Characters creation thread

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Jun 24, 2019 4:06 am
I took insight as my last expertise.

here are the background so far
Personality - I take great pains to always look my best and follow the latest fashion.
Ideal - Family - blood runs thicker than water
Bond - My house's alliance with another noble family must be sustained at all costs (The arranged marriage issue)
Flaw -

I am think that she is big flirt or tease might be her flaw or a tendency to be sarcastic.

Any languages you think would help you. She knows, common, elvish, Dwarvisd, Draconic, thieves cant, and 2 more (I am thinking Sylvan, undercommon or goblin might be good)
Jun 24, 2019 4:46 am
Outside the city are lizardfolk that speak draconic, and orcs. Those are two groups that aren't likely to know common so their languages are probably useful. Inside the city there are plenty of gnomes, but they are likely to know common. Undercommon might be an interesting pick. I'd say undercommon and orcish, or gnomish and orcish.

Theo has one language pick from human and two from sage background, I'm thinking he has an unhealthy fascination with lower planar creatures and a love of obscure knowledge so I'd like to give him Abyssal and Infernal, even though they're unlikely to see much use. Maybe draconic as well so he and Tamara will have an obscure language in common to communicate in without being understood by evesdroppers.
Last edited June 24, 2019 6:13 am
Jun 24, 2019 4:50 am
OK, Theobold Prescott Chalmer is pretty much complete except for his starting inventory. I'll get that done sometime tomorrow.

He's a medical doctor by trade but fancies himself an investigator of mysteries. He obsessively studies demonology and the occult, and has a distrust of divine magic. He sees gods as no different from any other powerful outer planar creature and undeserving of worship and devotion. Thus he sees clerics as no different from warlocks. Ironic since he learned much of what he knows about medicine from Ilmatari monks and texts, developing some contacts among scholars and scriveners in The Silver Hand in the process.

He can come off as aloof, and is socially somewhat awkward, especially with those of lesser intelligence who he has trouble communicating with. He loves his sister but has trouble treating her like an adult capable of making her own decisions. He's suspicious of Squad, but he sees the value in a political marriage.

His alignment is lawful neutral, (ln) if using Capitalizing on Alignment
Last edited June 24, 2019 6:11 am
Jun 24, 2019 6:19 am
Hey let's say the Chalmer family crest features a serpent making us snake-chalmers, hehe
[ +- ] Chalmer Family Symbol
Theobold's cane-sword has a snake head for a handle, and the ring of protection he wears looks like a snake coiling around his finger.
[ +- ] Snake Ring
In addition, Theo is an expert on poisons and venoms, having proficiency in the poisoner's kit.
Last edited June 24, 2019 7:00 am
Jun 24, 2019 7:19 am
By the way, organize your character sheets as you want but if you're looking for an alternative ways to do it, here's an example of how I organize mine.
Jun 24, 2019 10:13 am
Ferdy says:
Hey Ornux, can I change my mind on one of the magic items? Let's change the truesight ring into something that just gives a straight AC bonus. Upon further reflection, the truesight seems a little niche in its usefulness. I can just carry a potion for that on the off chance I'll need it.
Well I was kind of proud of that ring :'( Maybe our Mastermind will like the spying options it gives him?
Anyway, here's a new item to replace it.

Xorn bangle : wondrous item, rare (requires attunement)
A simple silver bracelet with dwarven rules and cut stones made of Xorn skin inlaid in it.
When you attune with this bracelet, your skin get ostensibly thicker. Your base AC becomes 11+bonuses instead of 10 while you wear no armor.
Additionally when you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can’t use that feature again until you finish a short or long rest.

Edit: I didn't read the snake things yet. I'll make you a serpent ring right away.
Jun 24, 2019 12:42 pm
Ferdy says:
Theobold's cane-sword has a snake head for a handle, and the ring of protection he wears looks like a snake coiling around his finger.
Ring of serpentine grace : ring, rare (requires attunement)
This gold ring represents a snake with shining emerald eyes, and looks like it’s coiling around its bearer’s finger.
The ring can hold up two charges, and the snake’s eyes shine accordingly. It regains a single charge each time you spend hit dice.
Its bearer has a +1 bonus to AC while this ring has any charge.
Additionally, when you take damage from a melee attack, you can use your reaction and expend a charge to strike back, dealing 1d10 Poison damage. The target struck must succeed on a Constitution saving throw (DC 8 + Proficiency bonus + Constitution bonus) or else be Poisoned for one minute.
Jun 24, 2019 12:51 pm
I dig it, thanks! I kind of imagine this as a family heirloom of a sort, traditionally passed down through first-borns of the lineage.
Jun 24, 2019 12:57 pm
Yeah, and it fits the poisonous tradition/education :)

Note: I'm still pondering the need of a condition on the AC bonus to keep the ring's power in line for a rare item.
Edit: well it's kinda hard to tell. Rare magic items range from the famous Flame Tongue to the infamous Floating Boat, from the +2 Shield to the Potion of Diminution... So I guess it's up to me, as usual :D The active effect being quite powerful and easy to recharge, I'll leave the condition but up the damage to 1d10. I like meaningful choices.
Jun 24, 2019 1:38 pm
Viking1031 says:
Magic item??I have to look back to see what magic items we start with but one I think would be a helpful is a bag of holding. She could hold disguises her thieves gear and changes of clothing as well as a way to sneak things out. Actually what would be better if a it is allowed is a fashionable belt pouch or purse of holding (small and easily carried) it would hold less stuff and have a smaller opening. I was thinking of scaling it back to a 6 inch opening, can only hold 125 pounds and 18 cubic feet of material (essential quarter the size).
It think I just got an idea!

Extradimensional chalk stick : wondrous item, rare
That dark chalk stick doesn’t look anything like a regular one but rather like a minuscule portal.
You can use your action to draw a closed shape on any solid surface to create an extradimensional hole that behaves just like a Portable Hole. To close the hole, one simply needs to erase part of the drawn shape.
Placing such chalk stick inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Jun 24, 2019 1:56 pm
Squadfather44 says:
As far as magic items go, I think one should be something that'll enhance his strength. Like a belt of giant strength. As for the other I'd say a magic weapon of some kind, probably a sword. Both would reflect the fact that he's a proven warrior.
I'm done creating the belt, but the sword still needs some refinements. Stay tuned...
Jun 24, 2019 2:20 pm
That chalk is really cool. People can breathe in Portable Holes for ten minutes before they start to suffocate so you could even use the chalk to smuggle other party members into places they're not supposed to be. Draw a hole to hide someone, stealth or bluff your way in someplace, draw another hole to let us out.
Jun 24, 2019 2:22 pm
The chalk stick would work.

edit: The only thing is that it is a rare item instead of an uncommon one. Just checking other items so to see if what I could use.
Last edited June 24, 2019 2:32 pm
Jun 24, 2019 2:27 pm
Ok I get one more magic item then which is an uncommon one plus a couple of expendable correct?
Jun 24, 2019 2:53 pm
For Theobold's consumables I'd like to stick with the alchemy/poisons theme. I'd like a potion that grants truesight for a time, I assume that'd be the rare one. I'd like some antitoxin, something to either cure poisons or temporarily provide advantage or bonus on the save against them. The last thing I'd like is a small quantity of some injected poison.
Last edited June 24, 2019 3:03 pm
Jun 24, 2019 2:54 pm
Here are some items I think are interesting for my character (Still thinking of how to make them unique or changing them slightly)

I put an * in front of those items I think are more interesting

*Glamoured studded leather (talk about your disguises) Rare
gloves of thievery uncommon
*hat of disguise uncommon (maybe a broach with the family crest)
immovable rod uncommon
magic dagger varies
potion of climbing common
potion of healing varies
potion of mind reading rare
*robe of useful items uncommon
*sending stones uncommon
Wand of secrets uncommon

Still thinking o these or something else
Jun 24, 2019 3:02 pm
That would be an interesting magical item, a family crest broach that disguises the user, but even when disguised the broach is always present and visible since it's creating the illusion. Disguise item + Deception expertise + extradimensional chalk = no place is of limits to us
Jun 24, 2019 3:56 pm
Here's what I've got for you, Squadfather44.

Sword of experienced battler: weapon (sword), rare (requires attunement)
An experienced fighter knows a trick or two when it comes to outmaneuvering his opponents.
You can use your Reaction to either gain advantage on one of your attacks or impose disadvantage on an attack made within your reach.
You can use this feature a number of times equal to your Wisdom modifier (minimum 1) between rests.

Belt of Goliath strength: wondrous item, uncommon (requires attunement)
This brass belt is marked with very visible giant runes that mean "Strength".
While wearing this belt, your strength increases by 1 (up to 20) and you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.


Tell me what you think about them.
Edit: I thought about it on the way back home. They just feel underwhelming... I'll work some more to make them more appealing.
Jun 24, 2019 6:42 pm
Ornux says:
...you'll start with 500 gp plus 1d10 x 25 gp, plus normal starting equipment.
Rolling for starting gold.
EDIT: 575g + starting gear.
Last edited June 24, 2019 6:48 pm

Rolls

Gold - (1d10)

(3) = 3

Jun 24, 2019 6:57 pm
Ferdy sent a note to Ornux
Last edited June 24, 2019 6:58 pm
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