Hidden 9 yrs ago Post by Corsair
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Within the endless vastness of the planes there is a tiny sliver of existence unknown to even the Gods. No lore, no wisdom is known of this hidden realm - because no one who enters into it has ever escaped. This realm is ruled over by terrible beings, commonly called the Dark Lords. But the Dark Lords are themselves imprisoned in this place, trapped in their own personal Hell as a power even greater than themselves leads them by the nose, tormenting these vile beings for purposes unknown.

And in these macabre plays of tragedy and torment one must have actors. Mists arise in realms across existence, and the men and women who pass into these mists are drawn into this realm of horror, trapped forever to play the games of the Dark Lords and the powers that manipulate them.

This cruel cycle has perpetuated itself for long ages, and civilizations have risen up within the plane - some even taken wholesale when their ruler drew the attention of the Higher Powers and was taken to be a Dark Lord.

One of their cruel plays has need of new actors. A handful of men and women from across the planes find themselves surrounded by fog - and when the fog fades they now stand together on a frozen field beneath the titanic walls of a massive city. It is at first glance night, but staring into the sky shows a red moon, and a gray sun, bereft of light or warmth.

Welcome to the City of Falstaff. Welcome to the Demiplane of Dread.

* * * * *

Hopefully I've caught your interest with the above.

Ravenloft, for the unfamiliar, is one of the oldest D&D settings. It is, well, pretty much as described above. It's Hell, but not for you. Technically Ravenloft is a specific location within the Demiplane of Dread, but for OOC purposes referring to the place as Ravenloft is probably best.

For this RP we'll be using a lot of standard D&D material, with the caveat that I don't expect people to follow the rules of Vancian Magic - a handful of spells per day is one thing when it's a tabletop game, but PBP it's a little much. So basically, Classes and Races, and if you should choose some of the fluff. You're more than allowed to have your character from any established D&D setting - Forgotten Realms, Greyhawk, Eberron, whatever - or from a homebrew setting, as aside from its effect on your character it really won't matter much.

Before we go any further I'd like to add that I'd prefer characters to be Good and to at least some extent Play Well With Others. I get wanting to play the cool CN Rogue who doesn't answer to anyone, but they tend to be more disruptive than conducive to play. Besides - Ravenloft may be a cruel setting to Good people, but it's even worse for Evil people. I won't say a flat no to Neutral or Evil characters, but they're facing an uphill climb.

Name:
Age:
Sex:
Race:
Class:
Alignment:
Appearance: Pics or Description, Pics preferred.
Equipment:
Skills and Abilities:
Personality:
Backstory: Something short and sweet, preferably.
Hidden 9 yrs ago Post by Billsomething
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Yo are homebrews ok?
Hidden 9 yrs ago Post by Tancuras
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@Billsomething Yeah, GM said so in the opening post.
Hidden 9 yrs ago Post by Billsomething
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@Tancuras guess i missed it
Hidden 9 yrs ago Post by Corsair
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Said it back in the interest check actually, that's my fault. But yeah, if you want to make a character from a world not in the D&D lineup go ahead.
Hidden 9 yrs ago Post by Billsomething
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Actually i am having some problems when it comes to creating my character i don't know where i should be listing a character's Class Features
Hidden 9 yrs ago Post by Corsair
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Skills and Abilities. The only thing under Class should be your Class, i.e., Paladin, Wizard, Fighter, Rogue, Bard, whatever.
Hidden 9 yrs ago Post by Billsomething
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@Corsair yeah but this is the first time i am ever using a homebrew class
Hidden 9 yrs ago Post by Corsair
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What's the class?
Hidden 9 yrs ago Post by Billsomething
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@Corsair Jester and barkeeper (separate characters)
Hidden 9 yrs ago Post by Afina
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Afina Retired Account

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Thinking of joining, need a casual that I am not gming to relax to. Dual classes allowed?
Hidden 9 yrs ago Post by Billsomething
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@Afina i guess we might be playing together again a lot sooner then i thought
Hidden 9 yrs ago 9 yrs ago Post by Billsomething
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Name: Lilly The Silly Jester
Age: Ageless (But has been sentient for about twenty years now)
Sex: Female Persona
Race: Wandering Scarecrow
Class: Jester
Alignment: Chaotic Good
Appearance: A tall woman made out of straw, there are strands of rope that act as hair, Lilly always wears a mask that resembles a smiling woman with sharp teeth below that she wears a Red,Blue,Yellow jester outfit with bells and all. but the most noticeable feature of her outfit is her gloves, Boots and cape which only reaches her thighs, there made out of lantern silk so they gives off an ethereal light-blue glow
Equipment: A simple Dagger with a chain attached to the hilt, she also has a wrist mounted hidden Crossbow
Skills: Perform (Act and String Instruments), Tumble, Intimidate, Gather Information. Balance Harlequin’s Mask (Ex): As long as a Jester’s face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he is immune to compulsion effects.
Poison Use (Ex): A Jester may prepare, apply, and use poison without any chance of poisoning himself.
Ignore Components: A Jester may cast spells from the Jester list without using material components, unless they cost more than or equal to 1000 gp. This has no effect on any spells that a Jester casts from any other spell-list.
Power Slide (Ex): If a Jester takes damage from an attack, he may allow himself to be flung backwards, thereby lessening the impact. He may make a balance check with a DC equal to the damage inflicted and if she succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5' for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square provoking AoO, the Jester would have to make a tumble check to avoid any attacks of opportunity, following the rules of tumble.
Slapstick (Ex): any successful sneak attack also inflict a -2 Dex penalty to an enemy for one round.
Tricky Hands (Sp): the Jest has mastered Sleight of Hand and may produce any non-magical weapon from thin air as a quick action. Any enemy that can see your hands get to roll a Spot Check versus your Sleight of Hand, if they succeed this ability fails
Prat Fall (Ex): any time a Jester strikes an enemy with a sneak attack, the Jester can make a free Trip attack that does not provoke an Attack of Opportunity. This ability cannot be used on any one enemy more than once a round. The Jester may not be tripped if this fails, and it may be used with ranged sneak attacks. The Jester may substitute his Dexterity modifier for his Strength modifier for the opposed test to trip his foe.

Natural Abilities: Living Construct (Has no need for food, sleep or even breathing ) Sentinel Watcher (as stated above she doesn’t sleep so instead she becomes inactive for four hours but is fully aware of surroundings) Horror Gaze (She stares into her enemy’s eyes, Which fills them with so much fear that they freeze in place (Cannot be activated while wearing her mask)
Magic/Spells: Touch of Idiocy (With a Single touch Lilly can reduce her opponent’s Mental Facilities)
Hideous Laughter (This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.)
Shrink Item (self-explanatory)
Additional Information: She keeps her Instruments in her pocket
Personality: Lilly is armed with eternal curiosity which might cause problems to those around her, as she has a short attention span and as such will focus on one thing then quickly have her attention stolen by something else. Another thing as jester she is someone who constantly jokes around even in life or death situations she also surprisingly naïve on how the world function
Backstory: Some twenty years ago Lilly was scarecrow created by an evil elf wizard, to act as hindrance to Heroes but she never fulfilled this role because her master died before the heroes arrival, her master died thanks to a miscast so when heroes arrived all they found was dead wizard and a wandering Scarecrow, so with their jobs essentially done the heroes quickly grabbed whatever treasure could be found and this included her (she was taken by an ogre jester) she was essentially adopted by the ogre who thought her how to be jester
Hidden 9 yrs ago Post by Mictlan93
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Mictlan93 Piece of Mine, Peace of Mind

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Hey Corsair, think I can bring my druid character back?
...possibly with a stat boost, given the setting?
Hidden 9 yrs ago 9 yrs ago Post by Assallya
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Assallya HP: -10

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Syeira

Age: 26
Sex: Female
Race: Human
Class: Wizard
Alignment: Neutral Evil
Equipment: Syeira is a roving Gypsy with a Vardo wagon, a wooden walled wagon that is her home. Inside it are all the common implements one might expect including pots and pans. Attached to the top is a keg of water, several bags and small chests containing food and supplies.
Skills and Abilities: In addition to having access to several spells Syeira is a herbalist and crafter of potions.
Personality: Syeira has a scathing, dry personality. She has seen the worst of humanity. She's been chased out of towns at pitchfork point. She's been beaten and robbed and worse. As a result she has a rather low opinion of others. She usually keeps cynical nature hidden to customers who come to her seeking their fortunes read or to have a potion made effecting a sweet and trustworthy young woman.

While Neutral Evil, Syeira is not particularly murderous nor is she likely to blithely betray trusted comrades. Trust, after all, is a valuable commodity. She is, however, a coward and a shuckster. She has no qualms performing confidence jobs, rooking customers with dubious potions or otherwise making a quick bit of coin at someone's expense. Her personal favourite is a cure for common colds that works in just three to five days. It's amazing how often she sells those.

Backstory: Syeira was an orphan child, her father was a caravan merchant who getted her on the local strumpet. When her mother died only two years later, Syeira was left an orphan with no one to care for her. When the Gur came through and performed for the entertainment of the small settlement they refused to pay as was promised by the town villein and instead offered them the child as trade in lieu of payment.

The Gur were shocked, as slavery was something not seen in the Western Heartlands of Faerun, at least not outside of Waterdeep where Calishite caliphs and pashas often conducted business. Still, they took the child. For it was thought by their matriarch that it would greatly please their patron goddess Selune who was, by nature, a protector.

Thus Syeira group up with the Gur as one of them. She did stand out amongst them, with the Gur's dusky skin and dark hair, which was both a blessing and a curse for some of their number always saw her as an outsider and an outsider learning their secrets. She developed a number of thiefly skills for fleecing crowds when she was young but as she grew older she was often remarked for her insight which involved her learning to be a fortune teller. Occassionally, she would even glimpse strange images and was claimed to have "the sight".

Unfortunately, later in life as she reached her late teens, she incurred the lust of son of the group's "Big Man" and given his deluded notions of position, coupled with drink and the bawdy suggestions of his peers took to having his way with her in front of them. She, of course, responded by plunging a blade into his chest and nearly killed him... though not for lack of trying, having thrust into him thrice before being pulled from him kicking and screaming.

This event had dire consequences. It split the very clan apart in deeming the proper means to proceed and eventually it was determined that, for the good of the clan, she should depart for she would ever be a wedge, a schism in their group, forever setting them against one another.
Hidden 9 yrs ago Post by Corsair
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@AfinaI have no objection to dual-classes.

@Mictlan93 Lammy? Yeah, just nudge his age up a year or two. Dammit, now I'm tempted to bring in Lily Beckett.

@BillsomethingInteresting concept with the character. If we get many more applicants though you're going to have to choose one character or the other, I want a reasonably small party. And Barkeep isn't really a class, that's more Commoner or Expert.

@AssallyaI'll be honest, I'm not really thrilled to see an Evil character, but I'll reserve judgment until you post the backstory.
Hidden 9 yrs ago 9 yrs ago Post by MarsAdept
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Name: Victor Ultimara
Age: 23
Sex: Male
Race: Human
Class: Swordmage/Shaman
Alignment: Lawful Good
Appearance:



Equipment: Bastard sword, mixed armor (plate and leather), traveler's essentials, 4 days food rations.

Skills and Abilities:
Call Spirit companion: Calls his spirit companion to him wherever he may be.
Call sword: As a swordmage, he can manipulate his sword once bound to him up to 15 feet away. This is mainly used for parlor tricks and calling his sword back to hand when disarmed.
Green Flame blade: His sword is enveloped in a eerie green flame. When his hits his target the flames shoot out and damage adjacent enemies. also works as a light source.
Stalker's strike: Victor's companion spirit attacks an opponent. if the opponent is blooded attack does more damage and is more likely to hit. Also provides flanking.
Protecting strike- spirit companion attacks and heals adjacent allies slightly.
Lightning lure- Lightning shoots forth and pulls nearby enemy towards him and into his melee range.

Personality: Victor follows what he feels to be right and for the most part that is what is most right to society. He will defend the status quo before attempting to overthrow it. He is a deep thinker and always tries to see the world through new perspectives. He will happily engage in long conversations on things like morals, rights and the like just for the fun of it. Despite the fact he will play the devil's advocate, he does not accept those view as his own necessarily. If for whatever reason Victor gets into a moral dilemma, he will turn to his spirit companion for advice.

Backstory: Victor was always naturally gifted with magic and even at a young age, he was known for playing with magic. However, Victor was born a slave. His fellow slave covered for him and encouraged him only to use magic in secret for the overseers did not like a slave with magic. When he turned 13, Victor was sold to a gladiator school for profit. This was a hard transition from a farmer to warrior, but it was possibly the best thing for Victor. Victor had to learn quick how to fight. He first entered the ring to kill another man when he was 14 and a half. For the next five years, Victor fought in countless matches winning most. While as a gladiator, Victor found a man who took him under his wing. That man taught Victor how to channel his natural magical powers into the art of a swordmage. This mentor taught him a lot which gave Victor an advantage over most of his opponents. Eventually, Victor won his freedom.

Once Victor was finally free, his spirit companion revealed himself to him. Victor had always noticed a raven nearby whenever he was "alone" or in a fight, but never did he think anything of it. This companion had been with Victor his entire life but revealed itself now because Victor was finally ready to understand. His companion had made a pact with Victor's long forgotten ancestors to help their bloodline. His spirit compainion spends most of its time in the form of a raven, but when needed can shape shift into a wolf, tiger, or bear.
Hidden 9 yrs ago 9 yrs ago Post by Mictlan93
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Name: Lamont "Lammy" LaSalle
Age: 24
Sex: Male

Race: Human
Class: Druid
Alignment: Neutral Good

Appearance: It's been argued that Lammy's overall appearance reflects both his personality, and lifestyle. Moderately tan skin covered in dirty splotches, a disheveled, shaggy, black mop of tangled locks (with a seldom braid twisted in here and there) he considers "hair", an equally disheveled goatee, unnaturally bestial hazel irises that one could say sparkle in certain light, callous caked bare feet and hands, and a usually confused disposition. Standing at 6'2" and 155 lbs, Lammy's a tall, stringy fellow that looks like he needs a bath (and most likely does). Imagine if Tarzan was a slacker that could change into any animal he pleased. That's Lammy in a nutshell.

Equipment: Lammy doesn't carry much. No need for money or supplies when you can delve into animal instincts to hunt for food and resources. Other than that and the clothes he'll wear (his trusty, raggedy, dirt brown cloth pants and equally dirty vest), his 4 foot long ironwood quarterstaff (that he uses more as a walking stick than anything), and a carving knife, he tends to travel light. Really light.

Skills and Abilities: An established druid, Lammy is capable of transforming into multiple classifications of fauna. Whether it be a mighty bird of prey, a fearsome dire bear, or a lazy housecat, Lamont has the expanse area of the animal kingdom at his disposal. He can shift into at least two animals once a day, and since he's been on the road, he's been working on strengthening his abilities. Then again, the lazy housecat is his favorite animal to shift into. His sister always excelled where he didn't when it came to magic, so he's a little outclassed when it comes to that.

At his side is his trusty pet, a Red-tailed Hawk named Sheeva. He can communicate with her when he needs to, which seems like all the time. She apparently tells great jokes, and her sass knows no bounds.

Personality: His mom calls him lazy, but he considers himself "understandably uninspired". But no, he's mostly lazy. And a little aimless. He usually needs to be pushed in the right direction in order for him to get things done. That being said, his peculiar upbringing leaves him as a bit of a flower child. As the oldest sibling in a family of druids, Lammy's pretty in tune with nature. And if he's motivated enough, he'll always want to protect it.

Backstory: As noted prior, Lamont belongs to a family of druids. What started out as a adventuring duo sharing common interests, blossomed into a semi-popular family team gaining some groundswell in their hometown. As the kids got older, the mom and dad decide to settle down, with enough amassed funds (from successful quests) to convert their housing into a animal and nature sanctuary. The younger sister, Amaya, matured in a way differently than her older brother. Following in her parent's footsteps, she took up the adventuring mantle, and embarked on quests of her own. Lamont, on the other hand, opted on staying home to help tend to the sanctuary.

It was appreciated at first, but his mom and pop began to realize just how directionless their son had become. One day, Lammy's mother approached him with a short staff made of extremely durable ironwood. "I'm kicking you out~!" Her chipper serenade harshly contrasted such a drastic demand. Before he could properly protest, she began pushing him out the door. "Go out into the world, find you a really big job, and don't come back until you've completed it...or give me grandchildren...preferably both!" She smiled all the while, she meant well for her son.

...And then she promptly slammed the door shut. Lamont sighed. "D'oh well." The least he could do was fly into town. Maybe there was something on offer at the bulletin boards. With a sharp whistle, his trusty hawk companion Sheeva glided to his side. "C'mon Sheev. Let's go find ourselves a job." He said, quickly taking on his own hawk form before flying off.

That was two years ago. Not only had he found himself a really big job in that time, but he and his traveling companions completed it with flying colors. He's yet to have been back home in the time prior, but still plans on returning one day, to show his parents the spoils and souvenirs of his travels. He's on the road, passing through towns, taking on small jobs that worked best with his abilities. At times he'd think back to that very first job, and mull over some of the bigger events with a warm smile on his face. His thoughts would linger towards one of the party members, a lady paladin he grew smitten with. While she was a bit of a fish out of water, and didn't get all of his jokes, she was a fierce warrior whose loyalty towards her friends gave Lammy a new outlook on life. Not too bad looking, either. As the job completed and the party parted ways, Lammy found himself regretting never telling her how he really felt about her. On his travels, he always wondered if their paths would cross once more.
Hidden 9 yrs ago Post by Corsair
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I think I'll break my rule this once.


Hidden 9 yrs ago 9 yrs ago Post by Blaze96
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Character Sheet:

Name: Eranah

Gender: Female

Age: While appearing to be about 24, she has lived innumerable lifetimes and has simply ceased counting the years she has actually existed.

Race: Deva

Class: Cleric

Abilities: The area where she most excels is healing and aiding others. The gifts granted to her by The One Who Endures encompass both his boundless compassion and fiery wrath. With magic to heal and buff others while also having spells at her disposal which would tear enemies asunder or make them more open to the attacks of others for the pain and suffering they have brought to this world. She is also incredibly intelligent and wise, excelling at understanding even the most difficult concepts of scholasticism due in large part to her effective immortality. In order to better connect with her god she has also learned the arts of diplomacy and empathy with all living things. Learning how to use a kind word and open arms to heal the wounds which rest below the surface.

Alignment: Lawful Good (In this case the law being followed is not that of the world but instead of The Lord on the Rack Ilmater)

Appearance: Standing tall at 6'3" and thin at 165 lbs she is by no means outside the norm of her species. White lines form intricate symbols across the entirety of her body, her skin blue with eyes of pure white. Despite these features many humans would consider her very beautiful as would be expected of a Deva. Her hair kept at a medium length it's color pure white to match the symbols covering her body.

Personality: She is kind and generous to a fault. Keeping only those positions required to aid her in her mission. Her duty and honor is to live up to the ideals of The Crying God. To aid those who are in need and punish those who bring great suffering upon others. It is this which defines her and works for the time she has been "alive". Every action and word carefully chosen to further the alleviation of suffering from those who bring it upon others. She also shares many traits that exist among the Deva, enjoying the creation of art and following the angelic motifs of said art.

Inventory: Aside from the standard Adventuring kit she keeps only chainmail armor for her own defense and the symbol of Ilmater (the white hands bound with a blood red cord). Knowing the power of Ilmater can carry her through even the worst of troubles. She also keeps some supplies for drawing including paper and writing/drawing implements. All of her clothes are fine clothing, looking much nicer than the standard clothes expected of an adventurer. She wishes to be presentable at all times and takes great care to maintain cleanliness.

History: She has spent most of her time on this plane as a wandering healer and priest. Doing all she can to aid the sick, dying, poor, and oppressed. Her works are numerous but often small, healing a farmer, providing gold to the poor, sharing food with the hungry, and on occasion freeing slaves from their cruel masters. She also has been known to provide counseling to humans and aid to wounded animals. The only people she will attack are those who would harm others, and even then she knows to stay her hand from needless slaughter. It is often hard for her to focus on the world around her in cities as the amount of suffering can become unbearable, driving her to need others around her to keep her from simply moving from person to person in order to render aid. She can give the appearance of being unfocused and cryptic in some of the things she says, all she aims to do though is help.
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