Character creation
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May 13, 2024 10:12 pm
I'll stick with Joseph. @spaceseeker19 I can update him to level two and post as soon as tomorrow.
May 13, 2024 10:19 pm
Here and flipping some dice. BE KIND O MIGHTY DICE LORD.
Interesting: 15, 15, 14, 14, 13, & 12. No low dice. WOW. Have to think more now. Suggestions are great. I'm thinking Human male barbarian. And likely was city watch.
GM: With thoughts of languages and such: Where would my character 'Reptile' be from. I have Common and 3 extra to pick up.
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.
GM: Is Reptile starting at level 1? Maximum HP? Normal Starting items: Background, Class, & a Trinket? The Character is applied to the game.
Interesting: 15, 15, 14, 14, 13, & 12. No low dice. WOW. Have to think more now. Suggestions are great. I'm thinking Human male barbarian. And likely was city watch.
GM: With thoughts of languages and such: Where would my character 'Reptile' be from. I have Common and 3 extra to pick up.
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.
GM: Is Reptile starting at level 1? Maximum HP? Normal Starting items: Background, Class, & a Trinket? The Character is applied to the game.
[ +- ] Reptiles Picture
Last edited May 14, 2024 3:00 am
Rolls
4d6 stat system - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (5632) = 14
4d6h3 : (5163) = 14
4d6h3 : (3266) = 15
4d6h3 : (6116) = 13
4d6h3 : (3626) = 15
4d6h3 : (6422) = 12
May 14, 2024 2:22 am
I'm too scared to roll for HP. I got a crit this morning... no good rolls for a while now. Taking the (safe) average.
May 14, 2024 3:09 am
GeneCortess says:
With thoughts of languages and such: Where would my character 'Reptile' be from. I have Common and 3 extra to pick up.I think it would be good for Reptile to know Keolish and/or Imperial, just to be able to communicate with the locals in the area where you are working (as well as the other PCs!): they're basically the local "Common" and the larger region's "Common." A third language could be your native language, which you can choose to be from a known Greyhawk land, or make something up of your own. We've already established that there is a vast frozen wasteland to the "far north," where the barbarian Tribe of the Frozen Blood (Ogbar's home) eked out a living. Reptile could be from the same region or even the same tribe...or a rival one. Or he could be from Niole Dra, the capitol city of Keoland, or Hookhill, the capitol city of the Gran Marches. We have a little detail of the world's locations sketched out in the World Book thread.
Since the conceit of the game is that all the PCs are coworkers in the Dungeon Busters organization, it could be that Reptile has worked in the organization for some time. If so, he could easily have picked up Elvish from working with Cecily Raptor, the elven adventurer and founder of Dungeon Busters.
GeneCortess says:
Is Reptile starting at level 1?May 14, 2024 3:19 am
Hmm. I see. Reptile knows Keolish & Imperial. Also picks up Marchian & Elven. That would be his 4 languages. There is no common language in this game.
Reptile was the savage type and reformed. Barbarian Tribe of the Frozen Blood works. Even joined the City Watch. With the purpose of this game, I'm assuming he isn't in the city watch anymore and is Ex-City Watchman. Would that be a city watch from this city or a distant city?
GM: Max HP? And what about items?
Reptile was the savage type and reformed. Barbarian Tribe of the Frozen Blood works. Even joined the City Watch. With the purpose of this game, I'm assuming he isn't in the city watch anymore and is Ex-City Watchman. Would that be a city watch from this city or a distant city?
GM: Max HP? And what about items?
Last edited May 14, 2024 3:23 am
May 14, 2024 5:43 am
GeneCortess says:
Reptile knows Keolish & Imperial, Marchian & Elven.GeneCortess says:
Reptile was the savage type and reformed. Barbarian Tribe of the Frozen Blood works. Even joined the City Watch. With the purpose of this game, I'm assuming he isn't in the city watch anymore and is Ex-City Watchman. Would that be a city watch from this city or a distant city?Here's an idea that you can use or modify: For whatever reason (perhaps he hit an unruly drunk a little too hard), Reptile had to leave the Watch and joined Dungeon Busters. He worked there for a while, but eventually Cecily realized that doing clerical work tracking the requisitions and payments for a mercenary organization was not the best use of Reptile's unique talents, so she sent him out to join the effort to establish a new field office in Hochoch.
GeneCortess says:
Max HP? And what about items?It's your choice to either:
- take the suggested starting items for a barbarian
OR
- roll the starting money for a barbarian (2d4x10) and then buy what you want/can afford.
Note 1: Whether you roll for class money or just take the suggested items, you always get the items and money from your Background in addition.
Note 2: If you take the suggested starting items, you can sell them (for half price) and/or buy other items using the starting money from your background (10 gold for City Watch) plus the proceeds from whatever you sell.
May 14, 2024 9:08 am
Class Cash for 60gp. Reptile is nearly completed.GM: Probably should dash some religion in there. What is a fine deity for a barbarian from the frozen lands?
[ +- ] Riptile's Background
Life in the frozen north is harsh and unforgiving. Early in Reptile's life, he lost him mother and father to the wastes. He was raised by the clan. Being such his outlook in the clan was set. He wouldn't be anything.
Reptile was aggressive, smart and wise. At a young age, he took the test of manhood. He was sent into the wastes with nothing and had to prove himself. Three days later he came back wearing wolves' skin. He had killed three of them with is bare hands and cunning. His rage was born.
His effort didn't go unnoticed. He was foolish to think with no backing that he would advance in the clan. An older one that favored him brought warning to him. That his effort was bring him an ill fate. He had left to much of a mark. With this, Reptile gather his things and left the clan. There was no fight he could win here.
He left behind also is girl Lon who was the leader's daughter. Surely that also was part of what was leading to his demise. It was a forbidden to him. He would miss her, and he is sure his leaving will leave a mark on her.
Reptile has traveled from the northern wastes to Keoland. Life still hard for him. It was easier to survive, but he could trust no one. It bothered him so not to have the better life so many he had seen have. He had nothing as he came to realize. He has lost much of his clan thinking. He was sure that there was better.
Being fairly much trashed and with some desperation he landed a gig as a watchman in the big city. He put his all into this and gained respect. He for once owned some things. Life was finally getting better. He had reforged himself.
But his rage was never far. It has hard night of rain and late. He came upon a rude drunken man. One thing led to another, and his rage took him. He beat the man nearly to death and to be sure he would never walk again. When it was discovered that he nearly killed the mayor's son, it ended his career and marked him. Reptile was no longer a city watchman and never would be again.
With life on the run, he ran into Cecily. She took a liking to him. Since Reptile was smart young man and knew his number, she brought him in to do of all things, paperwork. Daily he would do clerical work tracking the requisitions and payments for the organization. It was rather a menial job and did to calm his rage.
Eventually Cecily realized that doing clerical work was not the best use of Reptile's unique talents, so she sent him out to join the effort to establish a new field office in Hochoch.
Reptile was aggressive, smart and wise. At a young age, he took the test of manhood. He was sent into the wastes with nothing and had to prove himself. Three days later he came back wearing wolves' skin. He had killed three of them with is bare hands and cunning. His rage was born.
His effort didn't go unnoticed. He was foolish to think with no backing that he would advance in the clan. An older one that favored him brought warning to him. That his effort was bring him an ill fate. He had left to much of a mark. With this, Reptile gather his things and left the clan. There was no fight he could win here.
He left behind also is girl Lon who was the leader's daughter. Surely that also was part of what was leading to his demise. It was a forbidden to him. He would miss her, and he is sure his leaving will leave a mark on her.
Reptile has traveled from the northern wastes to Keoland. Life still hard for him. It was easier to survive, but he could trust no one. It bothered him so not to have the better life so many he had seen have. He had nothing as he came to realize. He has lost much of his clan thinking. He was sure that there was better.
Being fairly much trashed and with some desperation he landed a gig as a watchman in the big city. He put his all into this and gained respect. He for once owned some things. Life was finally getting better. He had reforged himself.
But his rage was never far. It has hard night of rain and late. He came upon a rude drunken man. One thing led to another, and his rage took him. He beat the man nearly to death and to be sure he would never walk again. When it was discovered that he nearly killed the mayor's son, it ended his career and marked him. Reptile was no longer a city watchman and never would be again.
With life on the run, he ran into Cecily. She took a liking to him. Since Reptile was smart young man and knew his number, she brought him in to do of all things, paperwork. Daily he would do clerical work tracking the requisitions and payments for the organization. It was rather a menial job and did to calm his rage.
Eventually Cecily realized that doing clerical work was not the best use of Reptile's unique talents, so she sent him out to join the effort to establish a new field office in Hochoch.
Last edited May 14, 2024 12:50 pm
Rolls
Class Cash - (2d4)
(24) = 6
May 15, 2024 8:53 pm
Appearance: Reptile is normally seen in common clothing with a battleaxe & handaxe combo hanging off his belt. Throw a backpack with rope, bedroll & a shield on it and he is ready to travel.
Description: Reptile looks to be a well fit man with a bit extra muscle. Appears to be in his late twenties. He has shoulder length shaggy black hair and translucent blue eyes to match. His skin is well tanned appears that he isn't a lounge lizard. His upper body, shoulders and arms are covered in tattoo's. The appears to be mostly of the northern frozen clans area. He stands just over six feet tall and is semi attractive.
GM: I'm unsure how to incorporate motivations into my character. And needs thoughts on religion as well.
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.
Description: Reptile looks to be a well fit man with a bit extra muscle. Appears to be in his late twenties. He has shoulder length shaggy black hair and translucent blue eyes to match. His skin is well tanned appears that he isn't a lounge lizard. His upper body, shoulders and arms are covered in tattoo's. The appears to be mostly of the northern frozen clans area. He stands just over six feet tall and is semi attractive.
GM: I'm unsure how to incorporate motivations into my character. And needs thoughts on religion as well.
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.
Last edited May 15, 2024 9:01 pm
May 16, 2024 5:36 am
GeneCortess says:
I'm unsure how to incorporate motivations into my character. MOTIVATION
1 – Love
2 – Revenge
3 – Ambition
4 – Greed
5 – Fear
6 – Compulsion
Anyone else have ideas they want to share?
Here's a few of mine. You can insert an NPC into any one of these: a relative, a rival, a lover, a friend, a landlord, a villain:
Love: Reptile has an older brother who was destined to become an adventurer as part of his journey into manhood, but a cruel twist of fate -- a terrible accident - broke his body and left him unable to go on adventures. Reptile has decided to be his brother's hands and feet to salvage his honor.
Revenge: Reptile's family was driven off of their land, and they took shelter with a neighboring tribe. But the chieftain of that tribe claimed that they'd incurred a debt, and indentured the family to pay off that debt. But the host tribe charges his family for food, shelter, and water, and they continue to deepen in debt. Reptile has run away to make his fortune, return to pay off his family's debts, and gets strong enough to then defeat the chieftain in single combat.
Ambition: Reptile wants to improve his lot in the world, so that no one ever looks down on him as a primitive any more. He recognizes that the path to this power is paved with wealth.
Greed: Reptile grew up in a tribe that was constantly scrabbling to just get enough to not starve to death. He wants to amass enough wealth that he will always be able to have another meal, and never want for anything again.
Fear: Reptile was a disappointment to his family, or he lives in fear of dishonoring his family, and he must attain enough prowess and acclaim that no ever can ever doubt his worth.
Compulsion: Reptile discovered early on that he likes to help people, and he gets all of his self-worth from the gratitude of people that he's rescued in some way.
GeneCortess says:
And needs thoughts on religion as well.May 16, 2024 6:49 pm
All cool Reptile is totally completed. Matters of motivation & religion are done. (greed & Azor'alq)
Reptile
He is just waiting for an intro.
Reptile
He is just waiting for an intro.
Last edited May 16, 2024 7:26 pm
May 16, 2024 6:59 pm
So Myrtha is done. It took me a while to figure her out. I'm not sure the compulsion element has coalesced into something usable yet (there's addiction in the mix, but also survivor's guilt, and much more). Perhaps its all too abstract. Still thinking about it.
[ +- ] Myrtha's background
Myrtha of Three Elms Crossing was the older sibling in a family of five. Her father left his wife and children, off to seek his fortune in the south, when she was but twelve years old. Her youngest brother, Ylan was a babe of six months. Her father never returned, and Myrtha and her mother had to fend for the family by themselves. The rotting cough took Ylan before he was three. Times were hard and, when 'uncle' Bregar suggested that she become his 'pprentice at the village smithy, she thought it was a grand idea. The extra coin would help feed Rhona, Alliot and Peka, and would alleviate her mother's life of toil.
Bregar's taking her under his wings also increased her family's acceptance in town. They had com from out of the valley, and adhered to the Old Faith. Those two facts made them queer in the eyes of most of the community, even more so than their flan heritage. The smith's gesture was like a blanket of acceptance finally falling upon the unlucky family, and life improved much over the next years.
Work at the smithy meant relentless labour, for Bregar served Three Elms Crossing and multiple nearby hamlets. Some of his fare was even bought by fancy mercenaries coming across the land.
On the eve of her 19th birthday, Myrtha felt she had her life on a good path. She was engaged to Elber, a local farmer's son who had courted her relentlessly for the previous three years. Her siblings had grown and were healthy and proud villagers. Even her mother seemed to allow herself to slow down, focusing on her basket-weaving and her garden, and letting go of farm work for the bigger farmsteads in the village.
That autumn, the news from out of town was not reassuring. It appeared humanoids had been seen out of the woods, cattle left unguarded had been slaughtered overnight in pastures a mere day's march away. Unable to provide direct assistance against an inchoate threat, the local lord ordered militias to be raised. As all able bodied younger folk, Myrtha began drilling under the auspices of the local militia chief, a retired soldier nearing his seventies; her cohort were a score of green peasants working up some form of martial readiness in the few hours between the end of workdays and sleep time. Learning to wield sword and and spear, to block with a board of wood, all of these acts felt natural to her.
Early winter snows seemed to calm the region down, as life in the fields slowed and the community gathered at night to seek comfort around a shared hearth, a horn of mead, and stories told by the elders. The calm was an illusion. As famished wolves, the hitherto concealed bands of humanoids rose from their hiding-holes and converged on Three Elms Crossing in a moonless night in Sunsebb; the village had planned for a raid by a small, opportunistic party; this was something altogether different. The militia and able-bodied menfolk sought to hold the larger band back, while the non-combatant women, elderly and children barricaded themselves in cellars prepared for just this occasion. Messengers sped away to seek help from neighboring settlements.
A horrid night of slaughter ensued: the raiders burnt houses and farmsteads, and cut down most of the outmatched resistance. They were led by a particularly cunning ogre and — despite heavy losses among the humanoids — his presence bolstered their morale. To avoid being surrounded, surviving villagers scattered in the confusion. Having seen their militia chief cut-down by the ogre, and having no idea where her family or her betrothed were, Myrtha fell back with a group of villagers, covering their retreat. Dawn was near when the fleeing party was cornered. Myrtha and two exhausted militia-men faced off against seven humanoids and their oversized leader; the came her party were still being sought out by the raiders. An unexpected calm took over her mind then : she could see the large humanoid was hurt, that his allies were hesitant. She challenged the ogre, taunted him, and the three young village militia attempted to draw the leader out. She had a natural gift for drawing attacks towards her, and used it to focus the ogre's attention on herself while the the villagers tried to climb out of the natural trench they had been trying to hide in.
As folks from Three Elms later told the story, Myrtha managed to evade and harass the ogre, while most villagers made it out. Her militia companions and her sacrificed themselves for the community. She was the only one to make it out of there alive, though badly hurt. According to some tellings, she delivered the killing blow to the chieftain, and that shattered the raider's resolve; according to others she held the raiders back long enough for reinforcements to come to her aid.
She wouldn't know, as she has no recollection of what happened after that unexpected moment of calm. It took her a week to rise from her delirious state, and she took two months to mend fully. It was a bedridden Myrtha that learned of her betrothed's death, and that of two siblings burned in a cellar. Uncle Bregar made it out alive, as did her mother. The local Lord's men-at-arms came around and hunted down the remaining raiders. The tale of her heroism reached the Lord's ears, and she was called to his service, as a reward for her bravery. That is where she learned more advanced sparring skills, while her reputation as a hero of the downtrodden spread : she was the "Valorous Maiden of Three Elms", in some traveling troubadours' song, and the the "Doom that Beset the Ogre" in a child's play by a traveling troupe.
She felt a bottomless well of loss and pain, with a creeping sense of responsibility. Or was it guilt? Deep down she knew she ought to have died, or didn't deserve to survive. She drank more now, compulsively chewing the tallo-weed that tainted her lips purple but also alleviated the pain, more spiritual than physical now. When she sparred, she sought the pain. She was addicted to the feeling of courting death, so she could finally receive her just punishment.
Her grief endured. A year ago, she took leave from the Lord's service — to many folk's surprise. She had heard of opportunities elsewhere. She took leave of her mother and siblings, leaving them with what coin she had managed not to spend. She silently wished for people to forget the "Valorous Maiden," she wished to just be her mother's Myrtha again. She wished she could remember her father's face. She wished the contour's of Elber's face were not fading so quickly. Myrtha was a good name : it wasn't known, no one associated it with the telling of her tale. So she headed away, unburdening herself from her grief with every league she marched.
Bregar's taking her under his wings also increased her family's acceptance in town. They had com from out of the valley, and adhered to the Old Faith. Those two facts made them queer in the eyes of most of the community, even more so than their flan heritage. The smith's gesture was like a blanket of acceptance finally falling upon the unlucky family, and life improved much over the next years.
Work at the smithy meant relentless labour, for Bregar served Three Elms Crossing and multiple nearby hamlets. Some of his fare was even bought by fancy mercenaries coming across the land.
On the eve of her 19th birthday, Myrtha felt she had her life on a good path. She was engaged to Elber, a local farmer's son who had courted her relentlessly for the previous three years. Her siblings had grown and were healthy and proud villagers. Even her mother seemed to allow herself to slow down, focusing on her basket-weaving and her garden, and letting go of farm work for the bigger farmsteads in the village.
That autumn, the news from out of town was not reassuring. It appeared humanoids had been seen out of the woods, cattle left unguarded had been slaughtered overnight in pastures a mere day's march away. Unable to provide direct assistance against an inchoate threat, the local lord ordered militias to be raised. As all able bodied younger folk, Myrtha began drilling under the auspices of the local militia chief, a retired soldier nearing his seventies; her cohort were a score of green peasants working up some form of martial readiness in the few hours between the end of workdays and sleep time. Learning to wield sword and and spear, to block with a board of wood, all of these acts felt natural to her.
Early winter snows seemed to calm the region down, as life in the fields slowed and the community gathered at night to seek comfort around a shared hearth, a horn of mead, and stories told by the elders. The calm was an illusion. As famished wolves, the hitherto concealed bands of humanoids rose from their hiding-holes and converged on Three Elms Crossing in a moonless night in Sunsebb; the village had planned for a raid by a small, opportunistic party; this was something altogether different. The militia and able-bodied menfolk sought to hold the larger band back, while the non-combatant women, elderly and children barricaded themselves in cellars prepared for just this occasion. Messengers sped away to seek help from neighboring settlements.
A horrid night of slaughter ensued: the raiders burnt houses and farmsteads, and cut down most of the outmatched resistance. They were led by a particularly cunning ogre and — despite heavy losses among the humanoids — his presence bolstered their morale. To avoid being surrounded, surviving villagers scattered in the confusion. Having seen their militia chief cut-down by the ogre, and having no idea where her family or her betrothed were, Myrtha fell back with a group of villagers, covering their retreat. Dawn was near when the fleeing party was cornered. Myrtha and two exhausted militia-men faced off against seven humanoids and their oversized leader; the came her party were still being sought out by the raiders. An unexpected calm took over her mind then : she could see the large humanoid was hurt, that his allies were hesitant. She challenged the ogre, taunted him, and the three young village militia attempted to draw the leader out. She had a natural gift for drawing attacks towards her, and used it to focus the ogre's attention on herself while the the villagers tried to climb out of the natural trench they had been trying to hide in.
As folks from Three Elms later told the story, Myrtha managed to evade and harass the ogre, while most villagers made it out. Her militia companions and her sacrificed themselves for the community. She was the only one to make it out of there alive, though badly hurt. According to some tellings, she delivered the killing blow to the chieftain, and that shattered the raider's resolve; according to others she held the raiders back long enough for reinforcements to come to her aid.
She wouldn't know, as she has no recollection of what happened after that unexpected moment of calm. It took her a week to rise from her delirious state, and she took two months to mend fully. It was a bedridden Myrtha that learned of her betrothed's death, and that of two siblings burned in a cellar. Uncle Bregar made it out alive, as did her mother. The local Lord's men-at-arms came around and hunted down the remaining raiders. The tale of her heroism reached the Lord's ears, and she was called to his service, as a reward for her bravery. That is where she learned more advanced sparring skills, while her reputation as a hero of the downtrodden spread : she was the "Valorous Maiden of Three Elms", in some traveling troubadours' song, and the the "Doom that Beset the Ogre" in a child's play by a traveling troupe.
She felt a bottomless well of loss and pain, with a creeping sense of responsibility. Or was it guilt? Deep down she knew she ought to have died, or didn't deserve to survive. She drank more now, compulsively chewing the tallo-weed that tainted her lips purple but also alleviated the pain, more spiritual than physical now. When she sparred, she sought the pain. She was addicted to the feeling of courting death, so she could finally receive her just punishment.
Her grief endured. A year ago, she took leave from the Lord's service — to many folk's surprise. She had heard of opportunities elsewhere. She took leave of her mother and siblings, leaving them with what coin she had managed not to spend. She silently wished for people to forget the "Valorous Maiden," she wished to just be her mother's Myrtha again. She wished she could remember her father's face. She wished the contour's of Elber's face were not fading so quickly. Myrtha was a good name : it wasn't known, no one associated it with the telling of her tale. So she headed away, unburdening herself from her grief with every league she marched.
Last edited May 16, 2024 7:49 pm
May 22, 2024 5:07 am
For record keeping here, Aanbo took the average HP increase, which combined with his CON modifier and Dwarven Toughness bumps his HP to 19. He also gains Unarmored Movement, the use of Ki, and the accompanying Flurry of Blows, Patient Defense, and Step of the Wind.
I know we had discussed the inclusion of Tasha's Guide as source material, but I don't recall what came of it. Are we going to use it? I know monks have the optional DM-must-approve rule of "Dedicated Weapon", but what I'm really interested in is the Way of Mercy at 3rd level.
I know we had discussed the inclusion of Tasha's Guide as source material, but I don't recall what came of it. Are we going to use it? I know monks have the optional DM-must-approve rule of "Dedicated Weapon", but what I'm really interested in is the Way of Mercy at 3rd level.
[ +- ] Dedicated Weapon
2nd-level monk feature
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.
You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again.
The chosen weapon must meet these criteria:
* The weapon must be a simple or martial weapon.
* You must be proficient with it.
* It must lack the heavy and special properties.
May 22, 2024 6:42 am
CancerMan says:
I know we had discussed the inclusion of Tasha's Guide as source material, but I don't recall what came of it. Are we going to use it? I know monks have the optional DM-must-approve rule of "Dedicated Weapon", but what I'm really interested in is the Way of Mercy at 3rd level.
May 23, 2024 7:35 pm
GeneralET says:
7
10
7
16
8
18
May 24, 2024 5:29 pm
Corrected the mistake.
Probably hesitated between 2 options and forgot to properly remove one.
Probably hesitated between 2 options and forgot to properly remove one.
May 24, 2024 10:19 pm
GeneralET says:
Corrected the mistake. Probably hesitated between 2 options and forgot to properly remove one.
Jun 21, 2024 10:20 pm
Here we go, shakem up good
I am going with a human ranger named Chase Brandstone the once leader of the boundary wardens.
motivation- love
trinket
I am going with a human ranger named Chase Brandstone the once leader of the boundary wardens.
motivation- love
trinket
Last edited June 21, 2024 11:00 pm
Rolls
4d6 stat system - (4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3, 4d6h3)
4d6h3 : (1454) = 13
4d6h3 : (1555) = 15
4d6h3 : (4261) = 12
4d6h3 : (3254) = 12
4d6h3 : (5264) = 15
4d6h3 : (2335) = 11
motivation - (1d6)
(1) = 1
trinket - (1d100)
(84) = 84
Jun 22, 2024 12:06 am
@GM I need help with geography of this area. Chase is from a far flung area and was the leader of the elite ranger unit the Boundary Wardens. We fended off the minions of our enemy the mad King George at our borders before they could do harm. Also my motivation is love and instead of an NPC could I do a love of country thing. I uncovered a plot of our ruler Joseph working to merge with King George which our people were against because of all the atrocities performed by him toward our people. I was run off before I could stop them.
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