Looking for an M/M focused 5e game

Started by Xurtan, March 19, 2019, 05:22:47 PM

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Ryven

Though potentially a Warlock. I'll have to see.

Xurtan

Fun options either way, we'll just have to be more clever than our enemies. ;) Or seduce them, I suppose. *snicker* I'll work on a sheet today, do you just want it tossed in OOC when done? Debating personalities and such for my guy. Possessive, slightly sarcastic, a fondness for magic and having his dick sucked? :P

Can you tell us more about the world/history? Any commonly known things, for sure.

ModUniverse

Character sheets in OOC please! The most important information about the setting is that there is a drow city in the underdark almost directly beneath Glen Avon. The city is called Calbriz, and remarkably, the two cities have had a tentative peace for almost a century. Elves have long memories, however, and one hundred years is not enough to erase the history of bloodshed between the two cities, one of the central reasons Glen Avon was lifted into the sky.

Glen Avon is ruled by King Araeth and his brother, Prince Aereze. The prince is a powerful wizard, the one responsible for keeping Glen Avon aloft.

Ryven

Potential for underdark adventure you say? Hmmmmmm

Xurtan

Yeah, seems to be at least partially Underdark focused which I'm actually really hyped about. Been wanting to get down there and explore for awhile. I shooould have a tentative sheet by tonight, but we'll see how much crap my day throws at me.

Quote from: bandedbandit on March 28, 2019, 07:55:29 AM
I have an idea for a monk (way of the drunken master) who's a perpetually intoxicated, private investigator sort

Still thinking Monk? I'm debating spell choices at the moment. I might try and go for a more 'battlefield commander' style if the two of you are up front, though depends on what Ryven ultimately decides on, of course. :) Figure it's never too early to start thinking strategy, even if (maybe especially if) we're going to be RPing through the normal battles. Maybe I'll go Divination Wizard, that's always useful. Hrm.

Ryven

I'm now leaning toward paladin. Maybe a young, new recruit who is unsure of himself in the beginning. Perhaps had a event that triggered his turn toward the path of the paladin

bandedbandit

Yeah, I'm still thinking monk. I'm going to try to work on a character sheet tonight, and I think I'll be able to put it up sometime tomorrow.

Xurtan

#32
Spoiler: Click to Show/Hide
Kirion Ta’sar, Master of Antiquities & Lost Artifacts

Knowledge Cleric 1/Divination Wizard 6
True Neutral

Background
Kirion is an elf of some renown; he has, after all, been a staple around the city of Glen Avon since before it was raised into the clouds. Although he has mellowed since his younger years, the wanderlust and curiosity has never truly left him. A scholar and wizard at heart, what truly fascinates Kirion are the legends of the ancients. Artifacts lost to time, spells that are all but crumbling dust, treasures hidden away by those that no longer walk among the living. Unlike many of his fellows that choose to squirrel themselves away in libraries and try to advance modern knowledge, Kirion looks to the past.

Forgotten temples, scrolls hidden under lock and key, items of power betwixt time and space… Kirion has seen much and more in his time in this world, and has made something of a career out of it. Naturally, anything he discovers of particular import he directs solely to the King--after he has made a copy for himself and thoroughly studied any enchants laid upon his finds. He’s an adventurer, not an altruist.

His worst quality is, perhaps, the fact that he is something of a hedonist. He enjoys the pleasures of the flesh, fine wine, fine clothing. Magic is ever his first passion, his first love, but he is determined to enjoy himself. No one is immortal, not even those that find ways to tether themselves to this plane. He has a fondness for pretty things or things that entertain him, and he is quickly bored if left unattended. Many a paramour has been left annoyed when they return only to find Kirion has left on another trip, lore and history spinning through his mind like pieces of a puzzle, the elf slipping through their fingers like a fine mist.

He’s not one to be tied down, moving from partner to partner until he grows bored. At times he will take on ‘projects’, younger or virginal men to ‘mentor’ and show exactly what they are missing, only to drop them some years later and move on. Rumors suggest that perhaps Kirion is merely afraid--afraid of growing too close and eventually finding that he loves something more than his magic; and terrified of losing such a thing.

Nevertheless, Kirion is knowledgeable about a great many things, and if you wish to know something about the Arcane there are few more learned than he. He’s always willing to trade--for a price.

Recently, he came across something quite amazing. Scrolls that had been thought lost for centuries, denoting the lineage of elven nobility. Although of no particular worth to himself, the noble families are constantly vying for power and arguing over which line is longer, which is more pure. By offering such scrolls freely to the King, Kirion has earned himself a decent amount of favor.
Appearance
Kirion stands at 6’2, slender and graceful with a hidden strength to him. Although typically lost beneath his dark silken robes, the elf is in good shape. If asked, he would say it was from carrying so many heavy books.

He has long black hair often kept behind his ears, and dark gold eyes. His most distinguishing feature is a scar that goes down along one cheek, a gift whose story changes with each telling. Its history is likely to stay with Kirion himself.

Kirion moves with confident steps, head tilted just below arrogance. He’s well aware of his power and his place in the world. His manner of dress is on the verge of gaudy with long sweeping robes and what one would call entirely too much fabric. For Kirion, it’s perfect. It allows him to portray himself as a wealthy noble when needed so that others underestimate him, and the folds and excess cloth allows him to hide scrolls, knives, and other such useful things amidst the fabric.
Personality
Kirion is often genial and kind seeming, although behind placid eyes lies an intelligent cunning. He can be manipulative, but is rarely outright mean or cruel unless pressed. It’s not that he’s absent-minded so much as easily bored, and he can have a wicked sharp tongue when he needs to. He has little patience for fools, but is willing to instruct if someone is willing to learn.

His hobbies include a fine wine, a good book, a mouth around his cock and, when the mood strikes him, drawing his paramours. He’s quite the deft hand at ink drawing, although he’ll likely never be a professional artist.


Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 10 (0)
Charisma: 10 (0)
Defenses
Hit Points: 46
Armor Class: 18
Saving Throws: Strength: -1, Dexterity: +3, Constitution: +2, Intelligence: +3, Wisdom: +3, Charisma: +3


Skills
Acrobatics: +3
Animal Handling: -1
Arcana: +3
Athletics: -1
Deception: +Acrobatics: +3
Animal Handling: 0
Arcana: +9
Athletics: -1
Deception: 0
History: +9
Insight: +3
Intimidation: 0
Investigation: +6
Medicine: 0
Nature: +6
Perception: +3
PerformancE: 0
Persuasion: 0
Religion: +6
Sleight of Hand: +3
Stealth: +3
Survival: 0
Languages
Common
Elvish
Undercommon
Primordial
Infernal
Draconic
Deep Speech
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, longsword, shortsword, shortbow, and longbow
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Arcana*, History*, Insight, Investigation, Nature, Perception, Religion

*Proficiency Bonus is doubled for these skills.


Features
Elf (High Elf):

Ability Score Increase: Your Dexterity score increases by 2.

Darkvision: Accustomed to twilit forests and the night sky, 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.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Languages: You can speak, read, and write Common and Elvish.

Ability Score Increase: Your Intelligence score increases by 1.

Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.
Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Extra Language: Any 1.


Sage Background:

Feature: Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign

Skills: Any 2 (Already proficient in History and Arcana due to Domain Cleric).
Languages: Any 2.


Cleric:

Hit Points:

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st
Proficiencies:

Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
a mace
scale mail
a light crossbow and 20 bolts
an explorer’s pack
a shield and a holy symbol
Spellcasting: As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips: At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.


Domain Cleric (Knowledge):

Blessings of Knowledge: Any 2 languages. You gain Arcana and History proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Knowledge Domain Spells: Identify, Command


Wizard:

Hit Points:

Hit Dice: 1d6 per wizard level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st

Spellcasting: As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips: At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook: 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.
Ritual Casting: 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.
Learning Spells of 1st Level and Higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.

Your Spellbook:: The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it.

Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book: You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book’s Appearance: Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Divination Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved.
Portent: Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Expert Divination: Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.
Spells
Cantrips:
1st:
2nd:
3rd:
4th:


Equipment
Worn:
Shield
Breastplate
Holy Symbol (On Shield, symbol of Oghma)
Casting Focus (Crystal set into the top of left hand glove)
Fine Clothes
Bag of Holding
Dagger (3)

Total Weight: 49


Bag of Holding:

Decanter of Endless Water
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

“Stream” produces 1 gallon of water.
“Fountain” produces 5 gallons of water.
“Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Wand of Secrets
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Backpack
Belt Pouch
Bedroll
Mess kit
Antitoxin (vial)
Tinderbox
10 torches
10 days of Rations
1 Waterskin
50 feet of Hempen rope
Ball Bearings (bag of 1,000)
Caltrops (bag of 20)
Crowbar
Grappling Hook
Piton (4)
Hammer
Oil (Flask)
Manacles
Lock
10 feet of chain
Tent (two-person)
Bottle of Black Ink
Quill
Small Knife
Book
Parchment (10)
Sealing Wax
Scroll Case (3)
Candle
Chalk
Vial (5)
Common Clothes
Fine Clothes
Soap (5)
Bell
Letter from a dead colleague posing a question I have not been able to answer
26 gold, 5 silver

Total Weight: 127



Notes
Obviously check out my O&Os if you want, but the short and long of it is that I’m a gay top and there are very few offs for me except toilet play, goro, vore, and oviposition.


Oof. I forget how exhaustive higher level chargen is. Dropping this WiP here for now, I'll work on the spells later tonight or tomorrow at the latest then add the final sheet to OOC. The rest of it should be correct. *squints* Oh right, Feat or ASI. Hrm.

ModUniverse


Ryven

We're starting at level 7?  I missed that!  I also did horribly on my stat roll.  What is the minimum total ability score modifier we should have?  Or should I just point buy?

ModUniverse

I say go for point buy, but it's up to you

Xurtan

There's a lot of classes I'd say take those rolls on, but PLD gets awkward just due to them being pretty MAD. Wanting high CHA/STR/CON is a bit of a meme, and with WIS being useful... *shrug* Depends on how you see the character, I suppose. I also rolled like garbage and just went the standard PB. :P

Ryven

I'm going point buy.  I should have known better than to roll.  ::)  I'm almost done throwing my draft together.  I'll have to add the description/personality/etc later..

Ryven

#38
Arash, Aasimar Paladin of Vengeance
Details
Name: Arash Tolwar
Height: 6'0"
Weight: 175lb
Race: Protector Aasimar
Age: 29
Eyes: Silver
Hair: White, short & cropped

Level: 7
Class: Paladin
Alignment: Lawful Neutral

Ability Scores & Skills
Ability Scores

Strength: 16
Dexterity: 10
Constitution: 12
Intelligence: 10
Wisdom: 14
Charimsa: 15

Proficiency Bonus: +3

Languages: Common, Celestial

Skills

Acrobatics (Dex): +0
Animal Handling (Wis): +2
Arcana (Int): +0
Athletics (Str): +6
Deception (Cha): +2
History (Int): +0
Insight (Wis): +2
Intimidation (Cha): +5
Investigation (Int): +0
Medicine (Wis): +2
Nature (Int): +0
Perception (Wis): +2
Performance (Cha): +2
Persuasion (Cha): +2
Religion (Int): +0
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +2

Combat & Saves
Combat

Movement Speed: 30ft
Armor Class: 21

Saving Throws
Strength: +5
Dexterity: +2
Constitution: +3
Intelligence: +2
Wisdom: +7
Charisma: +7

Features
Features

- Celestial Resistance: You have resistance to necrotic damage and radiant damage.
- Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
- Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it.
- Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level. Once you use this trait, you can't use it again until you finish a long rest.
- 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. Vou 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 x 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.

- Fighting Style: Defender: When wearing armor, you gain a +1 bonus to AC.
- Spellcasting: Preparing and Casting Spells: The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the Paladin spell list. When you do so, choose a number of spells equal to your Charisma modifier + your paladin level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.

Spellcasting Ability: Charisma is your casting ability for paladin spells. Your magic comes from the strength of your convictions. When a spell refers to your spellcasting ability, you use Charisma . In addition, you use your Charisma to determine the save DC of any paladin spell which requires one, and when making an attack roll with one.

    Spell save DC= 8 + your proficiency bonus + your Charisma modifier
    Spell attack modifier= your proficiency bonus + your Charisma modifier

Spellcasting Focus: You may use a holy symbol as a spellcasting focus for your spells. Every deity or religion has at least one holy symbol, and you may use any associated with your religion. They are traditionally amulets or pendants, but can also be signet rings, insignias on a shield, or even a held banner. Whatever form they take, you must be able to take hold of the object and present it towards the target(s) of your spell.

- Divine Smite: Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-levei spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.
- Divine Health: By 3rd level, the divine magic flowing through you makes you immune to disease.
- Sacred Oath: Oath of Vengeance
- Channel Divinity: When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Abjure Enemy: As an action, you present your holy symbol and speak a prayer o f denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw.

On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed.

On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.

Vow of Enmity: As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.

- Heavy Armor Master: When wearing heavy armor, bludgeoning, slashing and piercing damage you take from non-magical weapons is reduced by 3.
- Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Aura of Protection: Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

- Relentless Avenger: By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.

Gear, Weapons, & Armor
Gear, Weapons, & Armor

Adamantine Full Plate
Longsword +1
Shield

Bag of Holding:

Backpack
Belt Pouch
Bedroll
Mess kit
Antitoxin (vial)
Tinderbox
10 torches
10 days of Rations
1 Waterskin
50 feet of Hempen rope
Ball Bearings (bag of 1,000)
Caltrops (bag of 20)
Crowbar
Grappling Hook
Piton (4)
Hammer
Oil (Flask)
Manacles
Lock
10 feet of chain
Tent (two-person)
Bottle of Black Ink
Quill
Small Knife
Book
Parchment (10)
Sealing Wax
Scroll Case (3)
Candle
Chalk
Vial (5)
Common Clothes
Fine Clothes
Soap (5)
Bell

Accidentally posted it into the OOC thread first.  Not through, but I'll just edit it when I have the time later.  This is my character for starters.

bandedbandit


Name: Ingram Loryan
Background: Criminal
Class: Monk (Way of the Drunken Master)
Alignment: Neutral Good
Gender: Male
Height: 6’1’’
Age: 170

Background

It’s never easy to leave the family business. Especially when that business is a viscous smuggling empire. There will always be those who want what they can’t have, and no one is better at providing it than the Loryans. Ingram grew up flitting between the two parallel cities, learning the in’s and out’s of the secret trade routes, and learning what had to be done if anyone dared to threaten these channels.
Ingram is not an emotional elf, but sometimes his morals got the best of him.  The constant violence was grating, and the friction with his family was even more so. After choosing to protect a friend over protecting a shipment worth thousands of gold, Ingram and his father had an altercation that would cast him from the family forever.
He left Calbriz with a few contacts and countless enemies, and tried to forge a new life in Glen Avon. There he freelanced his keen mind and uncanny instincts, gathering information about mysterious matters for a modest retainer. His skills and his contacts with those below have even rendered his services useful to the king on several occasions (though the king would be hard pressed to admit it). Regardless of his occasional brush with desperate nobility, Ingram’s life is anything but noble. Any gold that passes through his hands appears to be alchemically transformed into drugs and booze. Ingram hasn’t been sober for half a century, and doesn’t intend to be for another five. It is far better to keep oneself isolated and medicated.

Personality

Ingram doesn’t think highly of himself, but that doesn’t mean he doesn’t think even lower of others. He has a dry, dark sense of humor that can permeate at inopportune times, and a poignant nihilism which makes him no fun at all at parties. Nonetheless, he has a softer heart than he would like to admit, and has on many occasions caused trouble for himself while attempting to help another.

Stats

Initiative: +4
Speed: 50
Armor Class: 17
Hit Points: 41
Hit Dice: 7d8

STR: 9 (-1)    ST: +2
DEX: 18 (+4)   ST: +7
CON: 12 (+1)   
INT: 12 (+1)   
WIS: 16 (+3)   
CHA: 10 (+0)   

Attacks

Ki: 7
Martial Arts   +7   1d6 + 4
Shortsword    +7    1d6+4

Ki Uses:
Save: 14
Flurry of Blows
Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn
Stunning Strike
Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Equipment

GP: 1000
A crowbar, a set of dark common clothes including a hood, explorer’s pack, 10 darts
Explorer's pack

Skills

Acrobatics (Prof): +7
Animal Handling: +3
Arcana: +1
Athletics: -1
Deception(Prof): +3
History: +1
Insight (Prof): +6
Intimidation: +0
Investigation: +1
Medicine: +3
Nature: +1
Perception(Prof): +6
Performance: +0
Persuasion: +0
Religion: +1
Sleight of Hand: +4
Stealth(Prof): +7
Survival: +3

Languages and Proficiencies

Languages: Common, Elvish
Longsword, shortsword, shortbow, and longbow
Cards
Thieves tools
Lute

Features


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

You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Slow Fall
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn

Ki-Empowered Strikes
Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.


bandedbandit

Still haven't figured out the item, but I other than that this is what I have

Ryven


Xurtan

They both look a lot of fun. :) I'm... slowly working on all these spells in a separate doc and then I'll port em over to my sheet. So far done with Cantrips and Level 1s. :P But then, that's the longest list, haha. Should be good by tonight, working on it all bit by bit today.

Xurtan

And posted my sheet in OOC. Let me know if anyone notices anything off or whatever. Sometimes it's a pain in the ass to notice things in the formatting. :P That aside, anything in particular you want in the IC post? Should we be sort of musing to ourselves about whatever recent thing we did to get the attention of the King? Where's the first scene beginning, location wise in-game?

ModUniverse

The first round of posts is just introductions, a quick little story to get a feel for your characters. I’ll set the scene afterward, unless you really want me to do so now. You’ll be in the throne room of Glen Avon.

ModUniverse

Also if you can all put your hard offs with your character sheet that’ll make my life much easier!

Xurtan

I'll work on an introduction in a few. For time keeping purposes, what time/day/year is it/will the ritual be held on?

ModUniverse


Ryven

Okay.  Arash has a background now.  Hope it suits.

Ironwolf85

Actually built a corner of the astral sea dedicated to stuff along these lines, so I got a few outer planes characters to share if ya got room.
we already got a paladin, and that was my other fallback for this sort of stuff.
Prudence, justice, temperance, courage, faith, hope, love...
debate any other aspect of my faith these are the heavenly virtues. this flawed mortal is going to try to adhere to them.

Culture: the ability to carve an intricate and beautiful bowl from the skull of a fallen enemy.
Civilization: the ability to put that psycho in prision for killing people.