Looking for Curse of Strahd (D&D 5.0)

Started by Roleplay Frog, September 09, 2018, 02:21:21 PM

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LisztesFerenc

Quote from: Roleplay Frog on February 28, 2019, 11:45:33 AM
Luck feat, reckless attack, portent and strong physical scores should do the trick, yes.

Dun forget a plan to include Chula's character, also, heads up, Kath, Aenon and I are discussing if prior knowledge could be established there too.

*shrugs* either way, happy to go with whatever you think best for the planning, for my part. ^^

  I imagine Chula's character would be in the second group, with you and Aenon, though that will need to be worked in. If not, I can work something else out. They could also have been with Katarina when Ludovika.

  And yeah, the two groups can also establish some backstory connections too, that's absolutly fine.

Chulanowa

Absurdly long day.
Character on Friday.

...Willing to take requests for class though, I'm flexible.   ;D

Chulanowa

#127
I still have to get her gear settled away (with a total of 647 SP) and such, but this is what I've got thus far!

Basically, she's a very large toolbox; supplemental healing! Extra damage! Wild Shape hijinks! 100% the cuddliest person in the party 'cause it's Ravenloft we will need cuddles.

I'm always uncertain when running with the hermit background because their background feature is so vague. I'd love if the DM has something for me on that score  ;D



Name: Ula Rill
Class:
Race: Firbolg
Alignment: Neutral Good
Background: Hermit
Backstory: When she was very young, the Spirit-Speakers of her tribe saw her duty; she was chosen to care for the Mother In the Mountain, a craggy outcropping on the edge of the tribe's territory. when she was old enough, the shaman took her there, and began teaching her the duties; proper rites and prayers to appease the Mother of the tribe, and how to glean sustenance from the land. One by one the teachers left, to return to their business, until Ula was alone, a young woman guarding a lonely mountain shrine. it was her duty, and she was honored! It wasn't so lonely when you have trees and stones and animals to speak to, even if htey never spoke back.
   At least, until the catastrophe. Whether through erosion or fate, Ula woke in the middle of one night to a horrendous crash and a cloud of dust blotting the stars. in the morning she saw what had happened; the Mother in the Mountain had collapsed! For a time, Ula tried to carry on like nothing was amiss, but worry and fear began to set in; had she wronged the mountain? were the ancestors angry? Afraid, she fled. Not to her people, no, but away. Far from the tribe's lands, and into what some might call "civilization."
   The Small Ones are frankly, terrifying. So hurried, so loud, so short-sighted! Somehow, she managed to get on well with a few of them though, and has been the quiet  curiosity among them since. Maybe someday they'll calm down and listen more to what she has to say...
   
Personality:
   Ula isn't standoffish so much as shy and uncomfortable around strangers; so long tending a mountainside and keeping her own company have made it hard for her to really articulate what's on her mind, and the Small Ones' reaction to her has made her rather self-conscious anyway. She's more confident when she's wearing the illusion of one of them, but unfortunately, even with her time among the small Ones, she's not very good at impersonating them, and tends to exaggerate her human-ness (or whatever-ness.) it's worse when she tries to disguise herself as a man. Still, she's a loyal companion and gives the impression of a stone in a storm when there's conflict, calm and measured, always seemingly unhurried. That's not always true, but she makes it a good effort to make it seem like it is! Has a bad habit of trying to tell complicated stories and meandering off the point.

Description: 
   In her natural form, Ula is an immense woman, standing seven and a half feet tall, with curves in proportion. Her hair is thick and olive-brown, streaked with mossy green, and is kept in a loose, ropy braid behind her shoulders. besides her size, her obvious difference is her face; Her eyes are almond-shaped, bright green with rectangular pupils, paired with drooping, fuzz-lined ears and a broad, almost deerlike nose. She's not unattractive, if you don't mind the fine velvety covering of pale brown fuzz all over her, but she is... different.
   To avoid standing out too much, she often uses her Disguise Self ability to take the appearance of humans, elves, orcs, bugbears, or basically any other fair-sized humanoid she's seen and feels like impersonating at that moment. It doesn't always work out like she hopes, but it's usually enough to keep gawkers from staring at her in a tavern.

HP: 55
AC: 15
Initiative: +2
Prof. Bonus: +3
PP: 18

Strength 12 (+1)
Save: +1
Athletics +1
Dexterity 14 (+2)
Save: +2
Acrobatics +2
Sleight of Hand +2
Stealth +2
Constitution 17 (+3)
Save: +3

Intelligence 10 (+0)
Save: +3
Arcana +3
History +0
Investigation +0
Nature +3
Religion +0
Wisdom 20 (+5)
Save: +8
Animal Handling +5
Insight +8
Medicine +5
Perception +8
Survival +5
Charisma 7 (-2)
Save: -2
Deception -2
Intimidation -2
Performance -2
Persuasion -2


Other Proficiencies & Languages
Herbalism Kit
Light Armor, Medium Armor, Shields
Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Spears
Common, Elvish, Giant, Druidic, Sylvan, Halfling

ATTACKS:
Staff +4 (1d6+1 Bludgeoning | Versatile; 1d8+1 Bludgeoning)
Sling +5 (1d4+2 bludgeoning | Ammunition; 30/120 range)

Racial Features
• Firbolg Magic You can cast Detect Magic and Disguise Self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

• Hidden Step As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest.

• Powerful Build You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

• Speech of Beast and Leaf You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.


Background Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Druid Circle: Moon
Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.

Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there.

Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.


Equipment
• Wooden Shield (10 SP)
• Leather armor (10 GP)
• Explorer's Pack (Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.) (10 GP)
• Set of Common clothes (5 BP)
• Sprig of Misletoe (Druidic Focus) - 1 SP
• Herbalism Kit (5 GP)
• Blanket (5 BP)
Magical items
• Sending Stones (Minor uncommon item) (200 SP)
• Robe of Useful Items (Minor uncommon Item) (200 SP)
• Heward's Handy "Tea" Pouch (common item) (100 SP)
• Staff of Birdcalls (common item) (100 SP)

LisztesFerenc

  Looks good Chulanowa, never had a Firbolg player before. I'll see what I can do with the collapsing mountain and the Discovery background feature. How many years ago do you imagine it happened?

  Seems the players are mostly ready, I'll PM people to see what they will be doing as the game opens.

Chulanowa

#129
Oh, I dunno, I guess it depends on how years-to-levels average out? How long they've been acting as a group too (reminds me, gotta dream up some relationships for that)

As for the hermit background stuff, i thought a lot of these seemed kinda neat, but I imagine it's very much a campaign-specific sorta thing

And yeah, definitely a Firbolg fan; but hten I'm easily bored with humans / elves, and have been playing halflings nonstop for... forever. Why not an eight-foot Bear / Cow / Minnesotan character?

LisztesFerenc

  Years-to-levels can depend on the character, are they pushing themselves hard or taking it mor easy? Generally I'd say a level would represent 6 months to 5 years of ingame time.