Looking for Curse of Strahd (D&D 5.0)

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

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Aenon

@GMD Ah I see, thanks, somehow I never noticed that one before  :o

I don't like rolling...but as always I am so damn lucky.

Spoiler: Click to Show/Hide

131001   Noone or Anyone   2019-02-20 10:13:51   At 2019-02-20 10:13:51, Char rolls (uid: 64697) rolls: 4d6 Result: 17 15
131000   Noone or Anyone   2019-02-20 10:13:39   At 2019-02-20 10:13:39, Char rolls (uid: 64697) rolls: 4d6 Result: 19 15
130999   Noone or Anyone   2019-02-20 10:13:33   At 2019-02-20 10:13:33, Char rolls (uid: 64697) rolls: 4d6 Result: 18 16
130998   Noone or Anyone   2019-02-20 10:13:29   At 2019-02-20 10:13:29, Char rolls (uid: 64697) rolls: 4d6 Result: 18 14
130997   Noone or Anyone   2019-02-20 10:13:24   At 2019-02-20 10:13:24, Char rolls (uid: 64697) rolls: 4d6 Result: 19 16
130996   Noone or Anyone   2019-02-20 10:13:19   At 2019-02-20 10:13:19, Char rolls (uid: 64697) rolls: 4d6 Result: 13 12


GunmetalDreamer

Quote from: Roleplay Frog on February 20, 2019, 10:29:19 AM
Someone is committed. I feel tempted making some sorta vampire hunter and.. y know.. hunt ya. :P

I may have been playing a lot of Fury of Dracula lately <_<

Also, I've always been a sucker for Cloak of the Bat.  That and Slippers of Spider Climbing.  Basically, I love mobility enhancing items.

Roleplay Frog

Quote from: GunmetalDreamer on February 20, 2019, 10:46:16 AM
I may have been playing a lot of Fury of Dracula lately <_<

Also, I've always been a sucker for Cloak of the Bat. 

Not sure if pun intentional.

*hops about*


Roleplay Frog


Aenon


GunmetalDreamer

Pft, I used to roll 3d6 and not be able to arrange numbers to taste.  I'll be fine.

It just means that I'll probably actually take Attribute Bonuses instead of Feats :P

LisztesFerenc

  Sorry for being unclear, I was using the Xanathar's Guide to Everything for magical items. Does everyone have access to that?

Common magical item: 100 silver
Uncommmon, minor item: 200 silver
Uncommon, major item: 400 silver

  Half any cost if the item is consumed on a single use. This doesn't affect the price of items that have a chance to become innert when all charges are spent.

LisztesFerenc

#59
Quote from: Aenon on February 20, 2019, 10:05:57 AM
Ehm, what slow healing variant you mean? The gritty realism that has the long rest take 1 week?

Also, a full plate costs 1500gp (or sp) but I think that it is reasonable that a level 6 char would have one...could there be an exception/higher starting gold, and if not, will there be downtime to have one crafted later?

  No, not the gritty realism. Spells and other resources come back at the same rate, only HP during a long rest is affected.

  Regarding non-magical armour, you can have had some crafted for 1/3 the cost.

Quote from: Kathyan on February 20, 2019, 10:43:32 AMEverything was going so good until that last 5, lol  ;D

  Ouch. Any idea which its going to be?

Kathyan

At 2019-02-20 13:54:59, Kathyan (uid: 58724) rolls: 1d10 Result: 3
A shameful 3 on the d10 for money :P , guess I wont have two uncommon items. With only this is going to be some though choosing.

Quote from: LisztesFerenc on February 20, 2019, 01:43:32 PM
  Ouch. Any idea which its going to be?
Strength of course

GunmetalDreamer

#61
Mistress Katarina Klaed

Appearance
A gracefully built young woman, Katarina is a comfortable sight in the noble courts and homes of her peers.  Though her features are too strong to make her one of the remarkable beauties of the noble circuit, her pale ivory complexion and deep black eyes give her an almost doll-like quality that some are drawn to.  She likes to contrast these pail features with dark, rich colors like black, wine red, or velvet purple, and she is charming enough to hold the attention of suitors.

When hunting, Katarina prefers the old standby of a hooded cloak worn to hide her arsenal.  A black cuirass and pauldrons embossed with golden filigree with a high neck guard serve to protect her from her prey while keeping her light enough on her feet to sneak up on them.  At her hip she carries a gracefully curving blade that shines with a silvery light, the pommel carved in the shape of a perching raven atop a skull, and slogan etched in Elvish along the base of the blade.

Background
Katarina comes from the remote Barony of Khaltier, a realm somewhat infamous for holding the Necromatic arts as a purview for the nobility.  The nobility of Khaltier are known to live far beyond their allotted spans, using rituals to steal the life energies from criminals and prisoners of war alike.  This entrenched noble class has done much to foster a sense of stability in the realm, even if their laws are frequently draconian to ensure they have plenty to feed from.  Behind the scenes, however, a coterie of orphaned vampire spawn pull the strings of the nation, seeking a way to become full vampires.

Katarina is the first daughter of the Barony, however, in point of fact she is not the daughter of the Baron.  Rather, on the night of his wedding, the undead patron of the house invoked prima nocta on newly minted Baroness, charming her into his dark chambers for a night of passion.  When Katarina was born with pale, translucent skin and deep black eyes, there was no doubt as to her nature.  However, while succession would eventually follow her younger brother, Katarina herself was still groomed to be married off for political capital in other lands.  Though largely isolated from the world barring certain social occasions, she was a happy enough child, indulging in the life of privilege her lineage afforded her.

It wasn't until Baron Klaed died from illness that her world began to unravel.  Her brother was still too young to take up the title himself, meaning that Katarina's mother held the reins of power for a time.  She was less than a puppet monarch in reality, however.  Losing the Baron meant that their patron had to become more active in the court, ensuring the Baroness's complacency through liberal use of enchantment and taking advantage of her body as it suited him.  When Katarina realized what he was, he tried to bring her under his sway as well.  Katarina, by virtue of her blood, managed to throw off his enchantment, killing her "uncle" in self defense.

She never forgot what she saw, however.  These days, her mother rules Khaltier in truth as well as title, waiting for her brother to reach the age of majority.  Katarina herself, however, has abandoned the life of a socialite.  At first, she lost herself in books, trying to understand what she'd seen that night, but understanding drew her not to peace of mind, but instead a call to action.  A call to stalk the night, to hunt down the dens of creatures that used to be human, and slay them before their could spread their curses.  After years of the hunt, Katarina has grown out of her original self-interested state of mind, and has come to appreciate the common man.  Protecting them, in a sense, has given a sense of greater purpose to her efforts to cut the tumor of corruption from her land.

Personality
Katarina is a somewhat cold and suspicious person on the surface.  She had he world flipped upside down on her once before, and she's been determined to to allow herself to be blindsided like that ever again.  Underneath her cool exterior, however, the pleasant noble, playful and self-assured in her superiority, still lurks waiting for an opportunity to come out.

Katarina, some might note, does not consider herself a monster like the creatures she hunts.  Rather, she counts herself among their victims.  She prefers to slake her thirst on willing subjects, knowing that she cannot pass on her curse.  Though she doesn't burn in direct sunlight, she's still partial to cloaks, veils, and parasols when out in the daylight, claiming that the heat does not agree with her sickly nature.

Class/Level:  Ranger 6 (Monster Hunter)
Race:  Dhampir
Background:  Noble
Alignment:  Neutral Good

Attributes
Str:  9  ; Dex:  14;  Con:  14;  Int:  11;  Wis:  14;  Cha:  10

Stats
Armor Class:  16
Initiative:  +2
Speed:  30'
Passive Perception:  15
Hit Point Maximum:  60
Hit Dice:  1d10
Proficiency Bonus:  +3

Saves
Str:  +1  ; Dex:  +5;  Con:  +2;  Int:  +0;  Wis:  +2;  Cha:  +0

Proficiencies:  Athletics, History, Perception, Persuasion, Survival
Acrobatics (Dex): +2 Animal Handling (Wis): +2 Arcana (Int): +0 Athletics (Str): +1 Deception (Cha): +0 History (Int): +3 Insight (Wis): +2 Intimidation (Cha): +0 Investigation (Int): +0 Medicine (Wis): +2 Nature (Int): +2 Perception (Wis): +5 Performance (Cha): +0 Persuasion (Cha): +3 Religion (Int): +0 Sleight of Hand (Dex): +2 Stealth (Dex): +2 Survival (Wis): +5

Equipment Proficiencies:  Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Gaming Set (Cards: Prophet's Gambit)

Languages:  Abyssal, Common, Draconian, Elvish, Sylvan, Vampire

Features & Traits:
Feats
    -
Crossbow Expert
Thanks to extensive practice with the crossbow, you gain the following benefits:
    - You ignore the loading quality of crossbows with which you are proficient
    - Being withing 5' of a hostile creature does not impose Disadvantage on your ranged attack rolls.
    - When you use the Attack action and attack with a one handed weapon, you can use a Bonus Action to attack with a hand crossbow you are holding.


Background: Noble
    -
Position of Priviledge
Thanks to your noble birth, people are inclined to think the best of you.  You are welcome in high society, and people assume you have the right to be wherever you are.  The common folk and merchants make every effort to accomodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere.  You can secure an audience with a local noble if you need to.


Dhampir
    - Darkvision: 60'
    - Resistance: Necrotic Damage
    -
Bloodthirst
You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained.  Make a melee attack against the target, if you hit, you deal 1 Piercing and 1d6 Necrotic damage.  The target's HP Maximum is reduced by an amount equal to the Necrotic damage taken, and you regain hit points equal to that amount (up to 1/2 Max HP).  The reduction lasts until the target finishes a long rest.  The target dies if this effect reduces its hit point maximum to 0.
   
    -
Feast of Blood
When you drain blood with your Bloodthirst ability, you experience a surge of vitality.  Your speed increases by 10', and you gain Advantage of Strength and Dexterity checks and saving throws for 1 minute.


Ranger (Monster Hunter):
    -
Favored Enemy (Undead, Humanoid (Shapeshifter), Humanoid (Human)
Gain Advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.  When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
   
    -
Natural Exporer (Forest, Swamp)
When you make an Intelligence or Wisdeom check related to your favored terrain, your Proficiency Bonus is doubled if you are using a skill you're proficient in.

When traveling for an hour or more in your favored terrain, you gain the following benefits:
    - Difficult terrain doesn't slow your group's travel.
    - Your group can't become lost except by magical means.
    - Even when you are engaged in another activitity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
    - If you are traveling alone, you can move stealthily at a normal pace.
    - When you forage, you find twice as much food as you normally would.
    - While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
   
    - Fighting Style: Archery - You gain a +2 bonus to attack rolls you make with ranged weapons.
    -
Primeval Awareness
Use your action and expend one ranger spell slot to focus your awareness on the region around you.  For 1 minute per level of spell slot you expend, you can sense whether the following type of creatures are present within 1 mile of you (or within up to 6 miles if you ware in your favored terrain): Aberrations, Celestials, Dragons, Elementals, Fey, Fiends, and the Undead.  This feature doesn't reveal the creatures' location or number.
   
    -
Monster Slayer Magic
You learn an additional spell when you reach certain levels in this class.  The spell counts as a Ranger spell for you, but it doesn't count against the number of Ranger spells you know:
    - Lvl 3:  Protection from Evil and Good
    - Lvl 5:  Zone of Truth
   
    -
Hunter's Sense
As an action, choose one creature you can see within 60' of you.  You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are.  If the creature is hidden from Divination magic, you sense that it has no damage immunities, resitances, or vulnerabilities.

You can use this feature a number of times equal to your Wisdom Modifier (minimum of once).  You regain all expended uses of it when you finish a long rest.
   
    -
Slayer's Prey
As a bonus action, you designate one creature you can see within 60' of you as the target of this feature.  The first time each turn that you hit that target with a weapon attack, it takes an extra 1d6 damage from the weapon. 

The benefit lasts until you finish a short or long rest.  It ends early if you designate a different creature.
   
    - Extra Attack: You can attack twice whenever you take the Attack action on your turn.

Attacks:
Unarmed: +5 to hit; 0 Damage
+1 Silver Scimitar: +6 to hit; 1d6+3 Slashing Damage
Hand Crossbow: +7 to hit: 1d6+2 Piercing Damage; Ammunition, Range (30/120), Light, Loading
Holy Water: +5 to Hit; 2d6 Radiant Damage; Improvised Weapon, Range (20/60)

Equipment:  765 Silver
+1 Silver Scimitar (400sp)
Hand Crossbow (75sp)
Crossbow Bolts (20) (1sp)
Breastplate (200sp)
Dungeoneer's Pack (12sp)
    - Backpack, Crowbar, Hammer, Pitons (10), Torches (10), Tinderbox, Rations (10 days), Waterskin, 50' Rope
Grappling Hook (1sp)
Bedroll (1sp)

Holy Water (3) 75

    - Noble -
A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25gp

Currency:  25 Silver

Spells
Slots1rst Level: [ ] [ ] [ ] [ ]; 2nd Lvl: [ ] [ ]

Spells Known: Cure Light Wounds, Hail of Thorns, Hunter's Mark, Pass Without Trace, Protection from Evil or Good, Zone of Truth

Roleplay Frog

*Frog flails uncertainly for -not- being the first to post a charsheet for a change!*

What is going on!


LisztesFerenc

  Character sheet looks good. You're not using the recist ranger? You dont have to, but the option is available.

  Also, only max HP at first level. After that you can roll or take the average rounded up the PHB gives you, so 6 for a ranger. For languages, Barovians speak a thick dialect of Common, but the place is so remote and insignificant its rare for outsiders to visit it. Its also dangerous, but not even in an exciting way. No grand monsters, just small stuff, spectres, walking dead, wolves, just enough of them to be scary to most travels, but not exciting or promising enough to attract adventurers. Its not impossible your character would have visited before, but it is unlikely.

Roleplay Frog

There's too many tempting options *flails about* so we can basically snatch  a major uncommon, or two minor uncommon magical items..


GunmetalDreamer

#65
Quote from: Roleplay Frog on February 20, 2019, 06:00:18 PM
*Frog flails uncertainly for -not- being the first to post a charsheet for a change!*

What is going on!


Yeah, I like to buckle in and crank out characters ASAP.  It means that I can chase everyone away from the party niche I want (in theory, this never actually pans out) :P

Quote from: LisztesFerenc on February 20, 2019, 06:42:59 PM
  Character sheet looks good. You're not using the recist ranger? You dont have to, but the option is available.

  Also, only max HP at first level. After that you can roll or take the average rounded up the PHB gives you, so 6 for a ranger. For languages, Barovians speak a thick dialect of Common, but the place is so remote and insignificant its rare for outsiders to visit it. Its also dangerous, but not even in an exciting way. No grand monsters, just small stuff, spectres, walking dead, wolves, just enough of them to be scary to most travels, but not exciting or promising enough to attract adventurers. Its not impossible your character would have visited before, but it is unlikely.
Naw.  The Devs are of the opinion that the Core Ranger is the real one, so I figured I'd try it their way.

I did roll my HP (just forgot to turn off Keep 3).  You can still see the dice rolls here.

As for knowing Barovian, that's a combination of Proficiency (History) and Favored Enemy (Undead).  Basically, it's considered a dead language where Katarina is from, but one of scholarly import due to the presence of the Dark Powers in that region.  (I lifted it as a Linguistic choice from the description of the Vistani as a race :P)

Quote from: Roleplay Frog on February 20, 2019, 07:02:09 PM
There's too many tempting options *flails about* so we can basically snatch  a major uncommon, or two minor uncommon magical items..
Don't forget your basic gear.  I basically priced myself out of a magic item by wanting a Breastplate.  (Healing Potions don't count, that was literally me throwing my hands up in frustration).

Kathyan

#66
I mostly copied my old character and updated her into Gunmetal's format and used this template of the vistani. I also didn't took any starting equipment to have a little more money available for a second magic item but it fits as she is an urchin so she will definitively have to steal as she doesn't have a single copper. :P


Alternate
Ludovika Janika

Description: Ludovika dresses in quite a peculiar way for the standards in Barovia, fancy and colorful clothes that are both skintight and baggy at the same time as they present multiple layers her rather common clothes allow her both to be confortable in her performances while also to hide any kind of stuff in the numerous folds and ruffles of her outfit. Her style does not draw as much attention to outsiders but even then she will rarely allow anyone to see her wearing the very same outfit more than once although they are in fact the same clothes.

Biography: So many people just think all Vistani are nothing but petty thieves, and while not always truth they'd be right about Ludovika. Not so much think they are evil doers and that they be better of dead but some do and that was the reason why Janika does not have a family of her own. Her caravan was attacked by a group of infuriated peasants  that had their children missing to some wolves, or were they werewolves?, who didn't care to find the real responsables and only discharged their fury against her family leaving her as the only survivor. She was raised by another tribe and while she never held a grudge against barovian humans she never like them much either and was always suspicious about them although she did enjoy to have fun at their expense.

When she grew up she began brooding the idea that it could be that the lord of these lands was the one responsible about the fear of the humans and the reason behind their behavior so she began investigating about it. Ludovika couldn't stop thinking how he would control the wolves and frame her tribe for so many years ago to do his bidding. But to find out more she would need some help and the locals were too afraid of everything while no other fellow vistani would help her either so she would had to look for help somewhere else and get the help of some outsiders.

Personality:
Ludovika doubts mostly of everyone in Barovia and thinks everyone is hiding something and would be better trusting in some complete strangers as long as they are foreigners. She also wants to have a family but would rather settle down with a foreigner as well than with one of her own, not that this stops her from having some fun around with just about anyone but she often leaves the mist realm in the look for interesting people.

To make a living she mostly turns to lying and stealing as well as performing but she also takes some joy at controlling and scaring people around, it is to find out more clues about her own past she would say if asked but she clearly enjoys it more than she should.

Class/Level:  Bard 6 (School of Whispers)
Race:  Vistani
Background:  Urchin
Alignment:  Chaotic Neutral

Attributes
Str:  5  ; Dex:  18;  Con:  15;  Int:  14;  Wis:  10;  Cha:  20

Stats
Armor Class:  15
Initiative:  +4
Speed:  30'
Passive Perception:  13
Hit Point Maximum:  45
Hit Dice:  1d8
Proficiency Bonus:  +3

Saves
Str:  -3  ; Dex:  +7;  Con:  +2;  Int:  +2;  Wis:  +0;  Cha:  +8

Proficiencies:  Deception, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Acrobatics (Dex): +5 Animal Handling (Wis): +1 Arcana (Int): +3 Athletics (Str): -2 Deception (Cha): +11* History (Int): +3 Insight (Wis): +1 Intimidation (Cha): +6 Investigation (Int): +5* Medicine (Wis): +1 Nature (Int): +1 Perception (Wis): +3 Performance (Cha): +6* Persuasion (Cha): +8 Religion (Int): +1 Sleight of Hand (Dex): +10 Stealth (Dex): +7 Survival (Wis): +1

Equipment Proficiencies:  Light Armor, Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords, Flute, Lute, Lyre, Disguise Kit, Thieves' Tools

Languages:  Common, Vistani and Barovian.

Features & Traits:
Feats
    -
Actor
Skilled at mimicry and dramatics, you gain the following benefits:
    - Increase your Charisma score by 1, to a maximum of 20
    - You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
    - You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Background: Urchin
    -
City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


Vistani
    - Vistani Skill: You gain proficiency in one of the following skills of your choice: Deception, Insight, Perception, Performance, Sleight of Hand, or Stealth.
    - Mist Traveling: you are capable of moving through the Ravenloft mists (cross realms and such) but you cannot take non-vistani with you unless you are in possession of vistani carriage.
    -
Evil Eye
1st: Evil Eye (Animal Friendship)
3th: Evil Eye (Charm Person)
5th: Evil Eye (Hold Person)

Evil Eye DC 15 (Recharges after a Short or Long Rest): Vistani targets one creature that she can see within 10 feet of her. The evil eyes duplicates the effect of one of the following spells: animal friendship, charm person, or hold person. None of the spells effects require somatic or material components. If the target succeeds on the initial saving throw, vistani is blinded until the end of her next turn. DC is 8 + your proficiency modifier + your charisma modifier. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
Wis DC 16

    -
Vistani Curse
Curse (Recharges after a Long Rest): You can use an action to utter a curse to a creature within 30 feet of you that you can see. The curse must be a repayment for an injustice or slight, and should not be invoked without dire cause. The target must succeed on a Wisdom saving throw to avoid the curse. The curse lasts until ended with a remove curse spell, a greater restoration spell, or similar magic. It doesn't end when the target dies. When the curse ends, you suffer a harmful psychic backlash based on the severity of the curse. DC is 8 + your proficiency modifier + your charisma modifier.

You can choose how the curse manifests from the following options:
You can cause the target's appearance to change in a small, purely cosmetic way. When this curse ends, you take 1d6 psychic damage.
Beginning when you reach the 6th level, you can cause the target to have disadvantage on ability checks and saving throws tied to one ability score of your choice. When the curse ends, you take 3d6 psychic damage.
Beginning when you reach the 16th level, you can cause the target to be blinded or deafened. When the curse ends, you take 5d6 psychic damage.
Wis DC 16

Bard (School of Whispers):
    - Spellcasting, Ritual Casting
    - Bardic Inspiration: (d8) 5/short rest
    - Jack of all Trades: +1 to ability checks in which you have no proficiency
    - Song of Rest (1d6)
    - Expertise (Deception, Sleight of Hand)
    - Psychic Blades: spend a Bardic Inspiration to deal extra psychic damage (3d6) with a weapon attack.
    - Words of Terror: if you speak to a humanoid alone for at least a minute, you can attempt to instill paranoia on its mind. Wis save or be frightened of you or a creature of your choice for 1 hour, until it is attacked or damaged or until it witnesses its allies being attacked or damaged.
    - Mantle of Whispers: 1/short rest. When a humanoid dies within 30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow until you use it(as an action) or you finish a long rest. When you use it you it transforms into a disguise on you that lasts for an hour, while on disguise you know all the information the subject would share with a casual acquaintance including personal background but not secrets. Another can see through this disguise succeeding on a insight check contested by your deception check, you get +5 to this check.

Attacks:
Unarmed: +1 to hit; 0 Damage
Short Sword: +7 to hit; 1d6+4 Piercing Damage
Dagger: +7 to hit; 1d4+4 Piercing Damage

Equipment:  700 silver
Hat of Disguise (400)
Eyes of Minute Seeing (200)
Short Sword (10)
Flute (2)
Leather Armor (10)
Dagger (2)
Thieves' Tools (25)
Forgery Kit (15)
Disguise Kit (25)
Common Clothes (0.5)
Belt Pouch (0.5)
Custom Pack (10)  Includes a backpack, a bedroll, a mess kit, a tinderbox, a hooded lamp, 6 flasks of oil, a (fake) tarokka deck and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Currency:  0 Silver, 0 Bronze, 0 Copper

Spells Save DC 16
Slots1st Level: 4/4; 2nd Lvl: 3/3; 3rd Lvl: 3/3

Spells Known: Friends, Minor Illusion, Vicious Mockery
Spells Known: Dissonant Whispers, Healing Word, Silent Image, Thunderwave / Heat Metal, Phantasmal Force, Suggestion / Hypnotic Pattern, Speak with Dead

Aenon

#67
I am not sure if I should make a divine soul, a paladin, a cleric, or a sorcerer :p Thinking about making an aasimar in all cases

Roleplay Frog

Ok, looking at things, you clearly need the help of LORD ESTEVAN! *hammering noises*

LisztesFerenc

Quote from: GunmetalDreamer on February 20, 2019, 09:38:30 PMAs for knowing Barovian, that's a combination of Proficiency (History) and Favored Enemy (Undead).  Basically, it's considered a dead language where Katarina is from, but one of scholarly import due to the presence of the Dark Powers in that region.  (I lifted it as a Linguistic choice from the description of the Vistani as a race :P)

  Barovia isn't a seperate language in this game, they speak the region's language, albeit with a dialect due to years of isolation. And why has she taken an interest in the land? Its got undead, but its not unique in that regard, though it has captured the imagination of certain bards and poets, due to its mystery and a lot of rumours surrounding it.

Quote from: GunmetalDreamer on February 20, 2019, 09:38:30 PMDon't forget your basic gear.  I basically priced myself out of a magic item by wanting a Breastplate.  (Healing Potions don't count, that was literally me throwing my hands up in frustration).

  You can have a breastplate for half-price. I gave a discount for fullplate, so its only fair.

Kathyan

Quote from: LisztesFerenc on February 21, 2019, 08:15:32 AM
  Barovia isn't a seperate language in this game, they speak the region's language, albeit with a dialect due to years of isolation. And why has she taken an interest in the land? Its got undead, but its not unique in that regard, though it has captured the imagination of certain bards and poets, due to its mystery and a lot of rumours surrounding it.

  You can have a breastplate for half-price. I gave a discount for fullplate, so its only fair.
In my case I just copied the languages that were given, no free choices but got 3 languages in exchange, although if barovian is not a language but a dialect that makes just 2 :P . It also amazed me that she has Vistani, but doesn't bother me at all and might even be a reason for early interaction between characters.

Ludovika can't afford a studded leather armor even at half price xD
but hey its a common armor so she should be able to get one in game, right?

GunmetalDreamer

Quote from: LisztesFerenc on February 21, 2019, 08:15:32 AM
And why has she taken an interest in the land? Its got undead, but its not unique in that regard, though it has captured the imagination of certain bards and poets, due to its mystery and a lot of rumours surrounding it.

It'll be a little more clear once I get her background up.  Basically though, the scholarly background comes up because (a) She comes from a place where the undead have a secret stranglehold on power (part of how you get a Dhampir Noble in the first place), (b) Count Zarovich is a vampire with neither a Sire nor a Necromancer sugar daddy to appease, and that appeals to that circle, (c) There's a real focus on undead "lineage" in that group, and a notion of Purity that becomes diluted the further from the progenitor of a certain line you get.  The Tragedy of Strahd (which does get told, in misleading ways, by the Vistani who roam beyond the fog) appeals to that contingent, who tend to think of it more as an origin story filled with pathos and betrayal than anything.

Aenon

I am having some questions about the story so I can think of my background.

So, the into "you are sucked in the mists" is a thing, or we go on purpose to beat up Strahd? Is there a reason we would care about him enough to hunt him?

Are we going there as a team that has already worked together? If yes, @GMD is your character a bad guy? I don't mind playing good or evil chars, but I don't want to be the the 'paladin' in an evil group, so if the rest of you are evil I'm gonna be evil too :P 

LisztesFerenc

Quote from: GunmetalDreamer on February 21, 2019, 10:55:22 AM
It'll be a little more clear once I get her background up.  Basically though, the scholarly background comes up because (a) She comes from a place where the undead have a secret stranglehold on power (part of how you get a Dhampir Noble in the first place), (b) Count Zarovich is a vampire with neither a Sire nor a Necromancer sugar daddy to appease, and that appeals to that circle, (c) There's a real focus on undead "lineage" in that group, and a notion of Purity that becomes diluted the further from the progenitor of a certain line you get.  The Tragedy of Strahd (which does get told, in misleading ways, by the Vistani who roam beyond the fog) appeals to that contingent, who tend to think of it more as an origin story filled with pathos and betrayal than anything.

  Count Zarovich being a vampire isn't known. Since you have history you know the Zarovich have ruled Barovia for centuries, and haven't been heard of for at least 200 years. Given that there is still a Lord of the Castle, that much would be known from travelling Vistani, its likely the family, or at least one member has done something to fight off the ill effect of age, but the precise details are not known.

Quote from: Aenon on February 21, 2019, 12:14:22 PM
I am having some questions about the story so I can think of my background.

So, the into "you are sucked in the mists" is a thing, or we go on purpose to beat up Strahd? Is there a reason we would care about him enough to hunt him?

  The opening is you are in a normal, non-Ravenloft world and you are approached by a Vistani who gives you a letter, requesting you come to Barovia to help. Normally that's all you get, but since in this game the Vistani messanger is one of thew players, she will be able to tell you a bit more.

Quote from: Aenon on February 21, 2019, 12:14:22 PM
Are we going there as a team that has already worked together? If yes, @GMD is your character a bad guy? I don't mind playing good or evil chars, but I don't want to be the the 'paladin' in an evil group, so if the rest of you are evil I'm gonna be evil too :P

  That's up to you to decide. You definitly been adventuring before, but whether that was alone or with another, or with the other characters, it all works.

GunmetalDreamer

Quote from: LisztesFerenc on February 21, 2019, 12:26:42 PMCount Zarovich being a vampire isn't known. Since you have history you know the Zarovich have ruled Barovia for centuries, and haven't been heard of for at least 200 years. Given that there is still a Lord of the Castle, that much would be known from travelling Vistani, its likely the family, or at least one member has done something to fight off the ill effect of age, but the precise details are not known.

Fine, fine.  I'll pull it back.

Quote from: Aenon on February 21, 2019, 12:14:22 PMAre we going there as a team that has already worked together? If yes, @GMD is your character a bad guy? I don't mind playing good or evil chars, but I don't want to be the the 'paladin' in an evil group, so if the rest of you are evil I'm gonna be evil too :P 

Naw, I'm a Neutral Goodie (coming up from TN over the last few years).  You know the sort, comes from a broken, exploitative system, then encounters the excesses of that system and rebels?  Rest assured, Katarina is dedicated to saving people from scurrilous undead, lycanthropes, cultists, brain controlling lichen, aberrations, and fiends.