been a while since my group played 5e but kobolds are the only race with penalties to stat for starters.

silentwalrus227

Still putting him together, but I figured I should at least get his attributes done for now.

Name: Zaran Taloncrest
Race: Gryphon
Class: Paladin
Origin: Knight

HP: 32 (5d6 +10)
Proficiencies: All Armor, Shields
Languages: Common

Strength 16
Save + 2
Athletics + 3
Charisma 11
+0
Wisdom 13
Save +2
Animal Handling +1
Insight +1
Medicine +1
Perception +2
Survival +1
Dexterity 12
Save: +1
Acrobatics: +1
Sleight of Hand:+1
Stealth: +1
Intelligence 8
Save +0
Arcana -1
History -1
Investigation -1
Nature -1
Religion -1
Constitution 15
Save + 2


Plane of Origin: Draconis, a world not unlike Europe in the Dark Ages, complete with its own version of the Crusades fought between the devout, imperialistic armies of the Northern Alliance and the so-called heathens of the Eastern clans. Magic exists but is mistrusted, particularly by the fearful, simple peasants and members of the various religious orders. Magicians and spellcasters who don’t swear fealty to one of these zealous orders often find themselves hunted down and burned as heretics by Inquisitors.

Description: See pic. Zaran stands around 6’7”, 6’9” if one counts the crests of his broad wings folded at his back, slightly above average for his race. He typically wears a specially crafted suit of armor designed to allow the use of his wings, while also leaving his talons bared. The gryphon carries a broad shield and two blessed weapons, a spiked flail and a longsword. Bright blue eyes take in the world around him. On both sides of his neck the brown feathers are marked by a tattoo of an eye, matching golden symbol on his lavender tabard, the crest of the Order of the Vigilant, of which he is a member.

History: Zaran was one of those bright-eyed hopefuls for the Vigilant, one who sought adventure and the means to fight injustices and keep his homeland safe from evils. Spending the better part of a decade in some godforsaken wilderness, being spat upon by the children of the villages occupied by his comrades, and seeing prisoners tortured to the breaking point to force a conversion or a confession had changed that. Though his faith was shaken but unbroken, Zaran found he could no longer support this supposedly holy war of attrition.

Unfortunately his superiors did not take kindly to his questioning, and the paladin found himself shackled and on his way to the Capital to be questioned by an inquisitor when he felt his spark awaken. Through the cries of ‘witchcraft!’ and ‘heretic!’  he found himself very far from the world he had known his whole life...


sullivanthedreadlord

#94
Work in Progress


Name:
Race:Davar Hammerforge
Class: Dwarf
Background: Soldier
Deity: NA

Proficiency Bonus: +3 | Hit Points: 60 | Armor Class: 15  | Speed: 35 | Passive Perception:
Strength 17/19 with gloves
Save: +6 or +7 with gloves
Athletics:+10 or +11
|
Dexterity 13
Save: +1
Acrobatics: +1
Sleight of Hand: +1
Stealth: +1
|
Constitution 18
Save: +7
|
Intelligence 12
Save: +1
Arcana: +1
History+1
Investigation: +1
Nature: +1
Religion: +!
|
Wisdom 10
Save: +0
Animal Handling: 0
Insight: 0
Medicine: 0
Perception: +3
Survival: 3
|
Charisma 8
Save: -1
Deception: -1
Intimidate: 2
Performance: -1
Persuasion: -1

Racial Features
Ability Score Increase: Your Constitution score increases by 2.

Age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.

Alignment: Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of Fair Play and a belief that everyone deserves to share in the benefits of a just order.


Size: Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.

Speed: Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.

Darkvision: Accustomed to life underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.

Dwarven Resilience: You have advantage on saving throws against poison, and you have Resistance against poison damage.

Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other Language a dwarf might speak. Mountain Dwarf

As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves.

Ability Score Increase

Your Strength score increases by 2.

Dwarven Armor Training

You have proficiency with light and medium armor.
|
Background Feature
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
◾ Skill Proficiencies: Athletics, Intimidation
◾ Tool Proficiencies: Dice
◾ Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp

Specialty

Feature: Military Rank   Officer


Personality Trait

  I’ve lost too many friends, and I’m slow to make new ones. 

Ideal
  Greater Good. Our lot is to lay down our lives in defense of others. (Good) 

Bond
  Those who fight beside me are those worth dying for. 

Flaw
  I have little respect for anyone who is not a proven warrior.   
|
Class Features
Rage 3x (must take long rest to regain)

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:
•You have advantage on Strength checks and Strength saving throws.
•When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
•You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Only the “Path of the Berserker” is detailed here. Additional paths are described in the official source material, as well as in products by other publishers (see 3rd-Party Primal Paths). The choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. Additional paths are available in the original source material.

Path Chosen- Path of the Totem Warrior (Players Handbook) Edit

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. It is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object - an amulet or similar adornment - that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick skinned, or if your totem is the eagle your eyes turn bright yellow. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

◾ Bear: While raging you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Proficiencies:
Armor: Light armor, medium armor, shields
◾ Weapons: Simple weapons, martial weapons
◾ Tools: None
◾ Skills: Athletics, Perception, Survival, Intimidation

Languages:  Common and Dwarvish
Equipment
Gauntlets of Ogre Power

Wondrous item, uncommon- attuned

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Warhammer +1

To Hit=     +7/+8
Damage=  1d8+3/4
Raging Damage= 1d8+5/6
bludgeoning


Spells Known
Rage and inflict wounds with weapon in hand


Plane of Origin:  Forgotten Realms

Description:  Stands at a tall 5 foot for a dwarf. He keeps his heads nice and shaved but as dwarven tradition dictates he keeps a nice and well trimmed beard. He is not as hairy as most dwarfs. From all his days of fighting he is well built. He keeps in shape and is never prone to being lazy.

History: From the moment he was able to lift a hammer he was fighting. There was nothing more worthy of his attention than looking for the next fight. It was because of this eagerness to prove himself that he joined his clans army as soon as he was able to. He spent a good 50 years fighting along the borders and doing his best for clan and family. Not to say that he didn't give his trust to outsiders. He only gave his real trust to people who had his back in combat. After he did his mandatory term on the borders on his homeland he could continually volunteer for duty.

It was his ferocity and strength of spirit that led to many calling him a hero. He would stand where other dwarfs would fall. He was known for putting himself between his friends and danger. It was because of this that he was promoted to the rank of captain. During one particularly tough battle with what looked like a demonic bear his spark activated. Just as the bear looked like it was going to land a killing blow on him he was transported to a distant land. With no knowledge of where he was or how to get back, he is going to have to make the best of the situation and learn how to get back home.

Deity: Believes in the gods but has not realy put his faith behind any one deity.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

TheSithChicken

Hey, guys. Letting you all know that I haven't forgotten you. Insomnia is just kicking my ass and I am barely conscious (yet unable to sleep because fuck my life). I'll get back to you once my brain decides to cooperate and turn off for several hours.

Sain

I'm kinda stuck on deciding background :?

What do you think of this homebrew? http://www.dandwiki.com/wiki/Fey_Child_(5e_Background)

Would need to switch the language to something else but the alternate background feature sounds fun (always great to find reasons to roll on funny magic effect tables!)
PM box is open. So is my discord: Sain#5301

sullivanthedreadlord

I think my character sheet is done. Well I cant wait to get started.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Sain

I still need to pick those magic items myself ;D

The 2 x uncommon seems like the best option.
PM box is open. So is my discord: Sain#5301

sullivanthedreadlord

what I really wanted was a belt of strength but well that's rare and above so gloves of ogre power it was. Of course I moved my level 4 stat boost over to con instead. Other wise the gloves would be pointless if my strength is already a 19.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Zaer Darkwail

My sheet edited, so far my items are Sword of Vengeance (his katana and if GM allows, applies to wakisashi as well) and Boots of Striding and Springing. I know sword of vengeance is cursed but I did not find any details/stats about it, so need filled in how curse worked (know it makes weapon +1).

Lockepick

i haven't forgot this game! Sheet should be coming soon!
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

TheSithChicken


NosCorventius

alright I have a character I built for a game that never got off the ground that I think would be perfect for this. How do you feel about a steampunk Frankenstein Monster? He's an engineer or tinkerer as they called them in Victorian times. I f You like the idea ill see about finding his sheet qnd pulling him out of cold storage.

~Nos~

TheSithChicken

Go ahead and pull him out. The worst I can say is no.

InoshimaLance

Still open up for new players?

I know my fair trade of the Multiverse related to MtG, can help with that. Is it possible to discuss a Homebrew version of an already existing class? Like adding new powers or changing them?

Lockepick

Just need to spend my 650 on Mundane equipment -- which is mostly just tools/gear since I don't need weapons or armor.


Name: Fumino
Race: Fox (Trickster)
Class: Warlock (Ashen Wolf Patron; Pact of the Blade)
Background: Criminal
Deity: Polytheistic -- No specific patron deity beyond the Ashen Wolf.

Proficiency Bonus: +3 | Hit Points: 33 / 33 | Armor Class: 17 | Speed: 30' | Passive Perception: 14
Strength 8
Save: -1
Athletics: -1
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Dexterity 16
Save: +3
Acrobatics: +3
Sleight of Hand: +8
Stealth: +6
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Constitution 13
Save: +3
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Intelligence 10
Save: +0
Arcana: +3
History: +0
Investigation: +3
Nature: +0
Religion: +0
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Wisdom 12
Save: +4
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +4
Survival: +1
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Charisma 18
Save: +7
Deception: +7
Intimidate: +4
Performance: +4
Persuasion: +4


Racial Features

+2 Cha, +1 Dex
Size Medium
Speed 30ft
- Darkvision 60'
- Keen Senses: Proficiency in the Perception Skill.
- Tail Casting: You can perform the somatic gestures for spells with your tail. If a spell requires a somatic component, the Trickster must have free use of their tail or at least one hand to perform the gestures.
- Fata Morgana: Gain the 'Minor Illusion' Cantrip.
- Guise of the Fox: You can cast Disguise Self (Using Charisma as spellcasting ability), once per long rest.
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Background Feature

Criminal Contact:
- You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
|
Class Features

- Patron: The Ashen Wolf
- Pact Magic (Charisma Based; 3 Cantrips, 6 Spells Known, 2 Spell Slots, 3rd Level Spells)
- Pact: Pact of the Blade
- Patron: Breath of Smoke (Action, 15' Cone of blistering embers. Targets must pass Spell DC or take Fire Damage equal to Level + CHA and are blinded for one minute. Blinded targets can make a new ST at the end of each of their turns to end the effect. Recovers on short rest. Also can breath/see normally in smoke or ash-filled air.)
- Invocation: Hide of Cinders (AC = 10 + DEX + CHA; When hit, can use reaction to deal Fire damage equal to CHA on attacker.)
- Invocation: Scorched Blade (Pact of the Blade is a Longsword, can choose to deal fire damage. If grappling a target while holding weapon, can deal fire damage equal to CHA at start of your turn. Damage this weapon deals treats immunity to fire as resistance to fire. Can use CHA for Attack/Damage rolls with this weapon.
- Invocation: Thirsting Blade (May attack twice with Pact Weapon when taking the Attack action.)


Proficiencies: Light Armor; Simple Weapons; Thieves' Tools & Gaming (Card) Set
Languages: Common + ?

Equipment

650 gp
- Gloves of Thievery: +5 to Open Locks and Sleight of Hand.
- Bag of Holding
-


Spells Known

Cantrips: Minor Illusion (Racial); Eldritch Blast; Mage Hand; Prestidigitation
1st: Charm Person; Hex
2nd: Invisibility; Suggestion
3rd: Fly; Haste


Plane of Origin: Zendikar - A dangerous plane of high risk and reward, with nature taking back where the old empires fell.

Description: Fumino stand shorter than most at 5'6", one of the smaller canines that are seen out adventuring. His body is slim and lithe, and always seems tense and at the ready. His fur is a dark, smokey grey, with a bright red that tinges the tips of his fur, as well as the tuft of hair atop his head, between pointed and alert ears. When in public places, he favors loose clothing that hide his silhouette and make him seem larger than he is, but when alone, he's more content in less clothing. Either way, he's always seen unarmed and unarmored, but ready for action.

History: Fumino came from a small tribe that lived in the jungles of Zendikar. Like many of the tribes there, they mostly thrived around hunting and trade with other tribes, of which Fumino was originally not very good at either. He tagged along with small packs as they went on hunts, mostly offering support, caring for weapons and armor, and carrying their supplies. During an especially dangerous hunt, he was backed into a corner, where the Ashen Wolf saw his potential and offered to give him the strength to truly join the hunt. With the Ashen Wolf's gift, he quickly brought home trophy after trophy, eventually going off on his own to take down prey that the rest of the village would have needed a pack for.

He eventually outgrew the area where his tribe lived, and decided to venture off to bring himself and the tribe more glory. Zendikar was littered with trap-filled ruins, protected by beasts and filled with prizes for the taking. While traveling alone across Zendikar, he came across a set of ruins designed to test a new Planeswalker. A narrow success opened up his opportunities to even more to find new challenges, new hunts, and new trophies to hone his skills.

Deity: Polytheistic -- No specific patron deity beyond the Ashen Wolf.
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

Illven


Hexed

Name:Brightfire of the Bluescale Tribe
Race:Tainted Kobold
Class: Warlock
Background: Outlander
Deity: Shadowcat

Proficiency Bonus: +3 | Hit Points: 33 | Armor Class: 15 | Speed: 25 | Passive Perception: 10
Strength 8
Save:-1
Athletics: +2
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Dexterity 16
Save:+3
Acrobatics:+3
Sleight of Hand: +3
Stealth:+3
|
Constitution 13
Save:+1
|
Intelligence 12
Save:+1
Arcana:+4
History:+1
Investigation:+1
Nature:+1
Religion:+1
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Wisdom 10
Save:+3
Animal Handling:+0
Insight:+0
Medicine:+0
Perception:+0
Survival:+3
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Charisma 18
Save:+7
Deception:+7
Intimidate:+4
Performance:+4
Persuasion:+4

Racial Features

+2 dex, +1 cha
Size; Small
Bioluminescent; 10ft bright light, +10ft dim. Free action activate/deactivate on turn.
Darkvision; 60ft
Energy Resistance; Fire
Expert leaper; Dex instead of str for jump distance, standing jump not halved, add prof bonus in feet to high jump distance, three times that to long jumps. Use dex (Acrobatics) instead of str (athletics) to jump beyond normal distance.
Thick Hide; Natural armor. 12+dex for unarmored AC
Cold-Blooded Torper; Disadvantage on con saving throws to resist exhaustion in extreme cold conditions.
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Background Feature

Wanderer; Excellent memory for maps/geography. Always recall general layout of terrain, settlements, other features around you. Can find food/fresh water for self and up to 5 people, land providing.
|
Class Features

Patron:Shadowcat
Pact Magic
Eldritch Invocations: (3)
Sleepless Nights; No longer sleep, can't be forced to sleep.
Book of Ancient Secrets. +2 ritual spells. Can cast rituals.
Eldritch Sight; Detect Magic at will.
Pact Boon; Pact of the Tome. Book of Shadows. +3 cantrips, only when book is on person.
Ability score increase:+2 Cha
Spellcasting Focus; Can use arcane focus for casting spells.
Claws of Shade; 3/long rest, 60ft range reaction to attack. ethereal claws attack attacker. melee spell attack roll. Hit = 8 slashing damage. if foe killed attack that caused it fails.

Proficiencies: Light armor, Simple weapons, Drum
Languages: Draconic, Common
Equipment

Arcane Focus Rod of the Pact Keeper (Uncommon) +1 dc/casting for spells, 1/day restore 1 spell slot.
Bag of Holding (Uncommon) Holds 500lbs of stuff
Traveler's Clothing, Hunting Trap, Bear fang necklace, Belt pouch (343g 8s), Book of Shadows, Waterskin, Rations (10), Book of Lore, Ink bottle, ink pen, Parchment (10), small bag of sand, small knife, Potion of healing (6), Drum, Mess Kit.

Spells Known

Cantrips; Eldritch Blast, Prestidigitation, Mage hand. (Spellbook) Shocking Grasp, Mending, Minor Illusion
1 lvl; Protection from Evil and Good, Hex, Charm Person (Rituals) Alarm, Identify
2 lvl; Hold Person, Hunger of Hadar
3 lvl; Fly


Plane of Origin: Golarion

Description: Standing at only three feet in height Brightfire is very much not the usual kobold. Her skin is soft instead of leathery with actual scales dotting it almost like freckles, A blackish grey in colour except of the patch of white that runs along her chest and down her stomach. Her eyes and mouth glow a vibrant and smoky blue. She actually has a thatch of hair the same grayish black as her skin, and long tapered ears. Her tail is a stubby affair and unlike her kobold kin she's actually got curves.

History:From the moment her egg cracked open and a glowing blue eye peered out the Bluescale Tribe knew Brightfire was going to be different. They just didn't realize HOW different she was going to be. Softer then her kin but with strange blue flames  she made up for it. While passable as a miner she always complained about things whispering in the dark, whispers that she eventually realized had meaning. She never did get a firm answer on why the Cat of Shadows sought her out but she's never regretted making that pact. Especially when the human adventurers attacked to 'cleanse the kobold scum' out of the mine. That they'd lived in for generations. All because there's some shiny and soft yellow metal.

The tribe fought and trapped and did their level best to be a nuisance. Brightfire even got into a dual of magics with the man that called on gods and the woman that had a big book. And then she exploded. Who knew pushing and channeling that much power would scatter one among the stars. Took her a while to figure out how to pull herself back to where she came from. Her response to finding her tribe gone and the mine worked by humans wasn't very nice. For the humans at least.

Deity:Shadowcat

Mythweaver: https://www.myth-weavers.com/sheet.html#id=1472813

And that's Brightfire finished up. finally. :)   Questions though!  Can we refluff spells? Tie Hunger of Hadar to shadowcat not tentacle realm?

TheSithChicken

Just put back on meds for sleep regulation. Kinda sleeping a lot. Will hopefully be awake and coherent for a decent time tomorrow.

TheSithChicken

Catching up time! 4 character sheets approved. Will be putting up an OOC for the game tomorrow probably. Even my lazy, perpetually sick ass can focus long enough to do that on a schedule.

Also here's the link to the Game Info Thread: https://elliquiy.com/forums/index.php?topic=282020.0

@Illven - Politics probably won't have a strong showing in this game in anything other than the broad strokes kind of thing. Also I don't seen any mention of how your character became a Planeswalker or any real goals for her. I am just not sure what you are planning or wanting to do with her.

@silentwalrus - Wait till approval. He's looking good so far.

@Chulanowa - Ulla is approved. Feel free to post her in the game info thread. Though I have one minor issue about her backstory but it's a nitpicky thing that has more to do with my old school Magic foundation than anything important. Basically only mentioning it because being mildly drugged makes me spew out my thoughts at random.

@Hexed - Your Tainted Kobold works for me. Also she is approved. Feel free to add her to the Game Info thread.

@Bibliophilia - She looks good so far and I am still so excited to see a Puazi in game. InCase is a gift.

@sullivanthedreadlord - You should have at least 4 Skill Proficiencies. Athletics & Intimidation from Soldier and 2 from Barbarian.

@Sain - As long as the Alternate Feature is being used you're good.

@Zaer - Lupas is approved. Go ahead and post him in the game info thread. And, yes, you can apply the Sword of Vengeance moniker to the whole daisho.

Sword of Vengeance

Weapon (any sword), uncommon (requires attunement)·

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse: This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.


@InoshimaLance - Toss me your idea for a homebrew and we'll see. I am pretty open to such ideas as long as they do not unbalance things.

@Lockepick - Fumino is approved. Feel free to add him to the game info thread.


Zaer Darkwail

Thanks for the details, indeed the sword curse fits for Lupas as the cursed spirit may be spirit of his executed wife haunting in her daisho set which Lupas picked up and uses for revenge. Blades remain curses until revenge complete or someone exorcises the blades.

TheSithChicken


Chulanowa

Quote from: TheSithChicken on February 01, 2018, 01:32:42 AM
@Chulanowa - Ulla is approved. Feel free to post her in the game info thread. Though I have one minor issue about her backstory but it's a nitpicky thing that has more to do with my old school Magic foundation than anything important. Basically only mentioning it because being mildly drugged makes me spew out my thoughts at random.

Do tell? Just out of curiosity  ;D

I came this close ot making her come from Ulgothra, just 'cause i have a weird lust for any set that has a graphic novel illustrated entirely by Rebecca Guay

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

silentwalrus227


Bibliophilia


TheSithChicken

@Chulanowa - Mostly that she didn't really seem to ignite her Spark in a life or death situation.

@sullivanthedreadlord - Approved. Feel free to add him to the Game Info thread.

@silentwalrus - Sorry to hear that.

@Bibliophilia - Sounds good.

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

TheSithChicken

Going to set some stuff up later today and get the ball rolling. Nothing too much. Give the pcs a chance to get to know each other while the last couple of players get ready. Looking to really get things started later this week.

TheSithChicken

Update: Unexpected fluids are now coming from unexpected parts of me. May be down for a couple of days depending on why this is.

sullivanthedreadlord

I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

Lockepick

Get well soon! Take whatever time you need to put those fluids back in and get well!
Like what you see? I am currently looking for new plots!

Detailed List of O/Os and Plot Seeds

All of my image links were previously photobucket and broken -- I'm fixing them as I use the avatars again, or for current games. Please let me know if there is something that needs updating!

TheSithChicken

Slowly recovering. That flu going around is no joke. Probably gonna take the weekend to do absolutely nothing constructive and recover.

sullivanthedreadlord

Take your time an i hope you do recover and get better.
I walk in the light for ever bathed in its glory, and yet my heart yearns to be consumed by the darkness hidden with in my soul

My O/O Page

TheSithChicken

While still sick (as a doctor's appointment and new meds seem to indicate) there is some stuff we can do to keep this from grinding to a complete halt. So I set up an OOC thread for players who have approved characters to discuss some things and ask questions and all that jazz.

https://elliquiy.com/forums/index.php?topic=282936.0

InoshimaLance

Hey man. Hope you get better soon. And thanks for coming back. I haven't gotten an answer from you to my PM regarding some hombrew stuff, but if you want I could post it here. That would help me to make my char and I hope you accept me too.

TheSithChicken

Sorry about the slowness on my response. It just got pushed back due to all the flu kicking my ass like I owed it money.

Bibliophilia

I finished N'mah and posted her to the character sheet thread.

I might need to tweak her equipment, but other than that she's done.  I even added a bit more about her first time Planewalking.

Phaia

I may have missed it but are you having the characters build with the normal ability array in the PHB?

Phaia

TheSithChicken