Hello all! Thanks for the invite, Spaceseeker! Nice to see familiar faces in the crew already, and looking forward to meeting the folks I haven't played with yet.
Let's get started building a character! *dusts off hands, rolls 4D6's*
ATTRIBUTES
So we got: 13, 11, 13, 12, 14, 14 ... wow, pretty great! Solidly above-average across the board. I'll line it up like so:
STR: 14
DEX: 13
CON: 13
INT: 14
WIS: 11
CHA: 12
RACE
Let's make a
HALF-ORC. With +2 STR and +1 CON, my new attributes are
STR:
16
DEX: 13
CON:
14
INT: 14
WIS: 11
CHA: 12
I also get the following features:
Speed: 30
Darkvision: 60 feet
Menacing: Proficient in Intimidation
Relentless Endurance
Savage Attacks
Languages.
CLASS
Let's go with
WIZARD. I'm imagining roleplaying a Half-Orc Wizard like a shaman that casts the bones and such.
Hit Points
Hit Dice: 1d6
Hit Points: 8
Proficiencies
Armour: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Investigation
Equipment
Dagger, arcane focus, explorer's pack, spellbook
Spellcasting
Spell Save DC: 12
Spell Attack Modifier: +4
Prepare: Up to 3 spells
Arcane Recovery: Per short rest, recover expended spell slots with combined level equal to half your wizard level (rounded up), no higher than 6th level.
Cantrips (3): Fire Bolt, Minor Illusion, Prestidigitation
1st Level (6): Color Spray, Detect Magic, Mage Armor, Magic Missile, Shield, Ray of Sickness
Spell Slots: Two 1st Level Slots
BACKGROUND
Let's go with
ACOLYTE to get that shamanistic vibe!
Skill Proficiencies: Insight, Religion
Languages: x2 - Abyssal, Celestial
Equipment: Holy symbol, prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15gp.
Feature: Shelter of the Faithful
Personality Trait: I see omens in every event and action The gods try to speak to us, we just need to listen.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld.
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Motivation: Ambition
Name: Kragga Moonweaver
Kragga Moonweaver, a half-orc with a soul intertwined with magic, emerged from the proud lineage of the Stormreaver Clan. Born with a natural affinity for the arcane, Kragga's fascination with the mystical arts set him apart from his warrior-centric kin.
The tranquility of his tribe shattered when a malevolent sorcerer raided their sacred vaults, making off with the Shard of Skystorm—an ancient artifact that held the key to controlling the volatile weather in their mountainous homeland. Fueled by a deep sense of duty and a thirst for redemption, Kragga pledged to the elder circle that he would not cut his hair until the Shard of Skystorm was returned.
Venturing into the civilized territories, Kragga began to hone his wizardry skills, forming alliances with unlikely companions. As his hair grows long and unruly, it becomes a symbol of his unyielding commitment to restoring the balance of nature to his tribe and proving that the path of magic could be a force for strength and unity among his people.
[ +- ] Spaceseeker's guidelines from first post, for reference
Please roll up and discuss your characters in this thread. Roll 4d6 six times, taking the best 3 on each roll for your attributes, then assign each number to the stat of your choice. We're not using the alternative human rules, so humans get +1 to all attributes. We are not using feats, just class features. Let me know if there's a race or class in Unearthed Arcana that you'd like to play; otherwise, please use a race and class from the Player's Handbook.
Languages
When you are determining languages, consider that there are three human languages that might be useful in the region: Keolish (primary language in Hochoch and the rest of the kingdom), Marchian (primary language of the various March countries), and Imperial (the language of the ancient conquerors, still understood by most people). If there is a common language throughout the world, it's Imperial. But for the starting town of Hochoch, they'll speak Keolish as their primary language, Imperial and non-human race languages secondary, and will understand Marchian and speak it in heavy accents.
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Edit: I like to use a Motivations mechanic for characters in my campaigns, but here it is optional. I encourage you to consider using it, but you do not have to do so.
Motivations
In addition to the character's background, trait, ideal, bond, and flaw, your character has a relationship with an NPC that provides a motivation to be adventuring. Choose one or roll a d6 to determine your motivation from this list.
MOTIVATION
1 – Love
2 – Revenge
3 – Ambition
4 – Greed
5 – Fear
6 – Compulsion
Having determined motivation, it's up to you to name the NPC and provide further details about your relationship and how it provides that motivation for your character. For instance, here's two examples of Fear motivations:
Example A: Your family has a history of a rare and ultimately fatal congenital disease called Dianthronitis; one of your parents died of the disease, while the other parent was journeying to find a cure. That parent has never returned, and now you have started to exhibit signs of the disease. Your local cleric, Henrad Polivate, has conducted research for years, trying to find a cure. He's consulted ancient tomes and contacted various other experts in healing, and finally found lore that suggests a possible rare series of rituals, prayers, and ceremonies which will ultimately create a potion to cure the Dianthronitis. But the ingredients of the potion are exceedingly rare; you must quest to find the ingredients and/or earn the excessive amount of money to purchase them.
Example B: The local crime boss, Amberan Daruli, has identified you as a threat to his control of the community. To eliminate you, he has abducted your child and holds it hostage, forcing you to leave the town and never come back, while sending back regular payments of money to keep your child alive.
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Edit 2 (2023):
Here's the current party composition, with active characters in green, and characters who are staying in Hochoch in blue.
Aanbo Earthshaker, a L1 dwarven monk hermit
Ogbar, a L1 human barbarian outlander
Xana Beren, a L1 gnome warlock charlatan
Durren, a L1 human fighter outlander
Klak, a L1 dwarven paladin acolyte
Morgran, a L1 dwarven cleric pirate
Quest, a L1 human mystic sage
Sara Stone, a L1 human ranger hermit
Thacogygax, a L1 dragonborn sorcerer far traveler
Last edited November 22, 2023 6:27 am