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Post by GravityEmblem on Jul 25, 2020 5:56:32 GMT -8
This is the Aftermath of Ozymandias Character Creation thread, where y'all can set up your characters.
By the way, it would be nice if BBEG and Potato Golem could convert their character sheets into plain text, which is how we usually store them on this site. And Daos, should I copy Daos' Level 1 sheet from WoD, or do you want to make him from scratch?
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Post by TheBBEG on Jul 25, 2020 6:36:16 GMT -8
Two things. First, I didn't realize how close our characters were in concept. High dex high charisma half-elves. I can change if needed. Second, I can easily convert mine to a PDF and have it stored on site. If it needs to be strictly plain text I can do that as well, it will just take more time.
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Post by GravityEmblem on Jul 25, 2020 7:13:10 GMT -8
Two things. First, I didn't realize how close our characters were in concept. High dex high charisma half-elves. I can change if needed. Second, I can easily convert mine to a PDF and have it stored on site. If it needs to be strictly plain text I can do that as well, it will just take more time. There's no need to change with two. Now, three...three would require a change. Strictly plain text would be ideal, but it's not mandatory. The way the characters are stored isn't a big deal to me, we just usually do it as plain text in a thread.
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Post by TheBBEG on Jul 25, 2020 10:09:03 GMT -8
No problems creating a plain text version. I'm easy. Likewise, if there is too much overlap, I can change characters. I'll get the plain text done soon (tm).
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Post by TheBBEG on Jul 25, 2020 11:18:32 GMT -8
Daflin "Flynn" di Maravoni - Half-Elf Bard Level 2
Stats:Strength - 11 - Mod +0 Dexterity - 16 - Mod +3 Constitution - 13 - Mod +1 Intelligence - 10 - Mod +0 Wisdom - 16 - Mod +3 Charisma - 20 - Mod +5 Proficiency Bonus: +2 Defenses: HP: 15 AC: 14 Resistances: N/A Immunities: Magical Sleep Initiative: +3 Saves: Strength - +0 Dexterity - +5 Constitution - +1 Intelligence - +0 Wisdom - +3 Charisma - +7 ***Advantage against being charmed, Immune to magical sleep. Passive Scores Perception - 14 Insight -15 Investigation -11 ProficienciesArmorLight Armor WeaponsCrossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons ToolsFlute, Horn, Lute, Playing Card Set LanguagesCommon, Dwarvish, Elvish, Orc Skills: Acrobatics+5 Animal Handling+4 Arcana+1 Athletics+1 Deception+7 History+1 Insight+5 Intimidation+5 Investigation+1 Medicine+4 Nature+1 Perception+4 Performance+7 Persuasion+7 Religion+1 Sleight of Hand+5 Stealth+5 Survival+4 Class and Racial Traits:Proficiencies:Lute Flute Horn Stealth Persuasion Performance Bardic InspirationAs a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. 5x per long reset. Song of Rest+1d6 HPPHB, pg. 54
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. DarkvisionYou can see in darkness (shades of gray) up to 60 ft. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. Skill VersatilityYou gain proficiency in two skills of your choice. Sleight of Hand, Acrobatics Background: GamblerFeature: Never Tell Me the Odds
Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM’s determination. Proficiencies: Deception, Insight, Playing Cards, Dwarvish Spells:You can cast known bard spells using CHA as your spellcasting modifier (Spell DC 15, Spell Attack +7) and known bard spells as rituals if they have the ritual tag. You can use a musical instrument as a spellcasting focus. Spell Name Time Range DC Effect NotesCantripPrestidigitation 1A 10ft - Utility Duration: 1h, V/S at will Vicious Mockery 1A 60ft WIS 15 1d4* V 1st LevelDetect Magic 1A Self -- Detection Duration: 10m, 30ft., V/S (Ritual, Concentration) Faerie Fire 1A 60ft. DEX 15 Invisible Duration: 1m, 20ft., V (Concentration) Healing Word 1BA 60ft. -- 1d4+5 V Identify 1m Touch -- Detection V/S/M (Ritual) Equipment: Case, Map or Scroll Chest Clothes, Fine Daggerx2 - Simple, Finesse, Light, Thrown, Range (20/60) Ink (1 ounce bottle) Ink Pen Lamp Leather Armor - Light Lute Oil (flask) Paper (one sheet) Perfume (vial) Playing Card Set Pouch Rapier - Martial, Finesse Rations x10 Sealing Wax Soap Waterskin 31GP Backstory, Appearance, etc.Alignment - Chaotic Good Gender - Male Eyes - Blue Size - Medium Height - 5'11" Weight - 145lbs Hair - Short Red Skin - Light Age - 23 Personality TraitsI’m one of Lady Luck’s favored. Anything I try is destined to succeed. Every copper wants to be a silver. Each bet is an opportunity. Ideals
Bravery. If you want to succeed, you have to take risks. (Chaotic) Bonds
A criminal syndicate I once played for isn’t happy I left the game, and its enforcers are looking for me. Flaws
You think we’re in trouble now? Let me tell you how bad things are likely to get! BackstoryFlynn grew up in a nice home living a privileged life. Upon coming of age, he set out on his own hoping to have an adventure and make a name for himself. Flynn has had some adventures, but most of them started and ended in taverns, bars, and seedy gambling dens. He has become a rather streetwise individual capable of talking his way into and back out of most situations. He also found that the musical instrument and singing lessons he was force to take as a child have paid off substantially. Heck, he has even learned enough parlor tricks to pass as real magic. Flynn has realized that while he has learned a lot in the past few years, he is still yet to have any real adventure. Flynn has decided to put his modest fencing and magic skills to the test and answer the call for mercenaries. Flynn is the youngest of the di Maravoni sons. He is ready to set out with his brother Alonzo and make sure the di Maravoni boys make a name for themselves.
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Post by Daos on Jul 25, 2020 13:46:11 GMT -8
And Daos, should I copy Daos' Level 1 sheet from WoD? Sure, go ahead. Although...wait, are all of us playing half-elves? Should I lean into that or play something else?
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Post by TheBBEG on Jul 25, 2020 13:52:02 GMT -8
I think, inadvertently we are all playing half-elves. But play what you like. I don't think it was intentional on anyone's part.
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Post by Daos on Jul 26, 2020 13:48:23 GMT -8
Well, here's his character sheet from before:
Daos Soulstaff (Played by Daos) Male Half-Elf Hermit Wizard 1 (LG) STR 10 (+0), DEX 14 (+2), CON 13 (+1), INT 19 (+4), WIS 18 (+4), CHA 16 (+3), Age 36, HT 6'0", WT 170 lbs HP: 07/07 Hit Die: 1/1 Proficiency Bonus: +2 AC: 12 = 10 + 2 [dexterity] Dmg: Unarmed strike [+2 to hit; 1 bludgeoning], Quarterstaff [+2 to hit; 1d6 bludgeoning, 4 lb, versatile (1d8)] XP: 175/300 Saves: STR +0, DEX +2, CON +1, INT +6, WIS +6, CHA +3 Feats: None Skills: Acrobatics (+2), Animal Handling (+4), Arcana (+6), Athletics (+2), Deception (+3), History (+6), Insight (+6), Intimidation (+3), Investigation (+6), Medicine (+6), Nature (+4), Perception (+4), Performance (+3), Persuasion (+3), Religion (+6), Sleight of Hand (+2), Stealth (+2), Survival (+4) Racial Abilities: Darkvision (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), Fey Ancestry (have advantage on saving throws against being charmed, and magic can’t put you to sleep), Skill Versatility (gain proficiency in two skills of your choice) Class Abilities: Spellcasting Ability (DC to resist is 8+2+4 = 14, Spell attack modifier is 2+4 = 6), Ritual Caster, Arcane Recovery (can recover 1 expended spell slot on a short rest) Background Abilities: Research (When failing to learn or recall a piece of lore, automatically know where and from whom it can be obtained), Proficient Calligrapher Languages: Common, Elvish, Dwarven, Orcish Gear: Head - Bare Neck - Purple cloak Torso - Purple robes [3 lbs], backpack [5 lbs] Hands - Bare Waist - Brown pants, leather belt, component pouch [2 lbs] Feet - Leather boots Backpack - Ink pen, ink vial, small knife, little bag of sand, parchment sheets (x10), calligrapher supplies [5 lbs], The Complete History of Magic: Volumes 1 [3 lbs], The Complete History of Magic: Volumes 2 [3 lbs], spellbook [3 lbs], scroll case full of notes [1 lb], coin (8 CP, 9 SP, 9 GP) Total Weight: 25 lbs Speed: 30 Encumbrance: 0-50 lbs is no encumbrance, 51-100 lbs is encumbrance (-10 speed), 101-150 lbs is heavy encumbrance (-20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity) Stowed Gear: None Spells: (0) Chill Touch, Light, Ray of Frost (1) Chromatic Orb, Detect Magic (R), Identify (R), Mage Armor, Magic Missile, Sleep Prepared Spells: Level 1: Chromatic Orb, Detect Magic, Mage Armor, Magic Missile, Sleep Spell Slots: Level 1: 2/2 Inspiration: No
Personality Trait: I feel tremendous empathy for all who suffer. Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good) Bond: I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. Flaw: I am dogmatic in my thoughts and philosophy.
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Post by PotatoGolem on Jul 28, 2020 19:34:19 GMT -8
Alonzo di Maravoni- Half-Elf Rogue
Stats:
Strength - 10 - Mod +0 Dexterity - 19 - Mod +4 Constitution - 16 - Mod +3 Intelligence - 13 - Mod +1 Wisdom - 11 - Mod +0 Charisma - 17 - Mod +3 Proficiency Bonus: +2
Attacks: Rapier +6 melee (d8+4) Shortbow +6 ranged 80/320 (d6+4) Dual Daggers +6/+6 melee (d4+4/d4)
Defenses:
HP: 11 AC: 15 Resistances: N/A Immunities: Magical Sleep Initiative: +4
Saves:
Strength - +0 Dexterity - +6 Constitution - +3 Intelligence - +3 Wisdom - +0 Charisma - +3 ***Advantage against being charmed, Immune to magical sleep.
Passive Scores
Perception - 12 Insight -12 Investigation -11
Proficiencies
Armor: Light Armor
Weapons: Rogue Weapons
Tools: Thieves' Tools, Playing Cards
Languages: Common, Elvish, Dwarven, Draconic, Thieves' Cant
Skills (*-proficient, **-expertise): Acrobatics**+8 Animal Handling+0 Arcana+1 Athletics*+2 Deception*+5 History*+3 Insight*+2 Intimidation*+5 Investigation+1 Medicine+0 Nature+1 Perception+2 Performance+3 Persuasion**+7 Religion+1 Sleight of Hand+4 Stealth+4 Survival+0
Class and Racial Traits:
Proficiencies:
Acrobatics Athletics Insight Deception
Darkvision: You can see in darkness (shades of gray) up to 60 ft.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice.
Intimidation, Perception
Expertise: Double Proficiency bonus (Acrobatics, Persuasion)
Sneak Attack: Deal an extra 1d6 damage if I have advantage on the attack roll or another enemy is adjacent to the target
Background: Noble Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Proficiencies: History, Persuasion, Playing Cards, Dwarvish
Equipment: Leather Armor Thieves' Tools Rapier 2 Daggers Shortbow 20 Arrows Explorer's Pack Signet Ring Fine Clothes Scroll of Pedigree Coin Purse
Money:
25 GP
Personality and Traits
Alignment: Chaotic Good Trait: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) Note- he interprets this more as his obligation to save everyone and be the big damn hero, because of course he is. Bond: The common folk must see me as a hero of the people. Flaw: In fact, the world does revolve around me.
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Post by Kvard51 on Jul 28, 2020 22:12:30 GMT -8
Snow Falls on Pines (Snow) - Tabaxi Rogue
Deity: Persephone (Treeist)
Stats:
Strength - 8 - Mod -1
Dexterity - 16 - Mod +3
Constitution - 14 - Mod +2
Intelligence - 12 - Mod +1
Wisdom - 12 - Mod +1 Charisma - 14 - Mod +2
Proficiency Bonus: +2
Attacks:
Rapier +5 melee (d8+3)
Shortbow +5 ranged 80/320 (d6+3)
Dual Daggers +5/+5 melee (d4+3/d4)
Whip +3 melee (d4+3) Reach 10' Defenses:
HP: 10
AC: 14
Resistances: N/A
Immunities: Magical Sleep
Initiative: +3
Saves:
Strength - -1
Dexterity - +5
Constitution - +2
Intelligence - +3
Wisdom - +1
Charisma - +2
***Advantage against being charmed, Immune to magical sleep.
Passive Scores :
Perception - 15
Insight -13
Investigation -13
Proficiencies:
Armor:
Light Armor
Weapons:
Rogue Weapons
Tools:
Thieves' Tools, Cartographer's Tools
Languages:
Common, Sylvan, Thieves' Cant
Skills (*-proficient, **-expertise):
Acrobatics* +5
Animal Handling +1
Arcana +1
Athletics -1
Deception +2
History* +3
Insight* +2
Intimidation* +4 Investigation* +3 Medicine +1
Nature +1
Perception** +5
Performance +2
Persuasion +2 Religion +1
Sleight of Hand* +5
Stealth** +7 Survival +0
Class and Race Traits: Proficiencies:
Acrobatics
Athletics
Insight
Deception
Darkvision:
You can see in darkness (shades of gray) up to 60 ft.
Feline Agility: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this, you can't use it again until you move 0' on one of your turns.
Cat's Claws:
Climb Speed 20'. Natural Weapons . Make unarmed strikes that deal 1d4+STR Slashing Damage.
Cat's Talent: Proficiency in Perception and Stealth
Expertise:
Double Proficiency bonus (Perception, Stealth)
Sneak Attack:
Deal an extra 1d6 damage if I have advantage on the attack roll or another enemy is adjacent to the target
Background: Archaeologist Feature: Dust Digger Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Signature Item:Whip
Feature: Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
Proficiencies: History, Investigation, Cartographer's Tools
Equipment:
Leather Armor
Thieves' Tools
Rapier
2 Daggers
Shortbow
20 Arrows
Burglar's Pack
Traveler's Clothes Bullseye Lantern Miner's Pick Shovel Two-person Tent Thieves' Tools Spy Glass w/ Rose tinted lenses (Trinket from dig site) Dinosaur Hide Bracers w/ dagger sheath (Trinket from Tabaxi Rite of Passage) Wooden Map Case w/ map to ruin or dungeon Coin Purse
Money:
25 GP
Personality and Traits : Alignment: Chaotic Good
Trait: I'm a pack rat who never throws anything away. I have no qualms about staling from the dead. Ideal: Daring. I am most happy when risking everything. Bond: Clan and family before everyone else.
Flaw: I have a fear of water that I can't see the bottom of, and I hate getting wet.
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Post by GravityEmblem on Jul 29, 2020 5:29:32 GMT -8
As soon as Zero Prime makes his character (and I get all the sheets together) we'll be able to start!
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Post by TheBBEG on Jul 29, 2020 8:03:21 GMT -8
Sounds good. I'm excited to start. I think the dynamic between Alonzo and Flynn will be great.
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Post by Zero Prime on Aug 1, 2020 6:11:37 GMT -8
Allow me to introduce Aerendyl vaer Tharandiir, Champion of Bahamut, Lord of the North Winds{Appearance} Basic background at this point is that Aerendyl was born in the northern vale of Foccu, bordered with the Land of Giants. He was orphaned at a young age, an ogre-led raiding party savaged the small hamlet where his family resided. When the Foccu militia discovered the survivors, Aerendyl, along with the other war orphans were fostered in a larger village, deeper in the vale, and safer. He was fostered by the Braewater family, led by a Master Smith, so Aerendyl was apprenticed as a smith, which explains his physical strength and constitution. He fell in love with the Braewater's youngest daughter, and the two of them would often wander the vale, then when they were both 16 they discovered the ruins of a temple, the young woman, concerned her father would disapprove of the discovery fled, but something deep within called to Aerendyl. It was an ancient site of power, dedicated to Bahamut, and sat at a nexus of dragon lines that ran through the vale. For the next year, he kept up his work at the smithy, but in the evenings would escape and seek out the site, to commune with the draconic power that resided therein. The spirit of Tharandiir, an ancient silver dragon resided at the site, and through the communion, Aerendyl was infused with his draconic knowledge, confidence and power (Arcana proficiency, Draconic Language & Charisma bonus). Through the silver dragon's spirit, he learned of Bahamut, and pledged himself to the code of the draconic knights of old. However, before he would begin the itinerant life of a draconic knight, Aerendyl pleaded with the spirit to grant the northern vale refuge, to protect it from further incursions by the giants and their kin. So the spirit of Tharandiir called to his brood, and a clutch of young silver dragons, three in total, now protect the northern vale. Before leaving Aerendyl professed his love for the Braewater daughter, he would have called wife before he discovered this, higher calling. In honor of the sacrifice the young man made, the Braewater woman convinced her father to restore the site, and despite the friction it caused with the Foccu government, the northern Vale has re-established the worship of Bahamut, Lord of the Northern Wind, as he has protected the vale from giants in exchange for Aerendyl's servitude.
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Post by GravityEmblem on Aug 5, 2020 11:32:14 GMT -8
I'm thinking of just starting, since Zero Prime and Igordragonian seem to be taking a while. I hate to keep the rest of y'all waiting, and it'll be pretty easy to insert their characters into the game after it starts. Perhaps we could begin on Friday? EDIT: Oops, I didn't notice that Zero posted a sheet link. (It would still be nice if you could put it in plain text for the Characters thread...)
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Post by TheBBEG on Aug 5, 2020 12:00:08 GMT -8
I'm ready when everyone else is.
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