Interest check: 5E High Level campaign

Started by StryxRiver, December 27, 2019, 10:01:18 AM

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StryxRiver

Quote from: SilkenVenom on December 29, 2019, 05:42:50 PM
Much as I dislike stepping away from a high level game, I'm going to have to withdraw my interest.

Good luck and have fun all!

Thank you for your interest!

tobisquestion

Fair enough. I gotta admit, monk is the one class I've never much explored myself. I love the idea of having a Kobold one in the party though! :D
Character images inspiration: Female - Male

Dreaming Space

#77
EDIT: Questions answered, final draft below.

Spoiler: Click to Show/Hide

Background: Penitence was born Nicodemus of Hornrock, a not-the-firstborn of a minor noble family. Rather than compete with his siblings for his father's favor and the inheritance of lands and titles, he left with a traveling circus, and soon fell in with adventurers. Over the next fifteen years, he's been all over this world and to a few different others. He's built up a stake of money a few times and tried to settle down, but ended up blowing it (you can get strong enough to beat monsters, but no magic lets you outrun your ability to ruin your own life.) He got back into adventuring, ended up in Barovia, lost some friends to Strahd, and took up with the Vistani again to get back out.

A few years back, he lost a high-stakes card game in Sigil to an avatar of the Raven Queen, and she claimed his blood and service (See: Divine Soul sorcerous bloodline.) It changed the way he looked, changed the way his magic worked, and since that night he is occasionally visited by talking ravens who appear ominously and inform him of what she wants done. He hasn't felt the urge yet to find out what happens if he does the opposite. It's normally something he'd be willing to do anyway - link up with a group of other heroes and burn out an undead-infested tomb, for example. The money's not any worse just because a Goddess wants it done, after all.

He goes by Penitence both as an acknowledgement of how many mistakes he's made, and to avoid linking his family to the things he gets up to. He's visited the town near Hornrock keep a few times to check up on them, but he's committed to making his own way in the world. Also, he's too guilty and ashamed to face them after so long away.

Appearance: Penitence's skin used to be a dark indigo, but since the RQ claimed him, it's been the icy blue of a pale winter sky. His horns are black like a frozen forest, and his eyes are like tarnished silver.



Penitence habitually keeps summoned and bound an extraplanar servant to act as his bodyguard and concubine. He isn't overtly cruel if he can avoid it, but he's not in denial about what he's doing, either. He currently has a Deva (MM pg. 16) bound, and has her occupying the shape of a young woman. She takes her true form when danger threatens.


Penitence
Player: Dreaming Space
Class: Sorcerer (Divine Soul, Xanatar's Guide)
Background: Noble
Race: Tiefling
Alignment: CN (But bound to the Raven Queen)
Personality trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood. (It's the fact that I'm a 14th level sorcerer that places me above the common folk.)
Ideal: Independence
Bond: The common folk must see me as a hero of the people
Flaw: I have an insatiable desire for carnal pleasures.


Armor Class: 17 (Penitence casts an Extended Mage Armor as essentially the first thing he does in a day.)
Initiative: +3
Speed: 30 run/30 fly
Passive Perception: 10
Hit Point Maximum: 86
Hit Dice: 14


Attribute/Modifier/Save


   
   
   
   
   
   

   
Strength
8-1+0
Dexterity16+3+4
Constitution14+2+8
Intelligence14+2+3
Wisdom10+0+1
Charisma20+5+11


Proficiencies:
History +7
Persuasion +10
Arcana +7
Religion +7
Stealth +8
Investigation +7
Intimidation +10

Languages: Common, Infernal, Celestial, Sylvan, Undercommon, abyssal
Weapon proficiencies: Dagger, Dart, Sling, Quarterstaff, L. Crossbow
Armor proficiencies: None
Tool Proficiencies: Cards (playing/tarokka), alchemy tools

Features and traits:
Darkvision 60
Fire Resistance
Thaumaturgy cantrip.
Hellish Rebuke at 2nd level 1/long rest
Darkness 1/long rest
Divine Magic (+1 spell, clerical spell access)
Favored by the Gods (Can add 2d4 to a failed save or attack 1/short rest)
Empowered Healing (When an ally w/in five feet heals, spend 1 sorcery point to reroll any number of healing dice)
Otherworldly wings: Spectral raven wings, fly 30.
Feat: Feat instead of ASI at level 12, Skilled.

Equipment & Expenditures
Normal goods: 3 daggers, Arcane Focus: Orb, Signet Ring, Traveler's clothes, component pouch, Explorer's pack, playing card/tarokka deck, alchemist's tools, a couple sets of lockable iron collars/chains/manacles.
Ring of Warmth
Necklace of Adaptation
Ring of Protection
Training in Alchemists tools, abyssal, undercommon, and sylvan (1000)
400 gp in holy water
5x 1,000gp jewels


Money: 1,400gp in assorted coinage and gems, mostly platinum, some stored in a hollow boot-heel.


Attacks:
Dagger, +8, 1d4+3


SPELLS

Save DC: 18
Spell Attack: +10
Sorcery Points: 13/14, after Mage Armor

Metamagic:
Empowered Spell (1 sorcery point to reroll up to 5 damage dice)
Heightened Spell (3 sorcery points to give one creature disadvantage on their first save against the spell)
Extended Spell (1 sorcery point to double duration of a spell with a duration of at least 1 minute, to a maximum of 24 hours)

Cantrips: 6+1
Thaumaturgy
Prestidigitation
Shocking Grasp (3d8, melee attack, target can't take reactions until next turn)
Light
Mending
Fire Bolt (3d10, 120 ft range spell attack)
Poison Spray (con save or take 3d12, 10 ft range)

1st: 4/day (3/day after Mage Armor)
Mage Armor
Magic Missile
Detect Magic

2nd: 3/day
Prayer of Healing

3rd: 3/day
Fireball
Magic Circle

4th: 3/day
Blight
Banishment

5th: 2/day
Planar Binding
Hold Monster

6th: 1/day
Disintegrate
Planar Ally
Chain Lightning

7th: 1/day

“It's not worth doing something unless someone, somewhere, would much rather you weren't doing it.”
― Terry Pratchett

Kimera

So many interesting characters so far.

Quote from: tobisquestion on December 29, 2019, 05:51:09 PM
Fair enough. I gotta admit, monk is the one class I've never much explored myself. I love the idea of having a Kobold one in the party though! :D

Thanks. Your paladin is also pretty neat :3

tobisquestion

Quote from: Dreaming Space on December 29, 2019, 06:39:21 PM

3. I know one of the other PCs (a paladin, I think?) defeated Strahd. I wrote in my backstory that Penitence went through Barovia at some point, was with a group of heroes that got their asses kicked, and he escaped Barovia by talking some Vistani into letting him ride along. I think that might make an interesting IC moment if the PCs found this out about each other, but mostly wanted to make sure we didn't do something incompatible with the timeline.

That sure would be a talking point! The Vistani featured positively in Taralinde's story too, so that would be a point of commonality between them.
Character images inspiration: Female - Male

StryxRiver

Quote from: Dreaming Space on December 29, 2019, 06:39:21 PM
So, this is draft 1 of my character sheet. I have questions for the GM.

1. The big thing: My character has the spells and material components to summon something extraplanar and keep it as a servant for up to a month at a time. If we gained levels, his ability to do this would increase significantly with higher-level spell slots to work with. Exactly what he can summon and bind is something the GM gets significant input into. Personally, I favor cute angelic slave-girls. If you don't like this idea of my character having combat pet/concubines, please say so and I will swap out those spells.

2. Similarly, I have plane shift and tuning forks for a few different planes. I'd like to have sigil sequences for a scattering of teleportation circles (primarily one in Buburo, if that's the area we're supposed to operate in, but at least a few in each plane he has access to.) If you don't want us doing planar wandering and/or don't want to deal with that, please say so and I'll swap out Plane Shift for something else. I probably would still like to have Teleport and a few sigil sequences for places on the world we're in.

3. I know one of the other PCs (a paladin, I think?) defeated Strahd. I wrote in my backstory that Penitence went through Barovia at some point, was with a group of heroes that got their asses kicked, and he escaped Barovia by talking some Vistani into letting him ride along. I think that might make an interesting IC moment if the PCs found this out about each other, but mostly wanted to make sure we didn't do something incompatible with the timeline.

4. Someone upthread listed the ring of protection at 5k, but I think the sane magic item document says it's 3500? I can't recall who, but I wanted to make sure they didn't spend too much, or that I didn't spend too little.

5. I'm giving significant consideration to trading one of my ASIs in for the Skilled feat, and so I might lose 2 points of Dex in return for some proficiencies depending on what the party has or doesn't have.

1- Given your characters race and alignment I will allow for your angelic slave girls.
2-Plane shift will not work within the actual area you will partake in the quest. Once your characters are in there, it will be hard to find alternate ways out.Take that as you will.
3- I believe that the paladin defeated strahd. If you and the other PC want to hash out that you knew each other prior you certainly can. However there have been heroes who tried to take down the Lord of Barovia before and failed.
4- Thanks, I'll doublecheck that character sheet and make sure the math was done right.(an issue a refund if needed)
5- You may do that. But once I make my decisions it will be locked from there. :)
---

StryxRiver

APPLICATIONS CLOSE 12/31
ANNOUNCEMENTS 1/2/20
CAMPAIGN BEGIN 1/4/20

Zaer Darkwail

#82
Player: Zaer Darkwail
Name: Aramis Fournier
Class: Bard (College of Valor) 10/Warlock (Hexblade) 4
Background: Folk Hero
Race: Half-Elf
Age: 40
Height: 6'0'ft
Weight: 160lb
Hair: Dark brown
Skin: Caucasian
Eyes: Brown

Armor Class: 16 (Dex +2, 14 adamantine breastplate)
Initiative: +6
Speed: 30
Passive Perception: 14
Hit Point Maximum: HP rolled: 115
Hit Dice: 14d8
Proficiency bonus: +5

Ability scores:
: STR (12) DEX(18) CON (16) INT(14) WIS (14) CHA (19)

Saving throws:
: STR (+1) DEX(+9) CON (+3) INT(+2) WIS (+2) CHA (+9)
Note: Advantage on saving throws against being charmed, and magic can't put you to sleep

Proficiencies:
Animal handling(+7), Arcana(+5),Acrobatics (+6), Athletics(+3), Deception(+14), History(+7), Insight(+7), Intimidation(+14), Investigation(+4), Medicine(+4), Nature(+4), Perception(+4), Performance(+14), Persuasion(+14) Religion(+4), Sleight of Hand(+6), Stealth(+6), Survival(+7)

Languages: Common, Elven, Celestial, Sylvan
Weapon proficiencies: Martial, Simple
Armor proficiencies: Light, Medium, Shields
Tool Proficiencies: Smith’s tools, land vehicles, cook's utensils, horn, viol, lute

Features and traits:

Darkvision 60'ft, Fey Ancestry, Half-Elf Versatility (2 skills), Rustic Hospitality (background), Prodigy (expertise to Smith's tools), Inspiring Leader, Mounted Combatant, Spellcasting (Bard), Bardic Inspiration (d10), Jack of All Trades, Song of Rest (d8), Bard College (Valor), Expertisex2, Bonus Proficiencies (weapons&armor), Combat Inspiration, Font of Inspiration, Extra Attack, Magical Secrets (Find Greater Steed, Circle of Power), Otherworldly Patron (Horn of Valhalla), Pact Magic, Expanded Spell List, Hexblade Curse, Hex Warrior, Eldritch Invocations (Agonizing Blast, Improved Pact Weapon), Pact Boon (Blade)

Equipment:

Horn of Arvandor (Valhalla, Brass), 8,400gp
Adamantine Breastplate, 900gp
Boots of Elvenkind, 2,500gp
Lute, 35gp
Smith's tools, 20gp
Cook's utensils, 1gp
Explorer Pack, 10gp
Scholar's Pack, 40gp
Glass Eye (Clairvoyance focus), 100gp
Pearl (Identify focus), 100gp

Money: 894gp

Attacks:

2 times Pact Weapon +11, xdx+5, range (varies)
3 times Eldricth Blast +11, 1d10+4, 120 feet

Spells:

Cantrips: Eldricth Blast, Sword Burst, Green Flame Blade, Vicious Mockery, Prestidigitation, Dancing Lights, Mending

Level 1 (4 slots): Wrathful Smite, Shield, Hex, Healing Word, Heroism, Identify, Detect Magic, Disguise Self

Level 2 (3 slots): Branding Smite, Misty Step, Enhance Ability, See Invisibility
               2 pact slot
Level 3 (3 slots): Clairvoyance, Tongues

Level 4 (3 slot): Greater Invisibility, Dimension Door

Level 5 (2 slot): Find Greater Steed, Circle of Power, Animate Objects


Alignment: Chaotic Good

Defining Event: I alone stood against army of raiders, blowing on legendary horn to get aid of heroes of past ages to save my hometown.

Personality trait: I'm confident in my own abilities and do what I can to instill confidence in others. I admire figures of legend, whether they are villain or a hero, as each one has story to be told and heard.

Ideal: Destiny. Nothing and no one can steer me away from my higher calling.

Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots.

Flaw: I easily seduce and jump into relationships with women, which I sadly cannot commit to long run and result in broken hearts and trouble.

Allies: Beledra (celestial pegasus summoned via find greater steed), Ilmeth (lord of Battledale), Mintiper Moonsilver, Vaugh Malkath (Tempus high priest in Waterdeep),


History:

Life before adventuring

Long
Aramis Fournier was born in 1318 DR (year of Tired Treant) at Kythorn 19, day before summer solstice. He was born to half-elf parents who lived in Battledale, on small farming community at The Belt region which is sparsely populated as whole. But this community was spread out in ten mile radius and locals tended fields, farms and their craft. His family ran a small farm with lifestock but it was for their personal needs, main source of trade and income came from smith work which his father worked with locals and traders and even few adventurers. His father had belonged to Lord's Men, in military he served as armorer and had learned craft and repair weapons and armor until in one serious conflict he got injured on his leg. Albeit it did not stop working as smith but it became impossible for him serve in military where he could forced to march, haul, lift or dig drenches when needed. So he retired and married.

Aramis studied under his father's footsteps, but the traveling adventurers and their stories always fascinated him and he was drawn by their stories. However his parents discouraged it, telling him to stop dreaming of grandeur life of adventure and just be happy for simple life as a smith. Only exciting events happened in 1322 and 1336 (when he was four years old and then eighteen years old). In 1322 when monster attacks dramatically increased to point some magical beasts spilled over from Three Rivers region to The Belt as well. But Lord's men handled it and despite rumors nothing approached even close to his home. In 1336 Zhents conquered Daggerdale and it made some locals worry for further Zhents attacks and caused rise to interest for local militia. Aramis, with thirst for bit of excitement joins and helps organize the local militia with other youths and he thanks his natural immense charisma became captain of local militia which he named as Young Braves Brigade.

Local elders and parents allowed this 'play army' go around patrolling and practicing so long it did not interrupt any family's work or cause stress of a workload. Expecting entire affair die out in season or two. But it did not, as Aramis was half-serious in running it and he was concerned for safety of the locals. It caused a building schism between him and his father who became accidentally a spokesman for locals, mostly complain, in 'recruiting working young men and women to play soldiers'. Some recruits lasted only a day or two before families pressured them to quit, while most rest older recruits, the first one, stuck around and keep routine going but overtime from thirty only fifteen 'stubborn cases' remained.

Then in 1339, Year of the Weeping Moon, same year when lord of Shadowdale, lord Aumry, was assassinated by Zhent agents, a unknown mercenary, raider group, approached The Belt. When Young Braves Brigade patrol (consisted of five people on horseback) inquired their business in region, three were shot down, one injured seriously (later died on injuries) and one lucky survivor raised alarm in The Belt. However raiders were swift and numerous, cutting roads and shooting down messengers who tried to summon Lord's Men and they circulated the small area where Aramis and his community resided in. They were one many communities flanked and sneakily approached by mercenaries who clearly carried Zhents colors in them! Had moved into region unseen and in smaller groups and regrouped while inside the region. Intending hold many communities hostage and blackmail to yield region over to them from lord of Essembra.

In that moment Aramis commanded everyone leave their homesteads and head to old keep in the area, it was ancient and sometimes Aramis had held some practices with Young Braves Brigade over there, in there he planned organize defense. He managed guide people to safety successfully but soon as they closed their gates and small army of raiders surrounded them, realizing they were trapped. More so they build siege engines and started bombard the keep with stone and alchemical fire, building civilian and brigade casualties. Aramis was desperate, he may had been smart, charismatic and inspired by adventurers tales on battles and wars but he was not experienced enough and had not truly faced war or battles before! Fear gripped him tightly, more so weight of responsibility what he held and saw in eyes of people he was their only hope and that crushed his heart inside. In bitter tears he prayed for salvation and then he heard a voice; a alluring female voice, asking to look and find her in depths of ruins.

Following voice command he searched the ruins, while siege continued and enemy was on gates ramming with battering ram. Last hour of battle coming and now raiders showing no mercy, intending none at all to survivors for sake of their defiance. As siege thunders above the ruins, in lower levels he finds signs of ancient elven stone work after collapsed wall. Present keep build atop ruins of older keep; a elven keep. Inside he finds armory with ruined swords and armor, however in pedestal rested a horn in silver with engravings of elves battling army of demons. As he grasped it, the horn spoke; it informed him that thanks elven blood he can blow the horn and call upon heroes of old, elven heroes who already rest and sleep in Arvandor, but it comes with cost; horn will loose most of it's magical powers and become a regular Horn of Valhalla. The horn's sentience also would disappear, so to allow Aramis to blow and use horn's full magic perhaps last time, had to make a pact with the horn and indirectly to Seldarine; on take likely lifelong quest to restore horn's powers. In going life as a hero, do heroics, preserve elven values and never wield weapon which was not granted by his pact. Wielding replicas of elven weapons of old in battle and thus bring glory to their makers.

Aramis agreed and he felt surge of arcane energy fill him as pact was made, surge of magical power infuses him and gave him visions of Arvandor and to ancient elven past, the Crown Wars and all past conflicts, heroic battles and adventures of elven heroes, mere a glimpse. Then in euphoric bliss with visions dancing on his eyes he blew on the horn, it's song with perfect clarity ringed through the keep and up skies and around the keep. A silvery mist emerges which clouds the battlefield.....covers advance of elven heroes who answered the call of the horn of Arvandor. The elven heroes had come from Arvandor to battle once more, granted bodies of flesh and given their signature weapons and they battle with ferocity and skill shared across aeons upon the raider's army! The battering ram falls quiet, catapults stop firing and silence slowly falls as battle ends. When mists departs, all what's left are corpses of the zhentarim mercenaries laid about battlefield to feed the crows.

Aramis was knocked out three days and he woke up, he told his tale and community was in awe. Albeit later horn was recognized as sacred relic by elven scholar but it had no power. But Aramis taking burden of the debt he left his home in Battledale and set out in adventuring in 1340, Year of the Lion and when he was twenty two.




Adventuring Career

The first major conflict Aramis Fournier participated in Battle of the River Rising in Featherdale in 1340, starting early on his career as adventurer and starting practice his mysterious magical powers. During the conflict he met War-Councilor Ilmeth, general of Battledales Lord's Men who lend some aid to the conflict along with Sembians. They befriended in battlefield and he shared his own tales of heroic battle in The Belt, impressed by the tale and horn as proof of the deed he believed it. Over the years they had talked and met since then, sharing battle stories and such even after Ilmeth became lord of Battledale himself.

After that he joined to mercenary band, Moonlight Men, recruitment happened in Sembia and he traveled with the band (and getting know Mintiper Moonsilver, man becoming great source of inspiration for Aramis) for some years until they participated what was basically band's last battle (albeit group got disbanded officially at 1358 as license ran out); Battle of Turnstone Pass in Year of the Boot at 1343. In participation of that battle, some horn's magic returned to it but with horrible cost as only Mintiper, Aramis and five others survived. The event burying his friends and comrades had profound effect on Aramis, who had participated in few battles but not have felt a loss before. He nearly lost all dear to him when he acquired the horn, but even if technically battle was won, he saw no victor in battlefield. Just corpses. He parted ways with the survivors and sought new ventures. Doing half-dozen ventures and explorations as he traveled to Silvermoon and Waterdeep.

He was in House of Heroes, honoring heroes of old when Night of Temple Fires occurred, he tried defend the house first against the forces but as fires started he snatched several artifacts to bag of holding and then later return them to Tempus clergy (to high priest Vaugh) to help with restoration efforts.

In Year of the Arch (1353 DR), when catlords emerged in Arabel he offered aid to the catlords (to help solve the conflict) and he successfully tracked down remains of their heroic figure from one dishonest merchants whom had bought a item from a thief who had stolen the remains (which took form of golden cat's paw, albeit inside said paw was hand of past catlord and it provided infinite amount of luck to user with cost causing misfortune in area). One catlords became a on/off going romantic relationship for Aramis.

Then in Year of the Worm (1356 DR) he was in Sword Coast when hell broke loose in there and he battled non-stop entire year dealing with band of goblinoid forces, devils and dark mages which assault Baldur's Gate and working with Flaming Fist as mercenary first but then later become honorary member as he leads militia and advises on strategies.

Since then Aramis has continued to travel, facing adventures and famous adventurers in Faerun and traveled north, south and west in his life seeking heroics, battles and also help immortalize some less known heroes with his novel work and in songs and tales. He then heard of about grand trial in far west in Faerun and so he headed there to see what's it about (and what sort heroes it brings and see can horn's powers elevated further).

Naughtier tales
Aramis had always been handsome lad, even in youth many girls came to father's forge watch him work and sweat and work his muscles. It's boring in countryside after all. But one who introduced him to carnal arts weren't none the maidens but widower, Tanya Hills. She had married off young to older farmer who then died on stroke and she has been widow for a decade and ran farm (which she inherited) herself. She needed smith to place shoes on her working horses and repair a wagon, easiest to do in her farm than drag everything to smith. So Aramis was send there for repairs for couple days, but managed get work done less than day but the two days went for 'something else needing care of'.

Tanya made it clear from start; she had need for a man for one and one thing only. In truth she could had fixed things herself, but she not wanting no gossip or getting called slut by local uptight bitches. So it became just quiet private thing between Aramis and her, on and off sessions. She did not mind when Aramis employed tricks she taught on other women in area (so girls who stared him before got eventually each one broken in). But even after all dozens of women, some even more sexier and more powerful he does remember Tanya mostly and most fondest as well.

Second one he does not actually remember (IC wise), but it occurred when he bonded and attuned to Horn of Arvandor. The female voice was spirit in the horn and during attuning process where he was awestruck by visions from Arvandor (who drive mortals mad and euphoric with joy), during the trance he met the spirit and had wildest sex so far in his life. Avatar of the horn taking form of firm build but bust blond brass skinned elf with deep blue eyes. It was perhaps on that moment he fell in love with her, in open welcomed passion, but same time, he forgot it entirely and may be root reason for why he cannot commit to relationship, yield heart as he has already and perhaps subconscious know he cannot be with the spirit (even if horn restored) unless he becomes a god.

After the battle of river rising, when he went to Sembia to get registered for moonlight men he met a woman who worked on Silver Ravens; Lyenne Frostleaf, she despite meek appearance and fancying dress as maid was actually ruthless assassin, spy and network dealer and is around mid ranks in silver ravens organization. A sun elf but with unknown age. He accepted a job from her as moonsilver man and completed it and did some other odd jobs here and there and he took it as challenge to melt her icey frozen heart. She for months persisted until one night she did yield, showing herself to be smiling genuine manner. However instant after that night she told their business association has ended and he better pray never see her or hear from her, as either way indicates he is her target and likely killed as result from a job. Aramis assuming for sake for personal strict professionalism she had to cut him off.

After the deadly battle on turnstone pass he was hailed as hero across silver marches and got many opportunities to get laid, but only event which shook off his jaded cold heart from cold deadly chill of battle was none other than Alustriel yearly orgy party, more so besides general fun and partners he got picked up by Alustriel Silverhand herself for over a day....and to this date Aramis haven't been worked hardest than was by that woman. Near insatiable yet same time in haze of lust showed in silver eyes a ancient cunning and intelligence which scares Aramis to this day. She clearly tried seduce him and join her court, become one her lovers and agents and for many years invited him to orgy party and otherwise have tea with her and discuss politics. But overtime once realizing Aramis is not 'settling' type any fashion over time the invites ended and ceased. One few dumps which Aramis regrets actually.

Another to regret happened during masked ball in Waterdeep where he encountered another Silverhand sisters; Larael. The masked ball turned into orgy and Larael was supposed meet one Harper agents during it, but Aramis had interfered in forceful manner in bending her over and nail against the bed and soon Larael even forgot what for she was there. Compared to Alustriel she had lacked level headed mind or simply lacked in carnal pleasures compared to her queendom ruling sister wise. Or simply catch her off guard after long dry season or such.

But Aramis did not know who she was from the party until later encounters she made and through her was inducted into Harper organization and later to Moonstars, however sooner or later Arunsun Blackstaff found out and for obvious reasons he is no longer in Moonstars and rather there is new deadly enchantment in Black Tower; if he comes anywhere hundred feet close to it, it will fire lightning bolt to his location. After that Larael perhaps decided for sake of Aramis own life leave him alone or entire point of affair with Aramis was to make her husband jealous. Albeit Aramis is damn sure it was not entirely the plot she aimed for, at least in beginning.

His other lovers included a tiefling woman called Sarya, a harper but also professional smuggler and pirate in Sword Coast. She is perhaps quite similar to Tanya that she does not want lasting relationships, just casual fun now and then. But is super jealous type when she is 'on' mode, unlike Tanya. It was through having side affair during his trips both with her and someone else he nearly got killed and has avoided her since and from going to Baldur's Gate, as he is not sure how long she can carry grudge and considering how she keeps her men loyal in crew by peeling the banana torture on mast, he does not want find out.

Only crazier is female drow Eleza Darkwind, a warlock devoted to Lolth, spider queen. She was first born daugther of matron mother (now matron, thanks aid of Aramis). She was captured in surface raid at Sembia and she refused spill beans on her house or underdark city operations. So as smart man Aramis did unthinkable to drows prepare for; using unfiltered philter of love and cast bestow curse on her (using expensive spell scroll from Thayan enclave) to make it permanent. Besides her patrons devotion, she became obsessed with Aramis and to Aramis it was very intense and carnal relationship (as drows there is no other ways show affection besides sex, so loads hot sex and he did not complain). She told what was needed and agreed even work with Sembia silver ravens to bring 'peace' to surface if she gets to become matron mother in major house and thus have influence decide such things.

She tied Aramis to her ambitions and Aramis was her partner in crime for any dark deeds, assassinations, seduction, backstabbing. Only one he could rely on was Eleza as he trusted the 'love' to work for him and protect him in Underdark. But he underestimated dark elves sense of insecurity and trust; more intense the love, that greater of fear losing it. Leading Eleza becoming even crazy jealous (not harm him, just skin any woman he looked at) and then finale came when true nightmare manifested in Aramis being captured by Eleza, chaind on dungeon, to avoid him leaving and becoming her love slave forever! Thankfully Aramis was rescued by his harper friends but since then he has been hunted down by Darkwind house drow trackers ad sometimes Eleza herself join in hunt and otherwise make his life difficult as she chases him or threaten harm those he cares about. She is craziest of all his lovers and powerful enough to be serious problem thanks her warlock powers skyrocketed thanks becoming matron of her house. Aramis prays she never breaks free from the philter of love influence or true abyss breaks loose.....also was last time he ever played around with magical love potions. Even if seduction of Eleza was for name of good but he may had created monster.

Kimera

Cool character

As for my kobold, I think I'm done 99%

Still have 2000gp to spend but not sure what to give her. Don't think there's anything to fix her light sensitivity. I mean, not like sun glasses are gonna help :P


Rummy Tum Tum

@Stryx: If I were to get the ritual caster feat, how many spells (and of what level) would I be able to add to my ritual book as a level 14 caster?

Kimera

Quote from: Dreaming Space on December 29, 2019, 06:39:21 PM
4. Someone upthread listed the ring of protection at 5k, but I think the sane magic item document says it's 3500? I can't recall who, but I wanted to make sure they didn't spend too much, or that I didn't spend too little.

Oh yeah, I misposted that. If it was indeed 5000 I woudn't have the 2000gp remaining

Chulanowa

#86
Player: Chulanowa
Name: Penelope Starwhinkle-Shimmerfitz (aka The Magnificent Starshimmer; Miss Penny; Aughwhyistheresomuchfirethiswasn'tintheplaybill!
Class: Wizard
Background: Entertainer
Race: Forest Gnome

Armor Class:
Initiative: +3
Speed: 25'
Passive Perception: 15
Hit Point Maximum: 81
Hit Dice: 14d6
Proficiency bonus: +5
Ability scores:
STR 11 (+0) DEX 14 (+2) CON 14 (+2) INT 20 (+5) WIS 11 (+0) CHA 14 (+2)

Saving throws:
INT +10 WIS +5
Proficiencies:
Animal Handling +5, Arcana +10, Acrobatics +7, Investigation +5 (25 passive), Performance +12, Persuasion +7, Sleight of Hand +7

Languages: Common, Gnomish
Weapon proficiencies: Daggers, Darts, Slings, Staves, Light Crossbows
Armor proficiencies: None
Tool Proficiencies: Disguise Kit, Convertina Accordion

Features and traits:
• Darkvision 60' (Gnome Racial Trait)
• Gnome cunning (Gnome Racial Trait)
• Natural Illusionist (Forest Gnome Racial Trait)
• Speak With Small beasts (Forest Gnome Racial Trait)
• By Popular Demand (Entertainer Background Feature)
• Wizard Spellcasting (Wizard Class Feature)
- Cantrips
- Spellbook
- Preparing and Casting Spells
- Spellcasting Ability: Intelligence (DC: 18, Spell attack: +10
- Ritual Casting
- Spellcasting Focus
• Arcane Recovery (Wizard Class Feature)
• Arcane Tradition: Necromancy (Wizard Class Feature)
- Necromancy Savant
- Grim Harvest
- Undead Thralls
- Inured to Undeath
- Command Undeath
• Feat / ASI: Observant Feat (Wizard Class Feature)
• Feat / ASI: Skilled Feat (Wizard Class Feature
• Feat / ASI: Performer Feat (Wizard Class Feature)
Equipment: Arcane Focus (staff), Scholar's pack, dagger, spellbook, Spell component pouch, light crossbow, 20 bolts, belt pouch, magnifying glass, sealing wax, soap, robes, vials (7), disguise kit, Winged boots, wand of the war mage +1, helm (hat) of comprehend languages, ring of feather falling, Spell research (550 GP)

Money: 44 GP

Attacks: Light Crossbow (+7, range 80/320, 1d8+2 piercing damage), Dagger (+7, range 20/60, 1d4+2 piercing damage), Ankle Bite (+5, 1 shame damage) Staff (+5, 1d6/1d8 bludgeoning damage)

Spells
CANTRIPS: Minor Illusion, Chill Touch, Mage Hand, Message, Dancing Lights, Mold Earth

1st:Mage Armor, Magic Missile, Unseen Servant, Detect magic, Silent Image, Color Spray, Charm Person, Grease

2nd: Snilloc's Snowball Storm, Enlarge / Reduce, Knock, Locate Object, Web, Invisibility, Alter self

3rd: Animate Dead, Fireball, Fly, Major Image, haste, Galder's Tower, Tiny Servant, Life transferance

4th: Arcane eye, Summon Greater Demon, Polymorph, Dimension Door

5th: Geas, Mislead, Cone of Cold, Wall of Light, Danse macabre, Enervation

6th: Eyebite, Disintegrate

7th: Finger of Death, Prismatic Spray

Alignment: Chaotic Mostly-Good
Personality traits:
• Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
• I study my friends and take notes on how they act. I jot down the things they do or say that I find interesting.
Ideals:
• People. I like seeing the smiles on people's faces when I perform. That's all that matters
• Curiosity. I can't stand an unsolved mystery or a closed door.
Bonds:
• I idolize a hero of the old tales and measure my deeds against that person's.
• Kobolds have caused me and my people no end of trouble, I will avenge those wrongs!
Flaws:
• I'll do anything to win fame and renown.
• I prefer to hide during a fight.

History: If anyone told you The Magnificent Starshimmer was the daughter of a tax man and the pea farmer he fell in love with, they are surely lying. but it's a persistent story so let's work with it. According to the story, Penny is the third of five children, each just as gnomish as the last. But for some strange reason, while the first two were good at growing beans and the youngest two were good at counting them, Penny was pretty abysmal at both... but she was the only one in the family to manifest the famous illusion magic of gnomish fame. Given her lack of ability with loans and legumes, it seemed that her only logical course of a future was... No, not showbusiness, you don't go rampaging right to the stage. No, her first step was The Academy.

The Forlorn Keep. The Warlock Congress. Dhu Isgol, the Gated Towers. Bleakstone. The Inverted Mountain. The Blackened Hand. Whatever you wanted to call the fortress of dark stone that grew like a dead god's arm from the depths of the Ireswamp in southern Sug Lohldu, you had to admit they had the finest prospects for arcane study in the land. Penny was class of '43. Despite the academy's dark reputation, the schooling in the Art was pretty run of the mill. It was several years of scribing, linguistics, and alchemy before she was even granted her first cantrip, but it was so worth it! And there was barely any human sacrifice to appease unruly entities from the yawning void dividing space and time! Plus the best wrestling team of any school in the maegi conclave (Goooooo Fighting Almirajes!) She honed her skills as an illusionist, both with and without magical backing, but of course the school's focus was necromancy; but unlike the occasional mad necromancer bent on world annihilation and control the Gated Towers occasionally produced on occasion, Penny had no real grand ambitions of maximum power,  and saw her future in a versatile, flexible study of the Art. This did mean she graduated a decade before most of the rest of her class (I mean technically that makes her class of '33 but whatever.) However, she still has a fondness for cackling madly and shouting FOOLS! I'll show them, I'll show THEM ALL! durign thunderstorms; some school traditions are hard to shake!

Since graduation she's mostly made her living in performance; whirling, spinning lights, stages full of illusions performing their own plays and magic shows, and of course, pulling cards out of a lady's... well anyway, it's a lucrative career path, financially speaking, but when you literally have the power to reshape the cosmos universum to your every idle whim with nothing more than a snap of the fingers and a gummy eyelash and possible centuries of life, you get a little... antsy. And the way Penny saw it, she could either dust off the ol' necromantic grimoire and set about converting the globe to her minions in undeath, or take up goodly adventuring. Since she already had the outfit and because zombies are poor conversationalists, she opted for the latter, and sought out a position in a friendly adventurer's guild. Turns out she got into several positions, but that's neither here nor there. Ahem. "Adventure Ho!" as they say.




So what happens when you give me 14 levels and a deadline?

Apparently a delightfully chipper gnomish stage magician who moonlights as a necormancer on the side.

...I mean I also have a rogue in hte sidelines if that would fly better, or if an extra group needs a member or something, I guess...  ;D

tobisquestion

I enjoyed reading that. I enjoy reading that a lot.
Character images inspiration: Female - Male

Kimera

#88
Yeah. We got a bunch of interesting and adorable characters.

Would it be worth it to instead of taking +2 in wis and dex, use two ASi to buy wisdom based skill feats: https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf (considering perceptive and medic)

Net I still get 20 Wisdom, but dexterity is lowered by 2 and thus also AC, to hit, etc...

Rummy Tum Tum

#89
Player: Rummy
Class: Divine Sorcerer
Background: Noble
Race: Protector Aasimar

Armor Class: 14
Initiative: +3
Speed: 30' (walking/flying)
Passive Perception: 10
Hit Point Maximum: 72
Hit Dice: 14d6
Proficiency bonus: +5
Ability scores:
STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 12 (+1) WIS 10 (+0) CHA 20 (+5)

Saving throws:
CON +7 CHA +11
Proficiencies:
Intimidation +10, Persuasion +10, History +6, Religion +6

Languages: Common, Celestial, Elvish
Weapon proficiencies: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
Armor proficiencies: None
Tool Proficiencies: Dice Set

Features and traits:
• Darkvision 60'
• Favored by the Gods: Once per short rest, 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.
• Empowered Healing: While you aren’t incapacitated, whenever you or an ally within 5 ft. rolls dice to determine the number of HP a spell restores, you can spend 1 sorcery point to reroll any number of those dice once.
• Otherworldly Wings: As a bonus action, you can manifest wings that give you a flying speed of 30 ft. until you’re incapacitated, you die, or you dismiss them as a bonus action.
• Celestial Resistance
• Radiant Soul: Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 14 in additional radiant damage to one target.
• War Caster

Equipment:
2,356 gp

Wand of the War Mage +2
Cloak of Protection

Fine Clothes
Diplomat's Pack


Alignment: Chaotic Neutral
Personality traits:
• I strongly believe that selflessness, kindness, and charity are no more than a type of self defense. Unsuprisingly, I can be a bit of a dick to people I don't immediately gel with.
• I look for ways to use people. I do so without thought and, most importantly, without admitting it to myself. I pride myself on honesty, after all!
• I respect strength, adore entertainment, and abhor blandness and deceit.
Ideals:
• Godhood. It is my obsession and the fate I will make for myself.
• Amusement. Boredom is such a waste. It is important for one to seek out new and exciting experiences.
Bonds:
• My soul is bound to a lesser Goddess of chaos, Soleil. Though I feel equal love and hate towards Her, there is no doubting I am Hers.
• My family raised me to hate fiends and mistrust tieflings, but paradoxically I feel a strange fascination towards them.
Flaws:
• I will do anything to attain Godhood.
• Cruelty is my defense mechanism.

History: Cecil was born to a noble family, under a fateful star. By all accounts he was meant for greatness--a perfect heir to a perfect family. Unfortunately, things are never so neat in this life. The fateful star he was born under was not tied to a great and noble god, but a goddess of pure chaos and passion; his family was not perfection itself, but a finely crafted mirror of it. The powerful make their own fate: this was the most important lesson he ever learned from his family. And to them, this meant secretly sacrificing poor and desperate fools to gain the power of the lesser chaotic deity, Soleil, then pretending her blessing of a powerful heir was a stroke of luck.

Cecil was raised believing his family's lies. He felt entitled by the power he was born with--the power of his bloodline. Then, one fateful night, on the eve of one of his largest triumphs as an adventurer, he met the Goddess who'd blessed him with his power. She was no radiant, kindly goddess, but a being of chaos and perversion. She was passionate, but her passion led more toward discord than love. And her beauty gave way to pain alongside pleasure. On the day she visited his dreams for the first time, she shattered the illusion he'd been living under with a smile on her face. She broke his worldview without a care, and claimed him as her own, body and soul.

He served Her for years after, using the power she etched into his soul to make his mark on the world, always searching for a way to break the bond he loves and hates in confusing measure. Only one path seems sure to him--a path that seems all too fitting now: ascension. If he can attain Godhood, he can get everything he wants. He would never be controlled again; he would surpass his Lady; he would be feared and adored for all eternity, and mortal weakness and boredom would be trifles of the past.

Really, what could go wrong?

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

StryxRiver

Quote from: Rummy Tum Tum on December 30, 2019, 04:53:23 AM
@Stryx: If I were to get the ritual caster feat, how many spells (and of what level) would I be able to add to my ritual book as a level 14 caster?

    If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

I would say you can add
3 first level spells
3 second level spells
1 third level spell
1 fourth

for a total of 8 added spells.

8 Should be a fair number

StryxRiver

Quote from: Muse on December 30, 2019, 08:07:09 AM
  Eek!  I've got to hurry!

Closing is 11:59 CST (GMT-6) On any one of the days So you have that WHOLE Day

Muse

Two questsions, Stryx. 

1. What you just said to Rummy Tum Tum applies to my application too, since she's a wizard. 

Is that for free?  Or is that a maximum to what we can buy? 

2.  IN the Sword Coast Adventurer's Guide (pg 142-143) there are cantrips that supplement melee attacks. 

For example from Booming Blade:  "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 

A bladesinger has the abilty to "you can attack twice, instead of once, whenever you take the Attack action on your turn." 

So, can I use my action to make two melee attacks, the first of which delivers the Booming Blade cantirp? 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

tobisquestion

#94
Quote from: Muse on December 30, 2019, 08:22:04 AM
For example from Booming Blade:  "As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. 

A bladesinger has the abilty to "you can attack twice, instead of once, whenever you take the Attack action on your turn." 

So, can I use my action to make two melee attacks, the first of which delivers the Booming Blade cantirp?

I'm afraid not, because you're using your action to cast a cantrip, not make the "attack" action. (I DM a campaign featuring a rogue who uses Booming Blade, so I had to contend with this question myself.)

The only way you can attack twice using Booming Blade is if you use your bonus action to attack with a second weapon.
Character images inspiration: Female - Male

Zaer Darkwail

So far as I know Muse, using the melee cantrips (like booming blade etc) are Spell actions than Attack actions, so you cannot make use of extra attack feature and the cantrip. However cantrios outpace the extra attack on 17th level (raw dmg, no rider trigger needed). Or otherwise in specific circumstance; like booming blade the target needs to move to trigger the extra dmg or green flaming blade there is 2 targets near each other or sword burst for 3 or more melee targets near you. Another method is that if you got ability (like valor bard's) which allows 'when casting a spell, as bonus action you make a melee attack'. As cantrip despite name counts as a spell (so my char once at 14th level as bard could cast green flame blade or even EB and then bonus action strike with weapon).

I base this on this discussion here; https://rpg.stackexchange.com/questions/96206/can-you-combo-attacks-with-the-booming-blade-cantrip

Also I assume the 8 rituals are freebies, all rest you need buy the scrolls and copy them (sane magic items give 640gp cost for one 5th level scroll example).

However I have question for you Stryx; Sane magic item list does not include Robe of Useful Items, it would likely be categorized as consumable item (like necklace of fireballs) as once all patches are gone the robe becomes non-magical. My idea is to homebrew convert it to be gleeman's cape/cloak.

Muse

Muse: Flute (High Elf Female Wizard (Bladesinger))
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

StryxRiver

Quote from: tobisquestion on December 30, 2019, 08:42:30 AM
I'm afraid not, because you're using your action to cast a cantrip, not make the "attack" action. (I DM a campaign featuring a rogue who uses Booming Blade, so I had to contend with this question myself.)

The only way you can attack twice using Booming Blade is if you use your bonus action to attack with a second weapon.

I agree with this looking over the rules. Booming blade can be casted ONCE on the first attack. Otherwise you're casting two cantrips each of which costs an action

In regards to the ritual casting; Rummy is taking a feat to be the ritual caster. Wizards have that ability within their own spell list.
I will allow you to have that many additional wizard spells in your spell book

StryxRiver

Quote from: Zaer Darkwail on December 30, 2019, 08:53:27 AM

However I have question for you Stryx; Sane magic item list does not include Robe of Useful Items, it would likely be categorized as consumable item (like necklace of fireballs) as once all patches are gone the robe becomes non-magical. My idea is to homebrew convert it to be gleeman's cape/cloak.

Feats Craft Wondrous Item; Spells fabricate; Cost 3,500 gp for the robe, so I would say it would cost that much since there's none in the sane magic items list

Zaer Darkwail

Quote from: StryxRiver on December 30, 2019, 09:08:39 AM
Feats Craft Wondrous Item; Spells fabricate; Cost 3,500 gp for the robe, so I would say it would cost that much since there's none in the sane magic items list

*nods*

Ok, cannot afford it so see what else I can afford and just see do I spare some coins then. Likely potions would be good pick or wand.