Creating Our Characters

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Aug 19, 2021 4:10 am
Thanks an I Changed the numbers. Thanks 😊
Which city would you suggest.
I'll have her being transfered to Islander by her work to help them deal with their growing critter problem in the sewers. She's already taken care of the problem for the most part. Both by sending in other employees and going in manually herself. Took a few days in sewers so she haven't seen much of the city itself.
Will have to adjust her belongings as well. And I'll have her stay in a proper tavern. Nothing too fancy just an orderly one.
Last edited August 19, 2021 4:29 am
Aug 19, 2021 4:21 am
mormegil says:
Here's the link to the Character sheet for my character Norran Dusksong
[ +- ] Here's how he looks like
Red your char. Great!
Aug 19, 2021 4:34 am
Okay, so I have a background. Admittedly, I don't know who she really is right now, or much less who she will be; at least not right now. One must realize that she's only 1st level after all; the fun is in portraying her, crafting her, molding her into a person through her actions and decisions (in game), her accomplishments and failures, that of which she is proud and that of which she is ashamed. If this would have been a higher-level character, someone who has notches on her sword belt, scars on her arms, and painful memories of her past, then I would know her better. But she isn't, and so I don't. I want to create her and determine who she is together- with you all.
Aug 19, 2021 4:35 am
Side Note: As if it weren't obvious from my use of pronouns, I've elected to create her as a female elven ranger instead of a male one.
Last edited August 19, 2021 4:35 am
Aug 19, 2021 5:04 am
Allow me to introduce Jasera Dil'Sul.

https://i.imgur.com/CyBjANk.jpg

Jasera Dil'Sul Background

It was the treachery of men that laid the foundation for the difficult life she would lead.

A small community of elves lived in the forest of Calen, the Green Glade. There the proud House Faroth and the noble House Thirildin ruled the small elven township. To the north, across the Valley of Marill along the foothills of the twin peaks Whitefang and Perilous, was the human town of McKellor. Sizable by local standards but small nonetheless, McKellor housed an army of good size and renown, stocked with veterans of the Black Wars across the Plains of Etam.

During the peak of summer, a long and relentless drought in the Thellish Fields sent hordes of vile creatures in search of water and food, and eventually to McKellor's doorstep. Within days, the town was besieged by the foul abominations. McKellor had always enjoyed a good relation with Calen, their trade was plentiful and beneficial to both communities. So, when war beckoned and loomed over the horizon like an impending storm, McKellor asked for help. Calen replied with the offer of an archer company, all of the Faroth line, and a unit of fearsome Thirildin swordsmen. The human town was insulted.

They resubmitted their request and clarified it to show that what they really wanted were weapons of quality; elven blades that never lost their edge and finely crafted yew bows who helped even the blind strike true. The elves of the forest were more than willing to assist in the defense of their allies with the soldiers they had offered, but they refused to be downgraded to the level of "arms merchant". The decline of the weapon request and the second offering of military help to the human town were like a slap in the face. On that day, communication between the two races ceased. The townsfolk spent nearly ten years painfully extracting the invaders from their land without the help of anyone, especially from the elves. The battles left McKellor scarred, but it also left its residents with other notable things... experience, pride, and the taste of victory. The silent standoff with the elves lasted until the end of the war and only shortly afterward.

No more than a year of peace was allowed to pass before McKellor declared war on Calen as an outlet for the torturing, inescapable feeling of having been abandoned, and thus began the War of the Hells. The army of McKellor, though only slightly larger than their elven counterpart, was now a battle-hardened force with a lust for war.

"War is a disease of Men with a disastrous effect... for it is only those who survive that become poisoned by it." -Saliir Mor'Faroth, High Lord of House Faroth, Calen

The poison of anguish and entitlement filled the blood of men and rotted their minds with the need to destroy. Learned from the beasts they had slain, the invaders brought Balrog's Blood, a substance (much like Greek fire) that burned intensely and was very difficult to extinguish. The attack was deadly and effective. The rain of fire killed many of the elves and burned much of the enclave. The army of Calen retaliated bravely and fought remarkably well, causing more damage than the human commanders would have ever expected from so badly beaten a foe. But the Balrog's Blood was impossible to defend against and within twenty days, the elven town was scattered as its residents fled to the trees. So it remained this way for the next 200 years.

The small tribes slowly lost their skill of craft and gift of artistry, their peace and their grace. The elves, already called wild by the citizens of McKellor, began to lurk in the trees and bushes, stalking those foolish enough to risk the danger of the Green Glade. They conducted well-planned ambushes on army patrols stationed in Tir Barad, the Great Watchtower that McKellor had built on the Valley of Marill to oversee the former elven lands. Tir Barad was situated in the center of a wide, flat stretch of rolling gold and green grassland that separated the human town and the edge of the forest.

Then came the birth of Jasera Thirildin, direct heiress to the High Lord of House Thirildin. Destined to claim her rightful place at the House's seat and unite the elves against the rule of McKellor, Jasera was to be trained in the craft of her family; the deadly skill of the blade, and the cunning art of tracking prey.

While young Jasera (then barely two years old) was cared for by her mother, Anneline, her father, Lord Korinam Thirildin, continued to lead raids and ambushes on the human town, its surrounding settlements and unsuspecting caravans. It was not long before his actions came under the notice of Tir Barad. One week before his daughter's fifth birthday, an ambush he had planned on a human patrol was revealed as a trap. Korinam and his group fought relentlessly but they were outnumbered and soon dispersed. Regretfully, some of his force returned to their homes instead of the assigned meeting place; even worse, they were followed by skillful McKellor rangers. The location of the Thirildin village was discovered and a force was summoned from Tir Barad to deal with them. The army massacred nearly everyone, with only a handful of elves escaping the violent and vengeful soldiers. Korinam stealthily approached the burned and ravaged remains of his small hamlet, and avoiding the few guards that were dispatched to secure the ruins, made his way to his home. Carefully sneaking in, he silently prayed to the lost gods as he approached a hidden door in the floor of his home. There he found his wife, Anneline, dead. Though badly wounded, she had somehow managed to elude capture and make her way to their safe room. In her hands, an answer to Korinam's prayers rested; his sleeping daughter.

Korinam took her and fled the ruined town. At full speed he rode across the forest day and night until he reached his destination, the Grove of the Druid Gora'Moorg, a satyr (of all things), but a noble person and good friend of House Thirildin. With him, Korinam entrusted the care and raising of his daughter, knowing that her safety would be jeopardized should she remain with the elven rebel. Making the most difficult decision of his life, Korinam departed without his daughter, thanking Gora for his priceless oath and vowing some day to return for his daughter. Gora immediately knew that in order to ensure the safety of his young ward, he would need to change her name. Jasera Dil'Sul awoke the next day, with no clue of her past.

One hundred and thirteen years have passed. Gora'Moorg has long since departed this world and Jasera has kept to the Grove ever since, awaiting the return of her father. Too much time has passed, however, and she now seeks to find him instead. The only thing she has to represent her House is the emerald pendant shaped like a dagger; a keepsake of her father's that she will never part with.

Gathering her equipment and supplies, Jasera bids the animals and protectors of the Grove farewell and embarks on a journey that will change her life and alter her future. She mounts Sulream, her tamed white horse, and lurches forward. Onward she rides through the glistening green veil, tempting fate and charging blindly into the unknown. It was not long before she caught word of a group of brigands who had captured an important elven noble and were auctioning him off to the highest bidder. The sale was taking place in Iskander, the largest human town known.

Briefly, against her better judgment and her innate instinct, Jasera would need to sheath her disdain and prejudice of the weak, untrustworthy human race, and try to integrate herself with the town. She was destined to know who they had captured- was it her father- and where he was. Pulling her hood up over her face, she entered the sprawling metropolis, searching for a string of wool in a flock of sheep, as the elven saying went.

Len

Aug 19, 2021 6:16 am
Demagor says:
You get increased ranged damage from having a Dexterity bonus? I would have thought DEX bonuses only improve your chances to hit. Has this changed in 5E?
Correct. This is the biggest challenge of learning a new edition - relearning core assumptions!

• For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.

• For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.

Len

Aug 19, 2021 6:23 am
I don't have time to respond right now but love the characters you've all created! Looking forward to reading over the backgrounds and incorporating them into the setting, as well as checking over the various mechanical details.

Great job everyone! Keep the questions and comments coming 😁
Aug 19, 2021 10:48 am
Couple more questions from me

Do the languages Abyssal/Infernal count as two separate languages, one spoken and written?

As a rogue I get thieves' tools proficiency and equipment but I get tinker's tools proficiency from my race, do I start with a set of those tools, or will I need to buy them?

I have a bond that doesn't really fit. Do you have any objection to me picking one from the list instead?

Knifesedgegames sent a note to lenpelletier,Jabes.plays.RPG
Last edited August 19, 2021 11:10 am
Aug 19, 2021 11:16 am
"Berry" Seabury Timbers

Born Seabury Valmop Rasdon Rasmin Tanser Timber III, or Berry for short, lived among a respectable rock gnome community of tinkers and sages in the City of Iskander. Like his brothers, he was pushed into an apprenticeship with a wizard of high standards and Berry being the blacksheep of the family, was not willing to conform.

After a year of study and constant errands, Berry was rejected by the wizard and subsequently his family and Berry took to living on the streets. His life became one of constantly hunting for waste scraps of food until he learnt how to steal. His nimble fingers were much more suited to this enterprise and he soon became skilled at picking pockets and sneaking around the city, even the wealthier parts of the city were open to Berry where the pickings were richest.

Berry is by no means evil but he is very self centred, always considering what benefits him most and often doesn’t consider the feelings of others in his speech. As a result he avoids social situations wherever possible and keeps to himself much of the time. He has no respect for the law.

He is small even by Gnomish standards, has a shock of red hair and wears a deep red/purple set of leather armour. His weapon of choice is a rapier and carries a crossbow on his back.
Aug 19, 2021 2:53 pm
Everyone's characters are looking great! I've yet to give the backstories a thorough read and also haven't had time to go through the mechanical bits but will get on it ASAP.

Personally I do it like Demagor said here: I start with a barebones concept, and put my traits/ideal/bond/flaw down, but the rest is "discovered" through play. Even backstory is teased out bit by bit via flashback. A lot of it comes from reactions to the other characters as well as things that happen through play.

It's certainly not the only way to do it but that's how I like to do it. There's absolutely nothing wrong with having a detailed backstory written out, but I will caution that some details (again, I've not had the chance to read everything) might need a little tweaking to fit the setting.

Rest assured that we're all in this together; Len & I will do our best to help you bring your vision for your character to life so we can tell a great story together.
Aug 19, 2021 2:59 pm
lenpelletier says:
Demagor says:
You get increased ranged damage from having a Dexterity bonus? I would have thought DEX bonuses only improve your chances to hit. Has this changed in 5E?
Correct. This is the biggest challenge of learning a new edition - relearning core assumptions!

• For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead.

• For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead.
The concept always existed for STR bonuses, as they factored-in during both TO HIT and DAMAGE rolls, but that made sense- if you're stronger, you're going to hit harder. The rule didn't apply to DEX because it only influenced how well you could hit- a bow was still a bow and consistently caused bow damage, so the character who had better eyesight didn't hit harder, just more often. This is where composite bows would come into play, but even those would only grant damage bonuses to characters who had greater STR, since the pull of the bow was more, it fired it with more intensity, etc. etc. etc. Sorry, I could ramble on about this for days when the old rules are irrelevant in this scenario.

I was entertained to find that 'Finesse' was now a weapon property and not a Feat that would be taken independently of the weapon. A minor change but I find it logical.

Nevertheless, thanks for the clarification and explanation. Note that from time-to-time, I'll comment on such things as I do have to UNlearn old bit before I can learn the new bit.
Aug 19, 2021 3:02 pm
Jabes.plays.RPG says:
Personally I do it like Demagor said here: I start with a barebones concept, and put my traits/ideal/bond/flaw down, but the rest is "discovered" through play. Even backstory is teased out bit by bit via flashback. A lot of it comes from reactions to the other characters as well as things that happen through play.
Yay for like minds!

While I know it's lengthy (did I mention my earlier innate avoidance of brevity?), you'll see that the background tells more of the story of where she's from than of HER. It tells little of what she has done, who she is, etc. It's more the setup of the story than a giveaway.

I'm looking forward to this.
Aug 19, 2021 3:03 pm
For the DEX bonus to damage I like to think of it as a more dextrous person better at targeting just the right spot.

Anyone can finesse with good enough DEX. A finesse weapon is built for finesse-ing.
Aug 19, 2021 3:04 pm
Jabes.plays.RPG says:
I like to think of it as a more dextrous person better at targeting just the right spot.
Okay... yes... I see your point; it's a skilled person knowing where to hit for greatest effect. That makes sense, thanks for the alternate view. It's why a skilled marksman can be more deadly with a .22 than an amateur with a more powerful cartridge.
Aug 19, 2021 3:05 pm
Jabes.plays.RPG says:
Anyone can finesse with good enough DEX. A finesse weapon is built for finesse-ing.
This makes sense too- some weapons are obviously meant for speed and flair rather than brute force. When's the last time you saw someone two-hand a rapier or a dagger?
Aug 19, 2021 4:07 pm
Knifesedgegames says:
Couple more questions from me

Do the languages Abyssal/Infernal count as two separate languages, one spoken and written?

As a rogue I get thieves' tools proficiency and equipment but I get tinker's tools proficiency from my race, do I start with a set of those tools, or will I need to buy them?

I have a bond that doesn't really fit. Do you have any objection to me picking one from the list instead?
Abyssal and Infernal are each their own language. I've read somewhere that they share the same script but that is an unofficial source and that is like saying German and English share the same script.

Unless tinker's tools are included in either the class or background starting equipment packages then you will have to purchase them.

You can choose any bond you want, even from a different background's list, or even create your own.
Aug 19, 2021 4:27 pm
You can now submit your characters! :-)
Aug 19, 2021 4:34 pm
One final question for character creation: can I create a magic item for my character? It will tie in with my character backstory but won't give game-breaking bonuses to the character...it is the ezelsúlë greenstone necklace from the tribe. Here's what it does:

Ezelsúlë (Green Soul)
[ +- ] Image
Abilities:

Vibrates and gives a bright green light when it detects the presence of ghosts or spirits nearby. The more powerful the soul/spirit the more bright the light and the more pronounced the vibrations.

Can point to the direction of a spirit by uttering the Elven incantation tala ni fëa (Show me the spirit) followed by the name of the said spirit or what it is called.

Can store souls inside after it has been ''convinced'' to join the person who invoked it.

Can only be used by Norran or members of his own tribe. To anyone else, it will just be another stone necklace.
Aug 19, 2021 11:20 pm
I don't want to speak out-of-turn, but I'm thinking that as first level characters... owning magic items is highly unlikely, creating would seem like even more of a stretch. However, I'm not an official voice, so I'll let the Twin Towers of Power make the official call.

Conversely, why not make it "normal" for now, but have it unlock portions of its powers/abilities as the character increases level? This way it can GROW right along with them.

Len

Aug 20, 2021 5:52 am
Peindora says:
Thanks an I Changed the numbers. Thanks 😊
Which city would you suggest.
I'll have her being transfered to Islander by her work to help them deal with their growing critter problem in the sewers. She's already taken care of the problem for the most part. Both by sending in other employees and going in manually herself. Took a few days in sewers so she haven't seen much of the city itself.
Will have to adjust her belongings as well. And I'll have her stay in a proper tavern. Nothing too fancy just an orderly one.
Sounding good! I love the idea that she's working on the vermin problem beneath Iskandar's streets. This is the largest city in this world and a lot of nefarious things are going beneath the streets, so it is unlikely she's solved the problem. Perhaps she has made a dent in the problem and cleaned up a particular neighborhood.
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