Im going to the ER and will work on Alric in the wating room if i can. I lost feeling in my shoulder at work, probably pinched a nerve but the feeling hasnt come back.
@Rockin Strings Hey I can help you out with that AC bit on your sheets. Base Armor for everyone is always 10, when you are not wearing armor like full plate or chainmail you can add your dexterity modifier to your armor class. 10+Dexterity Modifier. After that there is armor sets you can wear that can add to the number.
Medium Armor: (Only cas have a max of +2 Dex added to your AC) Hide - 12 Chain shirt -13 Scale mail -14 (Stealth Disadvantage) Breast plate - 14 Half plate - 15 (Stealth Disadvantage)
Heavy Armor: (You get no Dex modifier with heavy armor and some have strength requirments to wear) Ring mail - 14 (Stealth disadvantage) Chain mail - 16 (Stealth disadvantage, STR 14) Splint - 17 (Stealth disadvantage, STR 15) Full plate - 18 (Stealth disadvantage, STR 15)
Shields: they just give you a +2 to your AC but you need a free hand to wield one.
Your class also needs to have a proficency in wearing a type of armor like Light, Medium, or Heavy to wear it as well. Fighters for example can wear every type of armor but a Cleric can only used Light, Medium and Shields.
Also Mage not being a class @Game Maker did make a nice list with short descriptions of every class. A quick list of spell casters are; Bard Cleric Wizard Warlock Sorcerer You can referance them on the first post to get and idea of what they do, the Player Handbook will also have short descriptions on the class pages.
Still in the hospital. It's a pinched nerve that they hoped would work its way out on its own but it hasn't. I'm on pain killers and muscle relaxers so I'm asleep most of the day until they decide if they want to do surgery or wait some more to see if it will work it's way out.
Side note, is anyone up for co-gming? You are still welcome to play but I'm hoping by having a co-gm me being in the hospital won't delay the start of the RP too much.
@Rockin Strings The only thing I see not filled out are your skill which I'll cover in just a moment and treasure which I'll assign to you once your character sheet is complete.
Anyone I didn't assign a treasure to please let me know so I can assign you one. They become important later in the story.
Skills are determined by your abilities and I have a house rule that you can spend 16 points in any of the skills you choose. Below you will find a list of each attribute and which skills it governs. Your ability modifier will apply to those skills and if you are proficient in a skill you can add your proficiency bonus which as a level 3 character is +2.
Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideals: Life is like the seasons, in constant change, and we must change with it.
Bonds: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaws: I am slow to trust members of other races, tribes, and societies.
Features &Traits:
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep
Mask of the Wild (racial): You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena
Favored Enemy: Beast
Natural Explorer/Favored Terrain (Forest): Gain double proficiency bonuses to Wis and Int checks involving skill you are proficient in involving your favored terrain. After traveling for one hour in your favored terrain, your group isn't slowed by difficult terrain and can't become lost in forest. For yourself, you remain alert for danger when doing other activities like foraging or tracking, can move stealthily at a normal pace, can find twice as much food while foraging, and can figure out more details about enemies you are tracking: how many there are, what size, and how long ago they passed through the area.
Fighting Style (Archery): +2 bonus to attack rolls with ranged weapons.
Hail of Thorns: The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1dlO piercing damage on a failed save, or half as much damage on a successful one.
Hunter's Mark: You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any W isdom (Perception) or W isdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature
Goodberry: Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consum ed within 24 hours of the casting of this spell.
Primeval Awareness: can expend one spell to sense aberrations, dragons, elementals, fey, fiends, and undead within one mile of you for 1 minute per level of the spell expended. You cannot sense the location or the number of these creatures.
Horde Breaker: When you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
Equipment/Money:
Weapons: Shortsword x2, Longbow, and 20 arrows
Armor Leather
Misc: Backpack, bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope
Money: 10 GP
Other Proficiencies & Languages:
Languages: Common and Elven
Character Appearance (picture required):
Age: 150
Height: 5'2
Weight: 125lbs
Eyes: Silver
Skin: Lightly Tan
Hair: Black
Allies & Organizations: None
Character Backstory:
Aramil was born as Faen and grew up in the vast forests to the north with his small, secluded tribe. Born into a family of hunters, Faen was taught how to use a bow almost from the moment he could walk and make a fist. His father was her main teacher and taught Faen how to track, stalk, and kill prey from a distance with a bow and arrow. He was taught how to live off the land, how to know how many resources he would need to survive the night, and how to find those resources.
Upon reaching his fiftieth birthday, Faen was sent out to the wilds to survive for two how decades by himself with only a knife and flint as his tools for survival. Facing wild beasts, harsh weather, and complete isolation, Faen was pushed to his limits to survive and grew stronger as a hunter and Ranger. By the time he had returned to the village, he already felt a deeper connection to nature but he had also developed a thirst for hunting stronger then any he felt before
On his hundredth birthday, a group of adventurers from the south visited his people and, under seemingly peaceful circumstances, spent some time in the village. However, unknown to the tribe, the group had stolen a treasured artifact from a tribe of nearby orcs, angering them. In the middle of the night, the orc launched a raid on the tribe, taking them by surprise. As Faen fought alongside his tribesmen and helped hold off the invaders, he caught the adventurers trying to sneak away with the artifact. Confronting them, he was struck by a bolt to the chest by one of the group before they made their escape and left the elf to die.
Thankfully, Faen was found by one of the village healers and was not among the dead that night. Taking in the sight of the ruined tribe and seeing that things would have to change, Faen felt anger for the cowards who dared run away after his tribe had provided them shelter. Swearing vengeance, he told the remaining elders of the tribe what he had discovered and requested to right the wrong that had been inflicted upon them. He was granted permission but only after he became an adult.
So Faen spent the next few decades training and upon his hundredth birthday, took the name Aramil. Packing his things, Aramil set off and began his hunt. Fifteen years have passed and he is no closer to finding his quarry. But, upon hearing about groups of adventurers being hired to find an ancient artifact, Aramil headed for Ulna Themar, hoping this would bring his closer to his tribe's vengeance.
Armor Class: 13 Hit Point Maximum/Current Hit Points: 24
Personality Traits: - I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. -I am horribly, horribly awkward in social situations.
Ideals: - Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
Bonds: - I work to preserve a library, university, scriptorium, or monastery. (building the Cult)
Flaws: - Unlocking an ancient mystery is worth the price of a civilization.
Features &Traits: Darkvision Fey Ancestry
Indefinite Madness: She's incapable of being serious. The more serious the situation, the funnier she finds it.
Specialty: Astronomer Feature: Researcher
Patron: Great Old One (Cthulhu)
Awakened Mind
Eldritch invocations: Book of Ancient Secrets Eldritch sight (detect magic at will)
Pact boon: Pact of the Tome
Equipment/Money: LXbow, 20 bolts, Leather armor, 2x daggers, sickle Arcane Focus (Tiara), Dungeoneer's pack A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, Amulet of Cthulhu 10gp
That is not dead which can eternal lie, and with strange aeons, even death may die.
Rejoice, for the time of his return is at hand. One day soon the lord Cthulhu will return to this world, and all shall be equal before him. None shall be treated differently because of status, or wealth, or power. Only those who serve him will receive his favor.
If you wish to join his service, seek out the one who posted this, or another priest of Cthulhu, and they will aid you in joining his service.
Other Proficiencies & Languages: Languages: Common, Elvish, Celestial, Draconic, Deep
longsword, shortsword, shortbow, and longbow light armor, simple weapons
Character Appearance (picture required):
But with a hooded robe on to cover up her features.
Allies & Organizations: -Cult of Cthulhu Living in a shrine built in a cave, they teach those that come to them the ways of the Great Old One, prophesying that one day he will return, and all shall be equal on that day, as he takes the souls of the worthy and unworthy into himself. None are turned away, regardless of crimes, alignment, species, or other factor.
Character Backstory: Raised as a slave, she prayed to the gods to free her from the people who had cut out her tongue for speaking out of turn. None answered, but as she "tranced" she felt as if the mind of another being was there with her, as powerful as a god, difficult to comprehend, and hungry. It was impressed that she did not go mad from trying to comprehend it, and offered to answer the prayer that the gods ignored. She accepted the offer, and when her trance ended she found she was able to speak with the other slaves, or at least their minds.
Over the next several days she secretly spoke to the other slaves, teaching them of the Great Old One who spoke to her. When they were ready, they revolted, killing their masters, and fleeing into the wilds. There they survived, building a temple to the Great Old One in a cave where they would not be discovered.
When all of the other slaves had been initiated, she instructed them to free other slaves and to teach them the ways of Cthulhu, then left to grow stronger, and to spread the word of the Great Old One throughout the world.
Additional features and traits: Tattooed on the inside of her right forearm: 1) A slave does not speak unless spoken to. 2) A slave does not speak inappropriately to or about their master. 3) Disobedient slaves are beaten for their disobedience. 4) If you can't be trained, you die.
She had her tongue cut out for violating #2.
Her arms have the following "poem" tattooed on them in Draconic. Left arm: That is not dead which can eternal lie. Right arm: And with strange eons, even death may die.
The backs of her hands contain symbols from her patron's holy teachings. Her head, from just above her forehead, and down her spine, is tattooed with scripture from those teachings as well.
Treasure: a diary with 7 missing pages
Cantrips: Mending (uses int to cast) Eldrich blast Mage hand druidcraft light Spare the dying