3rd Level Complete - Khulod (S'sylin)

Aug 24, 2022 9:15 pm
@Khulod

Okay, so we're starting out from the real beginning... your birth. Your parentage is, of course, a large piece of who you are. What race was each of your parents? Choose from these options (half races are also acceptable within the options): Aasimar, Avian, Dwarven, Dragonborn, Elven, Gnoll, Gnome, Goblin, Halfling, Human, Kobold, Orc, Tiefling.
Aug 24, 2022 9:37 pm
Momma was a Dragonborn. Poppa was a Tiefling.
Aug 24, 2022 9:57 pm
Dragonborn/Infernal Heritage
Average Life Expectancy: 95 years
Size: Medium
Height: 60 + 2d8 inches
-- Darkvision: If you are sighted, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
-- Hellish Resistance: You have resistance to fire damage.
-- Breath Weapon: You can use your action to exhale destructive energy. The damage type determines the size and shape of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving check, the type of which is determined by your damage type. The DS for this saving check equals 8 + your Health + your proficiency bonus. A creature suffers 2d6 damage on a failed check, and half as much damage on a successful one.
---- The damage increases to 3d6 at your 6th step, 4d6 at your 11th step, and 5d6 at your 16th step.
---- After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Breath Weapon Damage
Acid: 5 by 30 ft. line (Agility saving throw)
Cold: 15 ft. cone (Health saving throw)
Fire: 5 by 30 ft. line (Agility saving throw)
Lightning: 5 by 30 ft. line (Agility saving throw)
Poison: 15 ft. cone (Health saving throw)
Aug 24, 2022 9:58 pm
Next question!

Morgrave University is not really a great school of learning. It's constantly dogged by allegations of grave-robbing the southern continent, and for being more concerned with money than with learning. Granted, most of these allegations come from other universities, but... why did you come to Morgrave instead of someplace more prestgigious? Was it a disability such of blindness or deafness, or lack of mobility, or was it lack of standing, or something else? Or was it that finding wealth in Xen'drik is more important than academics?
Aug 24, 2022 10:04 pm
My character felt an outsider most of its life, so it yearned to make its own fortune. Morgrave asked the least questions, and Xen'drik is rumored to be an untapped treasure trove..
Last edited August 24, 2022 10:04 pm
Aug 24, 2022 10:09 pm
Alright, so next...

When you got to Morgrave, you still ran into some of that. In fact, the Theology professor still doesn't even let you in his classroom. I wonder why?

Choose one: Alchemy, Theology, Paramagery (think paralegal), Smithing, Arbitration, Dark Arts, Bodyguarding, Wayfinding, Drama (Acting), Market Finance, Geology, Music/Oratory, General Research, Theoretical Design, Martial Studies
Aug 24, 2022 10:13 pm
Why, Dark Arts came so easily to our little monstrosity, maybe the theology professor had a point?
Aug 24, 2022 10:33 pm
Diabolist
Ability Increase: +1 Presence, +1 Strength/Health/Intelligence
Saving Checks: You are proficient in Wisdom and Presence saving checks.
Skill Proficiency (Choose 3): Arcana, Deception, History, Intimidation, Persuasion, and Religion. You also gain
proficiency in any one additional skill of your choice.
Languages: You are fluent in Infernal and one other language of your choice.
Equipment:
-- Leather armor or a simple weapon with which you are proficient
-- a set of robes with a hood
-- a book written in Infernal
-- 10 candles
-- 3 pieces of white chalk
-- a belt pouch containing money. You have a starting wealth score of 1.
Hellish Legacy: You know the thaumaturgy cantrip. When you take your 3rd step (level), you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Presence is your spellcasting ability for these spells.

Thaumaturgy
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: A
Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-- Your voice booms up to three times as loud as normal for 1 minute.
-- You cause flames to flicker, brighten, dim, or change color for 1 minute.
-- You cause harmless tremors in the ground for 1 minute.
-- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-- You instantaneously cause an unlocked door or window to fly open or slam shut.
-- You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response to being damaged by a creature you are aware of and that is within 60 feet of you
Range: 60 feet
Components: A, S
Duration: Instantaneous
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make an Agility saving check. It suffers 2d10 fire damage on a failed check, or half as much damage on a successful one.
-- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Aug 24, 2022 10:35 pm
We'll come back to those ability increasesm, btw. But for now...

Either during your childhood, before you came to Morgrave, or after you arrived, you came into possession of a treasured item. Which one of was it?
-- A well-thumbed deck of lucky cards that's so worn that each card has the feel of cloth.
-- Loose, well-worn, dusty robes that glitter like the night sky under a full moon.
-- A dusty old tome filled with writing in a strange hand that has so far been indecipherable to you.
-- A dark, mahogany horn covered in arcane necromantic runes.
-- A simple narrow ring of silver that holds a large gemstone.
-- A white, wooden rod with strange, carved motifs.
-- A spherical, sparkling marble that seems to contain a swirling nebula.
-- A plain, carved, wooden wand with a strangely deep grain.
Aug 25, 2022 10:55 am
The horn with necromantic runes, which dad told was modeled after his grandfather's...
Aug 25, 2022 3:57 pm
Maybe it even WAS your grandfather's horn. Who knows what he got up to? No one really talks about him. It seems that they'd rather pretend he didn't do anything at all.

Horn of the Crypt Keeper
This dark mahogany horn is covered in arcane necromantic runes.
Proficiencies: You gain proficiency with horns and in the Arcana and Religion skills.
Seemingly Mundane: When blown, this horn always makes a sad, mournful tune.
Aug 25, 2022 3:59 pm
Which of these two descriptors best describes your character? Preternatural or Scrappy?
Aug 25, 2022 5:28 pm
Having defended itself from plenty of bigoted bullies, the character became rather scrappy.
Aug 25, 2022 5:44 pm
Scrappy
1st-step feature
Prerequisite: none
Health Pool: d8 (8)
Your weapon attacks score a critical hit on a roll of 19 or 20, and you gain proficiency with simple weapons and light armor.
Proficiency Bonus. Your proficiency bonus is +2.
Aug 25, 2022 5:46 pm
Finally, each character has six abilities (these are really just the six from D&D but partially renamed for some reason):
-- Strength is physical power
-- Agility is aim and nimbleness
-- Health is endurance and fitness
-- Intelligence is reasoning and memory
-- Wisdom is perception and insight
-- Presence is force of personality

Assign the following scores to these abilities: +2, +2, +1, +1, +0, -1. After you assign them you can adjust one by -1 (as long as it isn't the one that's already -1) to adjust another by +1. For instance, +3, +2, +1, +1, -1, -1 is valid, as is +2, +1, +1, +1, +0, +0, but +3, +2, +1, +1, +0, -2 is not.

As a note, you have proficiency in Wisdom and Presence, and Presence is your spellcasting ability for the spells you can cast.
Aug 25, 2022 5:52 pm
+3 Strength
+0 Agility
+2 Health
-1 Intelligence
+0 Wisdom
+1 Presence
Aug 25, 2022 6:13 pm
As stated in discord, the descriptors may have been slightly misleading, so instead of JUST the word, I'm going to give you (and everyone else when they get to it) a bit more detail.

Scrappy: You've learned how to handle yourself in fights.
Preternatural: You're learned in things beyond the mundane.
Aug 25, 2022 6:52 pm
Hmmmm, I've decided to keep it!
Aug 26, 2022 4:06 pm
Do you want to throw all this together, or do you want to just submit an empty sheet and let me do the legwork? I'm good either way.
Nov 7, 2022 10:23 pm
@Khulod

You gain:

Necrotic Life: You can cast false life as a 1st-level spell without expending a spell slot or material components a number of times equal to your spellcasting ability. If you drink out of this horn as part of casting false life, instead of rolling one or more dice to replenish your health pool, you instead use the highest number possible for each die.

In addition, your recent experiences have given you an added outlook on life. You gain GRITTY or MILITANT:

Gritty: +1d8 or 5 HP. In addition to your regular action, you can take one additional action on each of your turns in combat. This action can be used only to take the Dash, Hide, or Withdraw action. Also, while you are wearing no armor and not wielding a shield, you gain the following benefits:
-- Your defense bonus is equal to your Agility + your Intelligence or Wisdom (your choice).
-- You can use Agility instead of Strength for the attack and damage checks of your unarmed strikes, shortswords, and any simple reach weapons that don’t have the two-handed or heavy property.
-- You can roll a d4 in place of the normal damage of your unarmed strike.

Militant: +d10 or 6 HP. You gain proficiency with martial weapons, medium armor, and shields. In addition, you gain your choice of either a +2 bonus to attack rolls you make with ranged weapons or a +2 bonus to damage rolls with reach weapons.
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