Character Creation

Aug 28, 2015 2:52 am
Feel free to post rolls for characters and what you want to bring to the table. Hopefully we can get a diverse group. As stated in the listing in the Games section you may use any races and classes from either the PHB, as well as any released Unearth Arcana characters. If you really want to spin up something custom or home-brewed I'll review and say if it looks okay or not.

We will start at Level 1 in the campaign. You will get all of the gear provided by class and background, or if you prefer you can receive the amount of GP provided by your class (the chart on pg 143 of the PHB) and buy your starting gear from the Equipment chapter of the PHB.

If you put your backgrounds Trait, Ideal, Bond, and Flaw in your character sheet Notes you are eligible for inspiration. Your characters history is free to determine up until you end up in this town (the name escapes you). It's hazy since then and you can only remember a few fleeting flashes from last night.

Lastly, I'm not much of a stickler for tracking your number of rations or ammunition for things like slings, arrows, or bolts. Picking some of these up from towns is adventuring 101. If you couldn't remember to do this regularly you aren't the characters listed in this story. You can track these on your character sheets if you want, but we will just assume you have them. Torches are a different story, track these, buy them in towns.

Once characters are set I'll start up the adventure thread.
Aug 28, 2015 3:36 am
How strict are you on rolling? Any minimum stats or rerolls? Or is it a "take what you get" kind of thing?
Aug 28, 2015 3:45 am
Not super strict. I'll let people re-roll things 6 or below. If you are concerned about not rolling well enough you can always point buy, or take the standard array. I want everyone to be able to have fun. If you know of better re-roll policies or whatever, I'm always open for input.
Aug 28, 2015 12:59 pm
Something fun that we've done in my home group is to do the standard array, put the scores where you want them. You then roll 3d6 for each of those scores, in order and take whatever is higher.

For example:

Set up standard array as such
Str 15
Dex 13
Con 14
Int 12
Wis 10
Cha 8

And then roll 3d6 for each, getting:
Str: 12
Dex: 16
Con: 6
Int: 18
Wis: 8
Cha: 12

Take the best from each score, ending with:
Str: 15
Dex: 16
Con: 14
Int: 18
Wis: 10
Cha: 12

Adds the randomness factor, while stopping bad rolls from making your character terrible.
Aug 28, 2015 1:01 pm
Rolling for character now

Rolls

Rolls - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (3233) = 11

4d6 : (5421) = 12

4d6 : (2241) = 9

4d6 : (2543) = 14

4d6 : (4353) = 15

4d6 : (6462) = 18

Aug 28, 2015 1:04 pm
Ouch, that's not a pretty character lol
Aug 28, 2015 1:26 pm
It does seem like taking the better roll every time could make your character overpowered. At least if you were to point buy there is no way you could get a character with those stats.

Edit: Sorry had the wrong game. I am the DM here. If you are really concerned about having a low stat character I'll let people point buy or standard array instead, even after rolling stats. Although your numbers really aren't that bad considering you'll get racial bonuses.
Aug 28, 2015 1:39 pm
I'll roll for stats as well.

Rolls

4d6

(1153) = 10

4d6

(5324) = 14

4d6

(2335) = 13

4d6

(5466) = 21

4d6

(2556) = 18

4d6

(5455) = 19

Aug 28, 2015 1:42 pm
Working on making a Wood Elven Bard

EDIT: Gonna make that a half-elven bard with standard array. It's pretty much better in every way, and after seeing the rolls that teaanddice got, I feel like I'll be too weak in comparison if I keep my rolled stats.

Also, I appreciate you giving us the option to switch that :)
Last edited August 28, 2015 2:05 pm
Aug 28, 2015 2:53 pm
No problem. Just trying to give people some options to craft their character.

Also, to be clear, if you roll stats, after you get the numbers you assign them wherever. That's how I've always done it.
Aug 28, 2015 3:01 pm
One more question. What setting is this in? Forgotten Realms, Greyhawk, homebrew?
Aug 28, 2015 3:12 pm
It's home brew to an extent. I'm mostly injecting towns into the Forgotten Realms world of Faerun. Major organizations, gods, etc will be there still, but I am also allowing any unearthed arcana stuff to be brought in as well. This town you have all been summoned to is off the normal trail near the east edge of the Neverwinter wood.

I've been trying to find a blank Faerun map so I can homebrew all cities and such, but it's hard to find. Don't expect any keystone forgotten realms characters to show up. :)
Aug 28, 2015 3:43 pm
Hi all!

Not familiar with that setting so it will all be new to me.

As for character, I will roll up a wizard tonight. I've never played one before so that will be interesting!
Last edited August 28, 2015 3:44 pm
Aug 28, 2015 3:46 pm
Hopefully familiarity of the setting won't be a problem. Like I said I'm rolling this enough that we can be a little malleable with the world. Feel free to explain as much or as little about your characters history as you want. The most important part of the story is that you have all recieved an unsigned summons to this town. You arrived a day or two ago, and now, after a night at the tavern you wake up to a massacre. That is where we start. If you want you can even make up what the summons said that causes you to decide to come to this strange town.

I'll describe the town a bit more on the first adventure post.
Aug 28, 2015 4:07 pm
Character submitted! Aelar Galanodel, half-elven bard :)
Aug 28, 2015 4:16 pm
I think I'm going to go with a Human Female Fighter. Usually I use the point buy system, but seeing some others try the 4d6 has me curious to see how my luck will work out. I'll try and have a character submitted late this evening.
Aug 28, 2015 4:57 pm
Here goes nothing!!

Edit: Wow, I should roll more often.
Last edited August 28, 2015 4:58 pm

Rolls

All sixes! - (4d6)

(3446) = 17

All sixes! - (4d6)

(2553) = 15

All sixes! - (4d6)

(3456) = 18

All sixes! - (4d6)

(4134) = 12

All sixes! - (4d6)

(4553) = 17

All sixes! - (4d6)

(6152) = 14

Aug 28, 2015 5:29 pm
Ok I'm gonna try rolling. If they suck I'll stick with the standard array.

Edit: Not sure what happened but will add the last 3 rolls that didn't post.

Edit 2: woohoo!! Apparently the dice are hot right now!
Last edited August 28, 2015 5:32 pm

Rolls

Stat 2 - (4d6)

(4555) = 19

Stat 5 - (4d6)

(6156) = 18

Stat 6 - (4d6)

(6531) = 15

Stat 1 - (4d6)

(3344) = 14

Stat 3 - (4d6)

(4663) = 19

Stat 4 - (4d6)

(2644) = 16

Aug 28, 2015 5:33 pm
Wow, I have by far the WORST stats lol
Oh well, luck of the roll :)
Congrats on the good rolls guys and gals!
Last edited August 28, 2015 5:33 pm
Aug 28, 2015 5:39 pm
Alright Naatkinson. Since you have such a gap from the other players I'll let you reroll and use your standard array and then 3d6 roll method talked about earlier. No fun having the cursed character. Fun is key, not mean DM overlooking poor rolls.
Aug 28, 2015 5:41 pm
Awesome, thanks a lot!
I'll post the array as I arranged it before:

8
15
13
12
10
14

And now I will Roll:

Edit: Not bad, only improvement was strength, but it's quite the jump
Last edited August 28, 2015 5:41 pm

Rolls

Roll - (3d6)

(536) = 14

Roll - (3d6)

(114) = 6

Roll - (3d6)

(162) = 9

Roll - (3d6)

(131) = 5

Roll - (3d6)

(244) = 10

Roll - (3d6)

(632) = 11

Aug 28, 2015 5:44 pm
Well, at least I tried to help. :)

Seems like everyone is almost ready with character creation soon, so I'll start penning up the first adventure post tonight. The first post round will probably just be an overview of what characters remember before waking in the tavern, and how you perceive the others you see awaken.
Aug 28, 2015 5:54 pm
Oh I definitely appreciate it, and that jump in strength is pretty nice :)
Aug 28, 2015 10:31 pm
Ütés Arc is a Illuskan (1/16th elven, with barely noticeable physical elven traits, and no race bonuses) female fighter. She speaks Common and Elvish (Elven?) and carries a shield she uses to protect those that fight by her side (Protection fighting style). Have a peek at the character sheet, Phantom, and let me know if there's anything else that needs to be done.
Last edited August 28, 2015 10:31 pm
Aug 29, 2015 1:23 am
szemely says:
Ütés Arc is a Illuskan (1/16th elven, with barely noticeable physical elven traits, and no race bonuses) female fighter. She speaks Common and Elvish (Elven?) and carries a shield she uses to protect those that fight by her side (Protection fighting style). Have a peek at the character sheet, Phantom, and let me know if there's anything else that needs to be done.
Looks good. I briefly looked over it. Your character should present some interesting situations. Does she try to identify as elven, or aspire to be one or like one?
Aug 29, 2015 1:37 am
PhantomNimbus says:
Looks good. I briefly looked over it. Your character should present some interesting situations. Does she try to identify as elven, or aspire to be one or like one?
Her elven features are slight enough that very few people notice (although the half-elven bard may pick up on them). She does not identify or aspire to be elven, but will not hide the fact that she has elven blood if asked about it.

http://i.imgur.com/DtiXALw.jpg
Last edited August 29, 2015 2:35 am
Aug 29, 2015 1:39 am
Awesome, thanks for the clarification.
Aug 29, 2015 2:36 am
Xadria just joined the fight, but Moofsalot, could you fill out the names of your spells? Or are you still in process? Wasn't sure, most other things looked good. Also for wizard just track what spells you have prepared in the notes, then your spell section can consist of all your known spells.
Aug 29, 2015 3:30 am
http://i160.photobucket.com/albums/t198/WickedQueenAvice/portrait-of-an-elf-female-with-tattoos-on-face-and-earring-and-necklace.jpg

She's wearing long, meticulously clean dark purple robes.

All spell info is added! I've also included details under notes.

If I'm a High Elf and a Sage, does that mean I know 4 languages in addition to common?? Just want to make sure I'm reading that correctly. I also get a 4th cantrip for being an elf, correct?
Last edited August 29, 2015 4:03 am
Aug 29, 2015 4:06 am
Yes, you should know Common, Elven, one more language for being high-elf, and two more languages for sage.

Also, you are correct, since you are an high-elf wizard you do get 4 cantrips. One for the high-elf, and 3 for wizard. They're all from the wizard spell list anyway so no big difference or anything.

Edit: One quick note though, you can have up to 5 spells prepared. Your number of prepared spells is your INT modifier (+4) plus your Wizard level (1).
Aug 29, 2015 4:33 am
Ok, so, I'm loving all these characters so far. I just finished mine and... well, he is a "character" ;). Just to offset the Wizard I went with a Barbarian. I dropped my INT by a couple points, so I hope you are all right with that (making my character a little weaker....).
Aug 29, 2015 4:46 am
Somewhere along the 60 years of his life, it is generally believed that "Old Man" Crolwell lost it. He came back to his home town one day, stark raving mad. He had a strange instrument (which appeared to be some mix of a flugal and a tuba) and claimed he was given it by a 'fairy'. He earns a coin here and there by "entertaining" in taverns (which is mostly telling absurd stories).
He is known to be a ladies man... not that he's that great at it. And he is always in mood for good food, drink, and an absurd story, especially if he paid for it.
(He is also an amazing Fluba player, however, it is not the most popular instrument as of late).
Last edited August 29, 2015 7:57 am
Aug 29, 2015 5:08 am
I was looking through the sheet and had to take a moment to take in what I was seeing. A highly charismatic barbarian that is an entertainer. I love it. You could also use the Feat/Abilities area to put your Barbarian abilities. Either way I love the diversity in the cast here. I'm going to start up the first adventure post.
Aug 29, 2015 11:42 am
Ok so dumb question, how do "spell slots" work? Are they like saved spells?
Aug 29, 2015 2:22 pm
Moofsalot says:
Ok so dumb question, how do "spell slots" work? Are they like saved spells?
So, I believe (so anyone correct me if I'm wrong), that when you use a spell, it expends a spell slot. So if you have five spell slots you can only use five spells before resting (not counting Cantrips).

But, there are spell slots at different levels (level 2 spell slot, level 3, and so forth). The higher level spell slots allow you to cast higher level spells OR increase the power of a lower level spell! however, you cannot use higher level spells in lower level spell slots.

Example: You can cast a level 2 spell "Break Wind" in higher spell slots (level 3 slots, level 4... Etc), but can't cast it in a level 1 spell slot. When you cast said level 2 spell you use up a level 2 spell slot.

Cantrips are Level 0 you can use the infinite amount of time, expending no spell slots (Yay!).
I hope that made sense. In the end it could've just been confusing :).
Last edited August 29, 2015 2:24 pm
Aug 29, 2015 2:36 pm
Yes. That's right. Spell slots are how many of your prepared spells you can cast. Prepared spells are like the current spells, out of the entirety of your spellbook, that you have committed to remembering. So all spells that aren't in your prepared list you can't cast even if you have a slot of that level available.

Spell slots are spent when used to cast a spell, even if the spell fails. You need to rest to recover slots. Long rests get all of them back, short rests only a certain amount.

If we long rest you also can change the spells on your prepared list.

Also out of your prepared list you can cast a spell as many times as you have slots for. So thunder wave is a first level spell. So if it's prepared you can cast it one or more times as long as you have one or more first level spell slots left.

So it's very important to track your used and unused spell slots because they are like ammunition, when they're gone, you can't cast until you rest.
Aug 29, 2015 2:47 pm
Great! I think I got it. Can cantrips also be switched out after a long (or in my case 4 hour) rest?
Aug 29, 2015 2:55 pm
Cantrips are not quite like other spells. They are always in memory and always castable. All of them. So all of your cantrips are usable anytime.

They also do not use spell slots so you can keep casting them every round of combat if you want. (Assuming you don't cast some other spell for your action instead)
Aug 29, 2015 2:56 pm
I'm so glad we're all getting our single digit rolls out of the way now- ha!
Aug 29, 2015 4:20 pm
Moofsalot says:
I'm so glad we're all getting our single digit rolls out of the way now- ha!
That's what we get for having the attribute rolls we had. :-)
Aug 29, 2015 5:35 pm
szemely says:
Moofsalot says:
I'm so glad we're all getting our single digit rolls out of the way now- ha!
That's what we get for having the attribute rolls we had. :-)
So that means all of my rolls should be amazing right? ;)

Edit: Yep, sure looks that way
Last edited August 29, 2015 5:35 pm

Rolls

Amazing roll!!! - (1d20)

(19) = 19

Aug 29, 2015 7:54 pm
Now if only we could roll like that in the adventure. I think we've established so far you are not good at investigating crimes, or remembering things from the past. :)
Aug 29, 2015 8:02 pm
Sure seems that way lol, I never roll well for things that actually matter
Aug 29, 2015 8:52 pm
Naat, you should check what killed the people on the ground. I would, however, Crolwell is much more interested in the result of the pin...
Aug 30, 2015 2:56 am
Ütés (I'm regretting picking a name that's so hard to type) sometimes forgets that the others around her aren't under her command. I expect that she'll be barking out orders that the rest of you will promptly ignore. :-)
Aug 30, 2015 4:52 am
szemely says:
Ütés (I'm regretting picking a name that's so hard to type) sometimes forgets that the others around her aren't under her command. I expect that she'll be barking out orders that the rest of you will promptly ignore. :-)
No problem, Crolwell would be more then happy to comply (he's simple like that).
Sep 9, 2015 2:18 pm
Character making, just to be prepared!

Going for a Human Paladin

Good stats, bad health roll

WOW! I'm super short... Gonna tweak that a bit... Don't like that at all lol
Last edited September 9, 2015 4:19 pm

Rolls

Stat Roll - (4d6)

(5132) = 11

Stat Roll - (4d6)

(6145) = 16

Stat Roll - (4d6)

(4145) = 14

Stat Roll - (4d6)

(5334) = 15

Stat Roll - (4d6)

(2165) = 14

Stat Roll - (4d6)

(3562) = 16

Level 2 Health Roll *Cross fingers* - (1d10+2)

(3) + 2 = 5

Height - (2d10)

(21) = 3

Weight - (2d4)

(32) = 5

Age! - (1d6+15)

(5) + 15 = 20

Height/Weight - (2d10, 2d4)

2d10 : (46) = 10

2d4 : (12) = 3

Sep 9, 2015 5:23 pm
Character complete! Human Paladin of Tyr, Gareth Everett :)

Probably won't need to use him, but it was fun to make him.
May 17, 2016 5:45 pm
Will try rolling stats and other things.

EDIT: I think I will roll a Cleric or Druid, since the current party doesn't have one.

EDIT EDIT: Actually, let me read up on the story thus far and what the Daggers are. Might help to tailor a character along those lines.
Last edited May 17, 2016 6:03 pm

Rolls

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

4d6 : (4423) = 13

4d6 : (3241) = 10

4d6 : (6553) = 19

4d6 : (5163) = 15

4d6 : (5454) = 18

4d6 : (1511) = 8

HP levels 2-4 - (1d8+3, 1d8+3, 1d8+3)

1d8+3 : (2) + 3 = 5

1d8+3 : (1) + 3 = 4

1d8+3 : (1) + 3 = 4

Trinket - (1d100)

(41) = 41

May 17, 2016 5:59 pm
PhantomNimbus says:
Alright, brought in two new people. Jabes and cancerman. If they want they can either be members of the Daggers, or additional adventurers. Once they make their characters' I'll work to bring them into the game and we can start this thing up again.

We are on the final arc I had planned in here, so prepare yourselves!

Also the new characters coming in can start at 4 so they are even up with the current players.
Hi everyone! Thanks for having us! Any class requests? What are the Daggers? Should I read the previous chapters first?

Stat roll results: 12, 9, 9, 12, 10, 16. Hmmm...not the worst results I've ever gotten ... Can I point buy instead? LOL!
Last edited May 17, 2016 6:02 pm

Rolls

Stat rolls - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)

4d6 : (2264) = 14

4d6 : (3124) = 10

4d6 : (1315) = 10

4d6 : (1345) = 13

4d6 : (3433) = 13

4d6 : (5565) = 21

May 17, 2016 6:12 pm
Here is the high level synopsis so far. The four members that were here recieved a summons to bring them to this tavern in a small town to the east of Neverwinter. They all had different things that brought them there, but they all blacked out at the tavern and awoke in a massacre that apparently had been committed at their own hand. They escaped with the help of a cloaked figure who turned out to be a member of The Daggers.

The Daggers are a shadowy organization who actually work for the good of Faerun. Many don't believe they actually exist, but it turns out they have eyes and ears everywhere. They have been tracking a big baddy known only as The Bard and didn't have much more information on him. The group also had flashes of remembering that they were drugged with some sort of black liquid.

Upon hooking up with The Daggers the group ascertained the location of two parties. Utes' Prince that she was supposed to be in charge of. And the traveling troupe of Aelar.

Most recently the group had set sail and arrived on an island with a hidden moutainside Keep that held the troupe of Aelar. They also discovered that this drug they were given has been used at many taverns across Faerun, and any and all bards, or those with knowledge of instruments were being abducted and shipped to this keep. Hundreds and hundreds of people, all stealthly taken, and covered up by these massacres that are showing up.

After a lengthy infiltration and battle the team managed to free the troupe, and a mysterious stranger named Bill S. Preston, Esquire. He is an odd traveler with stranger mannerisms, but he was able to resurrect a fallen member of the troupe from the dead. He seems to know much about this Bard character, and the team brought him, and the freed troupe, back to Neverwinter to The Daggers.

There is still the matter of Utes' captured Prince, who The Daggers had found was being held prisoner by The Bard himself. So the group still needs to rescue the prince, and hopefully best the baddy.

I think that is everything so far, at least the high level stuff.
May 17, 2016 6:32 pm
If I were to be a member of the Daggers, would I need to know more about the organization, or would I be an independent contractor of sorts? Trying to figure out a backstory to mesh with your adventure.
May 17, 2016 6:34 pm
If you belonged to the Daggers it depends on how long you have been with them. Most of their 'agents' are adventurers with particular skills. Knowledge, fighting, stealth. There is a core command group to the organization, and a group dedicated to keeping deadly magical artifacts under lock and key, but these are more internal divisions, so you would probably be more in line with one of the field agents.

It's essentially what the other adventurers have become. They are honorary members. You also get a sweet pin that will do different things depending on how long you have been with them and your level of service. Given that we are all about level 4 adventurers, I can't imagine anyone having been with them for more than a few months.
May 17, 2016 6:56 pm
I think I'll work the Land Druid angle, and be a field agent for the Daggers. I have a general idea of being a Wood Elf tasked with scouting and maintaining a patch of forest.

Scratch that. I'll need a bit more time to consider this. :)
Last edited May 17, 2016 6:58 pm
May 17, 2016 7:14 pm
I'd like to play a Mystic. Haven't decided on race, but probably human. Is there a place for someone like this among the Daggers?

Oh, and may I discard my rolled stats and use point buy instead?
May 17, 2016 7:22 pm
Mystics are fun!

I think I will play as a Water Genasi Druid. Like my previous idea, he's a field agent for the Daggers along the Sword Coast who showed up in Neverwinter either because he was called in, or he had something to report.

Or maybe he hitched a ride on the boat back in?
May 17, 2016 7:38 pm
Jabes.plays.RPG says:
I'd like to play a Mystic. Haven't decided on race, but probably human. Is there a place for someone like this among the Daggers?

Oh, and may I discard my rolled stats and use point buy instead?
Of course. The dagger takes all kinds. They have already run into one Changling and a Half orc I believe. If you have skills that would be useful to the daggers you are welcome. They usually will recruit you, it's not often those trying to find the Daggers will find anything if the Daggers do not allow it.

Feel free to point buy instead if you would like.
May 17, 2016 7:39 pm
CancerMan says:
Mystics are fun!

I think I will play as a Water Genasi Druid. Like my previous idea, he's a field agent for the Daggers along the Sword Coast who showed up in Neverwinter either because he was called in, or he had something to report.

Or maybe he hitched a ride on the boat back in?
That should work just fine. The boat came directly from the island they were on back to Neverwinter, but it would make sense you are brought in to aid our heroes. No doubt your Druidic nature and track record with the Daggers thus far may earn you a better assignment.
May 18, 2016 4:47 pm
Firn Vapore is a part of a small circle that pays tribute to Istishia, King of Water Elementals. This group does not have a true temple (though some do exist), and its members scatter along the coast and inland wherever there are sources of water that ought to be preserved and protected. They gather mostly on special occasions to confer and maintain their worship.

The water genasi himself is neutral to the politics of the world, much like the nature of water itself. However, he understands that evil often seeks to bend nature to its will with purposeful action, while good tends to do so with noble intentions. In this regard, Firn is one of the few of his circle to actively oppose evil, and seeks to guide others about the proper balance of water usage. This charity eventually brought him to the attention of a secretive group called The Daggers, who recruited Firn to be one of their field agents. The druid felt that the group's goals aligned closely with his, and agreed to this arrangement.

Firn pays close attention to the natural environment around him. Much can be gleaned from the movement of the ocean's currents, the frequency and power of the waves, and the condition of the flora and fauna within; through such clues can one divine Istishia's messages and act accordingly.

Obviously, water holds a special place in Firn's heart, and the druid will do everything in his power to prevent its exploitation and misuse. He also holds The Daggers in high regard and seeks to protect this valuable support system, ready to lend his aid should it be required. If there is one flaw, it's that he places a lot of faith and trust in those who wield power in his organizations, whether it be the Circle of Istishia or The Daggers.
May 18, 2016 8:31 pm
I like it. This water based character is giving me a few fun ideas to tweak my plans for this last arc. :)

I am just waiting on Jabes to make his character and submit it, and we should be golden. As far as where we find Firn, I assume he is arriving in Neverwinter around the time that our existing team is coming in. I may have you bump into each other there, but I'm still thinking it out. I may have another fun idea, but I want to see how Jabes is going to come in to all of this as well.
May 19, 2016 3:10 pm
Sorry for the delay, folks! Work's been a bitch. I'll have my PC done by tonight.

I played an Awakened Mystic before in a game that eventually died. Never saw any action but tons of fun RP! I'm going to try an Immortal this time. I've never played a gnome before and it's perfect for the class so I'm doing that. Deciding between Forest Gnome or Svirfneblin. If I choose the latter, may I take the Svirfneblin Magic Feat (from EE)? I might still end up taking the stat boost at 4th, but just weighing options.

Spy background. He's already a member of the Daggers, putting his spy skills to good use.
May 19, 2016 3:16 pm
Jabes.plays.RPG says:
Sorry for the delay, folks! Work's been a bitch. I'll have my PC done by tonight.

I played an Awakened Mystic before in a game that eventually died. Never saw any action but tons of fun RP! I'm going to try an Immortal this time. I've never played a gnome before and it's perfect for the class so I'm doing that. Deciding between Forest Gnome or Svirfneblin. If I choose the latter, may I take the Svirfneblin Magic Feat (from EE)? I might still end up taking the stat boost at 4th, but just weighing options.

Spy background. He's already a member of the Daggers, putting his spy skills to good use.
Psychics do tend to make good spies
May 19, 2016 3:25 pm
Jabes.plays.RPG says:
Sorry for the delay, folks! Work's been a bitch. I'll have my PC done by tonight.

I played an Awakened Mystic before in a game that eventually died. Never saw any action but tons of fun RP! I'm going to try an Immortal this time. I've never played a gnome before and it's perfect for the class so I'm doing that. Deciding between Forest Gnome or Svirfneblin. If I choose the latter, may I take the Svirfneblin Magic Feat (from EE)? I might still end up taking the stat boost at 4th, but just weighing options.

Spy background. He's already a member of the Daggers, putting his spy skills to good use.
Go for it. If the Svirfneblin Magic Feat is from the cannon that Wizards has put out I'm cool. I would also consider homebrewed stuff if it seemed pretty balanced, but that's probably more work than people care to spend.
May 19, 2016 4:05 pm
Naatkinson says:
Psychics do tend to make good spies
An Awakened would probably make a far better spy than an Immortal, but hey.
PhantomNimbus says:
Go for it. If the Svirfneblin Magic Feat is from the cannon that Wizards has put out I'm cool. I would also consider homebrewed stuff if it seemed pretty balanced, but that's probably more work than people care to spend.
The spells granted by the feat work well with the spy concept. But I hesitate to take it because I always prefer a character who's really good at only one or two things rather than a little bit of everything.
Last edited May 20, 2016 11:33 am
May 20, 2016 11:26 am
https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRzt9-B8GKY8-Fk5p8IrWIqjY47jMPdrU0rf7bFl-wcwFlC-BStsoQorF6hLw

Nixquilnamitzontecon Cuatextliyol, Nix for short, was born on the surface to a svirfneblin father and a forest gnome mother. Her parents were part of a travelling troupe of performers. At least, that's what they told everybody; in truth, the troupe was a band of mercenary spies and assassins. Their cover as merrymaking musicians and acrobats helped get them places with minimal scrutiny. Nix was a natural, and took to this profession well, until the troupe took the wrong job crossing the wrong petty tyrant. The tyrant's agents beat the troupe at their own game and took them out. Had it not been for the Daggers, which had also been busy moving against this despot, Nix would have perished with the rest of her troupe. Now Nix uses her talents as a member of the Daggers.

At times Nix is as taciturn as her svirfneblin father, and other times as animated as her forest gnome mother. In battle, her training kicks in, putting her in a trance-like state. Her movements are efficient and exact. One might even call them hypnotic.

Trait: I'm always calm no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: I work hard to be the best there is at my craft.
Bond: I owe the Daggers a great debt for saving my life.
Flaw: I will never fully trust anyone other than myself.

Character Sheet
Last edited May 20, 2016 10:07 pm
May 20, 2016 12:17 pm
Looks awesome. I'll accept and probably put up the first post of the new arc today.

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