D&D 5E (2014) (OOC) (5E) The Village

So for stats looks like everyone is generating them through that coyotecode site? I've never used it before are there instructions there on how to link it to the forum?

I'm going to go with my Paladin Idea and try to have it up before the end of the day.
 

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Ahh I see. It is a weakness of 5e I find, first level characters can feel "incomplete". It's a design choice that has advantages (especially for multiclassing and the "one level dip") but it has costs too.

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It's only a disadvantage if you're a long-time D&D player who lets himself get hung up on it. Heck, I'm playing a reimagining of an old PC who was 10th level when I last played him in AD&D. Am I losing a lot of the "cool" around what my PC can do? Sure I am. But can I still play the character (which is distinct from what he can do)? Absolutely.

Think of it like Han Solo and the hyperdrive in the original trilogy. Then in Force Awakens. And then in whatever the independent Han Solo origin story will be. In the original trilogy he's a competent smuggler but always has trouble with the hyperdrive. In Force Awakens, he makes a hyperdrive jump out of a hangar bay and through a rathtar on his windshield! And we can imagine in his origin story movie that he learns the basics of how to work/pilot a starship and make hyperspace jumps.

I encourage you to think of your PC in these "eras of play" terms.

My 1st-level version of Quickleaf is just beginning his journey. He has been tested once, making him a heroic character, but he has plenty of character flaws and is far from the deadly warrior he becomes. He's also younger and more prone to mistakes, bad choices, and instigating trouble. He doesn't yet know the difference between all the types of undead. He hasn't yet fought against the drow in Vault of the Drow or even been taken captive in Slave Pits of the Undercity. This is me thinking back to the essence of the character and breathing new life into him as a rogue (instead of a Basic D&D Elf).

Having him speak Thieves' Cant might seem unusual to my concept, and I definitely wish he could shoot his bow more than once per round, but I understand D&D is a class system where you're getting "best fit possible" and it may take a little time. I also respect the GM's request to start at 1st level to ease back into GMing via PbP.
 

So for stats looks like everyone is generating them through that coyotecode site? I've never used it before are there instructions there on how to link it to the forum?

I'm going to go with my Paladin Idea and try to have it up before the end of the day.

See my roll: http://www.coyotecode.net/roll/lookup.php?rollid=155823

You copy the brackets and everything in between...4, 4, 6] = 16 4D6.HIGH(3) = [5, 2, 1, 1] = 8 [/CODE]

EDIT: Nuts, the
Code:
 brackets were meant to show you the raw bbcode, not their end result. Guess I don't know how to show raw bbcode on the forums.
 
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It's only a disadvantage if you're a long-time D&D player who lets himself get hung up on it. Heck, I'm playing a reimagining of an old PC who was 10th level when I last played him in AD&D. Am I losing a lot of the "cool" around what my PC can do? Sure I am. But can I still play the character (which is distinct from what he can do)? Absolutely.

Think of it like Han Solo and the hyperdrive in the original trilogy. Then in Force Awakens. And then in whatever the independent Han Solo origin story will be. In the original trilogy he's a competent smuggler but always has trouble with the hyperdrive. In Force Awakens, he makes a hyperdrive jump out of a hangar bay and through a rathtar on his windshield! And we can imagine in his origin story movie that he learns the basics of how to work/pilot a starship and make hyperspace jumps.

I encourage you to think of your PC in these "eras of play" terms.

My 1st-level version of Quickleaf is just beginning his journey. He has been tested once, making him a heroic character, but he has plenty of character flaws and is far from the deadly warrior he becomes. He's also younger and more prone to mistakes, bad choices, and instigating trouble. He doesn't yet know the difference between all the types of undead. He hasn't yet fought against the drow in Vault of the Drow or even been taken captive in Slave Pits of the Undercity. This is me thinking back to the essence of the character and breathing new life into him as a rogue (instead of a Basic D&D Elf).

Having him speak Thieves' Cant might seem unusual to my concept, and I definitely wish he could shoot his bow more than once per round, but I understand D&D is a class system where you're getting "best fit possible" and it may take a little time. I also respect the GM's request to start at 1st level to ease back into GMing via PbP.

Very well said and thank you. :)
 


Feedback is appreciated. Tglassy, does this fit as a brother to your concept?


Niimyr (last name pending)
drow criminal warlock 1

[sblock=Basic Information]
Name: Niimyr
Sex: Male
Race (subrace): elf (dark elf)
Class/Level: warlock 1
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid (elf)
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 12 (Superior Darkvision 120ft; Sunlight Sensitivity)

DEFENSE
AC:
Maximum HP: 9
Current HP: 9
Saves: Wisdom +2, Charisma +5

OFFENSE
Melee:
Ranged:
Spell: Eldritch Blast

STATISTICS
Str 8 (-1), Dex 16 (+3), Con 13 (+1), Int 12 (+1), Wis 10 (+0), Cha 16 (+3)
[/sblock][sblock=Features and proficiencies]
RACIAL FEATURES & PROFICIENCIES
Ability scores: Dexterity +2, Charisma +1
Speed: 30 ft.
Superior Darkvision: 120 ft.
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantages on saving throws against being charmed, and magic cannot put you to sleep.
Drow Magic: Dancing Lights cantrip. At 3rd level, Faerie Fire 1/day. At 5th level, Darkness 1/day. Charisma is spellcasting ability for these spells.
Trance: Meditate 4 hours instead of sleeping 8 hours.
Languages: Common, Elvish

BACKGROUND FEATURES & PROFICIENCIES
Criminal
Skill Proficiencies: Persuasion (replaces Deception), Stealth
Tool Proficiencies: Thieves' Tools, Gaming set: dice
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.

CLASS FEATURES & PROFICIENCIES

Armor Proficiencies: Light armor
Weapons Proficiencies: Simple weapons
Tools Proficiencies: none
Skill Proficiencies: Deception, Intimidation
Pact Magic: Can cast spells
Otherworldly Patron: Archfey
- Fey Presence: As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn. 1/short or long rest.
- Expanded spell list: Choose from expanded list of spells when you learn a warlock spell.

SKILLS (Proficient in bold)
+3 (dex) Acrobatics
+0 (wis) Animal Handling
+1 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception
+1 (int) History
+0 (wis) Insight
+5 (cha) Intimidation
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+2 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion
+1 (int) Religion
+3 (dex) Sleight of Hand
+5 (dex) Stealth
+0 (wis) Survival
[/sblock][sblock=Spells]
Cantrips known:
. Dancing Lights (racial)
. Eldritch Blast
. Minor Illusion

Spells known:
. Charm Person
. Sleep

Spell slots: 1; level 1st; DC 13
[/sblock][sblock=Equipment]
COMBAT GEAR
to be determined

OTHER GEAR
to be determined

MONEY
to be determined
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
Like most of his kin, Niimyr has a slender and graceful physique and his flawless face is hauntingly beautiful. Apart from four long braids, his white hair is clipped short, revealing his pointed ears and giving the dark elf a distinct appearance.
Nymiir usually dresses in black and silver hues, highlighting his complexion and the silvery gleam in his hair. The smile on his face has been described as devilishly alluring or insanely scary, depending on the onlooker and the situation.

PERSONALITY
Personality Traits: Lies and flattery are my preferred tricks for getting what I want. I always have a plan for what to do when things go wrong.
Ideal: Chains are meant to be broken, as are those who would forge them. Down with the drow matriarchy!
Bond: A powerful fey creature holds my fate in its hands, granting me power but surely asking a steep price eventually.
Flaw: I'm convinced that no one could ever fool me the way I fool others. Also, I have an irrational fear of rats and butterflies.

BIO
Born into a typical drow noble family, Niimyr grew up in a ruthless, dangerous world of betrayal and murder. Being a mere male and thus never able to reach any truly important positions of power, the best way to achieve some influence was magic, and thus, like so many before him, Niimyr went to wizardry academy.

But he enjoyed the prestige of his heritage and being an aspiring mage too much. Many were the days that Niimyr got away with minor offenses in the local taverns or bragged to a group of commonborn friends about his prowess on the fields of magic, dueling and romance, while avoiding any hard work. For quite a while, his family and teacher indulged him, until eventually a miscast spell cost two fellow students their life; students who came from a noble family with far more power and influence.

Niimyr was thrown out of the academy, the thieving and fencing venture he had started in school and had been tolerated thus far was forcefully disbanded, many of its common members incarcerated. But worse, Niimyr would have to face his tyranical mother for being a failure, reflecting poorly on the family and causing embarressment and diplomatic disaster; in contrast, his brother excelled as an apprentice wizard!

Staying would certainly mean the death of Niimyr, so the roguish young drow fled the city with two friends. Into the dangerous underground world they went, at first seeking a path to another drow city but eventually getting lost and hoping just to find any sort of civilisation.

Perhaps they passed a circle of ancient monoliths, or unknowingly stepped through a portal created by subterranean fungi once every full moon; how they ended up in the Feywild, none of them knew, but nonetheless they found themselves in a place where colors were painfully brighter, darkness was infinitely deeper, and creatures were strange and very deadly. And a haunting melody followed their steps for days.

It was only when one of his companions was ripped apart, exploding in a bloody mess of various body parts across the cavern, that they noticed they were followed by... something. A smiling, horned figure with hooves for feet, his hands bloody and his eyes feral, looked upon the dark elves as if watching ants dance in circles.

Hyrsam the Savage, Prince of Fools, had come.

Instead of killing them, Hyrsam led the drow to a place where his followers were feasting, dancing and making merry music. Confused, Niimyr and his companion followed their instructions, eager to avert being murdered by the powerful fey. They ate, they drank, they danced, they sung, and somewhere along the line, they started dreaming, for there was no other way they could explain the memories. They dreamed of blood, screams, sex, pain; killing, loving, drinking, laughing, hurting, and killing.

When Niimyr woke up, his head hurt. He opened his eyes and found himself alone in a dark alley just outside his family's estate. He reeked of sweat and garbage, and his naked arms and torso were covered in blood red tattoos of odd vines and creatures never seen before. Under his head, he found a curious book, elegant and with a small flower on the cover whose petals seemed to move and change color as if triggered by some event or atmosphere. Inside, pages upon pages with mystical markings, indecipherable but seeming to make words or images when looking past them.

And most significantly, Niimyr discovered he had magical power at his fingertips, without having to study any dusty tomes. A familiar melody resounded in his head, with the echo of Hyrsam's laughter, quickly followed by a soft little laugh from the young dark elf.

With his newfound power, Niimyr would rebuild his criminal organization, bigger and more importantly, with him too far away for any drow to find. He had heard about the naive and helpless peoples on the surface world, whose riches were invaluable down here.

If only he could find an excuse to lure his wizard brother into his plan....
[/sblock][sblock=spells cast]
Spell slots: 1 (level 1st)
Slots used since last short/long rest: 0
[/sblock]
 

Pending approval -

[sblock]
Name: Ka'Lysh "Harb" Lorreak
Race: Half-Elf
Class: Paladin
Background: Soldier
Alignment: CG
Experience: 0

ABILITIES
Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 13 (+1)
Wisdom: 13 (+1)
Charisma: 16 (+3)

AC: 18
Initiative: +2
Speed: 30
HP: 11
Hit Dice: 1d10
Proficiency Bonus: +2

SAVES:
Strength: +2
Dexterity: +2
Constitution: +2
Intelligence: +1
*Wisdom: +3
*Charisma: +5
SKILLS:
[sblock]
Acrobatics (DEX) +2
Animal Handling (WIS) +1
Arcana (INT) +1
*Athletics (STR) +4
Deception (CHA) +5
History (INT) +1
*Insight (WIS) +3
*Intimidation (CHA) +5
Investigation (INT) +1
*Medicine (WIS) +3
Nature (INT) +1
*Perception (WIS) +5
Performance (CHA) +3
Persuasion (CHA) +3
*Religion (INT) +3
Sleight of Hand (DEX) +2
Stealth (DEX) +2
Survival (WIS) +1
[/sblock]
Passive Perception: +3

PROFICIENCIES AND LANGUAGES
Languages: Common, Elf, Dwarf
Armor: All
Weapons: All
Tools: Vehicles (Land), Playing Cards
FEATURES AND TRAITS:

Feats:
[sblock] [/sblock]

Race: Half Elf
[sblock]
Darkvision: Thanks to your elf blood, 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.

Fey Ancestry: You have advantage on saving throws against being Charmed, and magic can’t put you to sleep.
[/sblock]

Background: Soldier
Feature: Rank
[sblock] You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. [/sblock]
Class: Paladin
[sblock]
Divine Sense
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.
Lay on Hands
Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending hit points separately for each one.


[/sblock]
EQUIPMENT:
[sblock]
Long Sword
OOC: Attack[roll] 1d20+4 [/roll] Damage [roll] 1d8+2 [/roll]

Shield (AC +2)
Javelin (x5)
Chain Mail (AC 16)
Holy Symbol
An insignia of rank
Section of unit banner he headed (The one that they were using when they were routed)
Deck of cards
Common clothes
Belt pouch containing 10 gp


[/sblock]

Personality Traits: Haunted by memories of war, Moral, cares little for Nobility

Ideals: Do good and help those that need it and want to but can’t help themselves

Bonds: I’ll never forget the lessons learned in a terrible loss suffered

Flaws: Blindly trusted and carried out orders and hates himself for it. Now has a hard time not second guessing the motives of others.

BACKGROUND
[sblock]
A promising young captain in the Dukes army {name} was expected by superiors to raise quickly through the commoner’s ranks. One of 3 favorites for a promotion he was to lead a small force to a border town that was under attack. They arrived and were greatly outmatched. The unit routed and he lost most of his men. Wounded, laying there bleeding out as the enemy razed the village, unspeakable things done to women and children, old men put to the sword. He awoke in a church being tended to with the few other survivors.
He later heard rumors that command felt the village was of no importance and that it needed to be lost in order to have just cause for war with a neighbor in order that the Duke could take some valuable lands from a rival.
When he was well he was given removed from the army and his sacrifice was complete. He stayed at the church and prayed, studied, tried to forget his anger, his shame, to hide from his failure to save those people despite the odds. In his effort to hide he started going by the simple name "Harb".
One day screams came from outside the church. His new home was being attacked. It seems the war they had wanted had found him in his new home. He had not removed his sword from it’s scabbard since that crushing defeat, but he did then, he would not stand by while these people died pawns of some noble. And fight he did, and as he struck his enemies down his sword began to glow and the words of his gods filled his mind as he protected the people.
[/sblock]
[/sblock]
 


It's wonderful. I love every minute of it. I can certainly use that.

For Dynan, life was very different than for his brother. His mother, the matron of his house, wanted him to go to the Warrior Academy, as his older brother was already training to be a wizard. When he was tested, he was found above average in every subject. Strength, dexterity, intelligence, charisma. Not the best in any one, but well above average in all. In fact, it seemed there was little he could not do if he put his mind to it.

It was found out that his mother's consort, the house weapon master at the time, was having an affair with one of her sisters. She, of course, had the two executed, and forbade everyone in the house from ever speaking her consort's name, or having anything to do with them. When Dynan brought up the fact that he would have to train at the Warrior's academy, where her consort had been one of the top students, she flew into a rage and refused to allow him to go, forcing him, apparently against his will, into the wizarding academy.

And of course he excelled. He learned quickly, barely needing to work hard to memorize complex spells and understanding the complexities of the Weave. He proved very quickly to be the top of his class, and his elders even wondered if, in a few centuries, this boy would one day become the archmage of the city.

And through his entire first century of life, though his entire time at the Academy, one thing remained constant.

Dynan was bored.

The reality was that it was not his mother's idea to get him to go to the wizard academy, but his. He not only subtly revealed the affair between his mother's consort and her sister, but was actually the one, through more subtle manipulations, encouraged his mother's consort to start the affair in the first place. All so he could go to the wizarding academy instead. Not because he really wanted to, but he had learned a long time ago that, because of his natural ability with just about everything, the only real challenge was getting other people to do things for you, and he wanted to see if he could manipulate his own mother.

He thought that in the Academy, he'd finally be challenged, but that wasn't the case. Too many of the other drow were boring, stupid idiots compared to him. His teachers were old fashioned and lacked creativity. Drow culture was stagnating.

So while at the Academy, he would go out, in disguise, and prowl the city, finding entertainment, which usually meant conning some poor sap out of his inheritance, and then slipping away, changing disguise, and walking off, no one the wiser.

When he graduated from the Academy, he had grown tired of life in the Drow city. It was just so...boring. And there really wasn't much profit to be made as a Drow male. No, he would be much better served somewhere else. Another Drow city? No, surely not. And the other denizens of the Underdark were just so...boring. Perhaps he could find his brother, who had recently reappeared after a long hiatus from the city. Maybe he would have an idea of where to find some fun.
 

[MENTION=6855102]Greenmtn[/MENTION] Your paladin apparently is touched by the divine! Go standard PHB human, and start with 14+ in all your stats!

I'll be hiding between your character and [MENTION=5044]Charwoman Gene[/MENTION]'s, thank you very much :)
 

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