Character Creation
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Good ideas so far - I will allow all supplemented material including the EE spells. Only problem I think is swashbuckler, who simply won't get sneak attack when at disadvantage
So Grazzt, if you don't mind doing the Paladin thing, I'll happily go rogue.
Question for the DM: I'm thinking about making something like a Lamplighter which is an old Mordentish prestige class. Kinda like a investigator with the trust of the people. Question is, can I wield a lantern in my offhand with the stats of a club? Maybe 1d6 Bludgeoning?
Question for the DM: I'm thinking about making something like a Lamplighter which is an old Mordentish prestige class. Kinda like a investigator with the trust of the people. Question is, can I wield a lantern in my offhand with the stats of a club? Maybe 1d6 Bludgeoning?
Tyr 25:17 "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness, for he is truly his brother's keeper and the finder of lost children. And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy My brothers. And you will know I am the Lord when I lay My vengeance upon you."
So, there is the basic concept I have worked up. If anyone wants to be from Lysander's old unit. feel free to work him and these details into your character's story.
foolsmask - I like the story. I'd tap in to be a former comrade in arms, but it doesn't really gel with my guy.
Are we rolling hps or doing 1/2 rounded up?
If we're rolling...
Rolls
hps - (5d10+15)
(73269) + 15 = 42
The old soldier took this to be a good omen and raised the girl as his own. As such, and without a wife at home to care for the child, this was the first of many missions that Katerina would be brought along on. The girl was quick and smart, easily learning how best to stay out of the way and be useful by being an extra set of eyes.
However much Old Theodore loves her, the townspeople are wary. The girl is eerily quiet and, in emulation of her foster father, dresses in armor. This is off-putting and most townsfolk only deal with her in deference to Theodore.
While their relationship is good, some things still trouble both Theodore and Katerina. Due to his nature as a Lamplighter, Theodore has never been able to allow the circumstances of Katerina’s strange appearance in the forest to leave his memory. In his mind’s eye he can still see her in the forest, standing there naked except for an empty locket and bits of old, dried paint crusted to her eyelashes and platinum blond hair. Katerina on the other hand has little memory of before she was found. She is happy when she is with Theodore and smiles when he takes her along on missions but sullen otherwise, her green eyes vacant of expression. She still wakes in the night screaming from nightmares of a darkness she can’t remember.
Katerina has recently come of age and her slight frame, easy grace, and porcelain skin have started to attract some of the town’s eligible bachelors. Truly though, only the bravest approach her because pretty as she is, her cold vacancy and masculine dress intimidates them into finding easier wives.
Everything was fine in her life until two weeks ago when Theodore said he had to go on a mission alone. He was investigating a connection to her origins and was certain of the dangers that lurked where he was going. Not wanting to concern Katerina, he told her it was a routine perimeter walk, something that had began to bore her in her later years. But now he hasn’t returned. And no one in the Sheriff’s office has knowledge of the mission he went on.
Katerina, with the skills and training she has learned under the tutelage of her Lamplighter father, will strap her rapiers to her sides and venture out into the darkness to bring him back.
Katerina is a human fighter urchin who fights with dual rapiers. She wears half plate armour that moves flexibly with her fluid dual weapon fighting style. She represents and values the highest virtues of truth and honor.
Rolls
HP - (5d10+10)
(985103) + 10 = 45

Let's fill this tavern!
Are you all doing traits/ideal/bond/flaw too? Also, do I get to see the character sheets? It's my first time using this forum
I will do a more formalized traits/ideal/bond/flaw but it's all pretty much in the backstory. The flaw is a bit weak right now but it's a work in progress.

Personality Trait 1 = To me, a tavern brawl is a good way to get to know a new city.
Personality Trait 2 = I misquote sacred texts and proverbs in almost every situation.
Ideal = Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.
Bond = I am guilty of terrible crimes. I hope someday to redeem myself.
Flaw = Once someone questions my courage, I never back down, no matter how dangerous the situation.
More of the above comes from the acolyte background than the sailor, but his transition from pirate to paladin has taken him on a strange journey. He's 5th level, so he's probably had a few adventures since then, but I imagine mostly he's been hunting down criminals and corrupt officials.
He's not too bright, and things are very simple for him. If you kill, steal or oppress people, you're bad. If you're an unnatural monster, you're bad. Tyr wants you to stop being bad, and if that means your brains get splattered all over the floor, so be it.
Ideal: Justice and Temperance. Katerina believes in fairness in protection of rights and punishment of wrongs. Also that a clear mind is one that sees the full picture.
Bond: To find Theodore, her father, and to unravel the mystery of his disappearance.
Flaw: In Mordent, Lamplighters are universally respected; in the outside world, those that don't recognize the order may not show the same deference. Katerina being inept at social situations will challenge any percieved disrespect to her authority. She is afraid of the dark if she is alone. She is not actually a Lamplighter, though she has been trained as one from youth. If someone outside of Mordentshire called her out, it would stain her honor.
Born the son of a noble human man who fell in love with a elven woman, Falfaelor Stadelman grew up with what seemed to be the best of both worlds. Called Faelor by everyone except his mother, he was on his way to becoming a fine example of nobility just like all the others. That changed when a band of travelers came to entertain the happy family and a magical mishap exposed Faelor to raw magic. It was soon after that incident that Faelor's sorcerous powers began to appear. Sages and powerful wizards came to study Faelor to determine what was going on. To discover that he was now a sorcerer was both exciting and terrifying to Faelor. Eventually, he made sense of it and was no longer afraid. At the behest of his mother, he took to the road to further his power - always for the greater good.
Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood. This has led others to love me for my kindness and generosity.
Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond: The common folk must see me as a hero of the people.
Flaw: I have an insatiable desire for carnal pleasures.
Specialization: Hired Killer
Trait: I always have a plan for what to do when things go wrong
Ideal: Charity: Steal from the wealthy to help those in need. Read: Kill the noble oppressors to benefit the oppressed.
Bond: Someone I love died because of a mistake I made.
Flaw: I have a "tell" that reveals when I am lying.
Sindar grew up on the streets and developed his thiefly skills by stealing food and gold to survive the mean streets. As a child, he was betrayed by a noble employer who sacrificed his Mother and a handful of other indentured workers, turning them into undead beasts that would work forever for no food or pay. The plan backfired for the lord, the zombies escaping to raise hell in the streets. Sindar sneaked into the Lord's chambers one evening and killed him for his transgressions. He then went out to help deal with the undead in the streets.
The prowess he showed that day was enough to win him future work, hunting down nests of undead and their evil masters.
Sindar is primarily motivated by helping those who cannot help themselves, though he does so in an indirect manner, slaying undead and taking contracts to eliminate oppressive necromancers, practitioners of dark arts.
EDIT: HP rolls
Rolls
HP lev 2-5 (d8) - (4d8)
(8364) = 21
He always preferred solitude to the company of others, and the Culliver family respected that. They stayed away from his part of the forest, and in return, he shared the wealth of the forest with them. When winter came, he would come with medicine and apple brandy that he would trade for grain, and they knew their farm prospered at least in part thanks to his friendship.
When the Duke's man came to collect taxes, Jack Culliver showed them the charter that exempted them from payment in return for their settling the wilderness. The Duke's man left, but returned several days later with soldiers. Jack's wife Sarah and their children fled into the forest before they reached the house. Jack was taken away in chains, and the Duke's men took everything of value and put the cottage and the outbuildings to the torch.
When Sarah found Iskandil, he changed into a wolf to race ahead of the Duke's soldiers. He caught them and called up the forest against them. While they were pinned down by the very roots and grass, Iskandil released Jack, and they both retreated back into the woods.
More of the Duke's men came, and the Cullivers fled the forest into the neighboring country to start again. Iskandil stood and fought the soldiers until they finally beat him down and dragged him into their prison. When he woke, he was dragged before the Duke and beaten again. The Duke told him that the Cullivers had escaped, so he, Iskandil, was responsible for their debts and crimes. He would be hung at dawn.
He escaped in the shape of a snake, slithering through the bars and made his way safely to the trees. He returned to his cabin in the deep woods to retrieve his bow and his still. When the Duke's hunters finally found the place, he had disappeared across the border.
The Cullivers had been a popular family in their old home, and it was no different in the new land. The story of the drunk elf who stood up to the Duke and slipped away under his nose grew, but Iskandil is still looking for a new place to call home.
Personality Traits: I judge people by their actions, not their words. If someon is in trouble, I'm always ready to lend help.
Ideal: Tyranst must not be allowed to oppress the people.
Bond: A noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
Flaw: I have a weakness for the vices of the city, especially strong drink.
I'm sorry, but I need some help figuring out exactly how many spells I can cast per day. I think it's 5 but does that include oath spells or not? How does that work? Never played a paladin before. Thanks!

Grizel the Orphan
Human Paladin (Oath of Vengeance)
Orphaned at a very young age, Grizel was raised by Jonas, a huntsman, and his wife Ellie, a washerwoman, both in the employ of a local lord named Umbert Carnley. A strong, beautiful, willful child, Grizel became friends with everyone at the homestead and at the manor but what she loved best, to the chagrin of her adoptive mother, was spending time at the practice yard with the soldiers. In time she grew into a beautiful young woman but she would not be a washerwoman, nor a handmaid to the Lady, no! She wanted to be in the militia. The swordmaster was only too happy to take Grizel in as she proved more than a match for almost any man. Eventually she was raised up among the ranks and gifted by Lord Umbert’s son, Lord Garrett himself, with her own sword and suit of armor.
Grizel’s time in the militia opened her eyes to the tyranny of House Carnley. Growing up she had been largely sheltered from the worst of it but now she witnessed the oppression of the lowliest peasants, the back-breaking work and the even more back-breaking taxes. She herself was never sent to collect these taxes (sometimes in the form of merciless floggings or daughters brought to the manor like livestock only to be discarded when the lord or their underlings were through), but she sometimes heard her fellow soldiers boasting of their exploits. These were her friends! People she thought were good men!
One night, while Grizel lay in bed agonizing over the wrongness of it all, an injustice was visited upon her. Lord Garrett snuck into her room and raped her. She would have cried out or fought back had he not threatened to hurt dear Jonas and Ellie. Two nights later it happened again. And again. And then it was Umbert followed by Garrett. What could Grizel do? Who could she tell? Who would listen? Finally she told Jonas and Ellie but begged them not to do anything foolish. They could just run away. Grizel had saved up some money. A mistake: The next day, while Grizel was out on patrol, Jonas went to Lord Umbert himself. When Grizel returned to the manor she found both of her adoptive parents staked out in the yard, naked and beaten almost to death, while Garrett himself stood by smirking. The first person Grizel killed was the man with the flogging stick: Stevan, master of stables, a man she loved like an uncle. The next three men to die were soldiers, all friends, who drew swords on her while Garrett fled. Grizel knelt beside poor Jonas & Ellie and saw that they were beyond saving. With an anguished cry Grizel ended their suffering herself. Then she fought her way up the manor, carving a bloody swath before her to get to the filthy lords of Carnley. She took their ugly heads and flung them down at the gates. Then she burned the manor down.
Grizel knew then that from that moment, though righteous was her wrath, she had become a fugitive. She went to the kennels and slaughtered the hounds. She had loved them, each one, but they would be used to hunt her down. Next, to the stables where she let loose all the horses but her favorite charger which she saddled and away she fled, away, far, far away from that place. From that life. From that person she once was.
Trait: I can stare down a hell hound without flinching
Trait: When I set my mind to something, I follow through no matter what gets in my way
Ideal: Freedom. Tyrants must not be allowed to oppress the people.
Bond: I fight for those who cannot fight for themselves.
Flaw: My hatred of my enemies is blind and unreasoning.
Flaw: Secretly, I believe that things would be better if I were a tyrant lording over the land
Also, stat option 3 sounds neat... am I right understanding it like this:
I roll 4d6 for Str, roll 4d6 for dex, roll 4d6 for con, roll 4d6 for int, roll 4d6 for wis, roll 4d6 for cha.
With each 4d6 roll I drop the lowest result and sum the rest (so I get a number between 3 and 18).
My only question is what does this part mean:
"Players using this method may trade sets"
I only have to pick my race first though, right?
The character is a little odd in his mannerisms, has a Raven familar, and has a quarterstaff that is crowned in a bronze Raven head that he can open and close the mouth to with a button down on the staff.
These are my background traits:
Trait: I'm full of witty aphorisms and have a proverb for every occasion.
Ideal: Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Bond: I owe my guild a great debt for forging me into the person I am today.
Flaw: I’ll do anything to get my hands on something rare or priceless.
Here is an approximated idea of his look from Google Image Search:

Rolls
test - (4d6)
(2363) = 14
Edit: Add one to rolled numbers because for first ability score increase I bumped my constitution score by one.
Rolls
4 Levels worth of HP (0 con modifier) - (4d6)
(3561) = 15
Rolls
Str - (4d6)
(4511) = 11
Con - (4d6)
(6452) = 17
Dex - (4d6)
(6623) = 17
Int - (4d6)
(6225) = 15
Wis - (4d6)
(2222) = 8
Cha - (4d6)
(2626) = 16
Str: 10 (+0)
Con: 15 (+2)
Dex: 15 (+2)
Int: 13 (+1)
Wis: 6 (-2)
Cha: 14 (+2)
Net: +5
Rolls
STRENGTH - (4d6)
(3415) = 13
DEXTERITY - (4d6)
(3566) = 20
CONSTITUTION - (4d6)
(3445) = 16
INTELLIGENCE - (4d6)
(4226) = 14
WISDOM - (4d6)
(5512) = 13
CHARISMA - (4d6)
(3351) = 12
STR: 12 (+1)
DEX: 17 (+3)
CON: 13 (+1)
INT: 12 (+1)
CHA: 11 (+0)
NOTE: Candi, if you want to trade, I'll take the lower WIS. I wouldn't mind higher CHA as it is.
Rolls
Money!!! (x10) - (5d4)
(23232) = 12
"Put me in coach, I'm ready when you are", Victor says excitedly in a high mock voice.
"Oh you'll get your chance soon enough", Victor says, addressing the staff.
Monk (Way of the Shadow), Rogue (Assassin), Fighter (Battle Master), Ranger (Beast Master) are all tentative candidates based on fluff (and I'll make a firmer decision once I get home and can look at some crunch).
And because I also use imagery to help make decisions, here's some possible portraits:
Monk
Fighter
Rogue
Ranger (but could also be Rogue or Fighter... actually I'll probably use this one unless I make a Monk)
Rolls
Level 2 - (1d6)
(4) = 4
Level 3 - (1d6)
(2) = 2
Level 4 - (1d6)
(3) = 3
Level 5 - (1d6)
(5) = 5
Diamaia Kay-Vallen was born and raised by a prestigious Tiefling family who believed that Tieflings should keep a 'pure' lineage. They were zealots of their race. They worshiped the demons themselves and attempted to drag their daughter into their twisted "religion". Her parents even taught her Infernal as her main language, leaving her Common broken and cracked.
However, Diamaia had different ideas altogether... She wanted to be a Paladin... Her love for righteousness continued to clash with her parent's views.
Diamaia strove to be a paladin over and over again, but to no avail. She joined several churches, but had to leave each one. She had too much pure Tiefling blood in her. She was far too chaotic.
Diamaia gave up on becoming a Paladin and decided to hone her powers in the Wild as a Sorcerer. It broke her, but not her virtuous spirit.
Now she goes by a Virtue Name so that she is not connected to nor shames her parents any longer. Now she goes by Justice.
(sorry I'm taking so long, I'm in the middle of writing my dissertation so I only get to poke at character creation during breaks)
Character sheet coming soon, not sure when (again, dissertation writing breaks)
Portrait Option, Posting to Bookmark

Zinnarath had it rough from day one. Her mother was poor, her father was slain before she was born by an over eager paladin seeking to 'rid the world of vile creatures'. She learned to pickpocket and stay below the notice of others shortly after she learned to walk and talk, as those skills were necessary to survive. Her mother passed when she was fourteen. Zinn stowed away on the next ship that passed through the little port town she was born in and started on her own path. She was fortunate to have hidden herself away on a pirate vessel in need of a good thief. When they realized their food stores were short, and discovered her, instead of throwing her overboard or running her through, they offered her a place on the crew.
Years on the sea, navigating the rigging and sword fighting on the unpredictable sway of the sea taught Zinn the finer points of getting around with a bit of flourish. Before long she had become First Mate, and led many raiding parties on small port towns, treasure troves and merchant vessels. Zinn's exploits earned her a bit of renown as the Black Queen.
All good things come to an end, and Zinn's pirate life was no exception. Authorities local to the regions they frequently harried began to see their ship as a threat that could be turned into an example. Fleets scoured the sea searching for them and the bounty on their captain and ship grew so large that they could not even trust the owners of safe houses or the honesty of a trustworthy fence. Zinn saw their end coming like a huge tidal wave, and so did not return to the ship when they stopped at a small port to resupply. She was not the first to leave, but her betrayal probably stung the captain the most. Whether because her attentive eye and good sword arm were absent, or not, the ship was captured in the bay just beyond the port.
Looking for a new life, Zinn struck inland. Her skills helped secure the odd job, adventuring contract and keep thieves and brigands off her tail. Her reputation as the Black Queen, while fading, proved useful for brushing off local authorities and getting away with small crimes. Through fate or fortune she found herself in (the same place the group is).
Otherwise normal rules apply: take class starting equipment or roll for wealth. If you take the class stuff you can sell anything you gain from it at half it's value, if you don't want it
Dungeoneer’s Pack = 12 gp.
Explorer’s Pack = 10 gp.
Hand Crossbow = 75 gp.
PHB doesn't seem to differentiate between crossbow sizes when it comes to bolts. Crossbow bolts (20) = 1 gp
Here's the texts from the packs:
Eq u i p m e n t Pa c k s
The starting equipment you get from your class includes acollection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle o f ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.
Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit.
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.
Scholar’s Pack (40 gp). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
I have had a bit of trouble keeping track what is in the current party, anyone mind catching me up to speed?
Here's the current roster:
Zinnarath, half-orc rogue (Candi)
Grizel the Orphan, human paladin (me)
Victor Von Fisk, gnome wizard (PhantomNimbus)
Faelor, half-elf sorcerer (unique_exemplar)
I was thinking either a Monk, a Barbarian, or a Cleric any particular request one way or the other?
Here is my basic backstory :)
Mardak Goodbarrel grew up as an impoverished orphan within a crowded city in distant lands. During his time on the street he was beaten and mistreated frequently, often by those that deemed their selves higher born. Taken in by a ninja, looking for an apprentice to train, Mardak learned the various techniques he utilizes today. Mardak's master was a big fan of quotes, phrases, and sayings, and often had one for every situation. Often, despite the years separated from his master, Mardak finds himself quoting those same lines.
Mardak uses his skills to assist and aid the less fortunate, and is especially sensitive to helping orphans. Mardak's past experiences with wealthier individuals and higher classes has soured him to these individuals, it takes a great deal for him to trust them.
I just got to work on a human Valor Bard. I'll post more details later.
I'll drop the two of you in together for simplicity's sake
Rolls
stat roll - (4d6)
(5224) = 13
stat roll - (4d6)
(3326) = 14
stat roll - (4d6)
(5364) = 18
stat roll - (4d6)
(4151) = 11
stat roll - (4d6)
(5543) = 17
stat roll - (4d6)
(1614) = 12
Im using the standard option for health so there are no rolls for that.

Balder Meadmonger
A traveling drunk and storyteller, Balder grew up in a small coastal town far to the north. As a child he loved hearing stories of ferocious berskers and cunning tricksters. When he came of age he joined a crew of raiders hoping to gain fame and glory like the heroes of his childhood tales. He spent several years as a raider, and fell in love with the longships that carried him across the sea.
In his last raid Balder was severely wounded. When he finally recovered he took to the sea, the last place he felt truly. At each port he would sign on with a new ship, only staying in one place a few days at most. Now his home is the hold of a ship, or a seat in an alehouse.