Character Creation Thread

Mar 9, 2016 11:54 am
Tsira sits at her desk in her quarters, and rubs her temples while reviewing numerous dossiers.

"Let's see who I'm working with... I've got a lot of issues to resolve, beasts to kill, and not enough time."
OOC:
Bring out yer characters.

For attributes: Roll 4d6, re-roll any 1's, and take the top 3.
Mar 9, 2016 3:26 pm
Placeholder for my character. Will update more as details are fleshed out.

Going to try and play a Lightfoot Halfling Bard. STR 6, DEX 11, CON 16, INT 12, WIS 16, CHA 18

With permission, I would like to have been in the employ of the Omon family during their prominence in Genera, and accompanied Tsira in her exile to Kamatayan out of familial loyalty and the chance to get out of the political chaos.
Quote:
Qiora Jaymie Geng was the youngest of four siblings, raised by parents that ran a modest roadside inn. The lodgings were quaint, but comfortable, and the inn prospered thanks to its prominent location and frequent travelers. Qiora helped bus tables and turn rooms, but her main focus was entertainment. She played to the common room and kept the guests full of music and song.

In time, Qiora's talent caught the ear of a wandering minstrel named Dame Rezario, who offered to take on the young halfling as an apprentice. Though it was difficult to obtain her parents' blessing, Qiora soon found herself on the road with the noble bard. She studied the tales and added ancient songs to her repertoire, and reflected on the arcane aspects inherent in bardic lore.

While traveling with the troupe, Qiora was offered a place in the Omon court as both an entertainer and an instructor of the arts to the dragonborn family. It was a noble calling (in more ways than one) and Qiora jumped at the opportunity. Unfortunately, fate twisted its strings and the discordant play of Genera's political theater saw the bard exiled to the remote realm of Kamatayan, along with Lady Tsira Omon.

Ever the optimist, Qiora figured a change in key wouldn't necessarily break the music, but rather allow for a different song to be played and recorded.
Last edited March 9, 2016 7:42 pm

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1646) = 17

4d6 : (1441) = 10

4d6 : (1552) = 13

4d6 : (6515) = 17

4d6 : (1141) = 7

4d6 : (6651) = 18

Trinket (Entertainer background) - (1d100)

(62) = 62

Mar 9, 2016 7:44 pm
Placeholder for second character. Will update this post as I flesh out the details.

An idea I've been mulling about for some time: Variant Human pirate, turned into a Warlock. STR 15, DEX 18, CON 15, INT 9, WIS 13, CHA 18

With permission, I would like to use a false eye as an arcane focus, keeping the piratical theme of an eyepatch strong. She works for Tsira for the money and the opportunity to grow stronger, and figures the remote keep is the perfect place to avoid anyone seeking her head as bounty.
Quote:
Yrsa "The Kraken" Eclipse was born on the high seas, daughter to a pirate captain, conceived during a one-night stand at some far-flung port with a wizard of ill-repute (which was part of a complicated plot to remove certain artifacts from the wizard's tower, and did not go as well as planned... talk about accidents). Yrsa's mother wasted no time in teaching her child the arts of sailing and survival in a cutthroat world.

On a fateful night, Yrsa's ship was attacked by a rival. The assault was practically complete; her mother and crewmates killed, ship plundered and Yrsa herself left mortally wounded afloat on timbers. In her last moments of consciousness, Yrsa pledged herself to whatever powers of the Deep there would be in the unspoken waters that if she survived, she would enact vengeance.

Something responded.

The pirate found herself washed ashore heavily wounded and delirious from the loss of blood. Yrsa was taken in by some local fishermen and nursed back to health. She was appreciative of her saviors, but there was a hunger deep within her and she knew she had to leave. Yrsa did not know whether it was revenge that she sought or something far more sinister, but somehow the knowledge of dark, shadowy tentacles of ancient and eldritch power seemed to beckon, and Yrsa did not back away. She willingly embraced this hunger, a black pit within her very core, and yearn to fill its need.

Yrsa pursued this desire far inland, away from the vibrant seas that she once called home. She found herself now on the roiling oceans of sand and heat in Kamatayan and sought employment and shelter at the oddly-named Omon Treasure Horde as a sellsword. Yrsa reasoned that being away from the water would give her time to strengthen herself, and one day she will return to consume the very waters that claimed her first family.
Last edited March 9, 2016 10:28 pm

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (5663) = 20

4d6 : (3552) = 15

4d6 : (4516) = 16

4d6 : (5311) = 10

4d6 : (5642) = 17

4d6 : (6565) = 22

Trinket - (1d100)

(81) = 81

Mar 10, 2016 2:54 pm
A tall stern man with blue skin stares around the hall, apparently unimpressed. "I am called Hadari. I am here because Setharis directed me to this place, and I am but a servant of the Soul of the Sea."
Quote:

Hadari, Water Genasi Tempest Cleric

Personality Traits: The grace of Setharis is visible in all things, and I will tell you about it again and again and again and again...
Ideals: Even the weakest and the most worthless can be saved if they so choose.
Bonds: My god and those who worship alongside me are my family. I trust them with my very existence.
Flaws: I am afraid of ever returning to the pathetic life I once suffered. I will do anything to avoid such a fate.

Age: 1 [68]
Weight: 270 lbs.
Height: 6’ 3"
Eyes: Sky blue
Skin: Ocean Blue
Hair: White

Character Appearance: Hadari is unsettling to most. He is a large man of considerable strength, and he is rarely seen out of his wave-engraved armor or without his storm-scarred warhammer. Yet it is the blue hue of his skin and the pale white of his beard that confuse and frighten those who have never seen anyone like him before. He rarely smiles, instead staring at the world with a dour determination. He is most animated when speaking of Setharis and the greatness that the Soul of the Sea brings to the world.

Allies & Organizations:
> The Priesthood of Setharis, Soul of the Sea
> The Stormtide Sanctuary [Cathedral of Setharis]

Character Backstory:
3 Important Events
> "Shattered" — One day, it dawned on Addis what he was: vermin. Filth. Ridiculed by most, pitied at best. An old man, filled with regret, booze, and the bile of a life lived as if dying. This moment of clarity was all it took. When the true import of my existence, my worthless existence, fell upon me, it destroyed me. It was the beginning of my first death, the start of my second life. A life I did not know would be blessed until I stared into the heart of the ocean and it gave to me of its power.
> "Sheltered" — After that day, I wandered with nothing to sustain me save the will to live. Though I had lost all else, my instinct for survival persisted. Curious. To this day, I do not know why. Yet wander I did until by the lights of a resounding storm I found the cathedral. Built into a cliff facing the sea, I saw a monument to Lord Setharis’ greatness: the Stormtide Sanctuary. At its great gates I stood: shivering, hungry, faithless. I knew not where to go anymore. My wandering legs ceased their wandering. I faced the threshold and it opened for me. Opened by the hand of a welcoming shadow, the hand that pulled me out of the drought, the hand that was the extension of the sea.
> "Ascension" — Setharis saw my faith. After years of prayer, years of atonement for my sins, I stood before the ocean, allowing the tide to caress my toes. There, in the full moon’s light, he came. A titan of the oceans, appearing before me. He spoke in the crash of thunder, the seething of the tide, and the muttering of popping bubbles. Yet I understood every word. He told me he had need of me, that he had need of one who would give everything for him. I knew not how I could help Setharis, but I pledged my loyalty nonetheless. "I am old and frail and I am no warrior, but I shall follow every command of the Soul of the Sea." He said that with his blessing, I would become a warrior. The tide swallowed me, and as Addis Bordenson drowned, I transformed. When the waves spat me back on shore, Hadari emerged. I am one with the waves now, and I go where my Lord commands.

3 Essential Places
> Emris — I remember the hamlet of Emris. A place of good people and hard workers. All save one. A broken man with nothing to live for that turns instead to drink. To malfeasance and deception. Yet that is of the man, not the place. The place is a shining pool, undisturbed by harsh winds. A village of virtuous peasants who deserve far more than what they receive. It is the home of my eternal shame. I thank Setharis that those who live there are unlikely to know Hadari, and more unlikely to connect him with the man they once knew. I know of no penance which could absolve me of the shameful memories from that place.
> The Stormtide Sanctuary — There, in the cliffs of the Semmet Coast, lay a great Cathedral. One that would not break beneath the pounding of the waves, yet still paid homage to their power. By the will of Setharis, the water that floods its walls brings fresh water and fish, instead of salt water and weeds. What windows that adorn the outside are made of sea glass and shells, which glow in pale exuberance when lit by lightning. All those harbored in that magnificent port ebb and flow in concord with the Soul of the Sea. We are mighty school, each and every droplet among us part of a greater whole. My true home lies in the Sanctuary, where Setharis’ ways are taught.
> The Semmet Coast — Before I fell into the arms of Setharis, I walked the Semmet Coast, entranced by its beauty even in my lowly state. Within the care of the priests of Setharis, I walked the Semmet Coast, meditating on the powers of the sea and the bounties provided to us by Setharis’ grace. One day, I walked the Semmet Coast and was swallowed by the ocean. That was my final day as Addis, and my first as Hadari. I have seen much change along those shifting sands. I wonder if I shall see such changes there again.

3 Allies
> Holly Corbond [Human Female] — A kind spirit, a worthy soul. She cared for Addis as best she could. Sometimes that meant cutting me off from the drink, sometimes it meant filling up my cup. She knew what was best for me, but she also understood what she could not change. She did not try to fight the waves, and instead she followed their flow. Whenever she could, she kept me talking. Kept my mind off my vices and on my words. For that, I will always thank her. Perhaps without her, I’d never have realized how broken I was. Perhaps I’d never have been mended.
> Setharis, Soul of the Sea [God of Water] — Setharis is vast. He embraces the strong, those who will not break beneath the crushing waves. He cradles the weak, washing their self-inflicted wounds with his cleansing waters. He vanquishes those who hunt his faithful and exalts those who preach his virtues. His is the typhoon. His is the hurricane. His is the tide. His law is my law. His strength is my strength. I shall follow the will of the waters forever.
> Seawarden Isilia [Tiefling Female] — On the day when Addis’ bleary gaze first saw the light streaming from the Stormtide Sanctuary, Isilia’s was the welcoming shadow. She defended the gate on that day, and she chose to invite a hopeless man within those walls, a man she believed might be saved. She fed me and sheltered me until I could walk without hobbling. She read to me from Setharis’ scriptures and explained that she did not save me, but the Soul of the Sea did. When I could think clearly and ask questions, she would answer them and smile, pleased by the passionate and curious nature of my faith. She is a mentor and a leader, one I will always be glad to follow.

3 Rivals
> Billos Vinscht [Human Male] — Billos was a friend of Addis' and similarly flawed. He enjoyed his liquor and debauchery. He encouraged it within others, including as the man that I once was. Many would call him a bad influence and that would be the truth. Still, he was a good friend to one such as Addis. Kindly, in his own way. The kind of man who loved to share a drink and a story. The best of bad apples, perhaps. I wish that I could save him, as I saved myself, but Setharis has showed me that only those begging for their own salvation can be saved.
> Wavewatcher Apollon [Gnome Female] — I saw the young Wavewatcher as I was nursed back to health. She began her journey into Setharis’ order not long before I arrived, so I witnessed the initiation rituals she underwent as Isilia filled my empty stomach and sated my hungering mind. Soon I began that same journey, following Apollon through the tests and trials required as an initiate in Setharis’ priesthood. We have always been cordial, but I see her not just as a fellow acolyte, but as a marker to measure my own progress. I believe she views me similarly: as an impetus to push herself toward better and brighter things. I do not blame her: I too would feel crushed if one such as myself surpassed me in the goals I chose.
> Telus Vex [Air Genasi Female] — In my short time as Hadari, I have met one other such as myself. Her name is Telus Vex, and she serves Elotyr, the Keeper of the Wind. Our meeting was a pleasant one, for Setharis and Elotyr are allies, and their child, Ulos the Stormbringer, is a mighty god in his own right. Yet when I looked upon one who has ascended as I have, I cannot help but desire to bring to Setharis even more than what she brings to Elotyr. What if she too began as one such as Addis? What if I, as Hadari, could not surpass the devotion of one who came from the same dark place from which I crawled? I will not let that happen. I wish Telus Vex and her goddess good fortune and prosperity so long as they do not stand in my way.

3 Enemies
> Addis Bordenson [Human Male] — Addis Bordenson was weak. Addis Bordenson was ancient. Addis Bordenson knew not tranquility nor kindness. He was a man of vices, of liquor, of failure. He was a man who stepped too far into sin and could not be saved. He had to atone. He had to transform. He had to become Hadari. I have not forgotten the sins of Addis Bordenson. I will continue to atone for them. I have only Setharis to thank that I am no longer him. I never want to be him again.
> Sheriff Altha Mentis [Half-Elf Female] — In my first life, I did shameful things. Terrible things. The crimes of a petty man, committed against innocents. Despite this, I never received justice. No, instead I received torment at the hands of Sheriff Altha Mentis. Harassment, anger, hate: she gave me what I gave to others. I thought it was what I deserved, but now I have learned of justice, the ways to mete out punishment that cleanses sin instead of perpetuating it. That woman lacked such refinement, and I harbor a deep resentment over her failure to do right by Addis and his neighbors.
> Tidewaker Fantoth [Dwarf Man] — Isilia invited me in, but her charity was not viewed by all as Setharis’ will. Tidewaker Fantoth, in particular, pushed for my expulsion at every turn. He claimed that I lacked the will to follow Setharis, that I was too dirty, broken, and pathetic to be included in their great order, even as a lowly acolyte. The latter may be correct, I cannot deny him that, but the former… the former is the utmost of falsehoods. When I began to believe, he questioned my faith more than any other, an insult I can barely stand. Even becoming Hadari did not sway him to my side. Fantoth will someday answer for his unjust persecution of me, but unlike him, I will wait for Setharis’ word to carry out punishment.
OOC:
SERIOUS BUSINESS CLERIC. Should be a fun contrast with Leilara. All lore bits subject to DM approval!
Last edited March 19, 2016 6:05 pm

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (4161) = 12

4d6 : (2453) = 14

4d6 : (6515) = 17

4d6 : (3524) = 14

4d6 : (2654) = 17

4d6 : (3663) = 18

Reroll 1s - (1d6, 1d6, 1d6)

1d6 : (1) = 1

1d6 : (3) = 3

1d6 : (4) = 4

Reroll 1s, Part 2 - (1d6)

(2) = 2

2 Levels of HP - (2d8)

(28) = 10

Mar 10, 2016 2:55 pm
Rolling stats

Farick Del'thor - Human (Variant) Monk
Str: 14
Dex: 18
Con: 16
Int: 12
Wis: 18
Cha: 10

Character 2
15
14
15
13
15
13

Holy crap, those are some good rolls!
Last edited March 10, 2016 3:51 pm

Rolls

Stats for Char 1, and trinket - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6, 1d100)

4d6 : (5656) = 22

4d6 : (5635) = 19

4d6 : (5212) = 10

4d6 : (2635) = 16

4d6 : (1523) = 11

4d6 : (6651) = 18

1d100 : (32) = 32

Stats for Char 2, and trinket - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6, 1d100)

4d6 : (5553) = 18

4d6 : (4461) = 15

4d6 : (6263) = 17

4d6 : (3612) = 12

4d6 : (6263) = 17

4d6 : (6324) = 15

1d100 : (18) = 18

Rerolling 1s - (5d6)

(42644) = 20

Farick hp - (1d8, 1d8)

1d8 : (3) = 3

1d8 : (5) = 5

Magnus hp - (1d10, 1d10)

1d10 : (10) = 10

1d10 : (7) = 7

Mar 10, 2016 2:59 pm
"Hi everyone! I'm Leilara!" She looks around the hall, beaming. "It's good to finally meet you all! I've been excited to have people to adventure with for once!" Eventually, a trinket catches her eye and she rushes over to it. Oh! Is that yours? You'll have to tell me all about it..."
Quote:

Leilara Thistlefeather, Lightfoot Halfling Wild Magic Sorcerer

Personality Traits: I have a tough time hiding that I’m far more interested in talking about artifacts and history than about people. This leads to a lot of awkward, half-spoken sentences. Did I mention that I talk a lot?
Ideals: Preserving the beauty of the world and the mortal contributions to history is the greatest of goals.
Bonds: I am devoted to the Royal Museum of Eskilar. I live to build the Museum’s magnificent collection.
Flaws: I am willing to leap headfirst into danger if I might come out of it with a worthy piece of treasure. Which will be donated, not sold (obviously).

Age: 26
Weight: 38 lbs.
Height: 3' 0"
Eyes: Green
Skin: Light Brown (Tanned)
Hair: Mutable (See Character Appearance)

Character Appearance: Leilara is energetic and cheerful, apparently containing more excitement that her halfling body can handle. She dresses in light, practical clothes that befit both her collecting and her spellcasting. Whenever she casts a spell, her hair turns a different color.

Allies & Organizations:
- The Royal Museum of Eskilar, League of Collectors
- Lady Osiria Argentmoor, adoptive mother

Character Backstory:
3 Important Events
> "Taken In" — Leilara will never forget the day when she noticed those fine robes floating through the Fernton streets. She was enchanted by them, dazzled so completely by their quality that the woman wearing them noticed her. When Leilara realized this, she started to flee, but the woman beckoned her over with a kind smile. The regal figure asked her "What is it that you like about what you see?" and Leilara answered honestly: "It looks like something Mom would’ve worn." To this day, Leilara is not sure how she would classify the look on the woman’s face, but Leilara remembers what she said: "Why don’t you come with me, little one?" Leilara followed, entranced. After all, it’s not like she had anywhere better to be. That day, everything changed.
> "The League of Collectors" — Three ideals are championed by the Royal Museum of Eskilar above all others: education, preservation, and procurement. While the museum handles the first two itself, the latter is not such a simple matter. Only the most careful, knowledgeable, and courageous of the Museum’s staff become Collectors, so Leilara found herself drawn to the position more than any other. She loved the Museum, but eventually even it became static scenery. She wanted to go out into the world, collecting magnificent artifacts and preserving them for eternity so that their beauty would never be lost. After thorough training and exhaustive examinations, Leilara entered the Royal Museum’s League of Collectors and set out to search for the majesty of history.
> "Touched by Chaos" — She’d known it was a dangerous thread the moment she began to follow it. The signs were all there: strange symbols, haunting tales, and even reports of mysterious curses. In a way though, that made it all the more fun. Leilara tracked that magical cloak to the far ends of the kingdom and eventually discovered it in an eerie crypt. She knew that the cloak, which seemed woven from starlight itself, would be her greatest contribution to the Museum to date. Until she touched it. Immediately arcane power rippled through her body, pulsing and searing, changing her forever. When she awoke, she was shocked to find herself alive, but even more shocked to discover the magic that lay within her. She ran, leaving the cloak behind and returning to the Museum with a far different treasure.

3 Essential Places
> The Fernton Alleys — A student of history, Leilara often attempts to recall as much as she can about her own past. With the exceptions of some foggy visions that she’d prefer to forget, her first memory is of Fernton. She’s fairly certain she was not born in that minor city in the shadows of Eskilar, if only because those foggy bits contain many more greens and pinks than she ever saw in Fernton. She remembers Fernton being dusty, brown, and boring. Except when it wasn’t, which is when it was dangerous. It wasn’t easy living on her own in Fernton, if for no other reason than the only people crueler than the town guard were the criminals that ruled her streets. On the other hand, she muses, I did learn a lot about surviving there. That has to count for something.
> The Halls of Silver — The Argentmoor Estate was a palace to the young Leilara, a home fit for an angel or a dragon. Even now she is impressed by the Halls of Silver, a monument to the past and present glory of the Argentmoor line. Of course, Leilara never learned exactly why the Argentmoors are so important, but she’s also never been too curious about it. Where the streets of Fernton were narrow, dark, and foul, the Halls of Silver were inviting, expansive, and majestic. Most importantly, the Halls of Silver are Osiria’s home, so they are Leilara's home as well.
> The Royal Museum of Eskilar — Leilara had no idea that her life would change for a second time on the day that Osiria woke her early and commanded her to dress in her finest clothes. The coach marched through the city’s wide boulevards, ultimately coming to a stop before a colossal building engraved with statues and bedecked in stained glass. Leilara’s mouth was already agape at the face of the building, so Osiria merely smiled as she ushered Leilara inside. Within the Museum’s halls, Leilara saw all the colors and stories and beauty she'd never seen in the disgusting Fernton alleys. So many pieces of history, so many tales of events long past. Leilara decided then and there that she’d spend her life among this majesty.

3 Allies
> Ked [Male Human] — Fernton residents often complained about the "dirty orphans" in the streets, but even they were probably never aware of just how many there actually were. The lost children had to stick together, Leilara remembers, at least so long as it put food in our mouths. Of the many friends she made in her time there, Ked was the closest. A natural symbiosis created their relationship: he was tall, strong, and good in a fight, while she was small, nimble, and able to procure food from a market stand without causing a fuss. They worked well together and that made them close. Of the all orphans she left behind, Ked’s the one Leilara wonders about the most.
> Lady Osiria Argentmoor [Female Halfling] — After her impromptu adoption, Leilara rarely left Osiria’s side. She was everything Leilara wanted to be: intelligent, regal, unwavering. Lady Argentmoor could wither most mortals with a well-placed glare and an artfully-chosen word, but with Leilara she was nothing short of motherly. Everything Leilara knows about politics and culture she learned from Osiria. Most importantly of all, Osiria introduced Leilara to the place that she loves more than anywhere in the world: The Royal Museum of Eskilar.
> Melchin Borsahd [Male Dwarf] — When Osiria believed Leilara to be ready, she used her connections to introduce Leilara to Melchin Borsahd, the caretaker of the Royal Museum. Though Melchin was against it at first, he found himself unable to resist (or perhaps tolerate?) Leilara’s incessant begging. He reluctantly agreed to take her on as an apprentice, and, despite his insistence that it would never happen, the two became close friends. They shared a love of the museum’s art that brought them closer than either of them ever expected. Even now, Leilara only wishes she could talk to someone as knowledgeable and passionate about history as her old, curmudgeonly mentor.

3 Rivals
> Darius von Dolas [Male Human] — Though Leilara believed Osiria knew everything there was to know, Lady Argentmoor nevertheless insisted that Leilara receive a proper education. This meant more than manners and housekeeping, but history, diction, and all other subjects that might befit a woman of stature and action. Despite her status as an "outsider," Leilara excelled in school, a fact that she attributed solely to her prior tutelage under Osiria. This discrepancy irritated some of her contemporaries, but none so much as Darius von Dolas, a young and pompous noble. When Leilara realized his convoluted sentences were woven with insults, she made it her mission to best him whenever possible. They remained at odds while in school, and the score between them was never properly settled.
> Duchess Tialassa Cevani [Female Elf] — While Melchin took to Leilara in due time, she could never gain the friendship of Duchess Cevani, the owner and chief curator of the Royal Museum. Tialassa simply could not abide Leilara’s overwhelming enthusiasm, what she referred to as her "pedestrian passions." It took Leilara a long time to realize that Duchess Cevani’s air of refinement and delicacy was the elven woman’s own way of loving the museum, but at that point Leilara could not forgive all the curator’s slights from her years of employment. Leilara decided that if the two of them could not be friends, then at least she would gain Lady Tialassa’s respect. Luckily, there was one way Leilara was certain she could do so: joining the League of Collectors.
> Kerovarus Bellodraska [Female Gnome] — Trying times tend to create temporary alliances, which is how Leilara explains her rivalry with Kerovarus. Together, they struggled through both adventuring exams and combat training in their pursuit of membership in the League of Collectors. When both of the young ladies entered the prestigious organization, the friendliness remained, but it became twisted by their results. It seemed to Leilara that whenever she brought back a notable trinket, Kerovarus returned with something better. Leilara found it galling, and it forced her to put even more work into finding worthwhile pieces of history. She and Kerovarus still interact pleasantly, but there is a tension between them now that stems from Leilara’s desire to give the Museum the very best.

3 Enemies
> Mom and Dad — Leilara doesn’t know why her parents abandoned her. She’s not sure she wants to. Nevertheless, here are the facts. 1) Leilara was at least six in her first memories of Fernton. 2) She remembers gardens of green and pink from before that, as well as the beauty of her mother's robes. 3) She sometimes dreams of yelling, of a conflict she can’t help but feel that she caused. Not enough for a satisfactory conclusion. But that’s okay: this life is better than any other I could’ve had.
> The Fen Wolf Gang — Leilara saw many awful bands rise and fall in the underbelly of Fernton, but none were so vicious as the Fen Wolf Gang. Consequently, perhaps, no other gangs commanded the streets for nearly as long. Leilara rarely butted heads with the brutes, a fact proven by the fact that she’s still alive. That being said, she’d seen enough friends get cut down by the violent thugs to carry a grudge long after she escaped those dusty alleys. While she’s never returned to Fernton, she hears that the gang’s holdings have only grown in her absence. Someday, she swears, I’ll find a way to erase those brigands from history.
> Menacing Shadow — Ever since the "incident with the cloak", Leilara has felt like something is following her. She’s never been quite sure what it is, or even been able to see it, but she knows that it’s there. Watching. Waiting. For… something. She doesn’t want to find out what.
OOC:
Meet Leilara! I've been wanting to have an Indiana Jones-y character for a while. This should be a lot of fun. Obviously I've made up a good deal of stuff for this, so everything's still subject to GM approval.
Last edited March 15, 2016 3:47 am

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1645) = 16

4d6 : (2646) = 18

4d6 : (6315) = 15

4d6 : (4441) = 13

4d6 : (4313) = 11

4d6 : (4422) = 12

Reroll 1s (4) - (1d6, 1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (1) = 1

1d6 : (5) = 5

1d6 : (6) = 6

Reroll 1s (1) - (1d6)

(6) = 6

2 Levels of HP - (2d6)

(63) = 9

Mar 12, 2016 8:44 am
Kalimonsore, the white dragon, he was a spy first and foremost and one of the best, most spy's where rogues who stuck to the shadows and picked there way into there target, Kali would stand in the light, be inches away and no one would expect a thing, a family pet, a bird at a window, a rat scampering along the floor, he was a shapeshifter, shifting into anything that would mean he'd get what he needed and leave, Kali had been there as the Omon clan was stripped from there power, he was there due to the outpouring of anti-dragonborn politicians, he had not be sent there by his clan or at a request but he himself had gone to view out of personal reasons, as a powerful family can easily be brushed aside then other dragonborn clans can be too, the punishment to Tsira to him nearly made him shift right there and then from one of the politicians cats and attempt to take out these people, he didn't, he stayed close to Tsira settling in as a rat as she was sent to kamatayan, he struggled to keep in his form as a rat and was apprehended by one of the armed people on the boat, taken to Tsira, he explained who he was, where he was from and why he was on the boat, his clan of Lauck was one of the smallest but where trained as spy's and assassins, none where standout enough to be known and if they where known they would of been killed or tortured then killed already, he was neither and greatful, he pledged his allegiance to the Omon clan
OOC:
3, 5, 5 = 13
3, 2, 4 = 9
3, 4, 2 = 9
6, 6, 6 = 18
3, 4, 4 = 11
5, 4, 4 = 13

Jeez these stats suck lol
Last edited March 12, 2016 12:20 pm

Rolls

The Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (3315) = 12

4d6 : (1224) = 9

4d6 : (1142) = 8

4d6 : (6614) = 17

4d6 : (1441) = 10

4d6 : (5114) = 11

Rolling 1s - (9d6)

(533263324) = 31

Mar 12, 2016 2:39 pm
I've submitted Magnus and Farick Del'thor. They are mechanically complete, just gotta flesh out the backstory
Mar 12, 2016 11:00 pm
Will have something by tomorrow. Am undecided if I want to create a couple of new PC's (always fun) or if I should bring out two of my favorite PC's who are no longer seeing play as the games they were in died.
Mar 12, 2016 11:20 pm
If anyone has questions about their backstory ideas just shoot me a message.
Mar 13, 2016 2:42 am
OK, doing rolls first; I may or may not generate the entire characters (race, class, background, trinket, etc) randomly, as I am wont to do. I haven't decided yet. Maybe one random, one oddball.

Edit 1: OK, that's a lot of 1s to reroll.

Edit 2: OK, I'm not going to reroll 1s a second time, so that leaves me with the following for the two characters:

Character 1:
13, 15, 10, 12, 15, 16

Character 2:
13, 12, 13, 11, 14, 14

Edit 3: I'm trying to come up with an off-the-wall combination that others haven't done in this game already, so character #1 will be a razorclaw shifter druid. Shifters are from the Unearthed Arcana Eberron article.
STR 13
INT 12
WIS 16
DEX 17 (+2 from race/subrace)
CON 15
CHR 10

Edit 4: Rolling trinkets for both.

Edit 5: Character #2: random race (d100), random class (1d13), random background (1d13).
That's an elf of some kind (rolling 1d3 to determine which) as a sorcerer (d4 for origin), and a guild artisan or merchant (1d10 to determine which, plud 1d20 for type if an artisan). Rolling 2d6 for sorcerer skills, 4d16 for cantrips and 2d20 for spells.

Edit 6: Wow! Lucky rolls for character #2: a good mix of useful and combat spells/cantrips! But I messed up with the skills: by using d6, I rolled the only two skills that I already had from the background. So I'll reroll using a d4 instead.

Edit 7: Trait, ideal, bond, flaw rolls for character 2 (Quoias Benghalensis)

Edit 8: Rolling HP for Rachna (2d8+4) and Quoias (2d6+2). Whoa - Quoias is a glass cannon. Well, a glass something, anyway. 11 HP at 3rd level!

Edit 9: Rolling 1d20 and 1d24 to determine which spells Quoias learned at 2nd and 3rd levels.
Last edited March 18, 2016 5:37 am

Rolls

Character 1 stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1445) = 14

4d6 : (6435) = 18

4d6 : (4242) = 12

4d6 : (4612) = 13

4d6 : (5116) = 13

4d6 : (3515) = 14

Character 2 stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (2625) = 15

4d6 : (5431) = 13

4d6 : (4544) = 17

4d6 : (1234) = 10

4d6 : (2626) = 16

4d6 : (5153) = 14

Character 1 rerolling 1s - (5d6)

(41416) = 16

Character 2 rerolling 1s - (3d6)

(144) = 9

Trinket for both characters - (2d100)

(1527) = 42

Character 2 race, class, background - (1d100, 2d13)

1d100 : (61) = 61

2d13 : (106) = 16

Type of elf - (1d3)

(2) = 2

Sorcerous origin - (1d4)

(2) = 2

Artisan (1-9) or merchant (10)? - (1d10)

(2) = 2

Type of artisan (if artisan) - (1d20)

(4) = 4

Sorcerer skills - (2d6)

(53) = 8

cantrips - (4d16)

(6359) = 23

1st-level spells - (2d20)

(714) = 21

reroll of sorcerer skills - (2d4)

(34) = 7

Trait, ideal, bond, flaw - (1d8, 3d6)

1d8 : (3) = 3

3d6 : (423) = 9

Rachna & Quoias HP gains for levels 2 & 3 - (2d8+4, 2d6+2)

2d8+4 : (53) + 4 = 12

2d6+2 : (11) + 2 = 4

New spells learned at 2nd and 3rd levels - (1d20, 1d24)

1d20 : (1) = 1

1d24 : (3) = 3

Mar 13, 2016 9:51 am
Ok, here we go, rolling stats...

Oops, miscounted the 1's in PC 1's array, so adding two more rerolls.

Results (before racial bonuses):
PC 1 stats: 13, 11, 15, 16, 15, 14
PC 2 stats: 14, 13, 9, 11, 8, 11
Last edited March 14, 2016 3:02 pm

Rolls

Character 1 stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (3416) = 14

4d6 : (3226) = 13

4d6 : (6363) = 18

4d6 : (1634) = 14

4d6 : (1146) = 12

4d6 : (1431) = 9

rerolling 1's - (1d6, 1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (6) = 6

1d6 : (3) = 3

1d6 : (5) = 5

Character 2 stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (4642) = 16

4d6 : (5253) = 15

4d6 : (4132) = 10

4d6 : (2236) = 13

4d6 : (1422) = 9

4d6 : (3335) = 14

rerolling 1's - (1d6, 1d6)

1d6 : (1) = 1

1d6 : (2) = 2

rerolling the reroll - (1d6)

(2) = 2

two more rerolls for PC 1 - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (4) = 4

Mar 13, 2016 4:55 pm
Rolling stats for Rhograx

Reroll of ones

A little back story:

Rhograx comes from a long line of champion fighters. His family won the yearly tournament for almost 2 decades. The other families secretly feared and respected them though... until Rhograx was of age. The boy had no interest in fighting, he had a love of stories and music. His family was appalled! Never had there been a Hidaar that disgraced the family. They were ready to put him to death, but his mother loved him dearly. She arranged to have him go to her cousin's cousin Tsira. Certainty she could find a place for him... and the 10,000 gold she sent as payment, so she wished her youngest son goodbye. She knew she would never see him again or the clan would kill him. He hasn't always proven himself useful, entertaining maybe, but rarely useful to Tsira and her family, but he would make good cannon fodder!
Last edited March 15, 2016 12:09 am

Rolls

Roll #1 - (4d6)

(2146) = 13

Roll #2 - (4d6)

(3424) = 13

Roll #3 - (4d6)

(3226) = 13

Roll #4 - (4d6)

(2254) = 13

Roll #5 - (4d6)

(5632) = 16

Roll #6 - (4d6)

(5516) = 17

reroll ones - (2d6)

(34) = 7

Rolling HP - (2d8+8)

(27) + 8 = 17

Mar 14, 2016 10:41 am
Submitting my two characters for approval. These are old characters that I've redone with the stats I rolled and set 3rd Level.

https://s-media-cache-ak0.pinimg.com/736x/8d/c1/e5/8dc1e521dbf70e08d82ea8086e2759f2.jpg

PC #1: Fēng, Aarakocra Monk

The tribe of aarakocra who build their eyries high in the mist-shrouded Q’sulth Mountains spend simple lives of peaceful isolation from the outside world. But the tribal elders understand that isolation and ignorance are very different things. To pretend that the outside world does not exist is folly because evil from the outside is constantly threatening the peace of their mountain enclave. That is why the best among them are trained from youth to become warrior monks and are sent out into the world to learn of its dangers before returning to the mountains as true guardians of their home.

Fēng was raised in the Golden Talon Sanctuary where the days are spent in quiet contemplation and the perfection of the art of Kuang Fong ("wild wind"), an aggressive fighting style centered around the flow of personal energy, using the aarakocra’s natural speed & agility and their flying ability to deliver whirling attacks, and strikes from above with talons and weapons.

It is a great honor for an aarakocra family to offer one of their hatchlings with utmost gratitude and devotion
to the Sanctuary to become a monk of the Golden Talon Order. Once a hatchling has been given to the Sanctuary in this way, all familial ties are severed. The Order becomes the monk’s family. Thus, monks do not have family names.

Fēng is a young aarakocra, truly devoted to his people and his order. All his young life he has trained to fight, but is yet untried in real combat. He is quick of both body and mind. Perhaps a little distracted at times because of his newness to things outside his cloistered experience. His curiosity sometimes gets the better of him, something that the Sanctuary Masters have always reprimanded him for. His sense of wonder and his fierce loyalty are his best personality traits.

Fēng basically just wandered into the area and started working for Tsira more out of curiosity than anything else. He recognizes the Genera Empire as the rightful rulers of this land but since the aarakocra are not part of the realm he doesn't really have an opinion of it. Nor does he feel any allegiance to it.

Trait: I am innocent to the ways of the world. I am often distracted by things that are new to me.
Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: My Order and my tribe are the most important thing in my life, even when they are far from me.
Bond: My honor is my life.
Flaw: I’ve spent my entire life in the Sanctuary and so I have little practical experience dealing with people in the outside world

---------------------------------------------------------

https://s-media-cache-ak0.pinimg.com/564x/70/60/77/706077dffed354a99f7fd7503d0e4368.jpg
PC #2: Valrakas the Minotaur

Valrakas is 7 feet tall and 450 pounds of aggression. And drunken laughter. And bawdy jokes, tall tales, and lustful songs. He's got a bad reputation but he's actually a pretty decent sonuvabitch as long as you don't get on his bad side. Even for a minotaur he's got a hell of a temper, especially if someone is fool enough to question his courage. Best buy the bastard a drink. Or a few.

Valrakas doesn't give a bilge rat's shit about the fucking Genera Empire. He was shipwrecked, wandered inland, and eventually wound up in this dry fucking hellhole.

Trait: To me, a tavern brawl is a nice way to get to know a new city.
Trait: My language is as foul as an otyugh nest.
Ideal: Someday I’ll own my own ship and chart my own destiny.
Bond: I’m the last survivor of a ship wrecked in a storm. Occasionally, the spirits of my shipmates appear in my dreams and ask me to complete tasks they left unfinished in life.
Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Last edited March 14, 2016 3:08 pm
Mar 16, 2016 1:08 am
Rolling stats for the 1st character

Final numbers 13, 17, 11, 13, 11, 14
Last edited March 16, 2016 1:18 am

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (4425) = 15

4d6 : (5612) = 14

4d6 : (2216) = 11

4d6 : (3511) = 10

4d6 : (2443) = 13

4d6 : (5611) = 13

Rerolling 1's - (1d6, 1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (6) = 6

1d6 : (3) = 3

1d6 : (1) = 1

1d6 : (1) = 1

1d6 : (3) = 3

1d6 : (1) = 1

Holy crap I am bad at dice Rerolling 1's in rerolls - (1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (5) = 5

1d6 : (2) = 2

Mar 16, 2016 1:19 am
Rolling stats for 2nd character

Wow all those rolls and I still only came up with 27 pts worth of stats that are in point buy range ;-)

10, 13, 15, 12, 11, 12
Last edited March 16, 2016 1:27 am

Rolls

Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (3112) = 7

4d6 : (3445) = 16

4d6 : (4215) = 12

4d6 : (2642) = 14

4d6 : (3325) = 13

4d6 : (1361) = 11

Rerolling 1's - (1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (5) = 5

1d6 : (6) = 6

1d6 : (1) = 1

1d6 : (2) = 2

Rerolling rerolled 1's - (1d6)

(3) = 3

Mar 17, 2016 9:40 pm
Character 1: Rachna Shugrue
razorclaw shifter druid
https://s-media-cache-ak0.pinimg.com/736x/ab/f7/ab/abf7abc4eb616f1b11d78b86b910187a.jpg

Story: Rachna came from a long line of lesser nobility - basically savvy merchants who worked their way up to progressively greater positions of influence each generation, until they were able to secure sinecures in the government a few generations back. Her parents were joined in a political marriage. Coming from similarly ambitious families, they were very well-matched, and they had high hopes for all of their children. What they didn't realize is that both families had a shameful period of lycanthropy in their distant pasts. Rachna "won" the genetic lottery, and the recessive shifter traits manifested themselves in her when she was very young. Horrified, the family attempted to keep it a secret until they could marry her off successfully, but it was not to be. Rachna was always mercurial, and when she was assaulted in her teens, she defended herself...her nose lengthened into a snout, her ears sprouted tufts, and her fingers grew claws as she slashed and snarled at her assailants. Rather than any repercussions on them for attacking her, her attackers were comforted for having to withstand such an ordeal. Society shunned her and rained shame on the house of Shugrue. Believing that no one would marry her, and that there was no other way to expiate the black stain otherwise, her parents disowned her. A product of her conservative society, Rachna was disconsolate at this rejection, and considered suicide. But she was comforted by an elven jungle druid named Immeral Galanodel, who took her in as a refugee first and eventually an initiate. In the jungle, Rachna healed and learned self-confidence. But it has developed into a prideful self-reliance and a rejection of all of her past.

This got her into trouble as she pursued a vendetta against some slavers, whom she discovered working with one of her attackers. She snuck aboard the slavers' ship alone, and attacked them at night in the Wild Shape of a tiger. She was able to slaughter several of them, but because she was alone, they still overpowered her...Thinking that they had caught a magnificent tiger, they threw her in one of the cages and set sail. Later that night, they were surprised to find a young woman in the cage. Chuckling to themselves at the thought of the payback they would enact, they put a collar around her neck to prevent her from transforming into a tiger again (if she did, she would choke herself). But when they opened the cage, she shifted and attacked. By the time she'd overcome the crew, the ship was far out to sea. She released the slaves, but they were terrified of her. When she tried to get them to help her with the boat, they snuck up behind her and shoved her overboard with poles. She managed to grab one of the poles as she fell, and this instinctive grab saved her life. She clung to that piece of wood for weeks, floating with the currents. She survived by using her druid magic to befriend fish or birds that came near, getting them to come near enough that she could grab and devour them. Eventually she saw land, and kicked her way to shore.

That's how she found her way to the island of Pelleia. There, she was found by a servant of Tsira Omon's husband, out fishing for supper for the Imperial ambassador to the country. The fisherman brought Rachna to Omon, and he took pity on the bedraggled, half-wild creature. His household nursed her back to health, sanity, and a semblance of propriety. But the more she recovered from her ordeal, the more clear it became that Rachna burned with a passion that could not be satisfied in this land of textiles and quiltmakers. Unable to return home himself, Omon arranged to send Rachna where he could not go himself: back to his wife, Tsira, in the Kamatayan hinterlands of the Empire.

Rachna was dressed in the finest quilted jackets in the Imperial fashion and sent off on a ship with a cargo hold full of such clothing and quilted blankets. She arrived at the Imperial city of Genera, but was never allowed off ship. She tried to escape from the ship during the three days it took to unload it, and was transferred to the cargo hold of a courier ship headed to the hinterlands for her trouble. Rachna arrived in Kamatayan weeks later, queasy, rubber-legged, and with a case of scurvy. But Tsira read the coded message from her husband that Rachna had kept concealed on her person and welcomed the druid.

Since then, Rachna has volunteered for any mission that Tsira can dream up, though Tsira can not always use her. In Tsira she imagines a kindred spirit: an outcast from her society, and that has earned the dragonborn her loyalty more surely than any amount of good pay, room or board.

Background: Outlander/Outcast
Trait: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry tiger.
Ideal: (nature) The natural world is more important than all the constructs of civilization.
Bond: I will defend the helpless, the downtrodden, or the excluded with all my might.
Flaw: I don't need help from anyone, and resent any implication that I do.
Last edited March 18, 2016 5:23 am
Mar 18, 2016 4:18 am
Character 2: Quoias Benghalensis
Wood elf sorcerer
https://s-media-cache-ak0.pinimg.com/236x/26/7d/7d/267d7dce603a7c9753812504663f5be9.jpg

Story: Quoias is the youngest son of the old Benghalensis family of forester elves, deep in the heart of the vast Myrtales Forest. As the youngest and a male, he does not stand to inherit anything from his family. His eldest sister, Ficusara, is a revered forester and will inherit the farm if ever the unthinkable should happen and Mother Benghalensis dies. His next eldest sister, Aurea, has followed the tradition of the second born and has become a renowned warrior. Third in line was his brother, Citrifolus, who followed the traditional path for all sons and/or third or later daughters: namely, going into the priesthood or the magical arts. As a son, Quoias went to follow in his brother's footsteps at the Academy of Mystical Arts and Sciences. Everyone believes in him so much, because he is so charming: everyone likes him enough to want him to succeed, so they're always trying to assist him and give him shortcuts. It wasn't until he was at the Academy that he found himself in a situation where he couldn't talk his way around a problem. You either memorize the spells or you don't.

So... he flunked out of the Academy early on. He just couldn't maintain the mental concentration sufficient to memorize spells and bend the words of magic to his will. As such, he's something of an embarrassment to his family. Still, he was at the Academy long enough to charm many impressionable elves. He's very likable. But he himself fell in love with Tinctoria, a young elven wizard at the Academy from the wealthy and influential Albidus family. She eagerly returned his enthusiasm, and spent those first few weeks smitten with each other. But then two things happened to sunder their vows of love to each other: first, he flunked out of the Academy as UFM ("Unfit For Magic"), meaning that he would have to become a common laborer. Second, a humanoid incursion into the Albidus lands resulted in the destruction of most of their forest and the deaths of all Tinctoria's elder sisters. Suddenly, Tinctoria found herself the heir apparent to the suddenly poor Albidus lands. She had to leave the Academy to organize the remains of the Albidus estate and try to save it from ruin. Any relationships now have to be based on whether they can benefit the family, so Tinctoria is courting the male heirs of various lesser houses which are still solvent.

But Quoias' love has never faltered, though he recognizes that it is a love likely to never be requited. So as he worked to find a profession for himself - eventually falling into the task of scribe by virtue of the fact that he could both read/write and had a passable hand - he saved what money he could, and regularly sends anonymous donations to Tinctoria, wishing only that she thrive and be happy. Tinctoria made a match with a seemingly wealthy dashing young high elf named Garesinol Sieboldi. Hailing from the city of Haringport, Garesinol came from old money and was the talk of the forest society.

Quoias, meanwhile, was able to eke out a living doing simple notary work and the occasional transcription. Meanwhile, in high society, Garesinol revealed himself as a cad and repeatedly disparaged Tinctoria in public while spending long evenings with other elvish noble maids. He borrowed large sums from the bank, drawing first on his own credit and then on the small amount of credit that Tinctoria had accumulated for the Albidus estate. Alarmed at the nature of the rumors that even he was hearing, Quoias visited Tinctoria to urge her to see reason and break off the engagement, but Tinctoria rebuked him as jealous and swore that she'd never see him again.

Quoias returned to his work. After he had worked for some time doing pick-up jobs, the Scribner's Guild approached Quoias and nominated him for membership. He was grateful to accept, and he began the long apprenticeship to a Guild member that would eventually lead him to his own Master Scribe status. One day, not long after Quoias was accepted into the Guild as a full Scribe, the detestable Garesinol fled the region, leaving only debts and broken hearts in his wake. The bank came to collect, and no one would help Tinctoria save the Albidus lands from being seized. So in desperation, Quoias charmed his way into the Scribner's Guild headquarters and stole a large sum from the Guild coffers. Using a variety of laundering techniques (which required him to call on favors from many shady people he had done scribe work for before he was a Guild member), Quoias converted the money to gems and then paid off all of Garesinol's debts at the bank so that Tinctoria would not lose Albidus as well as her heart. To this day, the Guild does not know who stole the money, and Tinctoria does not know who paid to rescue her estate.

Continuing to work as a Scribe and gaining a reputation for his work (partially from quality of his work, and partially from his natural charm), Quoias continued to sock away every spare cent he could to send anonymously to Tinctoria. But when she recently took another lover, an elderly retired warrior named Quercus Mesobalanus, Quoias' heart lept with jealousy and magic started leaking out of him in waves. Suddenly exhibiting magical abilities - conjuring the effects of spells he had tried to study fifty years earlier at the Academy - was not conducive to his business affairs, and he realized two things:
1) That he had to leave his forest home. He could not bear to be so close to his love and see her with another; if he tried, he's sure he would explode with wild magic, harming himself or (much worse) others.
2) Despite being given strong recommendations from the Scribner's Guild, he believes that he must learn how to harness his magical powers before he kills someone.

So he left home, and started to wander, finding ways to help people, as well as earn money to send back home to Tinctoria and the Albidus estate. In so doing, he's fallen into the practice of adventuring, because there's usually someone to rescue. And in helping others, he can sometimes forget his broken heart. He helps people, and saves whatever wealth he can, in the hopes of one day returning to his homeland of Myrtales, buying an estate, and offering to marry his dearest, Tinctoria.

In his wanderings, he has found his way across the sea to the Empire, and on that continent he has ended up in Kamatayan. He likes the desert, as it reminds him least of his home and his past. So he is content to work for Lady Tsira, who on some level reminds him of Tinctoria. Both are trying to save their houses from destruction, and he is soothed to help the one while saving to help the other.
Last edited March 18, 2016 4:21 am
Mar 18, 2016 5:11 am
They see me rollin'
they hatin'

edit: Gadzooks, what awful HP rolls...

looks like the final tally is 8, 17, 11, 8, 13, and 15.
Last edited March 18, 2016 5:15 am

Rolls

stats 'n stuff - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (1413) = 9

4d6 : (5635) = 19

4d6 : (1425) = 12

4d6 : (2323) = 10

4d6 : (2526) = 15

4d6 : (4265) = 17

trinket! - (1d100)

(62) = 62

HP Rolls for levels 2 and 3 - (1d10, 1d10)

1d10 : (1) = 1

1d10 : (5) = 5

Mar 18, 2016 5:35 am
HAndle is allowing us to reroll 1's (and reroll any 1's in the rerolls) :-)
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