D&D 5E Assualt on Dire Wood [OOC]


log in or register to remove this ad

Steve Gorak

Adventurer
Ok, here is my final application. I changed the feat for sharpshooter, as I didn't want to overlap with [MENTION=6689191]Hillsy7[/MENTION] 's Cassidy and I felt it was a better fit with the background I wanted. He'll lose 1 attack per round, and this hurts since I want to take the assassin archetype next level, but I think the decrease in bonus action overlap will make up for it, and the bracers of archery helped with the decision.
My character is now a full fledged archer, that can shoot at 600 ft without penalty, and if hidden (bonus action), will do so with advantage, plus sneak and possibly hex. Magic items: Cloak of the manta ray and bracers of archery. The cloak is a bit sub-optimal, but it really fit nicely with my character's backstory and his time with the lady of corals. Comments and feedback are welcome, and I hope I make it to the game's roster

Edit: the munchkin in me was looking at the ring of spell storing. Is it me or is that item way overpowered on a low level Warlock?


Ethian.jpg


Code:
Name:       Dorn Greycape 
Class:      Fighter 1/ Rogue 2/ warlock 2 
Race:       Human
Background: Urchin/Sailor
Size:       Medium (4'9", 130 lbs)
Gender:     Male
Age:        18
Alignment:  NG

STR: 6  (-2) Save: +1    HP: 45 (1d10(max)+4d8+15)
DEX: 16 (+3)             AC: 16 (+4 breastplate, +2 dex)
CON: 16 (+3) Save: +6
INT: 10 (+0)             Speed:   30
WIS: 14 (+2)             Init:    +3 (+3 dex)
CHA: 16 (+3)             Passive Perception: 13


Skills:                  Abilities:
*Acrobatics        +6    Feats: Sharpshooter
Animal Handling    +2    
Arcana             +0    archery fighting style: + 2 ranged weapons
*Athletics         +1    Second wind: 1d10+1
**Deception        +9    
History            +0    Background feature: ship's passage
*Insight           +5    
Intimidation       +3    Sneak Attack (1d6)
Investigation      +0    Thieves’ Cant
Medicine           +2    Expertise (Stealth, deception)
Nature             +0    Cunning Action: bonus action to dash, 
*Perception        +5       disengage or hide
Performance        +3    
*Persuasion        +6     
Religion           +2    
*Sleight of Hand   +6    Fey Presence 
**Stealth          +9    Warlock invocations  
Survival           +2    Warlock spells

Warlock invocations: Mask of many faces(cast disguise selt at will),
   devil's sight (see normally in normal & magical darkness 120 ft)

Fey Presence: bonus action, wis save vs dc13 
  10ft cube emanating from character, charmed or 
  frightened until end of next turn


Proficiencies:
Armor: all
Weapons: all
skills: Perception (fighter), acrobatics (fighter), persuasion (rogue), 
       stealth (background), Deception (background - perception overlap), 
       sleight of hand (human) , insight (training), athletics (training)  
Tools: Thieves’ Tools (rogue), Navigator’s tools (background), 
       vehicles (water) (background)
Languages: Common, Elf (Human)


Spellcasting:
Spell Attack Modifier: +6
Spell Save DC: 13
Cantrips Known: Minor Illusion (S,M), Prestidigitation (V,S)
Spells Known: Hex  (V,S,M) , faery fire (V), comprehend languages (V,S,M)
Spell Slots: 2/-/-/-/-/-/-/-


Feats:
sharp shooter:
•  Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
•  Your ranged weapon attacks ignore half cover and three-quarters cover.
•  Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.


Weapon                Attack  Damage     Type  Range
Silvered Rapier        +6     1d8+3        P
Dagger                 +6     1d4+3        P   60
Longbow                +8     1d8+3        P   600
Sling                  +8     1d4+3        B   120


[sblock=Spell_Descriptions]
(0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range. 5ft square note no concentration.
[sblock=Minor Illusion]
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit o f fleece)
Duration: 1 minute
You create a sound or an image o f an object within
range that lasts for the duration. The illusion also ends if
you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a
w hisper to a scream . It can be your voice, so m e o ne
else’s voice, a lion’s roar, a beating o f drums, or any
other sound you cho o se . The sound continues unabated
throughout the duration, or you can make discrete
sounds at different times before the spell ends.
If you create an image o f an object—such as a chair,
muddy footprints, or a small chest—it must be no larger
than a 5-foot cube. The image can’t create sound, light,
smell, or any other sen sory effect. Physical interaction
with the image reveals it to be an illusion, because
things can pass through it.
If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion
with a su cce ssful Intelligence (Investigation) check
against your spell save DC. If a creature discerns the
illusion for what it is, the illusion b e co m e s faint to
the creature[/sblock]

(0) prestigitation VS, up to 1h duration, 10 ft range. note no concentration. 3 effects at the same time
[sblock=Prestidigitation]
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a m inor m agical trick that novice
spellcasters use for practice. You create one o f the
follow ing m agical effects within range:
• You create an instantaneous, harmless sensory effect,
such as a show er o f sparks, a puff o f wind, faint musi­
cal notes, o r 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 o f nonliv­
ing 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 non magical trinket or an illusory image
that can fit in your hand and that lasts until the end o f
y our 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.[/sblock]

Hex VSM (petrified eye of a newt) concentration, up to 1h. until the spell ends, deal additional 1d6 necrotic damage when hit target with an attack. Also target has disadvantage on ability checks of 1 ability. If target drops to 0 hp before end of spell, use a bonus action to curse new creature.
[sblock=hex]
1st-level enchantment
Casting Time: 1 bonus action
Range: 9 0 feet
Components: V, S, M (the petrified eye o f a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can se e within
range. Until the spell ends, you deal an extra 1d6
necrotic damage to the target whenever you hit it with
an attack. A lso, ch o o se o ne ability w hen you cast the
spell. The target has disadvantage on ability checks
made with the cho se n ability.
If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn
o f yours to curse a new creature.
A rem ove cu rsecast on the target ends this spell early.
A t Higher Levels. W he n you cast this spell using
a spell slot o f 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. W hen you
use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours
[/sblock]

[sblock=Faery_fire]
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in
blue, green, or violet light (your choice). Any creature in
the area w hen the spell is cast is also outlined in light if
it fails a Dexterity saving throw. For the duration, objects
and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
has advantage if the attacker can se e it, and the affected
creature or object can’t benefit from being invisible[/sblock]


[sblock=Comprehend_Languages]
1st-level divination (ritual)
Casting Time: 1 action
Range: Se lf
Components: V, S, M (a pinch o f so o t and salt)
Duration: 1 hour
For the duration, you understand the literal meaning of
any spoken language that you hear. You also understand
any written language that you see, but you must be
touching the surface on w hich the w o rds are written. It
takes about 1 minute to read one page o f text.

This spell do esn’t decode secret messages in a text
or a glyph, such as an arcane sigil, that isn’t part of a
written language [/sblock][/sblock]


[sblock=Equipment]
Cloak of the mantha ray & of elvenkind: action to pull hood up or down, following effects when hood is up:
- swim speed of 60 and can breathe under water
- advantage on Wisdom (Perception) checks made to see you have disadvantage.
- you have advantage on Dexterity (Stealth) checks made to hide


longbow (usually held or strapped to back)
4 quivers each containing 20 arrows (2 on back and 2 in backpack)

1 sling (on belt on back)
1 pouch of 20 sling bullets (tied to back)

dungeoneer’s pack: backpack, a crowbar (adv to str checks),
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
of rations, and a waterskin.
The pack also has 2x 50 feet of hempen rope strapped to the side of it

a set of common clothes
belt pouch containing money (on left side of belt)

Breastplate armor

3 daggers (1 on left side of belt, 1 hidden in right boot, 1 hidden on belt in back (under cloak))

Thieves's tools (right boot)

3 silvered arrows (2 in each quivers on back)

silvered rapier (on right side of belt)

2x wands (1 hidden in left boot, other in right quiver)

grappling hook (backpack)

healer's kit - 10 uses (strapped to exterior of backpack)

component pouch (tied to belt)

ink vial (backpack)
0.5 gp 5 sheets of parchment (backpack)
1 gp 1 empty vial (backpack)

potion of healing (action to drink, regain 2d4 + 2 hp) - tied around neck, under clothes

1 sack (backpack)

extra, assumed no cost
A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost)
petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost)
a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost)


Money left: 4.34 GP

[sblock=details]
Fighter starting equipment
• longbow, and 20 arrows
• two martial weapons: 2 hand crossbows
• lignt crossbow and 20 bolts
• a dungeoneer’s pack: backpack, a crowbar (adv to str checks),
a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
of rations, and a waterskin. The pack also has 50 feet of
hempen rope strapped to the side of it

Sold: 2 hand crossbows for 150 gp
1 leather armor for 45 gp
1 light crossbow and 20 bolts for 26 gp

Sailor starting equipment
A belaying pin (club), 50 feet of silk rope, a lucky charm (small stone), a set of common clothes, and a belt pouch containing 10 gp
Note: tossed belaying pin and lucky charm

Additional purchases (1221 gp available)
gp Item

400 Breastplate
6 3 daggers

25 Thieves's tools

3 3x quivers (4 total with fighter starting equipment)
4 4x20 arrows

250 gp training in the insight skill
250 gp training in the athelics skill

40 gp 4 silvered arrows (2 in each quivers on back)
125 gp silvered rapier

20 gp 2x wands (1 hidden in left boot, other in right quiver)

2 gp grappling hook (backpack)

5gp healer's kit - 10 uses (strapped to exterior of backpack)

25 gp component pouch
10 gp ink vial
0.5 gp 5 sheets of parchment
1 gp 1 empty vial
50 gp potion of healing (action to drink, regain 2d4 + 2 hp)
0.01 gp 1 sack (backpack)

0.1 gp 1 sling (on belt on back)
4cp pouch of 20 sling bullets (tied to back)

extra, assumed no cost
A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost)
petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost)
a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost)


Money left: 4.34 GP

[/sblock][/sblock]

[sblock=Appearance]
Dorn is a short youthful looking human male. This is likely due to to the unreliable eating habits he was forced to assume as a destitute child. He has an unassuming appearance, with dark brown hair and the beginnings of a stubble on his chin.
He usually gets rid of this by using prestigitation. He also tends to always look clean and smell fresh, again because of his repeated uses of prestigitation.

This, of course, is when he chooses to look his normal self. As a traveller, he tends to assume many guises, with the use of the mask of many faced invocation. He enjoys this trick he learned from the fey.
These days, he prefers to appear as an older looking human with skin tanned by the sun in the open seas, which is not too far from the truth, with beard and peppered grey mustache
[/sblock]


[sblock=Background]
Dorn was born in abject poverty in the slums of Darromar, in the kingdom of Tethir. He never knew his father, and his mother, whom abandoned him quite young at the age of 11, was a woman of ill reputation and questionable morality.
From a young age, Dorn sought to escape from the slums. He had a good head on his shoulders and stayed around the docks, offering his services as a guide to newly arrived travelers.
This helped to fill his belly; not completely, but enough.

Unfortunately for him, he had a good heart, and never gave in to his shady acquaintances that wanted to recruit his help to lure these travelers and rob them blind.
The pressure was increasing and the small time thugs wanted his skin, so at the age of 14 he joined a ship belonging to her majesty's Queen-Monarch merchant navy as a deck-hand, to get away from the heat.
He traveled for a few years with this ship, and was involved in more battles than he had hoped for.
Fortunately, he had a keen eye, and was as quick as a whip with a crossbow, making up for his less than imposing stature.

About the age of 17, his shipped was attacked by pirates. They weren't as lucky as they had been in the past.
After slaughtering his companions, the pirates were amused by his youth and his show of bravery during the combat, and threw him overboard to die in the sea.
Hands and feet bound, he was contemplating his last thoughts as he was sinking. This is when she appeared, kissed him, and allowed him to breathe.
She had watched the combat, and amusement was not what she felt from his youth and bravery.
His memories of the time he spent with the Lady of Corals is quite hazy. She brought him to an island. They were lovers. Time seemed to stand still.

Yet, the pirates needed to be brought to justice, and he needed to live with others of his kind. He also felt she was growing tired of him, as a whimsical fey-lady would. She released him from her spell, yet she had touched his soul forever.
She also left him with the cloak he wears all the time.

Dorn returned to Darromar, and relayed the pirate attacks to the proper authorities.

The thugs of his youth had grown, and still remembered him. He also felt disconnected from his home city so he decided to leave Darromar and wandered for weeks, joining ship's crews, and ended up in Yarthar, close to the high forest.

This is when he heard of the wood elves woes, and felt he needed to contribute to something greater. Perhaps he could help.
[/sblock]
 
Last edited:


3SpdDragster

First Post
Ok, so after looking through all the characters I have upped it to six characters (due to the natural attrition that seems to happen in pbp). I have editted the first post with the characters, linked to your post.

So any changes you make to the character, please make it in the linked post. That way we don't have to go looking for the most current one.
For the guys that missed out, if any of the others pull out I would be more than happy to get you in.

From here, I will over the next few days do an individual intro post for each of the characters. I am going on holidays on the 17th and coming back on the 5th of January and might have zero access during this period. So would you guys prefer to start after that?

Thanks again.
 


pathfinderq1

First Post
Great! I will finish up the last few details on my character sheet over the next few day (equipment list, mostly).

As far as getting started, I would be willing to wait until after the holidays- but depending on just how much we're going to be dumped right into action, it might be nice to do some intros and let us RP and get a feel for everyone else's style before we get to the meet of things. Like, say, having the intro put us in a tavern, on a boat, whatever- but waiting for our contact, which gives us some time to interact without needing too much GM effort. Either way works for me.
 

River Song

Explorer
Great! I will finish up the last few details on my character sheet over the next few day (equipment list, mostly).

As far as getting started, I would be willing to wait until after the holidays- but depending on just how much we're going to be dumped right into action, it might be nice to do some intros and let us RP and get a feel for everyone else's style before we get to the meet of things. Like, say, having the intro put us in a tavern, on a boat, whatever- but waiting for our contact, which gives us some time to interact without needing too much GM effort. Either way works for me.

I like this idea!!
 


Steve Gorak

Adventurer
Ok, so after looking through all the characters I have upped it to six characters (due to the natural attrition that seems to happen in pbp). I have editted the first post with the characters, linked to your post.

So any changes you make to the character, please make it in the linked post. That way we don't have to go looking for the most current one.
For the guys that missed out, if any of the others pull out I would be more than happy to get you in.

From here, I will over the next few days do an individual intro post for each of the characters. I am going on holidays on the 17th and coming back on the 5th of January and might have zero access during this period. So would you guys prefer to start after that?

Thanks again.

I'm fine with both. FYI, my spouse is expecting our first child and she is ready to burst, so I may unexpectedly disappear for a few days as I experience the wonders of fatherhood for the first time ;-)

Also, I've updated my character, and decided to go with the optional array. This will make for an interesting character (a fighter with 6 str ;-). I also optimized and completed the equipment.

Cheers,

SG
 


Remove ads

Top