[D&D 5e] Danger in Daggerford!

Started by Chulanowa, October 01, 2019, 04:07:27 AM

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caelcormac

#25
Name: Therdrey Winterbloom
Race: Half-Elf
Class:Paladin
Alignment: LG
Diety: Selune
Therdrey was young when he was called into the service of the goddess of the moon. Hailing from the southern shore of the Moonsea, he lost his parents, both retired adventurers when the died repelling the Greyfoot tribe of Orges when the attempted to destroy his villiage. The tribe had been rampaging around the area and had already destroyed 2 other towns, so when the call came to rise up and defeat them his parents answered. Most didn't make it home, and Therdrey's parents were among them. At the tender age of 8 he was taken in by the church of Selune, and the peace and routine helped him through his greif.

It was soon apparent to the preistesses that despite his gratitue for being taken in and his even tempred nature, a life of scholory contemplation of the mysteries of the goddess was not going to suit him. He was an active, curious, and athletic boy and so he was given the opportunity to go to Hillsfar to be trained to fight, and if he so desired, fight for Selune. It was an offer he gladly took.

He has spent the last several years in Hillsfar learning the sword and having gotten some practical experience with it when the occasion merited. Having grown from a boy into a young man he is still as active and restless as ever. Shortly after swearing his oath of service to the church he was allowed to 'follow the moon', a quest of wandering to find where his services were needed. It was a long way from Hillsfar to Daggerford but now that he is here he feels that it is where he needs to be.


Statistics

Class/Level: Paladin 1
Background: Acolyte
Initiative: +1
AC: 18 HP: 12/12
P. Perception: 12
STR: +3 (16) DEX: +1 (12) CON:+2 (14)  INT:+0 (10)  WIS:+0 (11)  CHA:+2 (14)

Saving Throws: STR +3, DEX +1, CON +2, INT +0, WIS +2, CHA +4
Skills:
Athletics +5
Insight +2
Intimidation +4
Perception +2
Persuasion +4
Religion +2
Tool Proficiencies:
Languages:Common, Elvish, Giant, Celestial, Undercommon

Background Features
Feature: Shelter of the Faithful
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.
You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Race Features
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Class Features
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Feats/Ability Score Increases
N/A

Equipment
Warhammer
5 Javelins
Shield
Chain Mail
Pouch with 15gp
Clothes, common
Waterskin
Bedroll
Incense (5 sticks)   
Rations (10 days)
Rope, hempen 50ft
Holy Symbol (Amulet)
Vestements   
Prayer Book   
Tinderbox
Mess kit
Backpack
Torch (10)   


Spells

Spells Known
Cantrips
-
-

1st Level X/X
-
-

2nd Level X/X
-
-

(modify as needed)
Mark with * the prepared spells, if your class prepares spells.

Roman100

#26
So, out of curiosity, if this goes past Daggerford what archetypes is everyone interested in? I'm just trying to kill time until we find out when this starts and who's in it. I'm planning on going Gloom Stalker, myself.

Ershin

Quote from: Chulanowa on October 03, 2019, 09:57:07 AM
I'm going to go ahead and say yeah, they'd fall in with Drow for that
Completely fair. :)
May I ask how much time there's left to put up an application?

Chulanowa

Quote from: Ershin on October 05, 2019, 01:22:55 AM
Completely fair. :)
May I ask how much time there's left to put up an application?

I'm gonna give it til Wednesday I think; give everyone time to put hteirs in, and time for me to jump the hurdles of work until my day off  ;D

Angie

Op, didn't mention it, but I added an image to my profile
Avatar is by Lemonfont. Will remove it if he asks me to.

Come check the Cyberpunk Images Thread!

Roman100

Oh, hey, Chulanowa. Do you want a Mythweaver's version of our character sheets or do you prefer one just put into the text field?

Chulanowa

Mythweavers is preferable, thanks for asking  ;D

Roman100

Quote from: Chulanowa on October 06, 2019, 11:20:12 AM
Mythweavers is preferable, thanks for asking  ;D

NP!  How do you feel about randomized starting money instead of the starting gear packs?

Chulanowa

If that's what you want to do, go for it. I prefer the gear packs personally, just because item-shopping is my least favorite part of character creation, but I can totally get that's a "me" thing  ;D


Tavarokk

Incidentally, since the starting level is 1 rather than usual 3, aren't the characters supposed to be complete rookies at this point? Like, most of the basic training (but not all of it) and no field experience worth speaking of?

Chulanowa

Sort of? Like you have experience doing what you do, but maybe you just haven't done much with it. I tend to equate levels with achievement rather than "experience," if that makes any sense. You can get chewed on by owlbears all day everyday, but unless you finally manage to wrangle one down to be your wife (I mean why else are you wrestling owlbears?) you're not going to gain any levels.

Roman100

#36
Quote from: Tavarokk on October 07, 2019, 03:35:58 AM
Incidentally, since the starting level is 1 rather than usual 3, aren't the characters supposed to be complete rookies at this point? Like, most of the basic training (but not all of it) and no field experience worth speaking of?

Yup.  That's why I put down my character as a thief with a grand total of one zombie kill.  He's probably shanked people in alleyways with a sharpened toothbrush but that's about it.  At level 1 you're basically slightly more dangerous than your average baker.


If that's what you want to do, go for it. I prefer the gear packs personally, just because item-shopping is my least favorite part of character creation, but I can totally get that's a "me" thing  ;D[/quote]

At 2019-10-07 06:17:16, Roman100 (uid: 69128) rolls: 5d4 Result: 14
Quote from: Chulanowa on October 07, 2019, 03:20:15 AM

In this particular case it's because I'm using Ranger entirely for its skill set and Favored enemy.  My character is a city boy.  Which reminds me, I asked before but I think it got lost in the shuffle but would you allow a terrain type of 'urban'?  As in 'buildings, alleyways, towns'?  If not I'll just pick 'forest' because most of the world is 'forest' but I figured I'd ask.

And yeah, equipment purchasing can suck but IRL learning how to fire a longbow correctly takes years of practice and conditioning.  Crossbows take a couple weeks.  It makes more sense and fits better in terms of style to spend the money on a crossbow than get the longbow in the pack.

Chulanowa

Urban is fine.

And yeah, I know how that goes  ;D Awfully hard to play a halfling ranger when the starting equipment gives you a longbow... since small characters have disadvantage on attack rolls with htat.

Roman100

Ooph, I hadn't even thought of that.

A) Institutional racism at it's lowest level. 

B) Wealth distribution always adversely affects the smallest minorities. 

C) That design choice was short-sighted.

D) Stop making halfling jokes.

Please discuss.

Ershin


Other potential images

Jana Parness

Class: Warlock (Hexblade - eventually longbow as pact weapon when she can, but starting gear only allows simple weapons so shortbow for now)
Alignment: Neutral Good
Race: Half-Elf (Sun Elf descent)
Size: Medium
Background: Gambler (Ac Inc)
Height: 5'3
Weight:
Age: 27

Background
Born of a tryst between an Elven priest, member of an ambassadorial entourage who were forced to stay in Daggerford for a period of time and a human shepherd. Her father knows of her but is reluctant to have anything to do with her as he believes that further association with this shorter-lived branch of his family gained from a moment’s weakness would lessen his social standing but has her elder brother Varran, a pure-blooded Sun Elf who resides in the much closer city of Waterdeep,  visit on their father’s behalf to provide the family with a small amount of coin to keep them comfortable. The younger elf has taken a shine to his sister, finding amusement in her love of risk taking regardless of her shorter lifespan and relative frailty, taking it upon himself to teach her the elegance of how to shoot a bow and play chess, whilst the best the lesser races round her would do would likely be ruffianism and card games. Though she did pick up on that as much as her two younger siblings from her mother’s marriage did.

On a return trip from Daggerford to Waterdeep Varran requested the services of a sellsword, a Paladin or Tymora who happened to be enjoying himself at the Lady Luck Tavern to accompany him back as a bodyguard in case of banditry on the road. The Paladin refused, stating that he had yet to finish his business in the area, but if the elf could best him in a game of chance to show that Tymora was with him the warrior would accompany him back, but if he lost he would be required to donate an amount equal to what he was offering in wage to the Lady’s church. Initially Varran was reluctant before Jana stepped in, relishing the challenge. It was a hard won victory, which resulted in the Paladin, Lyras, taking the job on the condition that Jana accompany them as a lucky charm. This resulted in Jana leaving her mother’s home and living with her brother in Waterdeep for the next three years.

Over those three years Jana earned the ire of a gang called the Coin Spinners – Originally from Luskan they had set their sights on expanding their operation in Waterdeep as they had in their home territory under the guise of doing good for the poor in the name of Tymora. Unbeknownst to Jana, her frequent use of her father’s allowance (most of which she sent home to her mother and sisters) in gambling parlours had slowly been draining these initial pilgrims’ coffers which slowed their operations considerably, though she could easily lose a bet as win it depending on if Lady Luck had decided to smile on her, it was eerie how often she won against these braggarts who used Her as a front. When they began to realise that it was more or less a single person who had been puncturing holes in their plans the Coin Spinners decided to make things a lot harder for the now identified half-elf, running an assault on her brother’s home and making an attempt on her life. She ran, of course, with no real way to protect herself she wanted to at least draw them away from her brother and so led them on a chase threw the sewers of Waterdeep. Hunkered in an offshoot waiting for the inevitable her foot hit something that to her made such a clattering she thought even the Masked Lords in their ivory towers would have heard it. Looking down she saw a longbow, not beautiful or special looking, but decently built with a string that shimmered in the dark, several arrows at its side. As her fingers touched it she could feel something stirring within it that tugged on her mind. It was a wager – use it and kill those that pursued her and she would get to keep it and her life. If she lost, well… the price of the wager would come when she was expired.

She began to knock an arrow, readying it in the dark as her body trembled, her weapon shaking in her hands as a flash of steel in the dim light made her fire prematurely, the shaft clattering limply on the grimey stone floor. The soft thunk of the bow being loosed spooked her pursuers enough that one thought something went by their face, falling into the rancid waters and giving Jana enough room and time to escape them as they attempted to fish their comrade out. The bow seemed to seethe slightly, as though it had asked for someone to say whether a coin would land heads or tails, but instead landed perfectly on its edge. Returning to her brother’s home she packed as much as she could as fast as she could before heading off back to Daggerford, advising her brother to return to their father for a time.
Personality



Ability Scores
Str 8 (-1)
Dex 14 (+2)
Con 14 (+2)
Int 11 (+0)
Wis 14 (+2)
Cha 16 (+3)
Defenses
HP: 10
AC:
Saving Throws: Str -1, Dex +2, Con +2, Int +0, Wis +4, Cha +5


Skills
Acrobatics +2
Animal Handling +0
Arcana    +0
Athletics    -1
*Deception    +5
*History    +2
*Insight    +4
Intimidation    +3
*Investigation    +2
Medicine     +2
Nature       +0
Perception    +2
Performance    +3
Persuasion    +3
Religion    +0
Sleight of Hand +2
Stealth    +2
Survival    +2
Languages
Common
Elvish
Sylvan
Proficiencies
Armor (Light, Medium)
Shields
Weapons (Simple, Martial)
Playing Card Set


Features
Background: Gambler (Acquisitions Incorporated)
Spellcasting (Save DC 13, Attack +5)

(Gambler Background) Never Tell Me the Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination


Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:


  •     You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  •     Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

You can't use this feature again until you finish a short or long rest.

Spells
Cantrips

1st level


Equipment

Shortbow
Component Pouch
Handaxe
Leather Armour
Two Daggers

Dungeoneer's Pack
Backpack
Crowbar
Hammer
10 Pitons
10 Torches
Tinderbox
10 days Rations
Waterskin
50 ft Hempen Rope

One gaming set
A lucky charm (
A set of fine clothes
A belt pouch containing 15 gp


Uxi

Made a quick edit on my character to include a myth-weaver character sheet. It's hyper-linked onto the very top bit!

Roman100

Ditto.  Mythweavers link in the bio now.


Roman100


Chulanowa

So hey, remember when I said Wednesday? Me neither;D

Unfortunately, as neat as the characters offered are, I just don't have the capacity to run for all eight people who offered up characters  :-[ The five I've settled on will be getting a PM shortly for threads and info and stuff.

Thanks everyone who popped in!