Sword Coast Pub Crawl: Ladies Night Edition (A 5E Tale for 3-4 Adventuresses)

Started by Brittlby, May 11, 2024, 04:14:18 PM

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Brittlby

Sword Coast Pub Crawl!!!

Gnort Tarka, a wealthy merchant and spell weaver of many disciplines has discretely reached out to a number of guilds, back alley fixs & asylums, desperately seeking a handful of specialists for a task of the utmost import!

Little is known of Gnort, beyond the crumbs he has deigned to share with his business partners. A creature from a distant plane of existence whose nature and origin are a mystery, he is known as a collector of powerful and sometimes dangerous mystical and accursed items. 

It is also known amongst the whisperers of Waterdeep is that his most heavily guarded and spell warded warehouse was breeched recently, and a number of artifacts beyond simple mortal comprehension pilfered from within! At first it was suspected a power mad lich or greedy sorcerer was to blame for this baffling and impossible theft from the impregnable site. 

Suspicions have since shifted somewhat *dramatically* after “The Tipsy Tielfing Tavern” collapsed in on itself in a flash of green flames leaving only a smoldering crater of neon blue dust. This was followed by over three dozen citizens of Waterdeep who had gone missing in the days and weeks prior being found cavorting and dancing with wild abandon on the floor of “Gilded Lilian’s Pub”. Though none could recollect precisely what they were celebrating, they had all been at it without sleep, some as long as a fortnight. 

A series of events followed in rapid succession, striking taverns, gentleman’s clubs and bars up and down the Sword Coast. Customers and tapstresses at “Rawling’s Reststop” on the road to Neverwinter were besieged by what has enigmatically described as an epidemic of a “nudist plague” while at the “Calloused Grip: an Orcish Style Grilled Pork and Rough Hand Job Emporium” in the Lower City of Baldur’s Gate the patrons were cast out by a horde of ghostly alcoholics. 

Unreliable reports from hung over witnesses have one thing in common, describing a pair of ruffians who bartered expensive baubles and trinkets matching the description of Gnort’s artifacts so they could cover their sizable tabs. 

In short, a pair of drunken reprobates are wandering the Sword Coast with catastrophically powerful mystical items in tow while the enigmatic owner of them has specifically tapped you to retrieve the artifacts and find the culprits on the most epic bar crawl the Sword coast has ever known!

Last call for adventure, ladies! 


Recruiting for a rollicking 5E Adventure for 3-4 players! Starting at level 3 / 27 Point Buy! 

All players welcome, but primarily female characters. Will POSSIBLY* allow one lucky male depending on the character submissions. Additionally, will make allowance for one possible* futa. My hope for the theme however is a sisterhood fantasy adventure akin to Rat Queens. 

(* Possibility hinges on strength and synergy of the submission)

We will most likely handle dice rolls via Discord, unless someone has a better solution!

The plan as it stands is to allow a week for applications with selection to occur on Sunday the 19th. From there you can discuss via PM or Discord channel if your characters have previously worked together and hammer out any additional issues with a launch date of the following Tuesday or Wednesday! 

I am very much looking forward to your submissions and good luck!

Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

AndyZ

Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

AndyZ

Rha - Changeling - Bard of Creation - Entertainer

Strength 10 Dexterity 14 Constitution 14 Intelligence 10 Wisdom 12 Charisma 16

Athletics +2 Acrobatics +4 Stealth +3 Sleight of Hand +3
Arcana +1 History +1 Investigation +1 Nature +1 Religion +1
Animal Handling +2 Insight +3 Medicine +2 Perception +5x Survival +2
Deception +4 Intimidation +5 Performance +5 Persuasion +7x

Instruments: Drum, Harp, Horn, Lyre

24 HP 13 AC +2 Initiative

Rapier, Dagger, Entertainer's Pack, Leather Armor, Drum, Horn, Favor of an Admirer (Lock of hair wrapped in a red ribbon), Costume, Belt Pouch containing 15gp

Mending, Prestidigitation, Vicious Mockery
Comprehend Languages, Detect Magic, Healing Word, Heroism
Heat Metal, Zone of Truth



For most of the world, changelings and dopplegangers are seen as deceitful, duplicitous creatures who hope to steal the identities of others.

Rha hopes to change that perspective, and she has a pretty simple plan: become so good an entertainer, beloved by all her fans and admirers, that it'd be insanity for her to give up her life of fortune and fame in order to want to be anyone else.

She's off to a good start, demonstrating her talents in storytelling and the various performing arts.  Rather than just tell a story, Rha lives it out by playing the many parts and shapechanging to accommodate the many roles.

Not everyone accepts Rha as she is, and she understands that, but she tries to change that by staying a decent amount of the time in her natural form.  Of course, that changes in the bedroom, where she's got quite a few male, female, futa, and hermaphroditic forms, though her favorite has been futa.  She's not above being a sex worker when the pay is good, but she favors female clients.

Pronouns are usually female but male while in male forms.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

Laughing Hyena

I'm interested but sadly I cannot roll dice on discord let alone access it. If you mind me using the honor system then I'll submit a sheet. :-)

Brittlby

Quote from: AndyZ on May 11, 2024, 04:25:45 PMHey Brittlby ^_^
Hellooooooo!

Quote from: Laughing Hyena on May 11, 2024, 06:20:26 PMI'm interested but sadly I cannot roll dice on discord let alone access it. If you mind me using the honor system then I'll submit a sheet. :-)

Sure! I’ve seen you botch enough rolls lately to consider you trustworthy. 
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Laughing Hyena

Sweet. I shall work on the sheet straight away. Still on my power perversion kink so I may try and rock another spellcaster. Shocking grasp can so very easily be magic fingers after all. :-)

Laughing Hyena



Astrid Starflower

Race: High Elf ; Class: Cleric of Knowledge ;
Alignment: Neutral Good ; Background: Acolyte

Str: 8 ; Dex: 12 ; Con: 12
Int: 14 ; Wis: 15 ; Cha: 14

AC: 17 ; hp: 19
Melee: +1 ; Missile: +3 ; Spell: +4 ; DC: 12



~Proficiency~

Bonus: +2
Weapon: Simple
Armor: Light, Medium, Shields, Longsword, Shortsword, Longbow, Shortbow
Skills: Arcane*, History, Insight, Nature*, Perception, Persuasion, Religion
Tools: None
Saves: Wisdom, Charisma
Languages: Common, Elf, Undercommon, Orc, Giant, Goblin, Draconic



~Money & Equipment~

Arms: Mace, Shortbow, (20 Arrows)
Armor: Scale Armor, Shield
Clothing: Commoner's Clothes
Items: Backpack, Bedroll, Belt Pouch, Cook's Utensils, Herbalism Kit, (50 ft) Hemp Rope, Holy Symbol (Amulet), Holy Symbol (Reliquary), Mess Kit, Prayer Book, Rations (10 Days), 5 Sticks of Incense, Vestments, Tent Tinderbox, (10) Torches, Waterskin

Copper: 0 ; Silver: 0 ; Gold: 7 ; Platinum: 0



~Abilities~

Channel Divinity: 1 per Short Rest

Turn Undead: As an action, you can force undead within 30 feet to make a Wisdom Save or flee from you until damaged or until one minute has elapsed. It can only use Dash for its action to keep fleeing from you.

Knowledge of the Ages: Starting at 2nd Level you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.



~Personality~

Trait: Nothing can shake my optimistic attitude.

Ideal: (Faith) I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.

Bond: I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

Flaw: I put too much trust in those who wield power within my temple's hierarchy.



~Prepared Spells & Spell Slots~

Number of Spells Prepared: 5
1st Level: 4 ; 2nd Level: 2

Cantrips: Guidance, Mending, Shocking Grasp, Toll the Dead

1st Level: Command*, Cure Wounds, Identify*, Detect Magic, Purify Food and Drink

2nd Level: Augury*, Borrowed Knowledge, Hold Person, Suggestion*



Astrid Starflower is quite the beautiful flower that grew up within a clergy dedicated to knowledge. Within her youth her life was naught but learning letters, scribing books in multiple languages and sorting the tomes into many libraries for the cause of spreading knowledge. She was soon being sought after by those of Waterdeep to better preserve their wealth of books.

Her misfortunes began early in adulthood as her apprenticeship in Waterdeep took a more practical approach to enlightenment. The high priest had a deep infatuation for elves and with a pure hearted soul such as Astrid, it proved a simple task to seduce her and enlighten her upon all things involving rapture. Molding her mind to become a perfect toy, Astrid was held in this gilded cage for years. Her magic was used to further this training and her knowledge aided her in keeping her body pristine.

It wasn't until the high priests corruption was exposed and her mind released that she found a measure of peace and recovery. However the elf did not become unscathed. She still possesed such potent knowledge, her mind still  addicted to rapture and her body was perfectly conditioned to seek it out. Thus her choice was to self impose exile and explore the life of adventure.

oldedog

VERY interested. I'll get my character together later today. I assume that as long as it's official material, it's good to go?

I'm thinking a drow warlock (fiend patron).

RedPhoenix

Rat Queens?!? Brittlby?!? The?!?!

1) Can I also roll dice in person? I hate discord and love rolling dice in real life. I promise I will happily report all natural 1s.
2) Can I submit multiple characters if I'm happy playing different roles to make it easier to put a group together (and raise my chances of getting picked >.>)
Apologies & Absences | Ons & Offs | Canon in Red
I move the stars for no one.

Brittlby

Quote from: oldedog on May 12, 2024, 11:57:57 AMVERY interested. I'll get my character together later today. I assume that as long as it's official material, it's good to go?

I'm thinking a drow warlock (fiend patron).


Yep. If it’s official go for it. If not, we can discuss. I’m not super restrictive!

We may be doing “honor system” at this rate. Suits me fine. *I* will provide discord for my rolls however. 

I’m less trustworthy than my players. lol 
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

oldedog

Greyanna Vrinn

Race: Drow ; Class: Warlock; Fiend Patron (Glasya, Succubus Queen)
Alignment: Chaotic Neutral; Background: Rewarded (Book of Many Things pg 57)
Size: Medium Speed: 30 feet
Str:  10; Dex:  15; Con: 13
Int:  12; Wis:  12; Cha: 15
AC: 13 ; HP: 19
Melee: +2; Ranged: + 4; Spell: +4 ; DC: 12


Proficiency:

Bonus: +2
Weapon: Simple Weapons, Rapiers, Shortswords, Hand Crossbows
Armor: Light Armor
Skills: Arcane, Deception, Insight, Perception, Persuasion
Tools: Playing Cards
Saves: Charisma, Wisdom
Languages: Common, Elvish, Draconic



Money & Equipment:

Arms: Dagger
Armor:  Leather Armor
Clothing: Greyanna prefers the finest of fabrics and the most alluring of designs in her clothing, a trait that her patron encourages. The more attention they draw to her body, the less attention people are paying to other, more important things.
Items:  A bottle of black ink, an ink pen, five sheets of paper, playing cards, a signet ring, a set of fine clothes, a perfumed silk scarf from an admirer, crystal orb (arcane focus), dungeoneer's pack (backpack, crowbar, hammer, 10 pitons, tinderbox, 10 days of rations, waterskin, 50 feet of hemp rope


Copper:  ; Silver:  ; Gold: 8 ; Platinum:



Abilities
Drow Magic: Knows Dancing Lights cantrip. Can use Faerie Fire once per long rest.

Superior Darkvision: Darkvision out to 120 feet.

Fey Ancestry: Advantage vs. being charmed, can't be put to sleep by magic.

Trance: Only needs 4 hours of "rest".

Sunlight Sensitivity: disadvantage on attack rolls and on Perception checks that rely on sight when you are dealing with direct sunlight.

Dark One's Blessing: When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level.

Pact of the Tome: Mind Sliver, Message, Chill Touch

Lucky (Rewarded background feature): Reroll a total of 3 D20's per long rest.



Personality: (Greyanna was a lowly criminal before her luck turned around so I used the criminal background for ideal, bond, and flaw.)

Trait: I was elevated to heights I could never otherwise attain, and I won't waste my fortune.

Ideal: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.

Bond: I'm trying to pay off an old debt I owe to a generous benefactor.

Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.



Spells:

Number of Cantrips: 2
Number of Spells Known: 4
Number of Spell Slots: 2
Highest Spell Level: 2nd
Invocations: 2

Cantrips: Eldritch Blast, Dancing Lights, Prestidigitation, Mind Sliver, Message, Chill Touch

Invocations: Eyes of the Runekeeper, Agonizing Blast

1st Level: Witch Bolt, Hex, Faerie Fire (1/long rest),

2nd Level: Spray of Cards, Invisiblity

Greyanna started life as the daughter of a thief in Neverwinter, leaving the city for Waterdeep and hopefully a better life once she got there. Fate had other plans in mind, the Drow found herself down on her luck and constantly struggling to make ends meet. She turned to the life of a con artist and card shark, her nimble fingers and pleasant appearance the cause of her few wins as much as her skill.

That all changed one lonely night at the Yawning Portal. An absolutely gorgeous woman asked her for a game and Greyanna gladly accepted. The woman was easily besting her and Greyanna was about to offer her something more intimate in order to cover her bets when her luck turned around. It seemed like the Drow woman couldn't looses a single hand of cards and eventually it seemed like her mysterious opponent wouldn't be able to cover the bets.

The woman suggested they continue the game in private, Greyanna gladly following her to her room. Once they were safely behind closed doors, the woman made her an offer. It seemed that fate had more in store for Greyanna then she had expected, the strange woman offering her power and a life of excitement in exchange for Greyanna's service. Greyanna was too down on her luck and desperate to turn her life around that she didn't even care that it sounded too good to be true.

The night became a blur of carnal delights, Greyanna awakening the next morning to find her mysterious lover gone and her features refined and improved to near perfection. Then she saw the one in the mirror, her lover from the other night, wreathed in flames with a pair of delicate horns and bat-like wings. She was Glasya, the Queen of Succubi, and Greyanna was her newest agent in the mortal world. The idea of having bound herself to a demon queen should have been terrifying but luck was on Greyanna's side and she wasn't about to waste her new found place in the world or the power she now wielded.

Ixy

This sounds like such a fun idea-- I'm offering a music-loving dwarf, roaming the Sword Coast in search of festivals, feasts, and new experiences. What kind of content do you want in the game, and what kind of post length? 

Ukila Coalforge
The scrawniest of her family, Ukila grew terribly bored with the traditions of her mountain clan and increasingly fascinated by outsiders' cultures.  Perceived (rightly) as precocious and untraditional, her parents were embarrassed by Ukila and sent her for 'education' at a distant, particularly stern aunt's.  Ukila took that opportunity to sneak away toward the cities of the Sword Coast, dreaming of new foods, songs, and sights, finding adventure along the way. 
______________________
The big print giveth, the small print taketh away.

RedPhoenix

Maslama

Class/Level: Wizard 3
Background: Guild Artisan
Race: Vedalken
Alignment: Lawful Good

Armor Class: 12 (Unarmored)
Initiative: +2
Speed: 30'
Passive Perception: 12
Hit Point Maximum: 18
Hit Dice: 3d6
Proficiency Bonus: +2

Attributes 
Str: 8 (-1) Dex: 14 (+2) Con: 10 (0) Int: 17 (+3) Wis: 14 (+2) Cha: 12 (+1)

Saving Throws
Proficiencies: INT, WIS
Str: -1 Dex: +2 Con: +0 Int: +5*  Wis: +4*  Cha: +1*
* Vedalken Dispassion gives advantage on all INT, WIS, and CHA saves.



Skills
Proficiencies: Arcana, History, Investigation, Insight, Persuasion

Acrobatics (Dex): +2 Animal Handling (Wis): +2 Arcana (Int): +5 Athletics (Str): -1 Deception (Cha): +1  History (Int): +5 Insight (Wis): +4 Intimidation (Cha): +1 Investigation (Int): +5 +1d4 Medicine (Wis): +2 Nature (Int): +3 Perception (Wis): +2 Performance (Cha): +1 Persuasion (Cha): +3 Religion (Int): +3 Sleight of Hand (Dex): +2 Stealth (Dex): +2 Survival (Wis): +2

Languages: Common, Vedalken, Dwarven, Elven
Weapon Proficiences: Dagger, Dart, Sling, Quarterstaff, Light Crossbow
Armor Proficiencies: None
Toolkits: Alchemist Supplies (+5 +1d4), Jeweler's Tools (+4)



Features and Traits:
Guild Membership:: Jeweler's Guild members will provide lodging and food if necessary, and can provide social contacts in large enough areas. Requires dues of 5 gp/month.

Tireless Precision: Gain a skill (Investigation) and Toolkit (Alchemist's Supplies) - gain +1d4 on rolls with these!

Partially Amphibious: Can breathe underwater for up an hour, recharge on long rest.

School of Transmutation:
- Transmutation Savant: Cost to Copy Transmutation spells is halved
- Minor Alchemy: Spend 10 minutes per cubic foot to transform wood, stone, iron, copper or silver into a different one of those materials. Last 1 hour or until concentration broken.



Wizard Spellcasting:
- Prepare Spells Equal to INT+Wizard Level (6).
- Restore spell slots and change prepared spells on long rest.
- Can Ritual Cast Wizard Spells with the Ritual Tag.
- Uses an Arcane Focus.
- Arcane Recovery: 1/day at end of short rest restore spell slots equal to 1/2 Wizard Level rounded up (2).

Spellcasting Ability: INT
Spell Save DC: 13
Spell Attack: +5

Spells Known
Cantrips: Mending, Prestidigitation, Ray of Frost
1st: Detect Magic, Disguise Self, Feather Fall, Find Familiar, Identify, Unseen Servant, Thunderwave, Witch Bolt
2nd: Hold Person, Invisibility

Spells Typically Prepared:
1st: Disguise Self, Feather Fall, Thunderwave, Witch Bolt
2nd: Hold Person, Invisibility

Spell Slots
Level 1: 4
Level 2: 2
 


Equipment:
Traveler's Clothes
Arcane Focus (Lazuli Signet Ring)
Quarterstaff

Scholar's Pack
Spellbook
Alchemist's Tools
Introductory Letter from Lazuli Jeweler's

15 gp



Character Description:

Standing at 6'2" with royal blue skin and a mysterious demeanor, Maslama tends to draw attention when she walks in a room, even, often especially, if she'd rather not. Although "Lazuli" is the name of the family business and not the family itself, she doesn't correct people who call her Maslama Lazuli as explaining that vedalken don't use family names is usually not worth it. She will also give this name if interacting with someone who is suspicious of the lack of the last name.

Maslama's familiar - Solitaire - usually appears as a fae raven.

Maslama comes from a vedalken family who landed in Faerun from a Spelljammer centuries ago and have established themselves as the creme de la creme of jewelsmithing in Waterdeep, especially preparing precious stones for magical use. Maslama was never quite content with being just another employee in Lazuli Tower and thus set off on her own, getting her parents to agree to grant her an "extended sabbatical." That was years ago. She still sends reports back of her observations of jeweling techniques and possible sources, insisting that she hasn't actually left for good, although her parents are starting to suspect otherwise and pressure her to return back to the front desk job she left ages ago.

When the group first joined up, Maslama was responding to an open recruitment ad. She was stand-offish, overly clinical, and resistant to the idea of making friends and was really only picked because the group needed a wizard and she was, despite being a total buzzkill, really good at magic. She has since considerably warmed to her companions and taken on their customs when it comes to socializing and maintaining bonds. She is still somewhat clinical and can come across as arrogant for it, and often ends up apologizing for speaking her mind without considering others feelings first, but the group seems to have accepted that this is who she is just as she has accepted them for their idiosyncrasies! Impossible as it seems, she has learned to value her friends more than a good book or fiddling with her experiments, something that scandalizes her family on the rare times they speak via magic.
Apologies & Absences | Ons & Offs | Canon in Red
I move the stars for no one.

Rashol

I saw the ad and it seem like a great premise and a whole lot of fun.

 I'm simply going to wish everyone best of luck. 

Sorvoe551


oldedog

Quote from: Sorvoe551 on May 12, 2024, 04:12:37 PMDamn, arrived too late. Oh well.
The characters haven't been picked yet as far as I'm aware. The threads open for another week before our lovely GM picks the party.

RedPhoenix

Yeah, first post clearly says applications are open for another week. It's not first come first served.
Apologies & Absences | Ons & Offs | Canon in Red
I move the stars for no one.

Laughing Hyena

I'm also pretty certain it is not first come first serve. 

Also I'm not gonna assume we get a feat if the background doesn't come with one. 

:)

Sorvoe551

#18

Lufine Teach

Race: Feral Tiefling
Class: Battle Master Fighter
Alignment: Chaotic Neutral
Background: Pirate

Str: 14 Dex: 16 Con: 14
Int: 10 Wis: 10 Cha: 11

AC: 14 HP: 28



Proficiency

Bonus: +2
Weapon: Martial, Simple
Armor: Light, Medium, Heavy, Shields
Skills: Athletics, Intimidation, Perception, Sleight of Hand
Tools: Carpenter's Tools, Navigator's Tools, Vehicles (Water)
Saves: Strength, Constitution
Languages: Common, Infernal



Money & Equipment

Arms: Mace, Shortbow, (20 Arrows)
Armor: Scale Armor, Shield
Clothing: Commoner's Clothes
Items: Backpack, Arrows, Crossbow Bolts, Light Crossbow, Greatsword, Leather Armor, Longbow, Pike, Adventurer's Pack

Copper: 0 Silver: 0 Gold: 10 Platinum: 0



Features/Traits


Fighting Style: Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Combat Superiority

You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Darkvision

Thanks to your infernal heritage, 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.

Hellish Resistance

You have resistance to fire damage.

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.



Personality

Trait

My friends know they can rely on me, no matter what.
To me, a tavern brawl is a nice way to get to know a new city.

Ideal

People. I'm committed to my crewmates, not ideals (Neutral)

Bond

Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

Flaw

Once I start drinking, it's hard for me to stop.



Maneuvers

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack’s damage roll.

Feinting Attack

You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Brace


When a creature you can see moves into the reach you have with the melee weapon you’re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon’s damage roll.



Lufine Teach was once the daughter of some Tieflings on the Sword Coast who ran a shipping company. She hardly remembers her childhood with her original parents beyond the event that began the shift in her life. And it all started with one fateful voyage when she was four.

On a sailing trip with her parents, Lufine was feeling particularly rambunctious and decided to play hide and seek without telling anyone. Hopping into a barrel of dried food, she was hidden away when she heard the sounds of violence and screaming. Scared, she remained silent in her hiding place, even as it was picked up and carted away. Unbeknownst to her, pirates had raided the ship and stolen all the non-vital supplies they could. Hours would pass before the crew opened the barrel and found the terrified child. Absolutely mortified at what they had done, the crew and their captain, Rigbin Asmodai, immediately agreed to take her home. However, they were still weeks from shore and during that time, Lufine began to care for the crew who had accidentally abducted her and they her. Halfway back, Lufine fully dedicated herself to her new family and she was a pirate from that day forward.

Lufine spent the next two decades amongst the crew, growing and learning with them, becoming a confident fighter and raider. She had gone from having two parents to well over thirty. She loved them all, but Captain Asmodai was very special to her. However, one day on shore leave, a rival pirate crew who they had bested before ambushed them on the beach with as many mercenaries as they could muster. Lufine fought like mad, watching her adopted family fall one by one, unable to break away or risk her own death. When all seemed lost, Captain Asmodai sacrificed himself so his daughter could escape. She has been on the run ever since, never staying in one place long for fear of being hunted.

Lufine displays a mask of cheer and mischief to those she meets, ready to drink, fight, and fuck (not necessarily in that order and occasionally doing multiple at once) whenever she finds a tavern to kick her feet up in. To her friends, she's a loyal sort, ready to do anything and everything for those she cares for. Sometimes to a suffocating degree, becoming like a mama bear. To those who truly know her, a crowd with few people left, she is a shellshocked survivor, wracked with guilt over the loss of her true family and equally terrified and furious of those who took them from her. This can lead to nights of mournful remembrance on a roof under the starlit sky with several empty bottles of booze surrounding her.

Marie Reynolds

I would like to announce my interest. I have no problem making rolls on Discord if we decide to do that.

I am planing to bring a  Half -Elf Rogue with the Arcane Trickster Archetype.  She will have the Acolyte Background. I do plan on her actually being a Acolyte of Lliira, goddess of joy. so she will not be pretending to be a member of the Religion but a actually member of the faith. She will also be a  Stage magician performer/dancer and contemplating on including some escape artistry in her shows. I hope to have sheet up soon.

Marie Reynolds

Sorry for the double post I also went a slightly different track then originally  planned. I went with the Rogue Archetype Thief instead of Arcane trickster.

Millie Walburg

Gender:  Female Race:  Half elf ; Class: Rogue(Thief);
Alignment: Neutral ; Background: Acolyte(Lliira)
Str:  14; Dex:  14; Con: 12
Int:  12 Wis:  13 Cha: 14
AC:  13; hp: 22
Melee: +4 F:+4; Ranged: + 4; Spell:  ; DC:


Proficiency:

Bonus: +2
Weapon:
Simple weapons
Hand crossbows
Longswords
Rapiers
Shortswords

Armor:
Light armor
Skills:
Acrobatics(R): +4
Performance(R): +3
Insight(B): +3
Religion(B): +3
Athletics(Rogue):+4
Perception(Rogue):+3
Stealth:(Rogue):+4
Sleight of hand(Rogue):+4


Tools:
Thieves' tools
Saves:
Dexterity: +4
Intelligence: +3
Languages:  (I plan to pick the other languages when I have an idea of the party composition if that is okay)
Race:
Common
Elvish
1 language
Background:
2 languages


Money & Equipment:

Arms:
Rapier  1d8+2 piercing    2 lbs Finesse
Short bow 1d6 piercing  2 lbs Ammunition (range 80/320) two handed
Daggers x2 1d4+2 piercing 2lbs Finesse light throw (range 20/60)
Armor:
Leather Armor 11+dex  10 lbs
Clothing:
Items:
Quiver of 20 arrows
Explorers pack
Thieves tool's
A holy symbol(A gift to you when you entered the priesthood.)
A prayer book
5 sticks of incense
Vestments(See picture for what this looks like.)
a set of common clothes
Costume clothes
Traveler's clothes
Blanket
two person tent
Soap
a pouch containing 15 gold pieces.
Copper:  8; Silver: 4 ; Gold: 5 ; Platinum:


Abilities

Race:
Agility scores: +2 charisma and two other ability scores of your choice increase by 1.
Darkvision: 60ft
Speed: 30ft
Fey ancestry: Advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill versatility: You can proficiency in two skills of your choice.
Languages: You can speak ,read, and  write common, elvish and one extra language of your choice.
Background:
Feature: Shelter of the faithful:
See PHB Pg. 127

Class:
Expertise:
PHB Pg 96
Sneak attack 2d6:
PHB Pg 96
Theives' cant
PHB Pg 96
Cunning action:
PHB Pg 96
Roguish Archetype:
PHB Pg 96
Thief:
Fast Hands:
Starting at 3rd level  you can use a bonus action granted by  your  cunning action to make a dexterity (sleight of hand) check use your thieves' tools to disarm a trap or open a lock or take the use an object action

Second-story work:
When you choose this archetype at 3rd level you gain the ability to climb faster than normal; climbing no longer costs  you extra extra movement. In addition, when you make running jump the distance you cover  increase by a number of feet equal to your dexterity modifier.


Personality:

Traits:
I can find common ground between the fiercest enemies, empathizing with them and always working towards peace.
Nothing can shake my optimistic attitude.
Ideal:
Aspiration: I seek to  prove myself worthy of my Goddesses favor by matching my actions against her teachings.(Any)
Bond:
Everything I do is for common and noble people alike, Cause all bear different hardships and Joy can be the port in that storm.
Flaw:
I am to flexible in my thinking and prone to day dreaming to much.


Spells:


History:
A young women that was apart of a traveling band of performers came to Neverwinter for a festival though  this would turn out to be Amalie Walburg's last performance with the band she found she was with child and the leader of the band could not afford to take care of and travel with a pregnant women so the left her with her share of the earnings from the festival to start a new life in Neverwinter.  Amalie did not know the father but it was someone she had a night of drinking and revelry from a town before they arrived in Neverwinter  and Amalie does not know the identity of the father. While she started to  look for work most of the taverns had already had new talent booked from other performers, So she kept striking out then she happened to pass by a  Temple of Llira and one of the priestess of the temple recognized her from her performance  when she was asking for work and the Priestess Delphine Whitheart  invited her to come join the ranks of the temple with that Amalie now had a home and a job again. More importantly the temples healer helped her through her pregnancy's. This temple was also a bit unique in that was a home base to a group of Adventurers/dance troupe that where acolytes or  lay worshipers of Llira.

Amalie gave birth to Millie and was raised among the temple and as she grew up she grew fond of the  priesthood and  the adventurers that were affiliated with the temple.  The Retinue of Revelry would catch the imagination  of Millie. This would ultimately lead to Millie becoming an Acolyte of Llira. When she completed that training and took her vows she then followed her next goal to  Join the  ranks of the Retinue of Revelry. She would spend time still doing her chores and tasks for the temple she would train with the Retinue of Revelry till the deemed  her ready to  go on the roads with  them.  Also the Retinue of Revelry would perform dance  that became to be know as Aerial Dance. It was performed by Dancing on hanging Fabrics and was athletic and acrobatic in its nature. This was also a way of training since many of the Adventuring band tended to be of a roguish persuasion that aided in their adventuring life. They also would perform deeds of heroism that would also help bring joy to the citizen of  Neverwinter. They  Retinue of Revelry and the Temple of Llira was well received in Neverwinter thanks to this and  Millie felt this was the best way she could live her life and repay the temple for all it did for Millie and her Mother.



Brittlby

Alrighty! Last looks! One more day until we pick the team and get things rolling! Looking forward to it!
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O


AndyZ

Hopefully mine is okay but I can go a bit more in depth if wanted.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.