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HIGHLANDER'S REALM ("D&D" FORUM RPG)

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Seiromem
I would have more makerscore If I did things.
6375
You can still join! We're full!

Alright, it’s been a good while since my last forum RPG (or rather, the road-block that forced me to close shop and take a break to figure out said roadblock, only to simply discard the thread.)
The world will be the same, but we’ll start out in a different place of everyone’s choosing. You will all be starting together for a reason your own characters must create. I of course will work with you guys there. Anyways, here’s how to create a character and the general rules of the game!
Bold rules are essential to character creation. So read them.
Italicized rules are things to consider for character creation, but are not altogether mandatory, so feel free to skim over them if you don’t have the time right now. Everything else is extra explanation for bolded rules.

CHARACTER CREATION RULES
Here's a template:
Name: Race:
Class:
Affinity:
Deficiency:
Stats:

Skills:
Backstory:

you can still create a character and join, but you mustn't post your character: PM me your stats and I'll make you skills and notify you when you are inserted into the story. You may not be able to be instantaneously inserted, so be patient and watchful until your character appears, then do you thing!
STATS: Every stat influences what abilities/spells you have. All you need to do to cast spells is indicate you are a class that can do so and the stat your spells will progress off of. Then I will make spells for you base on your stats. These stats are as follows. They match the D&D stats, but I added to each a little something different and (hopefully) interesting!

Str: Used for how much power you can put behind your swings or other physical activities. Adds to damage and strength based skills.
Dex: Aim, hand-eye coordination, and acrobatic feats. The higher this is, the more precise and consistent you can be. Spacial awareness and calculating angles and distances is also a part of this stat.
Con: Your endurance, how long you can last while injured or fatigued. If you get too tired, you eventually fall unconscious, leaving you vulnerable. Becoming unconscious while injured can lead to death.
Int: Your mental brain power, how much you can remember, how fast you can do calculations in your head, connecting faults in logic, learning new skills… intelligence is not absolutely essential but it’s benefits are plentiful.
Wis: Your ability to recognize patterns, your instincts in battle, your devotion, your discipline of mind, things that cannot be taught but acquired through years, even decades of practice.
Cha: Your ability to warm up to people, to rally them, to persuade them, to deceive them, to do anything where your voice and personality play a roll.

You start out with 7 in each stat and you will have 30 points to pour into each stat. You can only pour a maximum of 13 points into a stat at level one. 11 is an average score, 7 is poor, 15 and up is above average, 20 and up is good and so on.

Depending on your score, you may get a bonus to your rolls or damage. Having a strength of 12 increase the likelihood you’ll hammer through an enemy’s armor to land a hit by +1. Having a bonus of + 5, or score of 20 will also net you a +2 DC stage to injuries.

Choose a race and alignment.
Alignments are as follows: Chaotic, Neutral, or Lawful
Evil, Neutral, or Good

Good and evil are self-explanatory. Just in case you’re unfamiliar with the first choice, however...
Chaotic people tend towards freedom and exploration, never feeling constrained by rules. This doesn’t mean chaotic people don’t have morals, just that they dislike things like tyrants or strict codes of law.
Lawful people value strict codes of ethics, and are willing to give up freedoms to ensure their beliefs are upheld. This doesn’t mean lawful people are far too strict or rigid, just that this kind of stability is what they desire.
Neutral people are somewhere between both categories. They never feel like they need a strict code or to be so utterly free. This doesn’t mean they are always in the grey area of morals; most have general tendencies towards good or evil but never going so far as to side with either.


RACE
Human: Gain 2 more points to put into a stat at creation. You know one extra skill/spell.
Humans are the most varied of all species, ranging from extremely talented warriors and genius wizards. Their role in the world is one they have decided for themselves, and while this has lead to many great accomplishments like the separation of the Lower and Upper Realms, so too have they spawned atrocities such as the dead swath.
Elf: Gain 2 points into Dex. You can see in the dark above ground and gain a +1 when attacking with ranged weapons.
Elves are a quiet race, living in large natural areas, mostly forests, and cultivating life among the wilds. Their desire for freedom is tantamount, as true nature has no restrictions and is ever-changing. Living for centuries, these creatures have managed to become some of the most talented magic users or rangers of unparalleled skill.
Drow Elf: Gain 2 points into Dex. You can see in the dark both above and under ground, but sudden direct daylight exposure gives you 4 stacks of fatigue for 1 hour. Re-entering the darkness for 12 hours straight will allow you to be blinded once more.
Drow, or dark elves, are elves crated by Vamous as mirrors of the surface elves created by Gaia. They enjoy the chaos Dissidius promotes and revel in the Lower Realm. Usually Chaotic Good, a vast majority of the Drow were converted to Viria's mentality and changed to evil. They now follow her desire for betrayal and consistently mess around with the other races, even those in the Lower Realm.
Dwarf: Gain 2 points into Con. You can see in the dark underground and gain a +1 when attacking with melee weapons.
Dwarves are the paragons of law and order, their citadels running on strict and rigid systems that have kept them alive and allowed them to survive countless onslaughts from the Lower Realm. Famous smiths and warriors have spawned from this race, with no shortage of capable wizards either. They rival the elves in years of life and have dedicated it to building up strong homes for their clans.
Half-Elf: Gain 2 points in Int. Have darkvision above ground and gain an extra skill/spell.
Half-elves are products of loving bonds formed between a human and an elf. This can lead to ostracization, as either race, humans or elves, would be quick to judge the half-elf based on the other side. This forces half-elves to be generally more quick-witted and versatile.
Half-Orc: Gain 2 points in Str. Have darkvision underground. Gain an extra spell/skill and the Rage skill.
The product of an orc and a human, these creatures are rarely formed from loving bonds. While not all orcs are as wild and ravenous as their stereotype suggests, other races will be quick to dismiss their human side and focus on the orc heritage, which induces bouts of rage on occasion. Their heritage does not mean they are evil, some turn out to be righteous paragons, though some believe it is out of a desire to prove those who condemned them wrong.
Tundarin: Gain 2 points in Cha. You have a tail to attack with and can summon a creature once per day. Further training would allow your tail to use items, but not a weapon.
Isolated in the northern regions of the world, these blue creatures are generally slim, have long and useful tails, and slender horns coming from under their silvery hair. They value glammer and live in large glacier-carved cities. They fish and use the exotic materials in their possession to craft many gifts for friends, families, and lovers. Their attunement to magic is astounding and their dexterity is not to be trifled with, let alone their wily personas. Some seek out adventure for various reasons.
Urak’Lai: Gain 2 points in Str. You can see in the dark and climb walls with ease. They have four arms total.
From the Lower Realm, these slightly reptilian yet humanoid creatures are similar to the Tundarin. They are generally slender, yet Ulak’Lai are buffer, they instead have brown skin, and their tails are firm and generally inflexible. Their horns come from under their shaggy black hair and are far more jagged. They lurk in cave systems and are have tribal societies. They lurk the boundary between the Lower and Upper Realm. They spend most of their time hunting or mining, seeking to make their tribe stronger. Some leave the tribe for varying reasons.
OTHER: Gain 2 points in X Stat. Other qualities agreed upon by us.
If you have an idea for a new race, run it by me and we’ll set it up!

Class- The name can be anything, nor does it have to be an existing class, like wizard.
Class Weapon - Must be something I’ve heard of or you can explain clearly.
Class Armor type (Mage, Light, Medium, Heavy)
Class Affinity Bonus - One Affinity Point

Attribute Affinity + Deficiency.
You start with 1 affinity and 1 deficiency. You gain a level of affinity every level and a level of deficiency every three levels. The elements you can have as an affinity or deficiency are:

Water
Fire
Earth
Wind
Angelous
Demoni
Force pure physical energy
MAGI pure essence of magic
Miasmal the energy of the dead
Vita the energy of the living
Having two elemental affinities can unlock new affinities. Example:
Having a water affinity and a miasmal affinity will allow you to start putting affinity points into Ice.

Having an affinity for an element gives you bonuses pertaining to anything to do with said element. Deficiencies give you drawbacks. They also determine your spells/skills.

TRAINED SKILLS: You are trained in certain skills, giving you your proficiency bonus (based on lvl) for rolls related to those skills. Your skills are determined by your class and background.

Arcobatics(Dex)
Appraise(Int)
Animal Handling(Wis)
Arcana(Int)
Athletics(Str)
Deception(Cha)
Disable Device(Dex)
Disguise(Cha)
Fly(Dex)
History(Int)
Insight(Wis)
Intimidation(Cha)
Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
Performance(Cha)
Persuasion(Cha)
Religion(Int)
Sleight of Hand(Dex)
Stealth(Dex)
Survival(Wis)


Once you have created your character, I will give you a list of spells.
And last but certainly not least, your characters name and backstory! Feel free to wait on the backstory part until more than one character and/or the location has been decided.

Want to follow a god? Here's a pantheon!
Carthiser - True Neutral - God of Origin
Miasmal MAGI
The original soul, the creator, the recycler, Carthiser was one of the first souls to be created in the everlasting energies, along with Harmonia, Dissidius, and Deisk. In the millenniums of the beginning, where the basic energies of fire, water, earth, wind, Angelous, Demoni, Force, and MAGI existed everywhere, Carthiser was the first to absorb these energies into itself, gaining an affinity for magic.
Eventually, all the energies in the immediate area around the four original souls was consumed, and the souls had immense power.
Carthiser was content with watching the other at work and sought to weave magic through all their creations, as his addition.
However, Carthiser became concerned with the other three's decision to create souls to serve them. Carthiser saw that if the souls were allowed to absorb enough energies that he was gathering from the outer realms and were coming in towards them, they could rival the power of the original souls. He fought, near to his death, with the other three gods and they eventually weakened him enough to attempt a compromise. Souls would be given physical vessels and, once these vessels wore out, the souls would be brought to Carthiser to be crushed, removed of their energies, and the soul reformed and planted into another vessel. It was this that the cycle of life and death had been created, and for every soul he crushed he expended MAGI, which deteriorated into miasmal energy, which he reabsorbs to keep power.
Harmonia - Lawful Good - God of Harmony
Angelous Vita
One of the original souls, Harmonia, acquired a taste for Angelous energies. She absorbed all she could, traveling into the outer realms to gain many, and started a conduit so that any new Angelous energy coming from The Beyond would go straight to her. Soon she became bored of these instinctive needs and wanted something more. She allied with dissidius and created the material plane. With her kingdom, Alamantha, in the center of her part, she had visions of glorious and beautiful lands. She found that, condensing energies extremely tightly, she could create souls similar to her own. She did this once and dubbed the soul "Gaia" and gave her form. After developing the kingdom, Harmonia began to have many quarrels with Dissidius and his realm. They eventually began to fight and a miniature war broke out, with Deisk intervening as he saw he would benefit. After decades of battles, tricks, and pranks, Carthiser found out about the soul creating, and threatened to wipe out the material plane they created as punishment, feeling wrong about commited murder in destroying the others' souls, even Gaia
s. Eventually everything settled, the cycle created, and Harmonia decided her influence shouldn't be so direct, as her quarrels with Dissidius would jeopardize their new vessels. She moved Alamantha onto another plane above the material plane. She now watches over her realm and Dissidius', the ensure her beliefs.

Dissidius - Chaotic Neutral - God of Chaos
Demoni Miasmal
One of the original souls, Dissidius' soul was spastic and ever-seeking, absorbing MAGI and Demoni energies at all times. He eventually became bored of the base existence he was leading and, joining power with Harmonia, created the material plane. His half contained Yvilmindur, Dissidius' wild capital. Dissidius had a vision of beauty and excitment for his kingdom, and desired creatures to share in his penchant. He too created a soul as Harmonia did and dubbed it Vamous, gave him power, and told him to make his realm ever-changing and beautiful. Eventually he began to quarrel with Harmonia's visions of beauty, and constant war broke out between the races Vamous created and Gaia. He intervened with a myriad of tricks and pranks until finally he just got bored of it all. To end the wars and spare those from being bound to this kind of life, he dragged his realm under Harmonia's and brought Yvilmindur even lower, to prevent the races in his realm from conforming to his whim. He constantly provides changes by altering the magical tunnels created by Carthiser. He also fought Carthiser over the ability to keep souls and he suggested the compromise. He constantly tries to change the ways of life of the realms and sometimes travels into The Beyond to attempt to discover.

Deisk - Lawful Evil - The Tyrant
Demoni Earth Fire Water Wind
Deisk, the fourth original soul, absorbed a myriad of energies. He distanced himself from the other souls, only joining them when Carthiser attempted to destroy their creations. Like Harmonia he became bored of his base existence and sought to create planes of existence. Instead of teaming up with anybody to create the gigantic material plane, he created planes on the outside of the material plane. The plane of fire, water, earth, and wind were created as well as the Abyss and Hell. Wanting to have powerful creatures he can control, he eventually created a soul to help him come up with ideas. Revile was born out of this desire to create legions of creatures, and he created all the monsters in the universe. Cockatrice, elementals, ifrits, chromatic dragons, he created them all and filled Deisk's planes with them. Eventually Deisk desired control of the material plane and sent these creatures to weaken them. Deisk's invasion is still ongoing, and Harmonia and Dissidius despise him for it, but lack the power to completely destroy him or Revile.

Daethos - Lawful Neutral - Guardian of the Gate
Fire
Daethos was created and instantly fed energies until his power overwhelmed him. Eventually he controlled it, and was given a task by Harmonia; bridge the Lower and Upper Realms with a gate so that only those who share in her vision can cross. Daethos guards these gates with his life, determined to give all a fair trial, and tighten the border. However he can only be in so many places at once, so he enlisted those from Harmonia's realm as a paladin order to defend both realms from Deisk's vile creatures.

Revile - Chaotic Evil - The Monstrous
Vita Demoni
Born under a tyrant, Revile was given a desire to do nothing but create creatures.
He filled Deisk's planes with all manner of beasts and forced some of them to infiltrate the material plane to weaken Harmonia's and Dissidius' races. Revile believe he will ultimately fail, but keeps on creating in hopes he may be wrong and under the influence of Deisk.

Vamous - Chaotic Good - The Wanderer
Wind Vita
Born of wind energy, Vamous was wild and out of control, but not out of guidance. Dissidius tasked him with making his world eccentric and exciting, so Vamous, after traveling to the Upper Realm to explore creating wind currents in his wake, Vamous created races like Gaia. He first created the Drow, in mimicry to the elves of Gaia yet different as practice, then experimented. He wrought races into the lower realm and, during the conflict, fought to protect them. Eventually he was almost murdered by Viria, but he managed to escape on his wind currents. However he wasn't able to save his first race, the drow, from being touched by Viria. They turned against him and attacked him whenever they could, and Vamous realized the true threat Viria had intended. Vamous moved to the upper realm after passing Daethos, who allowed him passage. He was bitter more towards Viria than the drow, but he still couldn't help but be in disbelief they had headed Viria. When asked about drow, his replies were short at best, and rants of vile hate at worst. Drow began to pierce the veil from the Lower Realm and wreak havoc on the Upper Realm. Vamous, too sentimental to kill them, eventually went in disguise and tried to touch as many drow as possible. He got through to many, but not enough to turn the drow back on his side, and he eventually gave up, satisfied he had tried. He never spoke ill of drow again, yet the peoples of the Upper Realms didn't know of Vamous' actions and still hated the drow with intensity.

Gaia - Lawful Good - the Natural Order
Vita
Gaia was wrought and fed the colors of life. She saw things in a way that forced her desire to create, and Harmonia provided the sandbox to try it, the Upper Realm. She enjoyed every moment, creating forests, deserts, tundras, and all manner of races to enjoy that life. She was soon greeted b Vamous, who shared in her spirit of creation, and on the night they met they talked for ours about ideas. Gaia fell in love with Vamous and created a race in tribute to him, the Elves. Vamous was touched and created his own, then parted with Gaia to do what she had done to the Lower Realm. During the conflict, Gaia dreaded she would have to fight Vamous, as he was Dissidius' charge. However what had really happened was much worse. an agent of Deisk, Viria, tried to murder her. Gaia's power was too great, but Viria had also pierced the veil and allowed Revile's monsters access. In her world these creatures bred, and threatened the life of her races. Luckily, paragons of the races in the art of hunting managed to kill many, but Revile's influence still remains in her world. Vamous returned, and while she immensely enjoyed the his company, she felt his pain as she heard of his plight. She allowed Vamous to wander the realm she created and encouraged her races to show him kindness. She returned to Alamantha and expects Vamous' visits eagerly.

Viria - Lawful Evil - Dagger in the Back
Demoni
She was born in the depth of the abyss. Souls stolen from carthiser (a dangerous task) congregated into demons. Deisk, needing an agent of his will, forced a group of balors and demonlords together to created Viria. She was given task after task to weaken and demoralize his siblings' realms' inhabitants. At first, Viria obeyed, fearing Deisk powers. She attempted to kill Vamous and, fearing repercussion for failure, attempted sabotage instead. Deisk accepted this compromise, and sent her to attack Gaia as well. Failing that too, Viria was enraged that Deisk hadn't given her enough power and tried to form a bond with Revile to overthrow and steal the power of Deisk. Deisk caught wind of her scheme, and immediately banished her. She went to the Lower Realm in disguise and found that the drow she had corrupted worshiped her. She found little solace in this and continued to wander the realm, and decided to do what she was created for: assassinate. The bigger the betrayal the better, especially against the original souls.


Combat Rules

Being reduced to 0 HP automatically give you 14 stacks of fatigue.

Fatigue Stacks
People get tired. They only have so much stamina, so much constitution, and once it runs out they need sleep, not just a healing potion or to slap a salve on their forehead. Good, restorative, sleep and nutrition. Rations and 8 hours of sleep on the ground each cure one stack of fatigue. Fatigue by itself in low number isn’t harmful. You need at least 4 stacks of fatigue to feel any effects. However, gaining too many stacks will result in you being unconscious, effectively at 0 HP. Sleeping in a bed or eating fresh food removes many more stacks of fatigue. Here are the effects:

4 Stacks: You breath more heavily. You can move at half speed.
5: You take a -1 to skill checks
6: your attack rolls take a -1
7: Your AC decreases by 1
8: All previous decreases are now at -3
9: You have trouble concentrating. You roll the D20 twice and take the lower result.
10: Your visions fades in-and out. You can no longer distinguish between people unless their form is obvious or unique(if there is one troll in a crowd of people, you can locate the troll, but not identify the people.)
11: It becomes hard to speak. Any spell/skill that relies on speech takes a -4 penalty.
12: Take an additional -2 on skill checks, attack rolls, and AC (total -5)
13: Your ears start ringing, you can barely hear anything at all.
14: You fall unconscious.

When you are unconscious and you have an injury you risk bleeding out. One deliberate attack can kill you, while incidental strikes(such as accidentally being stepped on by a large creature) gives you a DC to beat to not die. While unconscious, you also get death checks if there is nothing else to decide your fate.

Death Check: Roll a d20. If you roll higher than 10, you gain one success. Rolling a 20 automatically gives you 1 HP and makes you conscious and removes 1 stack of fatigue. Injury DCs kick in and reset 5 minutes after you initially wake up and apply penalties as normal.
Rolling 10 or lower gives you a death fail. Rolling a natural 1 gives you 2 failures. 3 fails and you die.

Stay Spell: DC 10, 15, 20, 25. etc. magic checks
+1 to effect and attack roll each time you stay it, fail to meet DC = lose spell and it goes on cooldown.

Proficiency: You get proficiency bonuses based on what you're proficient with. At 1st level you have a +2 proficiency. This bonus applies to all d20 rolls related to what you're proficient with.

Saving Throws: A spell effect might require a saving throw to resist. They are related to each of the 6 stats, a strength, dexterity, constitution, intelligence, wisdom, and charisma saving throws. You can have proficiency in some of these throws based on race and class (I decide).

Actions: You have a Bonus, Standard, and move action. A bonus action can only be taken twice and only when a skill/spell allows it (but never that same skill/spell twice)
A standard action can be used to either: Cast a spell, do a technique, attack, or move.
A move action can only be used to move.
You can move, make an attack, and continue to move as you please.
Leaving someone's area of aggression (usually around them) gives them a bonus "attack of opportunity" against you, or a free hit.

Critical Roll:
Rolling a natural 20 on an attack roll makes the attack critically strike. If your attack would normally deal 3d6 + 3 damage, it would deal 6d6 + 3 damage on the critical strike.
Rolling a natural 1 on an attack roll can cause bad things to happen decided by me.


Status Effects:
Numb: You cannot feel and thus cannot use the part of your body that has been numbed.
Paralysis: You cannot move or act in any way until you are cured somehow.
Sickened: You have a -1 to saving throws and skill checks
Nauseous: You have a -2 to saving throws and skill checks, and a -1 to attack rolls.
Afflicted: You spend every other round vomiting. You have a -2 to all d20 rolls.
Fear: The creature you fear has a +1 to hit and a +1 AC against you.
Anxiety: The creature you fear has a +2 to hit and a +2 AC against you.
Terrified: The creature you fear has a +3 to hit and a +3 AC against you. You cannot willingly move towards the creature unless you pass a DC 8 + Intimidate Check nWisdom saving throw.
Panicked: The creature has a +4 to hit and a +4 AC against you.
You cannot willingly move towards the creature and must always try to move away from the creature. If you cannot move away, you cower in fear and do nothing.
Seiromem
I would have more makerscore If I did things.
6375
Proficiency Bonus: +2
(P) = Proficiency bonus applies
(F) = Fatigue Stacks
Ac Formula: 10 + Dex + Armor +Misc


-----pianotm
Leara - CG Drow Bard 1 HP: 8/12 12(F)
EXP: 0
Affinity: 1 MAGI Deficiency: 1 Demoni
Leather Armor AC: 15
Shortsword(P) (+5 to attack rolls) deals 1d6 +3 damage.
Str: 8 (-1), Dex: 16 (+3), Con: 14 (+2), Int: 10, Wis: 10, Cha: 16 (+3)
Proficient in: Deception, Persuasion, Performance, Intimidation, Investigation
Saving Throws:
Str:-1 (P)Dex:+5 Con:+2 Int:+0 Wis+0 (P)Cha:+6
Abilities
Passive: Sharp Wit: +1 bonus on Charisma based skills, spells, and saving throws.

1: Bardic Performance: Play an instrument as an action to boost the party's morale. Each party member who hears and sees it gains 2d4 +4(Cha) to add to any d20 roll once. Only hearing it or only seeing it grants half the bonus (2d4 + 4 divided by 2 (min 1)) the performer has advantage on the next d20 roll.

2: Charm: Using your charisma you can charm a creature into performing a non-lethal action. DC = 14 Wisdom Save to resist. 4 Turn Cooldown.

3: Symphonic Resonance: Spend 1 round in a Bardic Performance(roll a performance check). Depending on the result of your roll you can end your performance any round after you play dramatically and potentially lethally for your enemies.
5 or Lower: The enemies who hear your performance get a morale bonus of +1 to every roll.
6 to 11: All enemies who hear your performance take a -1 to attack rolls.
12-18: All enemies are either fearful of, enthralled by, or stunned by your performance for 1 round and are unable to move.
19-25: All enemies are either fearful of, enthralled by, or stunned by your performance for 1 round and are unable move or attack.
For every 5 above 25, the enemy is unable to move or attack for an additional turn.
10 turn cooldown.

Bag:
-Instrument



-----NeverSilent
Aldus Alastair - CG Human Chaos Summoner 1 HP: 7/7 12(F)
EXP: 0
Affinity: 1 MAGI Deficiency: 1 Angelous
AC: 10
Mage Robes: Use a standard Action to add your int mod (5) to your AC for 5 rounds. 5 turn cooldown after the 5 rounds are up.
Str: 8 (-1), Dex: 11, Con: 13 (+1), Int: 20 (+5), Wis: 9 (-1), Cha: 13 (+1)
Proficient in: Arcana, Investigation, Perception, (RAN 1 MONTH) Disguise, Appraise
Saving Throws:
Str:-1 Dex:+0 Con:+1 (P)Int:+7 Wis:+1 (P)Cha:+3
Abilities
Passive: Chaotic Magic: Every time you cast a spell roll a d100. Based on this roll a minor random thing will happen.

Chaotic Summon I: Summons a random lesser creature you fully control for 1 hour. This creature is obviously not of the material plane and does not make any noise. It can affect the material plane and even attack creatures. The damage it deals is based on the creature. You can only have one creature active at a time. You can tell a creature to do things as a bonus action. It takes a standard action to dismiss a creature. If a creature is killed before it is dismissed, this spell goes on cooldown for 8 turns the moment the creature dies. Otherwise it is a 4-turn cooldown.

Prestidigitation: Perform simple magical effects. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools or weapons. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.
If cast on a creature, DC 10 + INT(5) = 15 Wisdom Save to resist whatever effect.

Implant Memory: Implant an artificial memory into a person. DC 15 Wisdom Save to resist. This memory will suddenly 'resurface' and changes the victim's disposition. 5 turn Cooldown.

Bag of Holding:

-A random item(3/day)


-----LockeZ
Agnelia, LN Elf Acolyte 1 HP: 13/13
EXP: 0
Affinity: 1 Miasmal Deficiency: 1 Angelous
Stats:
Str: 7 (-2), Dex: 11, Con: 17 (+2), Int: 10, Wis: 20 (+5), Cha: 9 (-1)
Garrote-Whip(P) +2 to hit, 1d10 damage.
+1 Shard-Dagger(P) +2 to hit, 1d4+1 damage + bleed (Extra 1d4 on the monsters' turn)
AC: 10
Acolyte Robes: Use a standard Action to add your Wisdom mod (5) to your AC for 5 rounds. 5 turn cooldown after the 5 rounds are up.
Proficient in: Religion(Skewed to Favor Viria), Nature, History(Skewed), Stealth, Deception
Saving Throws:
Str:-2 Dex:+0 Con:+3 Int:+2 (P)Wis+7 Cha:-1
Abilities
Passive: Viria's Boon: +1d6 damage on unsuspecting targets.

Choke-Hold: You attack an enemy with your whip at a -2 penalty. If the attack hits, instead of dealing damage you can choose to wrap the whip around your opponent's neck, trapping them in a stranglehold. The victim cannot speak or act, and can attempt to escape the grapple with an Athletics or Sleight of Hand check, DC 10 + 5 (Wis Mod) each turn. Each turn the victim is strangled it gains 2 stacks of fatigue due to lack of oxygen. After two turns the stranglehold applies 3 stacks per turn. These stacks heal automatically in the reverse order of gaining them if the stranglehold is broken prematurely.

Sacrificed Power: Focus for one round. You feel the power of the dead course through you and you can will that power to do one of the following things on the start of your next turn:
-Increase your AC by +5 (wis mod) until the end of your next turn.
-Increase your next two attack rolls by +5 for the next 2 minutes.
-Gain advantage on saving throws for 3 turns.
-Touch a creature near you and push them back, dealing 1d8+1 damage to them. Lasts 10 minutes.
You heal for 1d12+1 every turn you focus. You have (4) charges of this ability and they recharge by 1d4 every day.

Bag:
-Mirror Shard


-----Ratty524
Enna Galanodel, NN Elf Ranger 1, HP: 9/13
EXP: 0
Affinity: 1 Vita Deficiency: 1 Wind
Stats: Str 10, Dex 18(+4), Con 17(+3), Int 11, Wis 10, Cha 8(-1)
Longbow (P) +5 to hit. Deals 1d10 damage 100 ft range
Dagger (P) +5 to hit, Deals 1d4+3 damage.
Leather Armor AC: 16
Proficient in: Survival, Nature, Animal Handling, Stealth, Sleight of Hand
Saving Throws:
Str:+0 (P)Dex:+6 (P)Con:+5 Int:+0 Wis:+0 Cha:-1
Abilities

Passive: +1 Favored Terrain: Jungle and Tundra are favored. While in this terrain you leave behind no tracks unless you want to, gain a +3 to stealth and survival checks, and can blend in just about anywhere in that terrain. You instantly recognize any tracks in this terrain.

Pinpoint Shot: Make a bow attack that ignores half the natural armor bonus to AC, and adds your dex mod to the damage. You can use this once every 3 turns.

Growth: Grow a small plant with medical, poisonous, or dangerous physical properties. This plant can be used to craft a herb, poison, or small trap. You can use this twice a day.

Bag:
-Bedroll
-20 Arrows
-10 days of rations


-----Kloe
Chloé Pewpew, CG Human Healer 1, HP: 7/7 11(F)
EXP: 0
Affinity: 1 Water Deficiency: 1 Earth
Stats: Str 10, Dex 13(+1), Con 9(-1), Int 8(-1), Wis 14(+2), Cha 20(+5)
AC: 11
Healer's Vestment: Use an action to increase your AC by 2 (Wis Mod) for 5 turns and reduce any damage taken from one attack by 2 for 1 turn. 4 turn cooldown once the AC bonus is gone.
Wooden Staff: +1 to hit, deals 1d6 damage.
Proficient in: Medicine, Religion, Arcana, Persuasion, Appraise
Saving Throws:
Str +0, Dex +1, Con -1, Int -1, (P)Wis +4, (P)Cha +7
Abilities
Passive: Vamous' Boon: You can discover things much more easily. You have advantage on Perception rolls to notice threats on the road (roll twice and use the higher) and Survival checks to forage food.

Soothing Wave: Send a wave of water to an ally. The ally is healed for 1d4 + 5 (charisma modifier)
5 turn cooldown.
Create Water: Once per day create water in a 5 foot cube in an area within 60 feet of you that you can see.
Bubble: Create a bubble of water around one creature's head. If the creature cannot breath underwater it begins to suffocate, gaining 1 stack of fatigue for every move and attack action it takes. It also has disadvantage on attack rolls it makes. It can make a DC 12 (10 + 2) (wisdom modifier) Dexterity saving throw to avoid the bubble and have it splash on the ground harmlessly. You must focus on the bubble to keep it afloat. If you are attacked you must make a DC 15 Constitution saving throw or end the spell. If you are hit you must instead make a DC 20 Constitution saving throw or lose the spell.
This spell has a cooldown of 3 turns.
Control Water: Roll a spell-caster check (d20 + your level + your water affinity). You can control an amount of water up to the amount you rolled in feet. You can make this water do a number of things such as form a shape, stay in place, or flow in another direction.

Bag:


-----Frogge
Froggmin, Urak’Lai FrogMage 1 1/13 HP 13(F)
EXP: 0 Level 1 Neutral Evil Follower of no god.
Carrot Wand: 7 charges, you regain 1d4+1 per day. Each time you use a charge, the wand casts detect magic.
Unarmed Strike(P) +4 to hit 1d4+2 damage
AC: 11
Frogsuit: Activate to gain a +10 to Athletics when jumping. 2 turn cooldown
Affinity: 1 Water Deficiency: 1Miasmal
Stats: Str:15(+2) Dex:8(-1) Con:16(+3) Int:12(+1) Wis:10 Cha:13(+1)
Proficient in: Athletics, Arcana, Perception, Sense Motive, Acrobatics
Saving Throws:
(P)Str:+4 Dex:-1 (P)Con:+5 Int:+1 Wis: +0 Cha:+1
Passive: Aquatic Aptitude: You can breath underwater and can swim extremely well without any assistance. You have a +5 to Athletics when in water and can cast spells underwater unimpeded. If you go one week without submerging yourself in water for 1 hour your skin dries and cracks easily, lowering your AC by 5 and you take 10% of your health as damage every day that cannot be healed by any method other than water.

Leaping Pounce: You jump at a creature and make an opposed Athletics check. If you win, you tackle the creature prone and pin it. Whether or not you knock them prone, you attack the creature four times. 6 turn cooldown.

Tainted Blast: The magical taint infecting you can be used as a projectile spell. Roll an attack roll at +4. If you hit, you deal 2d4 Earth damage to the enemy.


-----CAVE_HYENA_IS_BACK
Patchi, LG Gnoll Samurai 1, HP: 12/12
EXP: 0
Affinity: 1 Force Deficiency: 1 MAGI
Stats: Str 18(+4), Dex 16(+3), Con 14(+2), Int 8(-1), Wis 10, Cha 8(-1)
AC: 17
Splintmail +4 AC
Wakizashi +6 1d6+4 damage.
Proficient in: Athletics, Insight, Persuasion, Perception, Sleight of Hand
Saving Throws:
(P)Str +6, Dex +3, (P)Con +4, Int -1, Wis +0, Cha -1
Abilities
(P)Samurai's Resolve In the tales you have had read to you, the Samurai have always bravely fought, never retreating or backing down, even in the face of death. You have idealized this quality and emulate it above all else. Once per day, if you are brought to 0 HP, you can keep on fighting, each hit you take and each action you take granting you one stack of fatigue. Moving and attacking each count as an action for this purpose. Once you have 14 stacks, you fall unconscious and make death saves as normal.

Iaijutsu Strike: You can draw your weapon and slash forward so unexpectedly, the foe cannot react. You attack a foe ignoring their dexterity bonus to AC and deal 1d8+4. On a crit, you triple the damage dice you roll rather than double it.
Your weapon must be sheathed for you to use this. Sheathing a weapon costs an action.

Heroic Figure: Despite your race, your Samurai profession makes people who would originally be unfriendly to you (a human settlement) be indifferent. Those who are hostile are still hostile. You can make yourself more impressive, giving all allies who can see and hear you a +1 to attack rolls and saving throws for 3 turns. Using this while you're using resolve doubles the bonuses.
2 turn cooldown after the bonus is over.


BAG
NeverSilent
Got any Dexreth amulets?
6299
Unless there's any objection, I'd like to join right this second. I'll post my character idea tomorrow.
Seiromem
I would have more makerscore If I did things.
6375
Tis why I posted it! Join! Please! I need friends. I'm lonely.
All the lonely people, where do they all come from?


Race: Half-Elf
Class: Mage
Name: Falith
Weapon: Focusing Handcannon
Alignment: Lawful Evil
Pantheon: Viria

Affinity: MAGI
Deficiency: Force

Str: 7
Dex: 8
Con: 14
Int: 18+2
Wis: 10
Cha: 15

Backstory: Will insert SOB story staring an alienated misfit orphan youth who's fueled by a burning hatred.
And weighed down by her callous, cold heart. She has a hobby of stealing, never been caught.

There will be;
discrimination, love, hate, death, revenge.

Her acute desire for revenge, along with her instilled dark hatred leads her too.
Dark Magic Lessons.

Her companion dog will even die!
Tends to go at things alone. However sometimes circumstance just simply forces others upon her.
NeverSilent
Got any Dexreth amulets?
6299
I'm not that lonely, actually, thank you very much. Welcome to the team, fearful!

Also, dang it! I had planned to play a warlock-type chaotic good character, but together with your character, that might make for a bit of a one-sided constellation. Or do you think that would still work?

Personally, I'd have no problem with going towards a more evil group this time, either, but we should be careful not to turn the game into a mess. I guess I'll just wait for other potential players' input before deciding on a character concept.
I don't see why you can't be one too.
pianotm
The TM is for Totally Magical.
32388
Name: Leara
Race: Drow Elf
Class: Bard
Weapon: Longsword
Alignment: Chaotic Good

Str: 8
Dex: 14 (+2)
Con: 14
Int: 10
Wis: 10
Cha: 16



Depending on your score, you may get a bonus to your rolls or damage. Having a strength of 12 increase the likelihood you’ll hammer through an enemy’s armor to land a hit by +1. Having a bonus of + 5, or score of 20 will also net you a +2 DC stage to injuries.



Class Armor type - Light


Affinity: MAGI
Deficiency: Demoni

Backstory: Leara was born as a daughter of a matron mother in one of the great cities of the Lower Realm. She was punished for falling in love with a bonded male. Instead of accepting her punishment, she resisted, and her mother killed her lover. Leara chose to flee and escape to the surface. Finding herself under the sun for the first time, she was even more sensitive than the typical Drow, and the heat burned her until she passed out from the pain. Found by a traveling acting troupe, they grudgingly took her in and treated her until she recovered from her ordeal. Initially, she was arrogant and stand offish, but as she got to know the people who saved her, she became more personable. Over time, she became a skilled actor and musician.

As is wont to happen, she was accused of a crime she didn't commit, and the entire troupe, for their association was attacked and killed, though it's possible that one survived. Leara spent some time in captivity before escaping. Now she seeks the people responsible for the death of her friends.
Seiromem
I would have more makerscore If I did things.
6375
author=fearful
I don't see why you can't be one too.

So long as you're not a half-elf warlock named Falith who uses Kris and is neutral evil.

Which is an interesting alignment, because I interpret it as evil for the sake of evil, so either a completely demented and corrupted warlock or a silly, incompetent person trying to be evil because that was his/her "dream".

Anyways, updated the OP with the pantheon! To have god or not to have god? You decide! You can edit your character all you like after you've created it, just so you know.

@pianotm

While this world has many D&D elements, such as the races and planes of existences and many other creatures, it is in fact a separate world, void of Lolth's influence. The Drow still separated and went underground, but they instead ended up in the "Lower Realm". Really the only thing you need to change is the city name, everything else can easily be implanted in the world (the term Matron Mother, for example)

If you want more info on the "Lower Realm" or on some lore in general, be sure to ask. I was simply planning on telling such Lore when it was relevent, not drown you in "in the year 1XXX this thing happened to do this and chain of effects" etc.

Also, don't forget your deficiency. It's every 3 levels AND at level one.
pianotm
The TM is for Totally Magical.
32388
NeverSilent
Got any Dexreth amulets?
6299
Okay then, here we go. Sounds like we'll have quite an interesting party of weirdos here.

Name: Aldus Alastair
Species: Human
Class: Chaos Summoner
Class Weapon: None
Class Armour: Mage
Alignment: Chaotic Good

Affinity: Demoni
Deficiency: Angelous

Str: 8
Dex: 11
Con: 13
Int: 20
Wis: 9
Cha: 13

Backstory:
Born as the only son of moderately well-off artisans, Aldus was found to possess the gift of magic at a very young age. Hoping he would lead their family to greater prosperity, his parents were eager to send their child to study at an exclusive wizard's academy. Unfortunately, it quickly turned out that in fact, Aldus' magical potential was very small. Paired with his lack of focus and discipline, this was reason enough for the academy to expel him after less than two years of training. As he didn't want his parents to be disappointed, instead of returning home Aldus just kept wandering around the world, secretly continuing his magical experiments.
Until one day, during a failed ritual, the released magical power was channeled back to his own mind and briefly sent it far beyond: Beyond the universe; Beyond reason and logic; Beyond comprehension. For a split second, Aldus came into contact with the chaos outside of reality. It was an experience which would have driven even the bravest warriors insane. And as a matter of fact, that was exactly what happened to Aldus.
Infused with the essence of chaos, the unsuccessful wizard gained strange new powers and learned how to tap into the forces of the Beyond. But while there is no border the human mind cannot cross, passing some of them will require paying a toll. In Aldus' case, it was his mental health. Since his moment of "enlightenment," Aldus has looked into many weird and obscure types of magic: Summoning, demonology, telekinesis, mind-reading and mind-control, teleportation... As long as it is about bending or breaking the laws of nature, Aldus is interested in it, the crazier, the better.
Despite his dangerous magic and unconventional world view, Aldus is not much of a fighter and generally a peaceful person - in fact, he doesn't even own a weapon. But if he is ever forced to defend himself, he rarely targets his opponents' bodies. He'd much rather turn their brains to mush.


A little note for Seiromem:
Last game, I played a rather combat-focused character who often turned out to lead the rest of the group. Therefore, I'd like to play Aldus as much more of a supporter-type character with little combat abilities and a bigger focus on skills that help solving (non-combat-reated) problems, overcoming obstacles and generally doing weird stuff. I hope it's okay for you if I ask you to make Aldus' spells and abilities reflect this character concept.
Seiromem
I would have more makerscore If I did things.
6375
Perfectly fine NeverSilent, I'll design your skills with that in mind. Also, that backstory can work very well with some things I have planned.

Also, tomorrow will be the last day of sign ups, so in about 24 hours (probably around 30) the game will start!
did i do it right? i was thinking of being lawful evil, but then i thought well maybe she has a hobby of stealing. can i still be lawful even though shes really into stealing? nope..?
pianotm
The TM is for Totally Magical.
32388
If he's following DnD rules, it's possible that lawful evil would be a permanent condition. The DnD rules I remember--I don't have my old DMG in front of me, though I know where it is--say that while you may gradually change your alignment through various acts, a lawful evil alignment cannot be changed. I don't know if that's still a thing, though.
Seiromem
I would have more makerscore If I did things.
6375
Lawful just means you follow a set of codes, usually strictly. That set of codes could allow for stealing. Or in the case of devils, making contracts and following them to the letter no matter what. These contracts are still rigged to be beneficial to them and detrimental to the other party, but they pride themselves on keeping their word, even if it may have double meanings or other some such.

Changing your alignment is very difficult. It would take years of forsaking your original way completely. However in character creation nothing is set in stone until you begin play, even for a few seconds. So you can change it to your hearts content now, but as soon as I post the first turn you're locked in.

Also, fearful, you forgot your armor type, and you cannot start with magical weapons. I'll be sure to have some available for you to find though!
Oh! And considering now we have two different types of elves, be sure to describe your elven half!
Seiromem
I would have more makerscore If I did things.
6375
author=fearful
Can I be a 'gun mage'?

Your weapon can be a focus for your spells and can be extremely long ranged, you just can't have an actual firearm. The 'bullets' these guns shoot could be concentrated energy that you conduct spells through.



Also, I'm in currently updating the pantheon with origin stories. Lore if you're interested!

Lastly, I added the Vita element. I forgot to include it in the first place =X
Seiromem
I would have more makerscore If I did things.
6375
Alright, we will start in the afternoon (5pm EST) unless you guys want to wait for more participants (three is the bare minimum of players). In the mean time, while we wait, you guys get to decide some things with with this campaign.

First and foremost, what do you guys want the tone to be?
Dark, with themes of mass murder, rape, and other such tragedies on a regular basis?
Moderate, with rape being an extreme and murder being a damned shame?
or light, where severe acts like rape are only ever alluded to at most, and murder is played off as normal and not too impact-ful, yet still provides motivation.

Second, what is your characters' goals in the beginning so I can set up a good start, meet-up etc.? Only when I know this can I suggest a few places where you can start (I have the world ready)

These questions apply to anyone else who joins after this post.
pianotm
The TM is for Totally Magical.
32388
I think MODERATE would be good. There's no reason it couldn't occasionally go dark, and murder is a damned shame, but shit happens.

Edit: Leara has been on her own for several months now. She basically performs for the money she needs. People fear and hate her for being a Drow, but a few people often warm up to her when she writes songs on the spot or when someone messing with her falls victim to her sharpish sense of humor (she's a bit of a smart-ass). Her immediate concerns are to not be completely broke. She can hunt well enough, so food isn't hard to come by, but living in a sleeping bag can get tiresome.

Basically, wherever you may want the characters to meet up--tavern (she'll be the one with a lyre, lute, or rebec, and an audience), town square, running from a pissed off dragon--it won't be hard to explain how she got there. She's in the position of needing friends, right now.
NeverSilent
Got any Dexreth amulets?
6299
I'm with pianotm on the question of the game's tone. I'd like the setting to leave room for some lighthearted stuff and humour where fitting, but without it turning into silly nonsense or sacrificing believable character development and an interesting environment with real issues and problems. Basically, I prefer fantasy realism that neither becomes too ridiculous nor too horrifying, and with a focus on roleplaying.

Also, I think it would be nice to have at least one more player in the group, but unfortunately at the moment it doesn't seem like there's a lot of interest. And none of the guys from The Highlander's Tomb have signed up, either. Unless that's an absolute taboo for you, maybe we could start ahead but keep the sign-up list open for new players for a few pages still?

Getting Aldus involved in the plot should be relatively easy, considering he pretty much just goes wherever his extreme curiosity takes him. Whenever there's anything weird happening somewhere, there's a good chance he'll show up there, too.