Character Creation
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Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (2113) = 7
4d6 : (3343) = 13
4d6 : (1451) = 11
4d6 : (2635) = 16
4d6 : (5411) = 11
4d6 : (2425) = 13
After dropping
12 - 16 - 13 - 11 - 15 - 15
Im keeping this one i think :P
Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4621) = 13
4d6 : (5516) = 17
4d6 : (1463) = 14
4d6 : (5332) = 13
4d6 : (6613) = 16
4d6 : (6361) = 16
I may go wizard or cleric. Are there custom races in the campaign book?
Final: 12, 14, 12, 16, 14, 15
I am thinking of creating a Ranger. However, may I use the UA Revised Ranger rules?
Rolls
Attributes! - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4244) = 14
4d6 : (5632) = 16
4d6 : (2515) = 13
4d6 : (6614) = 17
4d6 : (1356) = 15
4d6 : (4615) = 16
I may go wizard or cleric. Are there custom races in the campaign book?
Dwarves - mountain, hill, duergar
Elves - wood, high, drow
Halflings - stout, lightfoot
Humans
Dragonborn - draconians, ravenites
Gnomes - rock, forest
Goliaths
Half-Elves
Half-orcs
Genesai
Teiflings
Ravenites
The Chroma Conclave's destruction of Draconia allowed the ravenites to break the bonds of abuse and slavery, allowing them to set out upon the path to self-deter- mination. Many ravenites now venture into the world with eyes filled with wonder, wishing to see all there is to see beyond the rock and chains that marked much of their existence. Few ravenites can resist jeering at their old oppressors when they meet, and the draconians must decide how they will respond: with grace and the spirit of reconciliation, or with resentment and bile?
Should your character be born from the toil and history of the Ravenite clans, make these adjustments in place of the base Dragonborn traits. Age, Alignment, and Size remain the same as base dragonborn:
• Ability Score Increase. Your Constitution score increases by 1 and your Wisdom score increases by 1.
• Damage Resistance. You have resistance to non-magical slashing damage.
• Speed. Your base walking speed is 35 feet.
I may go wizard or cleric. Are there custom races in the campaign book?
Dwarves - mountain, hill, duergar
Elves - wood, high, drow
Halflings - stout, lightfoot
Humans
Dragonborn - draconians, ravenites
Gnomes - rock, forest
Goliaths
Half-Elves
Half-orcs
Genesai
Teiflings
Rolling for stats.
Final stats. 12,8,10,18,11,10
I think I'll keep that. I know the rest suck but only one minus and I like having a minus on my characters. 2 would have been a different story. Now I just need to figure out what to play.
Rolls
Stat roll - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (3451) = 13
4d6 : (4212) = 9
4d6 : (3341) = 11
4d6 : (6664) = 22
4d6 : (2326) = 13
4d6 : (1343) = 11
For those not here's the blurb:
Small City • Population: 9,015 (70% Human, 10% Elf, 10% Halfling, 5% Half-elf, 5% Other)
Stilben stinks to high heaven. Also known as the "Rotted Lot" by the countless sailors and merchants who pass through it, Stilben is the largest port city on this coast of Tal'Dorei, and is the focal point of all imports and exports to the East. The city is nestled in the sticky depths of the K'Tawl Swamp, and the lingering stink of marsh water and sulfur mingles with the humidity and the ever-present buzz of insects to produce an air of misery around Stilben's outer districts. Pushed out of the cozy heart of Stilben, the city's poor and disenfranchised citizens—disparagingly nicknamed "muckdwellers"—struggle to eke out a living in the K'Tawl's murky waters. Central Stilben houses most of the city's businesses, residences, and attractions. As a fairly sizable trade hub, those living in the heart of the city like to present a clean, "civilized" view of their city. The cross-continental Silvercut Roadway leads from Stilben all the way to Emon, and its robust trade of rare goods, textiles, and spices has given rise to a formidable merchant ruling class. Though Margrave Wendle Truss is Stilben's ruler in name, it is the guilds that hold true power. Their vast wealth and sizable "protection" force has forced the bombastic-yet-ineffectual Margrave to acquiesce to the will of guilds in order to maintain peace, as well as to preserve own station, within the city. Order is kept by the the Waterwatch, Stilben's official constabulary, but corruption is becoming more and more common within their ranks. The Clasp has learned that a flash of coin forgives many faults, and the famous ring of criminals has been allowed to flourish within Stilben for decades, sometimes working with the guilds to protect mutual interests, such as smuggling contraband goods and narcotics along the Silvercut Roadway. The Clasp's foreign rivals, the Myriad, have recently established a lair within Stilben as well, and are undercutting the Clasp's operations. The Myriad is less scrupulous than the Clasp, and has introduced a growing slave trade between eastern Tal'Dorei and Wildemount.
The place has a nice multi-cultural vibe to it and has plenty of trouble hinted at just below the surface.
The only thing I wanted to get straight was how a goblin became one and how they also didn't instantly become a target as soon as they step foot anywhere 'civilised' - I was thinking to make it so there are a small group of goblins operate out of Stilben and are largly tolerated and are slowly being accepted as a part of society round these parts. Would give me a reason that your guy could be walking about in the city and not slaughtered out of hand by anyone who takes a disliking to them
The only thing I wanted to get straight was how a goblin became one and how they also didn't instantly become a target as soon as they step foot anywhere 'civilised' - I was thinking to make it so there are a small group of goblins operate out of Stilben and are largly tolerated and are slowly being accepted as a part of society round these parts. Would give me a reason that your guy could be walking about in the city and not slaughtered out of hand by anyone who takes a disliking to them
How about this.
During the Conclave attack, magic users tried to apease the dragon rulers by experimenting on local wildlife/populations to create interesting gifts for the dragons, or secretly oppose them and finding ways to combat the dragons.
After the conclave was defeated a goblin tribe was released however they were not the normal vermin anymore, they were different, docile somethimes started random daydreaming standing still just looking at the sku.
Even through they were weird, goblins know how to survive and well form functioning socityies, so they were allowed to stay in Stilben becoming part of the socity there but still under watch, some goblins showed effects of magicl abilities, wild sometimes weird but not extremly dangerouse.
One of the goblins is the one i will be playing, he was experimented on with black poweder and other chemical agents, however he stole a weapon from his captives, he doenst know how to use it, or what is its funtion, but it damm well wont stop him from finding out and helping the goblin tribe sucseed
How about this.
During the Conclave attack, magic users tried to apease the dragon rulers by experimenting on local wildlife/populations to create interesting gifts for the dragons, or secretly oppose them and finding ways to combat the dragons.
After the conclave was defeated a goblin tribe was released however they were not the normal vermin anymore, they were different, docile somethimes started random daydreaming standing still just looking at the sku.
Even through they were weird, goblins know how to survive and well form functioning socityies, so they were allowed to stay in Stilben becoming part of the socity there but still under watch, some goblins showed effects of magicl abilities, wild sometimes weird but not extremly dangerouse.
One of the goblins is the one i will be playing, he was experimented on with black poweder and other chemical agents, however he stole a weapon from his captives, he doenst know how to use it, or what is its funtion, but it damm well wont stop him from finding out and helping the goblin tribe sucseed
I would also like to waive the "no metal armor" portion of this beautiful concoction. Is that alright?
Rolls
Char gen - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (1533) = 12
4d6 : (5331) = 12
4d6 : (1266) = 15
4d6 : (2664) = 18
4d6 : (2441) = 11
4d6 : (1151) = 8
I would also like to waive the "no metal armor" portion of this beautiful concoction. Is that alright?
While such people are rare within Tal'Dorei, they are most common among the Ashari due to their elemental destiny
I think the assumption is that as they can be born from any parents who are 'plane touched' in this setting so they aren't listed as a separate race in the settlement info.
I would also like to waive the "no metal armor" portion of this beautiful concoction. Is that alright?
[...]
So YipYap of clan YopYop, brother of YipYip the second, is about to be made :)
Gaz- YipYap, Goblin Fighter
Moof- Xanaphia, High Elf Rogue
Cancerman- Esperaillea, Forest Gnome Ranger
DM-Apex- Leolannan, Rock Gnome Wizard
JK- "Bobby", Halfling Sorceror
Valcos- Bronze, Tabaxi Monk
Basically, we’re a diverse group of mostly short folks. ;)
I liked to inrtoduce Gnome
Wizard
I liked to inrtoduce Panabar Rockgrin
Edit: lol that starting gold. 1 1 1 1 1!
Rolls
Ability Scores - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (4631) = 14
4d6 : (5432) = 14
4d6 : (5511) = 12
4d6 : (1231) = 7
4d6 : (5633) = 17
4d6 : (3452) = 14
Tabaxi Obsession & Quirk - (1d8, 1d10)
1d8 : (4) = 4
1d10 : (9) = 9
Sage Researcher - Personality Trait, Ideal, Bond, Flaw - (1d8, 1d6, 1d6, 1d6)
1d8 : (3) = 3
1d6 : (1) = 1
1d6 : (2) = 2
1d6 : (4) = 4
Trinket - (1d100)
(75) = 75
Starting Wealth - Monk - (5d4)
(11111) = 5
Edit:
Okay, submitted my character. When I have access to a computer, I'll fill out the backstory and other details. Let me know if there is any issues.
Edit:
Okay, submitted my character. When I have access to a computer, I'll fill out the backstory and other details. Let me know if there is any issues.
Now we have a full roster I'll look to get things kicked off early next week. I would look to do it sooner but I've got a couple of job interviews on Monday so I kindof need to focus on prep for them tomorrow.
The story of YipYap
The story YipYap is one of terror, madness, Pain and well most of it was caused by YipYap
YipYap is the smaller brother of YipYip the second, and son if YipYip Leader of Clan YipYip.
Clan YipYip was living near stillben, just enjoying life, raiding, hunting and well just doing gobo things, however the Conclave attack made people nervous,trying to please the dragons they wanted to bring more exotic gifts, the more exotic the better.
SO a couple of mages trapped clan YipYip used their magics to subdeu them and well they started to experiment on them
YipYap saw his brother disapear as a crazed mage used some sort of weird spell, The mage in charge of YipYap didnt use magic to experiment but used chemicals.
The mage used different kinds of chemicals, causing burn wounds, YipYap felt that the chemicals he was forced to swallow change his mind, sometimes enhancing the pain sometimes numbing it.
The mage, who actially used magic to heal YipYap used tools to cut out pieces of flesh and implant chemicals and weird powders underneath his skin, healing it on to of it and then seeing the effect.
These practices have been going on for a couple of weeks, YipYap has changed of the periode, his skin color changed, chemical burns are on his face, Hair color changed but most of all his mind is what changed the most, He now doesnt mind being experimented on.
He looks forward to it, nog because he likes it but because he is facinated about it. He try's to learn more and more of what the mage used, he especially is enthraled by a black powder he uses, wich flashed and almost exploded when it touches fire.
After weeks of this torture the mages suddenly stoped grabbing goblins and well left, Leaving Clan YipYip broken, dazed and vunrable.
Clan YipYip returns broken to stillben they made an treaty with the people there, they will help stillben with defence, scavaging and becoming a part of society, since a lot of the goblins had peremanent brain damage, having them zone out at random times.
Some goblins got magical powers but they were unstable but harmless, and they used it for entertainment
However YipYap was different, he contineus the research of the mage that did it to him, using some of the leftover supply's often asking for volenteers.
His Father YipYip the first, thought it might be a good idea to send YipYap to adventure because well the last experiment he did, almost blew up their home.
So YipYap set out to adventure, looking for the mage that tortured him, not know if he wants to get revenge or contineu his research,however life would be difficult for this goblin.
Having blue skin with black spots, Ice white hair and well only half a mustache and burn marks on his face, people would not likley trust him, be he would try, and will he triomph, time will tell.
Is Elemental Evil, Sword Coast Adventurers' Guide, and other print WOTC good for consumption?
How much of the optional rules are we considering on using? Rapid quaffing sounds bad w/o context but it makes potions a lot more potent.
They say Halflings mature at the age of 20. How young is too young? 15? 16?
Am I right in assuming that we agreed on the ff:
a) With ToC available, I roll a d20 to check if I cause a WMS for every 1st level spell or higher cast.
b) With ToC expended, I roll for a WMS immediately.
c) ToC must be used in moderation and there are some surge effects that will be mellowed out (at least in the early stages of the game).
So my idea for Bobby is a latent spellcaster that would probably never be great at it. Maybe decent but not great. He is a kid that has seen things, terrible things.
He was born in Port Damali, Wildemount. Sold at the age of 13, he believes he has a slight idea of "how the world works" and that fate rules us all (but sometimes, the hand of fate must be forced). He has no idea how his family stands now. His only remembrances are a pet mouse that his mother always scolded him about and a small wooden statuette of a father he never met. He spent years in the slave trade. Spending most of his time as fodder or a bar for comparison for the patrons, never being bought. He escaped during the dragon fiasco while cargo and shipments were in disarray. A unicorn suddenly appeared in his captors midst. After seeing such a magnificent creature, Bobby saw the chance, bolted and never looked back. Hopeful, blissful, and fire lit in his belly. A handful followed suit, a catastrophe for most, a blessing for some. Bobby left his cares, fears, and ambitions behind to live a life for himself. If he is going to die, he is going to die in his own terms.
It has been a year since all that.
Unfortunately, things came to a head (rather literally) when in a fit of frustration and anger, the young Esper destroyed the rare, prized trophy of a prominent noble and fled her home. She does not know if her act of rebellion consigned her family to poverty, but Esperaillea found that she lacked the time and energy to care. She never realized how much her parents provided for her, yet she was determined to never go back to that house of cruelty.
Esper found friends in the city streets, joining up with a local gang of urchins to survive. Her natural ambidexterity was a gift in fiddling with locked shopkeeper chests or caravan supplies; Esper had to give her father credit for teaching her to work with small tools. Her small size, even as she got older, became invaluable at shimmying through narrow openings to provide access for her companions.
Things got hot in her town as both her parents and the authorities kept closing in on her gang's activities, so Esperaillea tagged along with a caravan headed for distant cities, all to be as far away as possible. She learned the art of the blade from the other guards, though it was difficult translating human-sized techniques to her smaller stature, but she managed. Best of all, she learned how to hunt and forage for food out in the wilderness, and how to keep an eye out for trouble. It was, perhaps, her first real job that she took a liking to.
Esperaillea also found that she enjoyed being outdoors. She never realized how oppressive and claustrophobic cities could be, and began to appreciate the vast open environment of the natural world. She took to the outdoors with a relish, learning how to move quickly through the undergrowth, trying to use her small size to her advantage. Esper marveled at the variety of fauna, striking up conversations with colorful birds, oddly-shaped amphibians and reptiles, and exotic mammals that would never be found in a city. Cities have their purpose and Esperaillea will never forget the survival skills learned as a child, but she finally found her true home.
Perhaps her parents are still looking for her; Esperaillea no longer cares. Sure, her initial disgust at her family's trade has waned, and she might even have some kind words for her father, but the little gnome has a new home and a new family now.
The transition to the small town was rough, the lack of currency and freedom hindered Bronze's family. His parents were desperate, unable to support their son. They caught word of a monastery near the Gladpools. Bronze's parents brought him there, asking his service in trade for a decent living. The monks took Bronze into their monastery, teaching him the way of self-perfection through contemplation and rigorous training. He would visit his parents in Byroden from time to time, mostly exchanging gifts once a year. The last gift from his parents was a set of bone pipes.
Bronze lived a decent life for years. The monks' training humbled his way of thinking. The contemplation while fishing the Gladpool ponds brought questions to his mind. He found with age, he craved to understand the world more. A common rumor consumed him; Syngornian tradition speaks of an oracle’s spirit that is bound to the lakes, and when given sufficient offering and respect, the oracle will come to parlay a trade for information of one’s fate. He spent months searching for more information on the Oracle's Spirit. Bronze needed to know more. All leads ended where the rumors began. He lost interest in the rumor, passing it just as a folktale.
The excitement of the mystery, though, made him speak to the monks. They supported Bronze's natural curiosity and encouraged him to explore out into the world. The monks asked him to bring back the knowledge he learns to expand the monastery's teachings. He gladly accepted their request. Wanderlust filled his Tabaxi soul.
An elder monk took Bronze aside before he left and trained him in the art of Cartography. A difficult art, but important for a roaming sage. Bronze found enjoyment in documenting the lore and history of the world. The maps he would draw, along with research notes, became an engrained hobby of his. A part of his daily work. Bronze's backpack full of notes weighed down his small Tabaxi frame.
Before Bronze Grotto left the monastery, the monk elder gave him a letter posing an unanswered question; A mortal mage, her name either lost or struck from history, crafted now-forbidden rites to challenge the God of Death, felling him and taking his place among the pantheon, making her the first and only mortal to ascend. This question is an underlying goal of his travels. Bronze won't return home until he finds the answer.
Stilben is the largest port city on the coast of Tal'Dorei. The robust trade of rare goods, textiles, and spices brings people from all over the world. The amount of information flowing through Stilben excites Bronze Grotto to no end. Though searching for specific answers, new questions always distract Tabaxi from their overarching goals. Bronze has a current fascination with wizards and their magic. His time in Stilben may be an adventure on its own.
Is Elemental Evil, Sword Coast Adventurers' Guide, and other print WOTC good for consumption?
a) With ToC available, I roll a d20 to check if I cause a WMS for every 1st level spell or higher cast.
b) With ToC expended, I roll for a WMS immediately.
c) ToC must be used in moderation and there are some surge effects that will be mellowed out (at least in the early stages of the game).
Hope that helps, if you need anything else just let me know :)
Unfortunately, things came to a head (rather literally) when in a fit of frustration and anger, the young Esper destroyed the rare, prized trophy of a prominent noble and fled her home. She does not know if her act of rebellion consigned her family to poverty, but Esperaillea found that she lacked the time and energy to care. She never realized how much her parents provided for her, yet she was determined to never go back to that house of cruelty.
Esper found friends in the city streets, joining up with a local gang of urchins to survive. Her natural ambidexterity was a gift in fiddling with locked shopkeeper chests or caravan supplies; Esper had to give her father credit for teaching her to work with small tools. Her small size, even as she got older, became invaluable at shimmying through narrow openings to provide access for her companions.
Things got hot in her town as both her parents and the authorities kept closing in on her gang's activities, so Esperaillea tagged along with a caravan headed for distant cities, all to be as far away as possible. She learned the art of the blade from the other guards, though it was difficult translating human-sized techniques to her smaller stature, but she managed. Best of all, she learned how to hunt and forage for food out in the wilderness, and how to keep an eye out for trouble. It was, perhaps, her first real job that she took a liking to.
Esperaillea also found that she enjoyed being outdoors. She never realized how oppressive and claustrophobic cities could be, and began to appreciate the vast open environment of the natural world. She took to the outdoors with a relish, learning how to move quickly through the undergrowth, trying to use her small size to her advantage. Esper marveled at the variety of fauna, striking up conversations with colorful birds, oddly-shaped amphibians and reptiles, and exotic mammals that would never be found in a city. Cities have their purpose and Esperaillea will never forget the survival skills learned as a child, but she finally found her true home.
Perhaps her parents are still looking for her; Esperaillea no longer cares. Sure, her initial disgust at her family's trade has waned, and she might even have some kind words for her father, but the little gnome has a new home and a new family now.
Through school I became known as Boman and used that names for a lot of my life until I went to the Alabster Lyceum to study. I was called Panabar by a lot of people, still not sure why. Some of the elves I knew would call me Hurtassion and my friends would cal me Eruaphadion or Phadin for short. Knowledge was my bread and butter, I loved learning and finding new information. Leaving home was not easy. My parents had a difficult time with it as I was only 36 when I left, but I had learned all I could from Whitestone.
I spent 10 years studying at the Lyceum. They were the best years of my life and Emon was a very welcoming home. I was there when a group just showed up, unannounced, inside the Traverse Junction. Not long after they showed dragons burst forth and destroyed the school. Everything was ruined, books, spells, knowledge all lost. I blamed those unknown travelers for this destruction. I went looking for them throughout the city. It didn't take long to find out how they were and that they were trying to stop the Conclave, not help them. After that I went back home to help Lady Casandra and the other researchers look for information about the Conclave.
Once the Conclave was defeated by Vox Machina I was asked by Lady Casandra and Percival to switch my research to the orb of annihilation that resided under Whitestone castle. Soon I came across some very interesting books about Vestiges of Divergence. These items of mystery peaked my interest. There was not much said about them from the books at Whtiestone so I decided I needed to leave to find these items. My first clue was a place called the Isle of Glintshore. I had to lie to my Lady as well as the other researchers so that I could leave without question. I told them I found a clue but I needed to hunt down some more information to confirm, I hope they can forgive me. I will head to Stilben and find transportation from there. I just need to lie so that I can be allowed to leave without question. Oh, I've never done this before. Wish me luck
Is Elemental Evil, Sword Coast Adventurers' Guide, and other print WOTC good for consumption?
As she got older, she became bolder- often pretending to be the very people whose identities she created, for the sole purpose of amusing herself. She'd trick travelers into giving her their gold (she had such sob stories!) or convince others she was their long-lost cousin. During a particularly difficult time in her life (she was far from home and nearly broke), she was noticed and recruited by The Clasp and trained in their ways. She enjoyed it at first- stealth and misdirection came naturally to her, but she did not agree with some of their methods, and so after a time she feigned incompetence and they haven’t asked her to work for them in a while.
One of her favorite identities so far is Xorinna, wizard's apprentice and traveling scholar. She went as far as studying tomes upon tomes at the Cobalt Reserve related to spells and magical artifacts so she could better "pretend" to have knowledge of such things. So good at the job of pretending, other scholars have written to her asking questions or for her opinions based on her "expertise".
She has such a way with words and understanding, intrinsically, how others tick that it almost doesn't matter what story she spins; people are more than happy to give her what she wants. What does she ultimately want? For people to see past the masks to who she really is. The problem is, she doesn't know who that is anymore. But that's ok. She'll continue doing what she does best, and helping people out who don't have the same gifts that she does.
Thanks!
Thanks!
The alternative is to not use quotation marks, or write something like Abbott Sabot aka Bobby.
Hows that sound? Basically you’d have the parts so once you hit 3rd level and pick up the Gunslinger Archetype you’ll be able to use your Gunsmith ability to craft a Pistol.
^^ yes above avarage
Rolls
HP roll 1d10 - (1d10)
(7) = 7
I'm thinking of a draconian fighter with the soldier background. He's wandered far from the ruins of Draconia, searching for salvation and redemption from his abiding of the Ravenite oppression. It'd make sense that he's come to a remote place like Dunghill, at least.
STR 16, DEX 13, CON 14, INT 9, WIS 9, CHA 13.
What level should I start at?
Rolls
Attributes - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (2545) = 16
4d6 : (6152) = 14
4d6 : (4123) = 10
4d6 : (3236) = 14
4d6 : (4643) = 17
4d6 : (3331) = 10
I'm thinking of a draconian fighter with the soldier background. He's wandered far from the ruins of Draconia, searching for salvation and redemption from his abiding of the Ravenite oppression. It'd make sense that he's come to a remote place like Dunghill, at least.
STR 16, DEX 13, CON 14, INT 9, WIS 9, CHA 13.
What level should I start at?
Background: Soldier
Feature: Military Rank
Personality Trait: I'm haunted by the atrocities the draconians inflicted upon the ravenites. I can't get the images of violence and oppression out of my head.
Personality Trait: I've lost too many friends, and I'm slow to make new ones.
Ideal: Independence. When people follow orders blindly, they embrace a kind of tyranny.
Bond: I fight for those who cannot fight for themselves.
Flaw: I have little respect for anyone who is not a proven warrior.
Flaw: The monstrous deeds we committed cost many lives, and still leave me haunted and ashamed.
Layandawei is a former soldier from Draconia, tasked with the defense of her realm and ensuring the safety and security of her people. The blue dragonborn was also responsible for keeping the Ravenites in check, applying muscle and force when necessary, or more often than not, when ordered.
Layandawei always felt conflicted when tasked with suppressing Ravenite independence. He never understood why the tailess ones were considered a lesser caste, for did they not share the same draconic blood? However, life within the military was one of strict discipline, and Layandawei did not shirk from his duties.
When Draconia was destroyed by the Chroma Conclave, the oppressors also fell from power. Layandawei felt it was time he left the military and cast himself into exile to meditate on his participation of what he felt were horrible atrocities. He made his own pact that he would right these wrongs whenever he could.
Taking 4th level in wizard
2 more spells to learn - Mage Armor, Misty Step
1 cantrip - Chill Touch
And still deciding on a feat or ASI - Feat: Fade Away(XGtE)
Increasing DEX
Adding Color Spray to my spell list
Rolls
Level 4 HP - (1d8+1)
(6) + 1 = 7
Rolls
Stat barf - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (1136) = 11
4d6 : (2636) = 17
4d6 : (2233) = 10
4d6 : (2432) = 11
4d6 : (1415) = 11
4d6 : (6525) = 18
Also, dolla dolla. - (5d4)
(34114) = 13
Rolls
4d6
(4254) = 15
4d6
(5344) = 16
4d6
(3515) = 14
4d6
(1633) = 13
4d6
(6664) = 22
4d6
(1525) = 13
So 8, 10, 15, 15, 16, 16. Damn, that's a solid statblock.
From a build perspective, I'm leaning towards a Wood Elf Paladin, a sort of agile, stealthy Forest Avenger. I'm not sure how well that will actually work (compared to, say, the more "obvious" choice of Ranger) but I like the idea of the character having found a true Calling. I'll work up a character sheet and write a proper backstory soon!
Edit: @mcneils5, would you be okay with me taking the Outlander background, but switching out the Athletics proficiency for Stealth? I see the character having a background as a hunter, but focusing more on the elven techniques of silent ambush than the human hunter's approach of relentless pursuit.
I'd also like her to learn the Sylvan language for her choice, is that okay? (It's Exotic, so needs DM permission, but I think it makes sense for her - the connection with nature makes contact with fey more likely than anything else.)
Rolls
Stats - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (2214) = 9
4d6 : (4365) = 18
4d6 : (6212) = 11
4d6 : (5642) = 17
4d6 : (5654) = 20
4d6 : (4556) = 20
Starting wealth - (5d4)
(14433) = 15
Hit points - (3d10)
(1101) = 12
I'd also like her to learn the Sylvan language for her choice, is that okay? (It's Exotic, so needs DM permission, but I think it makes sense for her - the connection with nature makes contact with fey more likely than anything else.)
Tarasynora Liavaris grew up among the wild elves of Lyrengorn, and became a proficient hunter in the mountain forests. She adored the beauty of the icy wilderness, the majesty of its glaciers and ancient pines, and especially the wonder of the northern lights, and the skillful aerobatic displays of the wyvern riders who played amongst the dazzling colours.
Tara was proud of her skills as a hunter, but always felt as though there was something missing from her life, some essential purpose or meaning. Her work was important, for sure - it kept the people of Lyrengorn fed, and the forests safe from supernatural threats. It kept nature in balance, and ensured that everything continued as it always had.
It was only when a group of humans came to the city, begging for the elves’ aid to save their village from violent creatures of the Feywild, that Tara was able to understand what she was missing. The city’s leaders welcomed the humans as they did all peaceful travelers, and gave them all the comforts of elven hospitality, but they refused to help them. Tara demanded to know why.
"Their troubles are not our troubles," she was told. And in that moment, she understood - she could not ignore the suffering of others, no matter who they were; the presence of darkness and evil in the world was everyone’s problem, and she would never be content to maintain the state of things as they were. She had to try to make the world a better place.
When the humans left, she left with them, against the protestations of her family and friends. The humans told her of the fey spirits that attacked their farmers, hunters and woodcutters, starving the village of supplies. The people were afraid to leave their houses, and they feared the spirits would soon attack the village itself.
Tara went out into the woods near the village alone, and called upon the forest spirits to speak with her. The dryads came forth from the trees, in their aspects of war and anger. They told Tara that the humans were wounding the land and the forest with their greed and ignorance. Tara did not try to argue, but simply listened.
For over a year, Tara went back and forth between the humans and the dryads, asking for patience and understanding. She taught the humans how to gather wood and hunt game without upsetting the balance of the forest. She convinced the dryads to give over some of the forest for farmland, so the humans could grow enough crops to survive. In turn, the humans agreed to protect and honour the dryad’s sacred groves, the surrounding forest and its creatures. She built an agreement between them, such that each was better for it - without the conflict from their mutual misunderstandings, they could grow and flourish to mutual benefit.
When she first began to see humans and dryads starting to work in harmony without her intervention, Tara felt joy and sadness in equal measure. The results confirmed her deepest feelings - that she could make a difference in the world, and that the light of compassion was truly able to banish the darkness of ignorance and hatred. On the other hand, these people no longer needed her help, and it was time to move on.
HypCo - Don't worry mate, I'd rather you take a bit longer and end up with a character you're really happy with than rush it and not be feeling them when you're playing.
18, 17, 14, 12, 12, 11
Rolls
Stats? - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (6636) = 21
4d6 : (5466) = 21
4d6 : (1563) = 15
4d6 : (4144) = 13
4d6 : (2641) = 13
4d6 : (5151) = 12
Hp rolls for 2-5 - (4d8)
(1764) = 18