Eberron: Curtain Call (5e, LGBTQ+ friendly) [Closed]

Started by TheKhan, March 20, 2019, 07:52:34 PM

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TheKhan

My friend -
I am afraid I have landed myself in a spot of trouble and am now in over my head. It seems a lordly noble was slumming in the Dura and has now gone missing. Your aid in investigating his disappearance would be greatly appreciated and appropriately compensated. If I can rely on you, please meet me tomorrow at Griffin & Sword (Cassan Bridge, Middle Menthis) at twelve bells. I'll be at the table under the statue of Thakash Rin.

Yours truly -

Max Murlock




Sharn, the City of Towers, the jewel of old Galifar -- Our glorious metropolis is known by many names, and its legend stretches across the globe. Every day thousands of people pass through Sharn. Merchants from distant lands offer Sarlonan silks, Zil elixirs, dragon turtle meat from the Sea of Rage, and other fantastic goods. Brelish farmers stream down the Old Road bearing the harvest; Sharn has many mouths to feed, and the edge of the Dagger is barren and hard. Ambassadors rub shoulders with aristocrats, and dragonmark heirs trade tales with sages and bold explorers. There is a place for everyone in the city of Sharn, and adventure lies around every corner.
~ Keith Baker

What is Eberron? It’s a world bound by a golden ring and surrounded by twelve moons. It’s the intersection of thirteen planes of existence, which shift in and out of alignment. It’s a place where magic has been harnessed as a tool—used to build cities, to sail ships through the skies, to create both wonders and weapons. Eberron embraces swashbuckling action and pulp adventure and adds a layer of neo-noir intrigue. Stories don’t always end well and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. Human greed and ambition may prove more dangerous than any devil or demon. But through this darkness, there are opportunities for a group of bold adventurers to make a difference… for better or for worse.
~ Wayfinder’s Guide to Eberron.

Intrigue is afoot in the City of Towers! Welcome to one of my favourite campaign settings:  Eberron! I’ve played in Eberron using 3.5 & Pathfinder for a very long time, but now I’m dipping my toes into something new: Fifth Edition.

With the recent release of the Wayfinder’s Guide and the Morgrave Miscellany, Keith Baker has turned Eberron into a fully 5e compatible setting. I’d like to start this adventure in Sharn using curtain call (a module designed by Keith and others), then see where the story takes us. Like I said, I love this setting and there is plenty to explore. Let’s go on an adventure!



The Rating

Bondage Exotic. Non-con and relations with anyone under 19 (or appearing to be under, or under racial equivalent) are hard limits for me. They will not be appearing in this game.

Disclaimers/FAQ
•   This is literally the first time I’m biting the bullet and running a 5e game instead of Pathfinder. I’m pretty good with game systems and 5e incorporates elements that I’m familiar with from other systems, but it is possible I will make mistakes. Please be understanding.

•   I try to post frequently and give enough detail for players to respond to, but I am aware that I generally write less than other GMs. I’m being open and front about this so that everyone knows that this is a product of how slow I compose rather than a lack of interest on the GM’s side. On my side, I’m going to try to combat those shorter posts by using speech to text software more frequently with this game. I’m also on E! To improve my writing, so I’m totally open to suggestions.

•   Non-con and anything involving teenagers are very, very hard limits for me.

I know nothing about 5e! Can I join?
I’d encourage it! It is likely I only know marginally more than you do.

I’ve never played in Eberron before, but would like to try. Is that okay?
Absolutely! Eberron is one of my favourite settings and I love introducing people to it.

Can we use the Artificer playtest?
Go for it! Just be ready for things to shift around as the playtest continues.

Is there anywhere we can get more inspiration for our characters?
Keith Baker has worked long and hard keeping his baby alive. If you check out his website, there are loads and loads of articles you could draw on when making a character. Currently, he is giving us his rundown of the Dark Six. I’d also advise checking out the Manifest Zone Podcast.

How are you handling subraces? Eberron doesn't have subraces, but they are a major feature of 5e races.
Great question! Basically, subraces represent individual apptitudes within a race rather than biologically distinct lineages. Keith summed it up nicely when he discussed halfling she on his blog:
QuoteWhat sort of halflings do you find in the Talenta Plains? My answer is “all of them.” Unless a subrace is concretely distinct from the core race—like drow or duergar—I prefer to use subraces as a reflection of individual aptitude or unique qualities as opposed to linking biology and culture. I’d rather look at the story of a particular character and if it feels like that character should be Lightfoot, then make them Lightfoot regardless of where they are from.

The Expectations

Regular Posting: Shit happens, so I try not to be a tyrant about post rates, but please commit to posting in-character and interactively twice a week. A number of my games a stalled out recently simply because people stopped interacting. I will do everything I can to prevent that from my end, but I believe it will help if you can commit to all least twice weekly. If extenuating circumstances make that untenable once the game is underway, talk to me and we’ll work something out, just please don’t vanish with no notice.

Also, Eberron is a pulp setting, but is also a world of intrigue. There will be combat, but this adventure is structured as a mystery to be investigated. Roleplaying is a big draw for me, so I am perfectly fine with going extended periods without drawing swords (or bows or axes). Please make sure you are okay with that too.

Cooperative Play: Basically, don’t be a dick. Don’t troll other people or start fights. We are all here to have fun. Me having to play peacekeeper is anti-fun.

Open Mindedness: This game is open to all orientations and genders. I’m a cis-het male, so I can’t promise I’ll get everything right, but I’m always open to talking and learning more. I just ask everyone bring that open mindedness.

Communication: Talk to me (and each other). Let me know what you’d like to see/experience. If there is something you’d like to see or is killing your buzz, let me know. If something uncomfortable comes up and you need the scene to end, please tell me.



The Lore
Spoiler: Click to Show/Hide
Alignment: Any non-evil. Eberron is world where you are the heroes (or at the very least anti-heroes). You can, however, belong to darker organization that your character gives a heroic twist, such as a fairly inoffensive Cult of the Dragon Below whose elders merge with a gibbering mouther or cleric of the Fury who helps others come to terms with their emotions and passions. With all that said, everyone in the group need to be able to get along. Preachy good, lawful templar, and chaotic jerk characters should be avoided.

History: You are contacted by Max Murdock, an old acquaintance. It’s up to you if you were actually friends, but you have crossed paths enough times before that Max trust calling on you in a pinch. You may have bonded over a bar fight, served in the Last War together, been gambling buddies, partnered on a con, pursued the same romantic interest, or anything else you can think of. Otherwise, who you are and where you come from is up to you!

Personality: As I said above, your character needs to be trusting enough to work with others without trying to screw them over. Keeping a game cohesive on the boards is hard enough with characters getting sarcastic with one another.

Appearance: As you please, although a picture is required so that I can use it on maps, although it doesn’t have to be a perfect representation of your character.

Aspirations: Please include three aspirations for your character, two short-term and one long term. Note that these are your aspirations for the character, so they don’t have to be things the character wants to happen to themselves. Also, these aspirations should be story focused, but don’t have to connect to a larger metaplot. They are just useful barometers for me to try and keep everyone engaged.

Sexuality: The big focus on this game for is to play the game. For sex, I'm more interested in seeing realistic (or realistic as possible) relationships develop, rather than "everyone gets laid." It can and will come up, but it won't just be with a random NPC unless it appropriate to the scene or you specifically go looking for that. Of course, you are also free to imitate with each other if that is your desire.


The Crunch
Spoiler: Click to Show/Hide
Books: 5e Core, Wayfinder’s Guide to Eberron, Morgrave Miscellany, Xanther’s (both of them), Volo’s, Ravnica, Warlocks of Eberron, and Blessed of the Traveller
Starting Level: 1st
Classes: Any Core. The Artificer is also being playtested on DnD Beyond right now.
Races: Anything Core, Wayfinder’s, or Morgrave. Also aasimar, goblin, hobgoblin, and orc from Volo’s. Orcs do not receive a penalty to intelligence.
Backgrounds: Any from the sources listed. Ravnica Backgrounds do not gain access to the bonus spells and they will require some tweaking.
Ability scores: 27-point buy.
Equipment: By class and background combination.
Experience: When I feel it is an appropriate time for you to level up, I will tell you to level up.


The Application
Players: 5. PCs/character will be selected, this is not first-come-first serve.
What You Need: A character sheet that’s at least 90% done, including picture, aspirations, and background. The latter does not need to be super extensive, however.
When you need it by: April 1. If that doesn’t work though, talk to me and we may be able to work something out.

If there is anything I've missed, please let me know! I look forward to seeing your characters!

Chulanowa


Xurtan

Hm. This looks potentially interesting. Every Eberron campaign needs a flirty Bard, right? ;) Might dust off a rhyming spell-slinger corsair version of one I had been contemplating awhile back. Gods know they're certainly useful. I might have to do some research, I know of Eberron but I've never actually played it, and while I'm ridiculously familiar with 5e I haven't looked at the campaign guide for Eberron, either.

TheKhan

Quote from: Xurtan on March 20, 2019, 09:04:14 PM
Hm. This looks potentially interesting. Every Eberron campaign needs a flirty Bard, right? ;) Might dust off a rhyming spell-slinger corsair version of one I had been contemplating awhile back. Gods know they're certainly useful. I might have to do some research, I know of Eberron but I've never actually played it, and while I'm ridiculously familiar with 5e I haven't looked at the campaign guide for Eberron, either.

Well, I am ridiculously familiar with Eberron, so we've got each other covered! Here are some links that may be helpful. If you've got any questions, let me know!

Dragonmarks: The Bard

Dragonmarks: Changelings

Dragonshards: Zilargo Part 1 Part 2

Dragonshards: House Phiarlan Part 1 Part 2 Part 3

There are plenty of other places where bards could fit too, but these are some obvious starting points.

Chulanowa

So, I've not got the $15 to pick up Morgrave's Miscellany (sucks, since i'm running an eberron game msyelf) - What are the character options in there? Races? Subclasses?

TheKhan

Quote from: Chulanowa on March 20, 2019, 10:01:31 PM
So, I've not got the $15 to pick up Morgrave's Miscellany (sucks, since i'm running an eberron game msyelf) - What are the character options in there? Races? Subclasses?

Ooooff, that may actually take some time to detail, but short form is yes. Each class gets a new subclass, there's at least four new backgrounds, two new races (Child of Khyber and Dragonforged), every type of Dragonmark gets expanded (including Siberys, Abberant, Khyber, and the Mark of Death, which gets an elf subrace and feats), a buttload of subraces (Halfling, Shifter, and Tiefling), and probably a ton of stuff I missed on my quick skim through.

Basically, if you are play Eberron 5e, you probably want this book.

Xurtan

Quote from: TheKhan on March 20, 2019, 09:16:01 PM
Well, I am ridiculously familiar with Eberron, so we've got each other covered! Here are some links that may be helpful. If you've got any questions, let me know!

That was an interesting read, thanks! Hm. With that in mind, I actually do like the idea of playing a 'spy' role, and I've adored Changelings since they came out. What are your thoughts on a Changeling member of House Phiarlan's Shadow Demesnes, a Bard from the College of Lore? Persona wise I'd think something along the lines of a playful Tabaxi, always quick with a spell and a quip; an elegant Elf with a dry sense of humor and a researcher's nose; and a rough and tumble Pirate, perhaps a Half-Orc. Maybe a seductive Yuan-Ti? So many good guises to use... hm. Though whether they were in place at all at the start is obviously open, and could see creating others as the need arises. Level 1s are only so experienced, after all. Perhaps he's a Foundling and he grew up among Elves, maybe has a goal to join the Serpentine Table?

As far as Aspirations, how detailed do you want them/see them as? Are you thinking vague such as 'I want to have a bar fight', or more bits that add to the story, such as 'Rumor has it the Baron Gaius has acquired a scroll that once belonged to the Vol. It would be a shame were something to happen to it.'? 

TheKhan

#7
Quote from: Xurtan on March 20, 2019, 11:21:02 PM
That was an interesting read, thanks! Hm. With that in mind, I actually do like the idea of playing a 'spy' role, and I've adored Changelings since they came out. What are your thoughts on a Changeling member of House Phiarlan's Shadow Demesnes, a Bard from the College of Lore? Persona wise I'd think something along the lines of a playful Tabaxi, always quick with a spell and a quip; an elegant Elf with a dry sense of humor and a researcher's nose; and a rough and tumble Pirate, perhaps a Half-Orc. Maybe a seductive Yuan-Ti? So many good guises to use... hm. Though whether they were in place at all at the start is obviously open, and could see creating others as the need arises. Level 1s are only so experienced, after all. Perhaps he's a Foundling and he grew up among Elves, maybe has a goal to join the Serpentine Table?

As far as Aspirations, how detailed do you want them/see them as? Are you thinking vague such as 'I want to have a bar fight', or more bits that add to the story, such as 'Rumor has it the Baron Gaius has acquired a scroll that once belonged to the Vol. It would be a shame were something to happen to it.'?

Yeah, a foundling changeling who grew up around the elves and wants to rise to a position of power could work well. Alternatively, the way I play with changeling reproduction is that they could be an elf changeling... one of their parents was an elf of the house, but the other (knowingly to the partner or not) was a changeling, so the kid is a changeling too. Just as good at the family trade, but utterly unable to inherit the dragonmark. That would leave joining the Serpentine Table as a plausible but difficult goal, since they are still part of the family.

Just FYI for guises, Tabaxi and Yuan-ti wouldn't be appropriate to start with. The former I'm not using and the latter are very, very, very different in Eberron. But I'm sure you can twist those archetypes into other races (like Yuan-ti doesn't work, but a medusa totally would...).

For aspirations, either would work. In fact, that would be a good example of a short-term and long-term goal respectively. One part character beats you want to hit, one part dangling plot hook.

Xurtan

Ack, you're right. My reading comprehension failed me. I'd probably go with... maybe Half-Elf and Tiefling then, respectively, for those Personae. Reminds me I should grab the Eberron books and actually at least skim through them, because apparently I'm woefully uninformed. :P

I like the idea of an Elf Changeling, though. Adds flavor and gives him a reason to be part of that whole spiel. And good to know on aspirations! I'll probably work on a sheet tonight at some point off and on and see what I can come up with. Hrm.

Azuresun

#9
I'm interested! Eberron has always been one of my favourite settings, and I've wanted to try a 5e game for a while now.

I was originally thinking of an intrepid reporter (Rogue, with the Inquisitive specialisation later on), but it seems that niche is already filled. So I might go for a front-line warrior of some type--I'll throw some ideas around and see what people think.  :-)

Xurtan

This is what I have so far. Thoughts?


Spoiler: Click to Show/Hide
Baz

Bard 1
True Neutral

Background
At five foot, nine inches in height, Baz is a typical example of the changeling species when in his default form. He has silver hair, pale skin and colorless eyes. He was born to an elven Father and changeling Mother, although the latter turned out to be quite the shock for his Father. A natural talent for deception and manipulation, he was--and is--generally a kind sort, if soft-spoken in his base form. He doesn't go out of his way to be rude, and in fact his personae usually reflect his gregarious nature. Nonetheless, his talents are useful. Thanks to his Father he was trained by House Phiarlan. A spy, Baz's tools of the trade are the information he collects and the performances he gives. His personae and masks can vary from moment to moment, and he's never felt the need to hide who and what he is unless he's on a job. Twenty-six years old, he knows he yet has much to learn. He and Max go way back, back to when Baz attempted to seduce information out of the man in a female mask. Interrupted by unsavory sorts looking for trouble, he was forced to reveal his changeling nature in the ensuing fight. Thankfully, fighting together tends to bond people, and the two ended up getting a drink together after. The rest as they say is history, with Baz occasionally taking on odd jobs for Max and the man knowing the changeling can be called on when needed for aid.                  
Aspirations
Short-term: Baz wants an opportunity to uncover a secret.
Short-term: Baz wants the chance to perform before an audience.
Long-term: Baz wants to acquire an old, important elven personae.              
Personae

Name: Bryan Blue Eyes
Age: 19
Race: Human
Alignment: Chaotic Good
Purpose: Thief & General Base Personae
Personality: Quick with a laugh and a quip, enjoys flirting... and stealing.
Background: A street rat, Bryan never knew his parents. He assumes he's an orphan, but doesn't honestly know. He fell into the wrong crowd as a kid, and came to be known as Bryan Blue Eyes for the soulful look he never seemed to lose and the crystal clear blue of his eyes. Although he's the life of the party, there's a sadness to his eyes that never quite goes away.



Name: Saphira Illebella
Age: 72
Race: Elf
Alignment: Lawful Neutral
Purpose: Performance & Seduction
Personality: Sarcastic and biting when angered, she can be quite the temptress. She knows she's good looking, and has no problems using that to acquire what she wants--whatever that may be. She's left broken hearts throughout the city. 
Background: Born to wealth, Saphira was the apple of her parent's eyes, the little darling. She was rebellious and good looking, and had no problem sneaking into the city at whim. It was there she learned to put on a show, to play an instrument, to dance and ensnare the hearts of men. Although she knows eventually she will have to settle down and marry for the good of the family, she's still young. Why not have fun?



Name: Jasouk Mithrilbane
Age: 43
Race: Dwarf
Alignment: True Neutral
Purpose: Assassination & Fighting
Personality: Gruff.
Background: Jasouk is a bodyguard, it's all he's ever been and likely all he ever will be. He grew up working on a forge but it wasn't the life for him and he knew it. Accidentally interrupting an assassination on a noble when he was delivering a weapon order, he was hired as a bodyguard and left his old life behind without looking back. There are rumors he occasionally does some unsavory work for whomever holds his leash, but those are probably just rumors. Probably.







                


Ability Scores
Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 13 (+1)
Intelligence: 12 (+1)
Wisdom: 8 (-1)
Charisma: 17 (+3)
Defenses
Hit Points: 9
Armor Class: 14
Saving Throws: Strength -1, Dexterity +5, Constitution +1, Intelligence +1, Wisdom -1, Charisma +5


Skills
Acrobatics: +3
Animal Handling: -1
Arcana: +3
Athletics: -1
Deception: +5
History: +1
Insight: 1
Intimidation: +5
Investigation: +1
Medicine: -1
Nature: +1
Perception: +1
Performance: +3
Persuasion: +5
Religion: +1
Sleight of Hand: +3
Stealth: +5
Survival: -1
Languages
Common
Elvish
Dwarvish
Proficiencies
Armor: Light
Instruments: Flute, Viol, Drum
Gaming Set: Playing Cards
Weapons: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves' Tools*, Forgery Kit

*Proficiency is doubled when in the guise of Bryan Blue Eyes.


Features
Change Appearance: As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.

You decide what you look like, including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.

Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Changeling Instincts: You gain proficiency with two of the following skills of your choice: Deception, Intimidation, Insight, and Persuasion.

Unsettling Visage: When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.

Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Divergent Persona: You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency. Thieves' Tools.

Background (Criminal [Variant: Spy]): Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder. Deception, Stealth, Forgery Kit, Gaming Set: Playing Cards.

Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Spellcasting: Save DC 13, Attack +5

Cantrips: You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, learning a 3rd cantrip at 4th level and a 4th at 10th level.

Spell Slots: The Bard table shows how many spell slots you have to cast your bard 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 spell slots when you finish a long rest.

Spells Known of 1st Level and Higher: You know four 1st-level spells of your choice from the bard spell list. You learn an additional bard spell of your choice at each level except 12th, 16th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.

Ritual Casting: You can cast any bard spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus: You can use a musical instrument as a spellcasting focus for your bard spells.

Bardic Inspiration: You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Spells
Cantrips:
Vicious Mockery
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
Classes: Bard
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
,
Prestidigitation
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour
Classes: Bard, Sorcerer, Warlock, Wizard
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

1st:
Sleep
Casting Time: 1 action
Range: 90 feet
Components: V S M (A pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
,
Tasha's Hideous Laughter
Casting Time: 1 action
Range: 30 feet
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration Up to 1 minute
Classes: Bard, Wizard
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
,
Dissonant Whispers
Level: 1
Casting time: 1 Action
Range: 60 feet
Components: V
Duration: Instantaneous
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At higher level
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
,
Unseen Servant
Casting Time: 1 action
Range: 60 feet
Components: V S M (A piece of string and a bit of wood)
Duration: 1 hour
Classes: Bard, Warlock, Wizard
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.


Equipment
a rapier
a dagger
a set of leather armor
a viol
a crowbar
a set of dark common clothes including a hood
a belt pouch containing 15 gp
Diplomat's Pack
a chest
2 cases for maps and scrolls
a set of fine clothes
a bottle of ink
an ink pen
a lamp
2 flasks of oil
5 sheets of paper
a vial of perfume
sealing wax
soap


Notes
Though I am homosexual, Baz is... fluid? He changes gender and sexuality more or less at whim, to the point it would almost make more sense to call him 'they', but if asked he would identify himself as male. He's open to relationships should they come up/form naturally, and certainly willing (and likely) to use masks or personae to try to seduce information out of people. I'm open to questions or connections regarding him, so if anyone wants to know him before the start of the game, feel free to hit me up. :)

TheKhan

Looking good! Two questions:

1) Is Baz entirely focused on his Father's and the House's elven culture or is he divided between his elven heritage and the small pockets of changeling culture throughout Eberron?

2) Who is your contact for your Background? Is it someone in the House? Is it a petty criminal on the streets of Sharn? Or is it someone in Sharn's more powerful gangs?

Xurtan

Quote from: TheKhan on March 21, 2019, 06:47:30 PM
Looking good! Two questions:

1) Is Baz entirely focused on his Father's and the House's elven culture or is he divided between his elven heritage and the small pockets of changeling culture throughout Eberron?

2) Who is your contact for your Background? Is it someone in the House? Is it a petty criminal on the streets of Sharn? Or is it someone in Sharn's more powerful gangs?

I suspect Baz is focused primarily on the elven culture. While he is a changeling, their culture isn't particularly of interest to him. I imagine his Mother gave all of that up to be with his Father and focus on that side of things, and raised Baz similarly. He likely knows bits and pieces of it, anything that might be of note or of importance his Mother could have taught him, but as a person he cares more about the House. He might find other changelings quaint, and he wouldn't turn down one that asked for help, but that's more a general stance on people than changelings in particular.

Contract wise... hrm. Someone in the House would make sense, I think. It's where the bulk of his attention has ended up going, one way or the other. Perhaps someone his Father introduced him to as a point of contact.

Bibliophilia

-dances.-  Count me in.

Edit:  At least, I'll be making a character, and hoping for selection.  -giggle.-

TheKhan

Quote from: Xurtan on March 21, 2019, 07:52:03 PM
I suspect Baz is focused primarily on the elven culture. While he is a changeling, their culture isn't particularly of interest to him. I imagine his Mother gave all of that up to be with his Father and focus on that side of things, and raised Baz similarly. He likely knows bits and pieces of it, anything that might be of note or of importance his Mother could have taught him, but as a person he cares more about the House. He might find other changelings quaint, and he wouldn't turn down one that asked for help, but that's more a general stance on people than changelings in particular.

Contract wise... hrm. Someone in the House would make sense, I think. It's where the bulk of his attention has ended up going, one way or the other. Perhaps someone his Father introduced him to as a point of contact.

Sounds good. Do you want to create the contact or are you okay with me doing it?

Xurtan

#15
Absolutely feel free to! Anything else I should work on/play around with for my guy?

Rummy Tum Tum

Ooh, I've been wanting to try Eberron, and it's 5e. I'll start on a character :D

Bibliophilia

#17
Wynnie Nackle
Gnome Druid 1 NG


Background
Well, to say I had a passel of brothers and sisters would be an understatement, seein' as there were 12 of us in total when I left home and I'm willing to bet there's been a fair few since then.  I was one of the middle ones, born alongside my twin sister Lucie, who was about as different from me as you could get.  They say twins are supposed to have this strong bond and be connected, but the most connection we ever had was when one of our fists connected with the other one's nose.

The older kids were meant to look after the youngest, but it was pretty par for the course that the eldest ran off to do something fun and ordered us middlings to tend the babes.  Mom and Dad were usually pretty busy tending the ill and injured in our village, or whipping up an herbal something or other.  They also spent a lot of time hunting up special plants and fungi in the forests around where we lived, which meant us kids were on our own a lot.

Lucie was just as irresponsible and vain as a girl could get, and just as soon as we were old enough to start noticing boys...well, boys started noticing Lucie right back.  I didn't care none, since I found all the boys in our village to be pretty dumb and trying to talk to them about the books I was reading or the interesting thing I'd learned from a visitor just seemed to earn me funny looks and teasing.  We didn't get a whole lot of books in Pinkspore, but every so often a merchant would pass through with some used ones.  I saved up all the gold I could so I could buy myself one when he passed through.

By the time I was about fifteen, I'd accumulated a tidy stack of six or so books, all read hundreds of times, even though one was a terribly boring diary written by a dusty old monk and another was some farmer's meticulously recorded account of his yearly animal and field productions.  My favorite, one which I'd read easily three times more than the others, was a book of tales about orcs, giants and other monsters.  The stories recounted daring adventure, dangerous quests and noble sacrifice in the name of chivalry, bravery and the triumph of good over evil.

The stories in my favorite book are what made me decide to offer my services as an assistant to a traveling scholar who wound up staying at our house for several days the summer I was 16.  The half-elf woman had been thrown from her horse when the creature had been spooked by a serpent, and my parents had taken her in so they could mend her wounds before she continued on her journey.

Even though my parents tried to make me leave Reia alone to allow her to recuperate in peace, I often snuck into the room she'd been given to chat with her and listen to the many wonderful stories she had to tell.  Reia was a scholar who traveled all over the land, and even to different planes, compiling research on various creatures that were thought extinct, but which she was convinced still existed.  The night before she was set to leave our village, I begged Reia to let me accompany her on her journeys and act as her assistant.  When she agreed, I calmly informed my parents that I was going, packed up my meager belongings and the next morning the two of us left my home forever.

The first month was very hard, because I suffered from intense loneliness and homesickness, unused to being without dozens of siblings around to keep me company.  But, gradually I got over the initial struggle and the wonder of adventure took flight in my soul.  Our travels were not always easy, and some nights we slept curled together for warmth with hunger gnawing at our bellies, but the journey was never dull.  Then, unexpectedly, Reia fell from a cliff while we were climbing to try and uncover a skeleton of one of the Crested Wolgerns that had recently fascinated my mentor.  I was 19 when I lost Reia, but in her death I discovered that my employer and friend had bequeathed me her modest home and extensive library.

I returned to Reia's home, with her remains (well, her ashes...no one is traveling for weeks with a corpse, even one of someone they loved) and buried them beside the beautiful flowering tree in her yard.  Then, for the next three years, give or take, I devoted myself to reading every book she had given to me and all of her research notes from before she and I had met.  In my studies, I developed an interest that burned within me as brightly as Reia's had burned within her.

Orcs.  Their culture, language and history fascinated me.  After teaching myself the language and delving into the natural practices that some of them employed, I found myself with the ability to invoke magic in the manner of some Orcish shaman I'd read about.  With this newfound skill and my, albeit minimal, knowledge of the brutish race of tribal warriors, I decided to venture out like my mentor and learn more about the race of beings that had so caught my interest.

My first stop was to see Max Murdock, who'd been a friend of Reia's and who had sent her a missive asking her to come and see him.  I didn't feel right informing him of her death via letter - and, I admit, I was curious what he might want with her - so I decided to deliver my news in person and see if I could be of service.


Personality
If sunshine could copulate with rainbows and, after the gestation period of a smile, give birth to a dream wrapped in sprinkles and nectar...that would be Wynnie.  She's so up-beat, optimistic, happy and cheerful that a Disney princess would roll their eyes.  Her infinite zest for life and the excitement with which she approaches each new day can be somewhat grating, but it helps that she's often too preoccupied with other things to natter on about how beautiful every moment is or some other such sparklefart nonsense.  She quite frequently has her nose in a book, either reading or writing down notes about something she's experienced, some idea that's popped into her head or a pretty flower she saw along the path.  When she's not reading or writing, she can easily be distracted from her lyrical, if exhaustive, chatter by merely pointing out something curious like a pretty rock, a strange insect or a particularly peculiar cloud in the sky.  This typically serves to offer her companions at least a few minutes respite from her bright conversational gambits.

Or, you know, simply asking her to hush also works.  She's good-natured, after all, and not unaware that not everyone enjoys talking endlessly about the cannibalistic practices of certain savage Orc tribes or the unexpectedly beautiful mating call of the Ivory-Breasted Titwillow.


Aspirations

Wynnie wants to learn all she can about Orc culture, and hopes one day to spend some time with an Orc tribe or two...or six.

For her love of learning and adventure, Wynnie wants to see and document - with detailed sketches - as many beasts and insects as possible on her journey.

Eventually Wynnie needs to make the journey back to her home village.

Rummy Tum Tum

#18
Fin

Race: Changeling
Class: Rogue 1
Alignment: Chaotic Good
Proficiency Bonus: +2
Background: Courtier
Languages: Common, Elvish, Dwarvish, Infernal, Draconic, Thieves' Cant
Worships: The Traveler

Gender: Male (Shifting)
Orientation: Pansexual
Height: 6'
Weight: 158 lbs
Age: 25



Armor Class: 14 (Leather Armor, 11 + DEX[3])
Initiative: +3 (+DEX)
Speed: 30'
Passive Perception: 12
Max Hit Points: 8
Hit Dice: 1d8
Saving Throws: Dexterity and Intelligence



Stats

Attributes and Skills
Attributes
ScoreBonusProf.Total Save
STR: 8-1-1
DEX: 16+3+2+5
CON: 10+0+0
INT: 10+0+2+2
WIS: 14+2+2
CHA: 16+3+3



Skills
SkillAttributeAtt. BonusProf BonusTotal
AthleticsSTR00
AcrobaticsDEX+3+2+5
Sleight of HandDEX+3+2+5
StealthDEX+3+4+7
ArcanaINT-1-1
HistoryINT-1-1
InvestigationINT-1-1
NatureINT-1-1
ReligionINT-1-1
Animal HandlingWIS+2+2
InsightWIS+2+2+4
MedicineWIS+2+2
PerceptionWIS+2+2
SurvivalWIS+2+2
DeceptionCHA+3+4+7
IntimidationCHA+3+2+5
PerformanceCHA+3+2+5
PersuasionCHA+3+2+5


Skill Proficiencies: Deception (expertise), Intimidation; Insight, Persuasion; Stealth (expertise), Performance, Acrobatics, Sleight of Hand
Tool Proficiencies: Lute, Thieves' Tools, Painter's Supplies

Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Armor Proficiencies: Light Armor



Features

List
Change Appearance (Changeling)
- Change appearance (race, height, weight, voice etc.) as an action

Changeling Instincts (Changeling)
- Gain proficiency in [Deception] and [Intimidation]

Unsettling Visage (Changeling)
- Once per short or long rest, give an attacking enemy (that you can see) disadvantage

Divergent Persona (Changeling)
- Gain proficiency in [the Lute] as part of a persona [Kristoff Waltz]. Double proficiency when in said persona.

Languages
- Changeling: Speak Common, [Elven], and [Dwarvish]
- Courtier: Speak Gnomish and Draconic

Court Functionary (Courtier)
- Gain access, records, and passive knowledge of noble courts and governments. [Identification records and portrait are under his Valeria persona]

Expertise (Rogue)
- Double proficiency in [Deception] and [Stealth]

Sneak Attack (Rogue)
- Deal an extra (1) D6 when attacking with advantage, or if another entity hostile to your target is within 5 ft of them

Thieves' Cant (Rogue)
- Speak Thieves' Cant, and understand secret signs and symbols related to the language



Personae

Kristoff Waltz
Race: Human
Purpose: A musician of growing renown. A font of musical expression (double proficiency in playing the Lute).
Quirks: Speaks in a shy and stammering manner, that some find charming

Valeria Song
Race: High Elf
Purpose: Her beauty and grace is able to win over the snobbier elves and other races alike. [Fin's identification as a courtier is under this persona].
Quirks: Sings her words when excited; for good and ill

Bradford Redbeard
Race: Dwarf
Purpose: His gruff yet fatherly ways has made him a quick friend to quite a few dwarves
Quirks: A strong proclivity for swearing

Nellie Spitfire
Race: Tiefling
Purpose: Letting loose, whether partying or getting angry
Quirks: Is a bundle of energy; often taps her foot, strums her fingers etc. when nothing's going on

Rak Stormtail
Race: Dragonborn (Bronze)
Purpose: Scaring the hell out of people
Quirks: His voice is deep to the point of sounding warped. Snorts a lot.



Equipment

Equipment and Damage
Equipment

20 gp

Set of Fine Clothes
Identification with portrait (under Valeria persona)

Backpack
A bag of 1,000 Ball bearings
10 feet of string
1 bell
5 candles
1 crowbar
1 hammer
10 pitons
Hooded lantern
2 flasks of oil
5 days Rations
Tinderbox
Waterskin
50 feet of Hempen rope



Weapon Attacks

Weapon: Rapier
Type: Piercing
Range: Melee
Atk Bonus: +5
Damage: 1d8+3

Weapon: Shortbow    
Type: Ranged, Piercing
Range: 80/320
Atk Bonus: +5
Damage: 1d6+3

Weapon: Dagger
Type: Finesse, Thrown, Piercing
Range: 20/60
Atk Bonus: +5
Damage: 1d4+3



Personality

Despite his past, Fin aims to be the embodiment of easygoing. In his true form, he is calm, quick to joke, and easy to please. His obsession with faces, voices and personalities may border on the edge of too friggin' personal, but who could blame a Changeling for exploring himself through others? His personas tend to have different personality traits and purposes, often serving as a rather dramatic means of expression. He treats each one as a part of himself, and it is his goal to create more as he experiences more of the world and its fascinating people.

History
History

Fin was born to a Foundling, and thus, was a Foundling himself. He never knew his father, but his mother raised him in Karrnath and among elfkind. Before he learned to talk, he learned to disguise himself as an elf, and it was a disguise he had to wear often.

His mother, Nil, was a courtier and entertainer for House Thuranni, living under the persona, Valeria Song. It was a position that greatly benefited their broken family; one she earned through sheer diligence and skill. Or so he believed.

As he would discover upon nearing maturity, her skills as a courier were not the only reason she was coveted by the Thuranni. Her persona was not a ruse to fool them, but to fool all others. As a Changeling of unquestionable loyalty and prowess, she made for a perfect assassin. And as Fin grew older, he was taught to replicate her favored persona in order to serve as a body double when she was out terminating some poor soul.

Sadly, his role couldn't remain so simple and murder-free for long. He'd dreaded the day the Thuranni tasked him with putting down his lute and paintbrush and picking up a blade, but for all the dread he felt, his sense of obligation was much greater. He served, as his mother served, and he did so without complaint. Over the years, he would kill the occasional target for them, using his birth-given abilities as a throughway into the homes and hearts of his targets. Easy as his targets were compared to his mother's, he never failed to strike the killing blow...not until Max Murdock.

The foolish man had conned a young Thuranni noble for what the family considered a pittance. And, as recompense, Fin was ordered to cut out his tongue, chop off his hands, and slice his throat (in that order). After meeting Murdock and learning just how much the Thuranni brat deserved the lesson, he considered--not for the first time--how much of a mindless weapon he had become. There was no good reason behind this kill--none that he could rationalize. Even now, he isn't sure of whether he too had been conned by Murdock, but even so, the weight lifted from his shoulders when they shared a drink and parted in peace is worth that possibility.

This moment of secret rebellion was the spark that brought him to question his life choices. Was loyalty to the Thuranni--and to his mother--worth destroying his moral compass? Could he live with himself as traitor? Could he live with himself as a soulless killer?

It was with a heavy heart that he made his choice to leave to his home and not look back, but luckily, he wasn't completely lost in his departure. He knew a pretty good con artist who could help him stay on his feet; who owed him big time.

From then on, he and Murdock teamed up on occasion, and he could honestly say it was never boring.



Aspirations

- Etch into memory (and onto canvas) every interesting face and personality he meets
- Lose himself in his personas
- One day be rid of the Thuranni's influence for good





Edit
- Changed Gnome persona to Tiefling after remembering Changelings can't shift Size.
- Changed Gnomish language to Infernal.

Florence

I've been peeking at this a bit over the past few days and thinking on ideas. I may post something up if I can settle on a character concept.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Azuresun

#20
Here we go!

Name: Kathina Avel
Race: Human (V)
Background: Acolyte
Class: Cleric (Silver Flame) 1
Alignment: Lawful Good

Appearance

.


Background

Kathina’s life began, as far as anyone can tell, on the steps of a small chapel in the city of Flamekeep. There were no clues about who had left her there apart from the unusual quality of the basket and blanket. Growing up as a ward of the Church of the Silver Flame, she became known for her attentiveness, always eager to hear the stories about heroes of the Flame and the monsters they had defeated. She also stood out for her protective streak, often taking a "big sister" role to other orphans there, providing comfort and protecting them from bullies. It was to the surprise of nobody that she chose to become a priest, but it was maybe more surprising that she showed such a talent for clerical magic.

When barely ordained, she was sent to the front lines to provide urgently needed support and succor for the troops of Thrane. The plunge into the reality of war shook her deeply, but also affirmed her faith, as she saw the terrible weapons--walking corpses, soulless men of metal, alchemical horrors--that were beating at the boundaries of her homeland.

However, her real test came when she was at the border with Aundair. Something dark and terrible was spreading terror in the Thrane camp, committing gruesome murders and evading detection. Fear spread and then turned into anger. One night Kathina found herself swept up by a mob forming, led by a priest named Curan who said he had traced the killer back to a small village of shifters who had so far been ignored. Despite Kathina's attempts at diplomacy, anger began to turn to violence under Curan’s fierce rhetoric, and she saw the soldiers begin to burn houses and brutalise civilians in their desperation to find the "monster".

It was then that Kathina glanced at the older priest and for a moment of revelation, saw something else under his skin, something terrible. Without thinking, she struck out. The disguise was disrupted and though it was poorly lit, she realised she was looking at a true fiend and was probably about to die. Fortunately, the monster fled instead, and the shock was enough to stop the violence cold. Kathina managed to persuade the soldiers they had been misled, and got them out of the village with no deaths.

After the war ended, Kathina found herself unable to fully adapt to a simple and ordered life as a priest. The things she had witnessed were hard to reconcile with the pure convictions of her youth, and her unthinking faith in the Church had been shaken. Thinking that she needed to see more of the world first-hand, she joined the friars, and began to wander Khorvaire as a missionary with hopes of spreading the word of the Flame, experiencing the world beyond Thrane and maybe resolving the doubts and loneliness that tug at her mind.


Story Hook: She met Max during the War, when he was one of a group of prisoners whose welfare she was tasked with. They got on well, and she enjoyed talking with him to ease their mutual boredom--he left her company after only a week, being repatriated in a prisoner exchange, but that was enough time to spark her curiosity in the wider world. She was pleasantly surprised to hear from him again, and headed for Sharn.


Personality

Ideals:
--Though a bit more worldly-wise than she was, Kathina is still a very earnest and honourable individual, who sees the best in everyone, and is determined to help them attain it.
--She is a protective and generous individual, always ready to stand up for her principles and protect even those she disagrees with if they are victims of injustice. Sometimes, this can spill over into being overprotective and reluctant to let people make their own mistakes.
--The Flame’s tenets of honest work and vigilance against evil are at the core of how she sees the world, and she won’t shy away from taking risks or doing her fair share (and sometimes, someone else’s fair share as well), and she'll bond with others who share the same traits, regardless of more superficial differences.

Bonds:
--Kathina’s superior for part of the war was a paladin named Serena, who did much to prepare the young cleric for the realities of war and keep her alive. Kathina adored and respected the older woman--in hindsight, she realises had a romantic crush on Serena, though she did her best never to let any hint of such an “unworthy” emotion slip. The last Kathina heard, Serena had been called to Flamekeep as one of the personal bodyguards of the Keeper.
--Marcin was a fellow orphan who Kathina protected when they shared the orphanage. She stayed in touch with him after the war--the last she heard, he had moved to Stormreach to open a restaurant.

Flaws:
--Though she regularly reminds herself that her pilgrimage is so she can understand the world outside Thrane and that others must be judged by their deeds above all, Kathina can feel awkward around people she was taught were “uncivilised” or “faithless”.
--She can be quite straight-laced and “by the book”--not automatically opposed to underhand ways of dealing with things, but preferring to work through proper channels where possible.
--Start her talking on theological matters, and she can go on for hours.

Aspirations:
--Short: Take in the sights of Sharn, trying not to look too slack-jawed as she does so.
--Mid: Spread the word of the Flame. And though she can’t quite admit it to herself, experience some of the joys of the world outside the church and battlefield.
--Long: Find out exactly what the creature she confronted was--and settle her worries that there may be others like it misguiding the faithful.


Character Sheet

Name: Kathina Avel
Race: Human (V)
Background: Acolyte
Class: Cleric (Silver Flame, Light domain) 1
Alignment: Lawful Good

Ability Scores:
STR 8 / -1
DEX 14 / +4
CON 12 / +1
INT 10 / +0
WIS 16 / +3
CHA 14 / +2

Proficiencies:
Skills: History +2, Insight +5, Medicine +5, Persuasion +4, Religion +4
Saves: WIS +5, CHA +4
Tools: Chef's Utensils (+2 to ability)

Languages: Common, Gnomish, Elvish, Primordial, Celestial
Feats: Prodigy (gain 1 language, 1 skill and 1 tool proficiency, double bonus for one skill [Religion])
Background Features: Shelter of the Faithful--can reliably find aid at temples or other institutions of the Silver Flame, or among worshippers.

Cantrips:
--Sacred Flame (60ft, 1d8 radiant damage, DEX 13 negates)
--Guidance (touch, ally gains +1d4 to an ability check in the next minute, Concentration)
--Thaumaturgy (30ft, create a cosmetic effect, can have up to 3 active, lasts 1 minute)
--Light (touch, small object radiates light to 20ft and dim light for 20ft more, lasts 1 hour)

Spells Per Day: 2x Level 1
Spell Save DC: 13 (8 + 2 prof + 3 WIS)

Divine Domain (Light):
--Add Burning Hands & Faerie Fire to cleric spell list.
--Gain Light as a bonus cantrip.
--Warding Flare: 3/long rest, reaction, when attacked by a creature within 30ft, impose disadvantage on the attack roll.

Initiative: +3 (DEX)

Attacks:
--Mace: Attack +1, Damage 1d6-1 B
--Shortbow: Attack +4, Damage 1d6+2 P, Range 80/320, Two-Handed

AC: 18 (14 armour, +2 DEX, +2 shield)
Hit Points: 9

Equipment:
Scale Mail, Shield
Priest's pack, shield, holy symbol, prayerbook, incense, clerical vestments, common clothes, healer's kit, chef's utensils

Money: 10gp


I may have an idea for another character--if it has legs, I'll post it here and go with whichever role needs filling. :)

(edit--added story hook to background, expanded personality a bit)

Florence

I've been playing around with two potential concepts. One would be a half-elf shadow magic sorcerer, and the other would be a variant human artificer.
O/O: I was going to make a barebones F-list as a rough summary, but then it logged me out and I lost my progress, so I made a VERY barebones F-list instead: Here.

Chulanowa

Stuck trying to decide between a barbarian and a fighter. Blarf.

Xurtan

At least with fighter and barbarian you can flavor them similarly one way or the other. Just depends which has mechanics you enjoy.

Chulanowa

What I'mma do is put both up for consideration, let TheKhan figure out which works best for what he wants to run  ;D

Delegate my indecision, excellent plan!