[Pathbreakers] D&D 5e Campaign - Recruiting 2

Started by Aethyrium, December 02, 2019, 07:12:15 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

RedPhoenix

Ooooh! I'll take the Stone! Seems like an appropriately druidy thing. Just a cool stone that gives good luck!

With that edit my sheet will be finally done!
Apologies & Absences | Ons & Offs
May you see through a million eyes.

ElayneTrakand

Gloves of missile snaring alright? Also, I assume it's ok I start with my infusions in place correct?
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

Cold Heritage

Quote from: Aethyrium on December 05, 2019, 10:07:05 PM
If you're going for a weapon, I'd like to stick to a generic +1 weapon for the purposes of character creation.

Fair enough.

I'm going to call my character finished and ready for consideration. I feel like I have more money left over than makes sense, but oh well.
Thank you, fellow Elliquiyan, and have a wonderful day.

Aethyrium

Some character thoughts and review and what have you...

RedPhoenix, Varra is a delight. You have such great ideas. Excellent and totally what I was looking for. Awesome seeds for, immediately sparked some ideas. Thank you!

ElayneTrakand, Navani is a fun idea. I love the idea of a hidden city thing, in a city thing! I would say that my only note is that I'd like to see her have done something that attracted the attention of the Pathbreakers. A lot of her experience seems to have been earned from something that would've been private (ruin delving), rather than known enough to catch the attention of outsiders. Unless you have something else already in mind, than please elaborate.

Zaer Darkwail, hard to go wrong with gladiator honor. Interesting choice, Bard, for that role. I'm intrigued. Looks good overall, thank you.

StryxRiver, how fun. A little merry band of people. That's great. It really plays well into the "accomplished all I can here, need to move on" vibe I was going for. And plays really well into why the Pathbreakers would have called her. A fun character idea, thank you! One note, can you list (next to the class names) the level of each class so like "Bard (2) / Warlock (3)", or however you have it split up.

Nicolae, I should have caught this earlier, so please forgive me for letting you get as far as you have before I said anything. Gunslinger is not an official class in 5th edition. It appears you're using Matt Mercer's (from what information I can get from the sheet at this stage) Gunslinger class. While it is listed on D&D Beyond, it isn't a published piece of content. For those reasons I'm afraid I can't let it go through. I would suggest looking at Artificer if you want to stay the gun route.

pdragon, I don't mind the mythweaver's sheet for me to browse right now. But I'd like the coded sheet to be filled out for quick reference whilst writing here on the site. That said, what a neat concept. Centaur knights are a fun flavor idea. I giggled at the title, and sort of adore the coincidences of how it was acquired.

Cold Heritage, I honestly don't know if I have seen a zealot barbarian idea as much as I like this. There's so much flavor in this concept, and so much for me to work with. It immediately had me jotting some notes. Most excellent, thank you!

lexikov, as to who I'll choose, it will really just be based on my judgement. Unfortunately (as much as I'd love to), I likely can't accommodate everyone. So it'll just be me reading through everything, finding the characters I feel will be the most fitting / inspiring, and moving forward with them. As for Raven herself, what a lovely story. A nice old fashioned thieves guild, and her recruitment feels so in character for one even. I really do love the way that was portrayed... and guilds have such a delightful way of being useful to me.

caelcormac, what a fun paladin idea. Also brewed up some great images and thoughts about what I'd do with it. A great idea, thank you!

Xunthrae, so there's some really good stuff here. It's hard to resist a "there's a dragon plotting somewhere in the distance" that you've offered up. Plus some other fun tie ins that are interesting to work with. All in all, fun submission. Thank you!

Alright that puts us at 10 submissions, and I think there's still 2 or 3 coming. Given that much interest, I'm going to be closing submissions on Sunday 12/8. I will make my final character decisions from those submissions on Monday, 12/9 sometime in the evening.

Thank you everyone for the great stuff so far. I'll need to review the mechanical side of the sheets yet, but I may hold off until approval to do it (just to trim the workload. From my ganders, most of this looked in place already). I learned a lot about this world today, going through these sheets. I have some awesome ideas (I think). So I'm really excited to share more with you.

And for those still thinking / working on it, you've got some time yet. So excited to see your offerings yet! :)

Aethyrium

Quote from: RedPhoenix on December 05, 2019, 10:36:01 PM
Ooooh! I'll take the Stone! Seems like an appropriately druidy thing. Just a cool stone that gives good luck!

With that edit my sheet will be finally done!
Woohoo for total completeness.

Quote from: ElayneTrakand on December 05, 2019, 11:12:53 PM
Gloves of missile snaring alright? Also, I assume it's ok I start with my infusions in place correct?
Yes, starting with your class features is totally acceptable. As for the gloves... Let me think on it. Starting to get night time brain. Instinct say yes, but I'll let you know.

Quote from: Cold Heritage on December 05, 2019, 11:18:42 PM
Fair enough.

I'm going to call my character finished and ready for consideration. I feel like I have more money left over than makes sense, but oh well.
Having spare coin isn't a bad thing! Was there another item you might be interested in?

Zaer Darkwail

Quote from: Aethyrium on December 06, 2019, 12:02:46 AM
Zaer Darkwail, hard to go wrong with gladiator honor. Interesting choice, Bard, for that role. I'm intrigued. Looks good overall, thank you.

Well, considering gladiator battles are half about martial skill and other half showmanship, also where else bardic college of sword would be trained at ;). Overall it's bit like modern show wrestling, expect that there is less faked deaths as audience can vote to 'finish you off' in the ring. But it was conscious decision to go for half-orc bard and then I just build frame/setting where he acquired those skills. I hope my setting idea (about eastern styled wealthy land where slavery is common and where merchants plot against traditional government) is nice addition :).

StryxRiver

QuoteStryxRiver, how fun. A little merry band of people. That's great. It really plays well into the "accomplished all I can here, need to move on" vibe I was going for. And plays really well into why the Pathbreakers would have called her. A fun character idea, thank you! One note, can you list (next to the class names) the level of each class so like "Bard (2) / Warlock (3)", or however you have it split up.

Done!

RedPhoenix

Quote from: Aethyrium on December 06, 2019, 12:02:46 AM
RedPhoenix, Varra is a delight. You have such great ideas. Excellent and totally what I was looking for. Awesome seeds for, immediately sparked some ideas. Thank you!

Yay! I'm so relieved, and was already thinking of a new concept in case this one didn't work haha. Now I will sit patiently and see what happens! :)
Apologies & Absences | Ons & Offs
May you see through a million eyes.

StryxRiver

Question!
If I do some inventory reshuffle would I be able to purchase a rod of the pact keeper +1? (uncommon magic item)

Xunthrae

Could i get the prices for these items please? :) Though i think im leaning towards the slippers either way since they seem the most fun.
   Pearl of Power
   Cloak of Protection +1
   Slippers of Spider Climbing

Marie Reynolds

I am afraid I am going to withdraw, I  wish everyone good luck on getting selected.

ShadowFox89

Call me Shadow
My A/A

Aethyrium

Quote from: ShadowFox89 on December 07, 2019, 07:33:23 AM
Is there space here for a tiefling bard?
There is most certainly room for a tiefling bard submission. Room for any submission, at this point. :D

Quote from: Marie Reynolds on December 07, 2019, 12:04:40 AM
I am afraid I am going to withdraw, I  wish everyone good luck on getting selected.
Sad, but thanks for your interest!

Quote from: Xunthrae on December 06, 2019, 07:24:51 PM
Could i get the prices for these items please? :) Though i think im leaning towards the slippers either way since they seem the most fun.
   Pearl of Power
   Cloak of Protection +1
   Slippers of Spider Climbing
I believe the Slippers are the only thing that I would cost at 500g. So... If you're leaning that way, enjoy!

Xunthrae

oh! they are all uncommon magic items, so i thought the upper limit was 500, but thats just fine. The slippers can be very fun

Ershin

Can't decide which of these I would prefer to apply with... Though at least I managed to trim my ideas down to these two;

Also what would the Ruby of the War Mage be priced at? Should I assume the maximum price of a Common magic item at 100gp?

Spoiler: Click to Show/Hide

BARDRYN STONECUTTER
HUMAN (v)
CLAN CRAFTER
ARTIFICER 3 (BATTLE SMITH) | WIZARD 2 (BLADESINGER)
Skills
Acrobatics: +3
Animal Handling: +1
*Arcana: +10
Athletics: +0
Deception: +1
*History: +7
*Insight: +2
Intimidation: +1
*Investigation: +7
Medicine: +4
Nature: +4
*Perception: +2
*Performance: +4
*Persuasion: +4
Religion: +4
Sleight of Hand: +3
Stealth: +3
Survival: -1
Proficiencies
Weapons:
Tools: Thieves Tools, Tinker’s Tools, Smithing Tools, Cook’s Utensils, Leatherworker’s Tools, Mason’s Tools
Saving Throws: Constitution, Intelligence
Skills: History, Insight, Performance, Arcana, Investigation, Persuasion, Perception
Languages: Common, Dwarvish, Elvish, Giant
Spells
Cantrips – Wizard
Prestidigitation
Minor Illusion
Green Flame Blade

1st Level Wizard
Comprehend Languages (Rit)
Detect Magic (Rit)
Identify (Rit)
Find Familiar (Rit)
Charm Person
Distort Value
Tasha’s Hideous Laughter
Jim’s Magic Missile

Cantrips – Artificer
Mending
Guidance

1st Level Artificer
Cure Wounds
Disguise Self
Faerie Fire
Heroism
Shield

Infusions

Features

PRODIGY (HUMAN FEAT): You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.


RESPECT OF THE STOUT FOLK (CLAN CRAFTER): As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your companions) the finest accommodations and assistance


RITUAL CASTING (ARTIFICER): You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared
INFUSE ITEM (ARTIFICER): At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items
THE RIGHT TOOL FOR THE JOB (ARTIFICER): At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again


BATTLE READY (BATTLE SMITH):When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls
STEEL DEFENDER (BATTLE SMITH):By 3rd level, your tinkering has borne you a faithful companion, a Steel Defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics
In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action
If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored
At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes


RITUAL CASTING (WIZARD): You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared
SPELLBOOK (WIZARD): At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind


TRAINING IN WAR AND SONG (BLADESINGER): When you adopt this tradition at 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice
You also gain proficiency in the Performance skill if you don't already have it
BLADESONG (BLADESINGER): Starting at 2nd level, you can invoke a secret elven magic called the Bladesong, provided you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus
You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss Bladesong at any time you choose (no action required).
While your Bladesong is active, you gain the following benefits:
> You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
> Your walking speed increases by 10 feet
> You have advantage on Dexterity (Acrobatics) checks
> You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature twice. You regain all expended uses of it when you finish a short or long rest

STRDEXCONINTWISCHA
10
16
14
18
8
12
(+0)
(+3)
(+2)
(+4)
(-1)
(+1)

Armor ClassInitiativeSpeed
18
+3
30ft

Hit Points
Hit Dice
0
0d0
Equipment
Worn
Warhammer (+ Ruby of the War Mage)
Studded Leather Armour
Shield
Backpack
Explorer’s Pack
Mule (Pansy) – Styled as a dwarvish goat?
Mule (Daisy) – Styled as a dwarvish goat?
Carriage

Thieves Tools
Alchemist Supplies
Brewer Supplies
Calligrapher Tools
Carpenter Tools
Cobbler Tools
Cook Utensils
Glassblower Tools
Jeweller Tools
Leatherworker Tools
Mason Tools
Painter Supplies
Potter Tools
Smith Tools
Tinker Tools
Weaver Tools
Woodcarver Tools

Money
0cp
0sp
208gp
0pp


Where are you from?: Bardryn hails from Strasborn-Under-Mountain, a mostly isolated Dwarvish community in the mountainous areas to the north-west. The city is mostly self-sufficient as most Dwarven halls are, though the occasional caravan from the outside world brave enough to make the venture provides them with goods such as silks and spices they have no way of producing on their own in exchange for fine crafts of the Dwarves, sturdier than any human could make. 
The city is craft-driven, with the council helmed by the five greatest artisans of their generation. These posts are currently filled by Adrianna Flint the Mason, Big Ton Strongarm the Smith, Edsir Stonecutter the Tinker, Borvil Stoutale the Brewer and Nora Ruby-Eye the Jeweller.
Edsir and his wife once took in an infant human whose birth parents were slain or turned by lycanthropes that hunt along the northern pass and raised her as their own. The Dwarf taught her the way of the tinker as she grew and used his position in the Council to ensure she would be permitted to be taken as an apprentice in whichever field she would strive for as she grew. The child who came to be known as Bardryn, while a quick study, never questioned why she was taller than her peers and simply thought of herself as a tall Dwarf.
One secret that none know is the reason for the infestation of werewolves in the area over the last few decades. This was brought about due to Nora Ruby-Eye’s experimentations with an odd crystal she had obtained and began experimenting with turning a contingent of elves who had taken a sample to become feral and turn into beasts. Nora is herself a were-bear, though through manipulation of the crystal’s energies she has kept this (and so her involvement with the infestation and curse) hidden.

How did you attain level 5?: While initially making her way in the outside world was an ordeal Bardryn quickly gained the trust of travellers being attacked by wolf-like creatures – the wheel on their wagon had been broken by a stone on the road and could not make an escape. She had heard of such attacks before and proceeded to smack one of the creatures in the face with her hammer. While not silver, the weapon seemed to do enough blunt force trauma that it seemed to think twice, taking a good sniff at her and growling a command at its allies to retreat, obviously fearful of a proud Dwarven warrior! This was something she had taken to doing of late, while her peers thought little of the stories of wolves her Pa always seemed concerned when the subject was brought up in her company leading her to try to investigate the situation.
Bardryn aided the group in fixing their wheel and broken axel, gaining a ride out of the mountains and into “civilisation”. Over time she learned to better protect herself, her mind as a sponge taking in new ideas much more readily than her peers back home and incorporating them into her everyday practice – Elvish dancers who were attached to the travelling caravan taught her the art of the Bladesong that mixed the martial with arcane for example, and while she initially couldn’t mimic their movements, the momentum gained from following through with the weight of a Dwarvish hammer appeared to compliment the motion.
From this she formed the concept that it would be ideal to take anything she could learn in terms of craft and rethink it, make it better and moreover apply proper Dwarven concepts to it to make it better.
She stayed with the caravan for over a year, defeating bandits and monsters that stood in their way before coming across a ruined town, mostly destroyed by horrid beasts. At this point she decided to stay there. While she was forbidden to pass out the masonry techniques she had learned amongst her people there was nothing saying that she wasn’t permitted to use them to help people in need – the materials were still there, so it was a case of repair and re-fortification of the buildings.

Currently she travels in a carriage built from the lumber left over from an irreparable building in which she does what work she can with various tools picked up on her journey thus far... though the portable forge she attempted to build within needs a swift kick now and again to remind it who's boss and to stay lit.

Where are you going?: Bardryn’s goal is a simple one, to journey the lands and learn all she can of the crafts of the other races in order to bring the knowledge back to her mountainous home so they can be studied and improved upon. To that end she follows any rumours she can of the strange and wonderful, while appreciating what others may regard as mundane as no matter the craft everything has its place and importance.
What have you left behind?: While the town she aided in the reconstruction of is stronger than ever (considering Dwarvish engineering is the best in the world) Bardryn often times thinks of returning due to the advances of a young Half-Elf lad who appeared to be smitten by her. She’s unsure if she could reciprocate his feelings considering the tenuous relationships between Elves and Dwarfs, but maybe?
Meanwhile in her home under the mountain she thinks of her Ma and Pa and the dangers of the wolves in the area.
In her absence while the Dwarves are perfectly capable of sealing themselves away and surviving nearly indefinitely, the roads and mountain passes are becoming much more dangerous for travellers. While her Pa protests that the roads should be kept clear and the creatures routed the other council members are ambivalent, or in the case of Ruby-Eye outright opposed to the notion. This would lead to the wolves’ numbers to swell, to spread out into more distant hunting grounds and see the rise of the half-breed “Shifters”.


Spoiler: Click to Show/Hide

AURILLE DAWNRUNNER
CENTAUR
GUILD ARTISAN
FIGHTER 1 | CLERIC 4 (FORGE)
Skills
Acrobatics: +0
Animal Handling: +4
Arcana: +0
*Athletics: +6
Deception: +0
History: +0
*Insight: +7
Intimidation: +0
Investigation: +0
*Medicine: +3
Nature: +0
Perception: +4
Performance: +0
*Persuasion: +3
Religion: +0
Sleight of Hand: +0
Stealth: +0
*Survival: +7
Proficiencies
Weapons: Simple weapons, martial weapons
Tools: Smithing Tools, Leatherworking Tools
Saving Throws: Strength, Constitution
Skills: Athletics, Insight, Medicine, Persuasion, Survival
Languages: Common, Sylvan
Spells
CANTRIPS
Guidance
Mending
Sacred Flame
Thaumaturgy
Features

FEY (CENTAUR): Your creature type is fey, rather than humanoid
CHARGE (CENTAUR): If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
HOOVES (CENTAUR): Your hooves are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
EQUINE BUILD (CENTAUR):You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet, instead of the normal 1 extra foot
SURVIVOR (CENTAUR):You have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.


FIGHTING STYLE (FIGHTER): Defence- While you are wearing armour, you gain a +1 bonus to AC
SECOND WIND (FIGHTER):You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level
Once you use this feature, you must finish a short or long rest before you can use it again.


BONUS PROFICIENCIES (FORGE DOMAIN): When you choose this domain at 1st level, you gain proficiency with heavy armour and smith's tools
BLESSING OF THE FORGE (FORGE DOMAIN): At 1st level, you gain the ability to imbue magic into a weapon or armour. At the end of a long rest, you can touch one nonmagical object that is a suit of armour or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armour or a +1 bonus to attack and damage rolls if it's a weapon
Once you use this feature, you can't use it again until you finish a long rest
CHANNEL DIVINITY: ARTISAN’S BLESSING (FORGE DOMAIN):Starting at 2nd level, you can use your Channel Divinity to create simple items
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armour, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you
The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual


TURN UNDEAD (CLERIC):As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action
RITUAL CASTING (CLERIC):You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared


STRDEXCONINTWISCHA
16
10
14
10
18
11
(+3)
(+0)
(+2)
(+0)
(+4)
(+0)

Armor ClassInitiativeSpeed
20
+0
40ft

Hit Points
Hit Dice
0
1d10+4d8
Equipment
Worn
Warhammer
Splint Armour
Traveler’s Clothes
Shield
Backpack
Carriage
>Smith’s Tools
>Leatherworker’s Tools
>Woodcarver’s Tools
>Mason’s Tools
>Dungeoneer’s Pack
>Bedroll x 3
Money
0cp
0sp
347gp
0pp


Where are you from?:  Aurille comes from a place known as the Crimson Steppes, a whide open plain perfect for a centaur to gallop freely in, but specifically she comes from the City of Soochana-Dena a centre of civilisation for the Centaurs. It is here that they first made peaceful contact with humans and struck an agreement – in exchange for a rare ore nearby they would aid in the city’s construction and improvement of life for the normally nomadic race. Aurille’s ancestors agreed to this deal and today along with the far-off Centaur cities of Sandeshavaahak and Daak-Chalaanevaala it comprises what has become one of the steadiest and most secure trade routes on the continent. Where the original agreement was made now stands a shrine to the Centaurs’ forge god, representing the original agreement for the trade of ore and the forging of peace between peoples. The city is also home to a postal hub and sorting office, for what better couriers than those who need no horses and can defend themselves as well as this mighty race?
Of import in the area are the Postmaster General, a mighty stallion who serves as both head of the courier service and armed forces and the high priest of the forge.
Unbeknownst to the people the mining of the ore in the area has led to the poisoning of the water source of a local tribes of gnolls and orcs who share the steppe, lead and mercury are a necessary requirement in the mining process and this has led to madness in the those whose attacks and attempted raids most consider to be unprovoked.

How did you attain level 5?: As a priest of the forge it is Aurille’s privilege to go out on a pilgrimage across the plains and beyond. Originally part of a trade convoy she broke off from the group in order to combat raiders who sought to take from them precious cargo, sending her fellows off while she maintained their rear. This took much more effort than she was used to and she soon came to regret it as these raiders outside the Steppes seemed to be much more heavily armed than the brutes she was used to. While she eventually came out victorious the combat had caused her to lead them on a chase away from the regular route and she ended up lost in foreign lands.
Travelling by herself to try and find the nearest form of civilisation she found that it was a delight to roam as she pleased. When she found a town where she could spend the night she learned of more and more troubles outside of the steppes, towns unprotected and a lack of communications with the outside world – one of the tenets her people in their modern guise were built upon. Sending word back that she would not be returning for some time, she purchased a carriage  and had it altered so that she could pull it, outfitting it with a small forge and workbench, a palate which could be drawn out to make a small stand on which she could sell wares she had forged and so on and took to wandering the lands, smashing villains where she could find them and aiding those in need. 

Where are you going?: Aurille’s goal is little else but to sate her wanderlust, she has found being out on the open road suits her more than being cooped up in a city and she values the freedom this has brought her. She also realises that not all peoples share in the freedoms she has or even those that live in isolation and as such are unable to call for help when needed. She wishes to establish routes as she goes upon which her people may at some point build a true communications network and postal service to connect the world.

What have you left behind?: While she values her own freedom Aurille has left behind those who wish her to return, specifically her older sister Anansii who sees little use in the self-proclaimed pilgrimage and has placed a bounty for her return. She also has three younger sisters who Anansii fears would be inspired to follow suit.
In her absence there is a potential for a warlord from one of the tribes to rise up, shamans finding strength in the mercury by way of poisoning her people with it or finding a way to enhance their warriors with the maddening toxin.

ShadowFox89

Work in progress currently, need to finish writing out the fluff stuff and get the spells put in.

Spoiler: Click to Show/Hide

Alessia De Tentatrice
RACE Tiefling, Dis subtype
BACKGROUND Noble
CLASS Bard 3/Warlock 2

Skills
Acrobatics: 6
Animal Handling: 1
Arcana: 1
Athletics: 0
Deception: 8
History: 3
Insight: 1
Intimidation: 6
Investigation: 1
Medicine: 1
Nature: 1
Perception: 3
Performance: 8
Persuasion: 11
Religion: 1
Sleight of Hand: 6
Stealth: 9
Survival: 1
Proficiencies
Weapons:
Tools:
Saving Throws: Int -1 Dex +6 Con +1 Int +0 Wis +0 Cha +8
Skills:
Languages: Common, Infernal, Elvish
Spells


Features

Racial: Darkvision (60ft), fire resistance, cast thaumaturgy, cast disguise self 1/day
Noble: Can secure audience with a local noble
Bard: Inspire Ally (5/day), Gain 1/2 proficiency bonus on non-proficient skills, perform during short rest to regain extra 1d6hp, double proficiency bonus to stealth and persuasion,


STRDEXCONINTWISCHA
8
16
14
10
10
20
(-1)
(+3)
(+2)
(0)
(0)
(+5)


Armor ClassInitiativeSpeed
13
+4
30ft


Hit Points
Hit Dice
33
5d8

Equipment
Worn

Backpack

Money
0cp
0sp
725gp
0pp


Where are you from?:

How did you attain level 5?: What have you been doing? How did you acquire your local fame. What did you do? Who did you help? What chain of events did you set in motion that you are unaware of? Who did your actions upset that are aware of?

Where are you going?: What's your goal, your ambition, your desire? Why did you decide to join the Pathbreakers after their invitation? What legacy do you want?

What have you left behind?: You left your native land to join the Pathbreakers. What's unresolved? Who is looking for you? What won't you be there to deal with? What will happen in your absence?
Call me Shadow
My A/A

Aethyrium

Quote from: Ershin on December 08, 2019, 06:51:38 AM
Also what would the Ruby of the War Mage be priced at? Should I assume the maximum price of a Common magic item at 100gp?
Correct assumption!

pdragon

I moved my stats over to the character sheet proper.

Also I figured I'd grab a magical item as well, so I wanted to run some by you and see what are approved and what you'd price them at. Also is there a limit of how many you can have?

-Moon-Touched Sword
-Cloak of Billowing
-Armor of Gleaming
-Winged Boots
-Trident of Fish Command
-Shatterspike
-Ring of Water Walking
-Javelin of Lightning
-Immovable Rod

Also can Centaurs be ridden as mounts?



What a thrill...with silence and darkness through the night....

Request Thread

Aethyrium

This was hard. There is a lot of gold to be had in these submissions. Thank you everyone who put up a concept, I appreciate your interest and loved reading your ideas. There was so much good, I considered expanding this to three Pathbreaker teams, but ultimately I decided that I wanted to stick to the original six just because potential group partnering reasons. Please understand, if you weren't selected it has nothing to do with your idea. I legitimately came up with 3 variations on which 6 would be selected, just so I could work out what I felt was best. Ultimately, these are the characters that I settled on:

Varra, by RedPhoenix.
Raven, by lexikov.
Brother Swan, by Cold Heritage.
Eoalande, by StryxRiver.
Janet, by caelcormac.
Atai'Qasim, by Xunthrae.

For your six, please feel free to join me over in out of character, and we'll get started in the near future.

As for everyone else, once more, thank you for your time. I sincerely wish I could accommodate more on this adventure. All characters have been added to a list of first-call reserves, should space open up in the future... If you are yet interested if and when such a time presents itself. Happy writing, and hopefully we can write together elsewhere soon.

Aethyrium

#69
A new year, and we're looking to bring on a couple of new faces.

The current cast has arrived at the lodge and undergone a trial of initiation of sorts. They defeated a very wicked hydra! Now splitting into units, the adventures begin to look toward what will come next...

Which could include you!

Happy to answer any questions. Previous character submissions will be reviewed and given priority, if interested please mark it here (and leave a link to your character post from this thread). Due to the current nature of the game, it is likely that new characters at this point are already members of the guild. At least for some small period at the very least.

Zaer Darkwail

Well, Varag Goldtusk is still eager to join in to the guild activities :)

pdragon

I wouldn't mind throwing my character back in.

lalatina
Lalatina sheet


Lalatina
Centaur
Outlander
Fighter 5

Skills
Acrobatics: 0
Animal Handling: 3
Arcana: 0
Athletics: 7
Deception: 0
History: 0
Insight: 3
Intimidation: 0
Investigation: 0
Medicine: 0
Nature: 0
Perception: 3
Performance: 0
Persuasion: 0
Religion: 0
Sleight of Hand: 0
Stealth: 0
Survival: 3
Proficiencies
Weapons: simple/martial
Tools: Viola
Saving Throws: Strength/Constitution
Skills: Athletics, Animal Handling, Insight, Perception, Survival
Languages: Common, Sylvan
Spells


Features

Creature type: fey (Race): treated as a Fey

Charge (Race):If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.

Equine Build (Race): Equine Build: You count as one size larger when determining your carrying capacity and the weight you can push or drag.
When you make a climb, each foot of movement costs you 4 extra feet

Fighting Style-Two Weapon Fighting (Fighter): add ability mod to second attack when two weapon fighting

Second Wind (Fighter): bonus action gain 1d10+level HP

Action Surge (Fighter): 1 additional action this turn

Archetype-Champion (Fighter): improved critical- critical hit on 19 or 20

Extra Attack (Fighter): Additional attack per standard action

Dual Wielder (Feat):
-you gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.

-you can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.

-you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.




STRDEXCONINTWISCHA
18
10
18
11
10
10
(+4)
(0)
(+4)
(0)
(0)
(0)


Armor ClassInitiativeSpeed
17(18)
0
40ft


Hit Points
Hit Dice
54
1d10

Equipment
Worn
Splint Mail (17 AC)
Trident (P-1d6(8)+4  versatile/thrown)
Longsword (S-1d8(10)+4  versatile)
Hooves (B- 1d4+4  natural)
Backpack
Dungeoneer's Pack
Viola
Dice Set
Playing Cards
Block and Tackle
Fishing Tackle
Portable Ram
Signal Whistle
Soap
Sledgehammer
Signet Ring

Total Weight: 122/540
Money
0cp
0sp
456gp
0pp


Where are you from?:
I was born in the flat lands of the Vulcan Steppe, the land that our forebearers have called home for untold generations. It's a land of shallow hills and wide grassy fields, the entire valley ringed by jagged mountains. The beasts there are wild and travel in great packs, and so we ourselves travel to chase them. Our bands of tribes move across the Steppe, following the path of whatever animal is most plentiful that year, never settling in one place. It isn't often that word travels beyond the mountain wall, so I imagine few foreigners know of the steppe's current occupation. The elven warlord Rowdria'l has moved into the area in recent years, his forces snatching up as much land as he can and laying claim to an ever growing territory. At first it was easy enough to avoid him, but the further he expands the more he intercepts our usual hunting routes, making it harder and harder to evade his forces. He has taken to calling himself "The Great Horse Herder" and apparently seeks to unite all of the centaur tribes under his rule. I imagine he intends to do so by force, given that his men have not been friendly the few times we encountered them. Either way I didn't intend to stick around to find out. I spent a whole season secretly studying the mountain paths, seeking the same passage Rowdria'l marched his forces through in order to escape the Steppe, wanting to set out on my own path away from home.

How did you attain level 5?:
After I left my homeland I roved out into the world, simply seeking to see all that I had missed in my years walled away in the steppe. I ended up in a kingdom ruled by a human king, though was open to all. It was there that I first saw a proper noble knight. I heard tales of their exploits and code of chivalry, and I was smitten by the concept from the start. I wanted to emulate them, so I began traveling from city to city, seeking out people that needed saving and great deeds that needed done. It was slow going, but I managed to gain some notoriety after driving off a band of marauding goblins who had managed to take over an entire town. I gained even more notice when I cleared out a nest of kobolds, and even more so after I claimed the head of the leader of an infamous gang of Dwarven highwaymen. Though my greatest accomplishment by far was saving a mayor's daughter from a vile and lustful gnome sorcerer, managing to spare her the fate of having her virginity stolen by the cruel hobbit. Eventually I came to be known as the "Shrimp Slayer", dirge of vertically challenged villains far and wide. I did come under some scrutiny from those who assumed I was taking on such quests simply because they were easy victories, and I was once turned away from a dwarven town under accusations of...racial discrimination, but in truth it twas merely a long string of odd coincidences. Strangely enough I have heard vague rumors of goblin and kobold tribes apparently forming alliances, and something about some sorcerer's apprentice taking leadership over them, but it hardly seems related.

Where are you going?:
My goal is simple. I wish to become a knight! And not merely some adventurer in shiny armor: a true, sworn knight dubbed by the king himself. It is all I've ever wanted in life. Since I first learned of knights a year and half or so ago, it has been my life's dream to walk that same path. So I seek to impress the king with word of my many deeds and chivalrous conduct. And it is for that reason that I seek to join the Pathbreakers, knowing that under their banner my name will travel faster and farther than it would on my own, perhaps into the very ears of royalty. And when that time comes I shall be officially knighted, and will found the very first noble house of centaur knights, creating a new family legacy in place of the old one I've walked away from. 

What have you left behind?:
Sadly in seeking out to find my own legacy, I was forced to leave behind my people. My father and mother, my sisters and brothers, and all the rest of our tribe. It was not easy, but I knew there was no future there for us. The elven warlord's grip on the land was tightening harder and harder with each passing season, and surely it would only be a matter of time before all of us were conscripted or enslaved. I wanted for them to go with me, but they wouldn't listen, said that this was our home, the place of our ancestors, and that they would rather fight to protect it than leave. I know now that their valor should be respected, it is the noble resolve befitting a knight, but at the time I thought them all fools, and so I myself resolved to set out on my own. I don't know what's happening to them right now. Perhaps I may never know. But I have told myself that when I do become a knight I will journey back to find my family, and bring them home to be ushered into my noble house. Tradition or not I'm certain it will be a better life for them.
What a thrill...with silence and darkness through the night....

Request Thread

ElayneTrakand

#72
Navani is indeed still interested!
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

Chulanowa

#73
I never did get around to finishing Fnicket, but would still be interested in the game! Probably with a different character, since I've got a gnome wizard going in another game already  ;D

Quietly

Is this only accepting characters from the previous batch, or are you willing to accept completely new submissions?
The devil in detail is in the details.