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You are here: Home --> Forum Home --> Recent posts by Impulse
Topic: Recruitment for Dark Sun setting campaign?
Subject: Update


Seems like I will just update late Sunday-Early monday morning. Hope you guys are okay with that Again if you're late, feel free to back post.

Furthermore, about the spell system, I had a post in here that said something about it but it got deleted

There's something called sorcery points in 5E which is an optional more flexible way of spellcasting. We can try using those. If anyone wishes to cast a spell but does not have the spell slot, then just post in the Q/A forums and I will tell you how much hp it will cost you to replace your "mana".

Additionally. This is a rule I should have added before. All spells and rituals that are in the PHB that allow for the creation of water and food is unknown to the world at large. Essentially in the fall of the old empire and the rise of the sorcerer King. Those magics were lost to the mages and clerics now. Apologies if you had that as one of your prepared spells.

Posted on 2016-06-06 at 18:13:32.

Topic: ideas and suggestions
Subject: no suggestions here


But that field seems very interesting to play with. Especially dealing with all of the flying creatures that just have such a huge advantage over you

Posted on 2016-06-05 at 20:12:01.

Topic: Recruitment for Dark Sun setting campaign?
Subject: You


Have not sent it to me though I'd like to see it. Send it when you can please

Posted on 2016-06-05 at 20:09:11.

Topic: Recruitment for Dark Sun setting campaign?
Subject: Cool.


So far it looks like saturday/sunday seems good

Additionally, I've been getting some questions about psionics.

if you think it's a cool concept, I'm designing a feat that will give you access to psionic abilities without making you give up a level or two. Specially for fighters with a load of ASI's it might be good for you.

Refer to the doc for it, i'll have it highlighted

link for it again

Edit: Additionally, does anyone have any advice on defiling and preserving mechanics?


Posted on 2016-06-05 at 19:18:06.
Edited on 2016-06-05 at 19:18:46 by Impulse

Topic: Slate Q&A Thread
Subject: Nozzle


I think he's just busy due to RL circumstances. Damn shame. I'm willing to pick this up when he comes back though!

Posted on 2016-06-05 at 10:59:34.

Topic: Recruitment for Dark Sun setting campaign?
Subject: get ready guys:)


I originally said June 8th but that's the Wednesday so I'll just shift it over. I'm thinking this saturday is the day

As for posts, once a week is requested as the custom. I don't know if this will be harsh but I will not be waiting for your character if you do not post by the update day but feel free to backtrack if you're late.

What day is best for you guys? Saturday or Sunday as update day?

Posted on 2016-06-05 at 10:58:59.

Topic: Recruitment for Dark Sun setting campaign?
Subject: aight ayrn


Feel free to come back once you can

Posted on 2016-06-02 at 23:05:36.

Topic: FFd20 Crimson Falcons QA take 2
Subject: Alright


Thanks for your effort into making the game alive, I had fun making my character and designing it nonetheless

Posted on 2016-05-31 at 16:03:41.

Topic: Recruitment for Dark Sun setting campaign?
Subject: ETA


Apologies for the really long wait guys.

Let's say we can get starting for June 8th? I'll dedicate some time to the setting. I have the story done but making the map is a bit intimidating.

Posted on 2016-05-30 at 11:08:43.

Topic: FFd20 Crimson Falcons QA take 2
Subject: I'll still post


Sorry I was waiting for the others. If you don't wanna continue cause it's slow thats cool but I'll still keep an eye on it. I was really looking forward to it

Posted on 2016-05-30 at 11:07:03.

Topic: Recruitment for Dark Sun setting campaign?
Subject: No worries again


I'm even slower than you. Been trying to get through reading some stuff but with summer school it's been a bit tough.

I just don't wanna give a half fleshed out world to you guys so it might be a while before i'll have the map and stuff ready for you guys.

Money. Just start off with the stuff in your background perhaps. You'll have opportunities to get money when it starts rolling up.

Posted on 2016-05-28 at 13:39:17.
Edited on 2016-05-28 at 13:40:08 by Impulse

Topic: Slate Q&A Thread
Subject: ...


Backposting is good for me, or straight up rp. I'm enjoying this, i'm okay with anything

Posted on 2016-05-26 at 20:49:42.

Topic: Dark Sun Characters
Subject: Doc Klick


Name: Doc Klick
Played by: Kaelyn
Race: Thri-Kreen
Gender: Male
Age: 6
Class/Level: Cleric 2
Alignment: Lawful Neutral

Height: 6' 7"
Weight: 165 lbs
Eyes: Emerald green
Hair: hairless

Stats:
Str 10 (0)
Dex 16 (3)
Con 13 (1)
Int 12 (1)
Wis 16 (3)
Cha 8 (-1)

Combat Block:

HP: 14/17
AC: 18 (19 when dual wielding shields) (Scale Mail 14) (shield 2) (Dex 2)
Initiative: +3
Speed: 40ft

Weapons: Gythka (two handed polearm with a blade at each end.) +5hit (1d8+3 slashing damage) (finesse / 5ft reach)
Chatkcha- (a flat triangular wedge with three serrated blades) +5 hit 30/120 range 1d6+3 slashing)
Light crossbow and 20 bolts +5hit 1d8+3

Proficiency Bonus: +2
Languages: Broken Common, Kreen
Telepathy -30ft Must have eye contact.
Armor: light, medium, heavy
Weapons: Simple & Kreen
Skills:
Insight (+5)
Medicine (+5)
Religion (+3)
Perception (+5)
Stealth (+5)
Tools: Healers Kit

Character Features / Traits:
Ability Score Increase. Your Dexterity score increases by 2 and your wisdom score increases by 1

Darkvision: Accustomed to running across dunes or grasslands throughout the day and night, you can
see in the darkness within 60 feet of you as if you were in dim light. However, you can't discern color in the darkness.

Natural Camouflage. You have proficiency in Dexterity (Stealth) checks.

Secondary Arms. The Thri-Kreen have a secondary set of weaker arms located along their torso beneath their regular ones. These arms can be used to hold additional light items or equipment and you may perform an additional object interaction on your turn if either hand is empty. They cannot be used to make attacks.

Sleepless: You do not sleep. Once per day, you may gain the benefits of a long rest after taking a short rest, and magic cannot put you to sleep.

Standing Leap: You can long jump up to 30 feet and high jump up to 15 feet as part of your movement
without taking a running start.

Weakened Carapace: After years under the effects of the Dark Sun's radiation, the typically hard chitinous shell of the race has weakened to a pliable leathery carapace akin to thick skin. Thri-kreen do not receive any any natural armor.

Spellcasting: Divine Domain: Life

Channel Divinity (1/rest)
Divine Domain features : Heavy armor proficiency,

Disciple of Life when using a spell of first level or higher to heal a creature, the creature regains additional hit points equal to 2+ the spell's level.

Channel divinity: turn undead /Preserve Life: Starting at 2nd level you can use your channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to 5x's your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.

Background: Acolyte (Templar-Medic)-You are one of the elite, one of the chosen, the elite guard of the God-King. Either scouted at a young age or volunteering to join one of them. You act as a conduit of the God-King's will and your presence is feared by many, as you tirelessly hunt for magic. Optionally: You have discovered a true deity through a dream or an artifact and are now connected to a sliver of their true power.

Skill Proficiencies: Insight, Religion
Languages: Dwarven, Elven

Feature: Ruthless Tyrant: Your group specializes in hunting down the defilers and your insignia is well known by many. You are considered a trusted member of the Templars (or any organization that seeks to eradicate defilers). Other Templars will accept your words at face value assuming you have provided proof of your membership to them and not provided them any reason to be hostile towards you. Additionally, the common folk will have a natural tendency to be intimidated by you.
Optional Feature: True Faith: (Ilmater) Though you have lived a life of ignorance, worshiping the God-King and doing his will, through circumstances unique to you, you have had contact with a true God and you know that the God-King is not a true deity. (Intended for clerics/paladins.). You are now able to channel the powers of the deity though he may ask for a favor from you. Additionally, you can stay with those of your faith (shelter of the faithful) but finding an order that worships your religion is difficult.

-Personality Trait: I am always polite and respectful
-Ideal: Our lot is to lay down our lives in defense of others (Good)
-Bond: Those who fight beside me are those worth dying for
-Flaw: I have little respect for anyone who is not a proven warrior.

Gear:

Currency: 7Cp

Equipment:
2 Shields, Gythka, Chatka
Light crossbow 20bolts
A holy symbol -the God king,
A red ribbon /holy symbol, a gift from Ilmater (a true old god still in hiding), a prayer book , a healers kit (10 uses)
5 sticks of incense,
2 vestments, set of common
clothes, belt pouch
Priests Pack: Includes a Backpack, blanket, 10 candles, tinderbox, an alms box, 2 blocks of incense, 2 days rations, waterskin.

Spellcasting: (standard prepared spells unless otherwise noted)
Cantrips: Known-3 First Level spells: Slots-3 Known-5
Cantrips:
Mending
Sacred Flame
Spare the Dying

1st Level:
Cure wounds
Create Water
Guiding Bolt
Detect Poison and Disease
Shield of Faith


Appearance: Standing at a towering six feet seven inches, the thri-kreen Klik-Chaka'doc, more commonly referred to as Klik (pronounced click) or Doc, bares amber to dune hued leathery spiked plates across his insectoid body. Serving as a medic in the Templar order of the God King, he bears his augmented backpack with pride, for it bears all the accouterments of his trade. Medical supplies and triage gear for the rough demands of wandering under the Dark sun in pursuit of vile defilers. His scale mail adorns his leathery carapace, forged from the fused scales of a sand basilisk his clutch once hunted. Aside from tattered cloth vestments of his faith, Doc travels in the guise of a healer, a wanderer; though his left torso forearm is wrapped with a crimson blood hued ribbon which departs from the norm.
Typically Doc dissuades from combat unless it piques his inherent desire to find a worthy pray to hunt. Otherwise, he bares his polearm and shield amidst his four arms, and is not afraid to wade headlong into the fray to prove his skill as a warrior when facing an adversary of worth.

Posted on 2016-05-26 at 20:41:38.
Edited on 2016-10-01 at 14:05:28 by Impulse

Topic: Dark Sun Characters
Subject: Morrígu


NAME: Morrígu
Played by: Nimu
RACE: Dark Elf
GENDER: Female
CLASS: Wizard
LEVEL: 2
EXPERIENCE: 300
ALINGMENT: Chaotic Neutral

AGE: Unknown, but young for an elf
HEIGHT: 5' 4"
WEIGHT: 100 lbs
EYES: One Violet One Blue
HAIR: Silver

STR 9 (-1)
DEX 15 (+2)
CON 11
INT 16 (+3)
WIS 12 (+1)
CHA 14 (+2)

HP: 12
AC: 12
INIT: +2
SPEED: 30

PROFICIENCY BONUS: +2
WEAPON PROFICIENCIES: Dagger, Dart, Light Crossbow, Hand Crossbow, Rapier, Shortsword, Sling, Quarterstaff,
TOOLS: Tattoo Set
SAVING THROWS: Intelligence, Wisdom
SKILLS: Arcana, History, Insight, Survival
LANGUAGES: Common, Elvish, Undercommon

RACIAL TRAITS
Dex +2, Cha +1
Darkvision 120'
Keen Senses (Perception Skill)
Fey Ancestry (Resistant to Charms, Immune to Magical Sleep)
Trance (4 hours of semi-conscious meditation is equivalent of 8 hours of sleep)
Sunlight Sensitivity (Disadvantage on Attack and Perception in Direct Sunlight)
Dark Elven Magic (Dancing Lights, Faerie Fire, Darkness)
Dark Elven Weapons (Rapiers, Shortswords, Hand Crossbows)

CLASS FEATURES
Spellcasting
Cantrips
Arcane Recovery
Arcane Tradition: Illusion
-Illusion Savant
-Improved Minor Illusion
-Malleable Illusions (6th)
-Illusory Self (10th)
-Illusory Reality (14th)
Spell Mastery (18th)
Signature Spells (20th)

SPELLCASTING
CASTER LEVEL: 2
SPELL DC: 13
SPELL ATTACK MODIFIER: 5
SPELL SLOTS: 3/0/0/0/0/0/0/0/0

SPELLS KNOWN
CANTRIPS: Dancing Lights, Fire Bolt, Minor Illusion, Poison Spray, Prestidigitation
LEVEL 1: Charm Person, Color Spray, Detect Magic, Disguise Self, Feather Fall, Fog Cloud, Identify, Mage Armor, Silent Image, Sleep, Tasha's Hideous Laughter, Thunderwave, Witch Bolt

SPELLS PREPARED
LEVEL 1: Disguise Self, Sleep, Thunderwave

EQUIPMENT
Bone Dagger
Arcane Focus
Traveling Clothes
Tattoo Set

BACKGROUND: Inheritor
Inheritance: Bond to Xenophobella, Tattooing for Spell Book

APPEARANCE
Morrígu possesses all the grace and beauty of the dark elves. A mane of silver curls flows down to her waist. Slender and lithe, she moves with unearthly elven grace. Esoteric tattoos run along smooth, obsidian skin that is so dark it seems to swallow light. A youthful face is marked with high cheekbones and dark full lips that curl in a cruel smile. Her incandescent eyes burn with elvish light in violet and blue. It might have been said that Morrígu held a beauty remarkable even for the dark elves, but her features speak more to uncanny mystery than grace and desire. It is a terrible kind of beauty, like midnight or a raging storm.


Posted on 2016-05-26 at 20:40:45.

Topic: Dark Sun Characters
Subject: Reynard Coslett


Name: Reynard Coslett
Played by: SirSadaar

Level Paladin 2
Species Human Varient
Gender: Male
Age 25
Height: 215 lbs
Weight: 6'1

Strength 16 (+3)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 14 (+2)

HP 21/21 AC 18 Flat Footed 18
Hit Dice left: 1/2
Saving Throws: Strength+3, Dexterity+1, Constitution+2, Intelligence, Wisdom+1, Charisma+4
Proficiency Bonus+2 Initiative+1

Proficient Skills Athletics+5, Insight+1, Medicine +1, Religion+2, Persuasion +4

Attacks
Warhammer +5 Attack 1d8+3 damage

Feats: Heavy Armour Master (3 resist Bludgeoning, Piercing, Slashing)
Proficiencies All armour, shields, simple and Martial Weapons

Class Features
Divine Sense (3)
Lay On hands(10)
Fighting Style
-Protection
Spellcasting
Divine Smite

Spells (3 prepared)
2 1st Cure Wounds, Heroism, Thunderous Smite,

Equipment Reinforced bone armour (AC 16), Wooden Holy Symbol (amulet), shield, Bone Warhammer, uniform, Horn, rope manacles, bone javelins,
Money 10 cp
Languagues Common, Elven, Dwarven

Background: City Watch
Personality Trait Face problems head on
Ideal: Nation/Responsibility
Bond: Those who fight beside me are worth dying for
Flaw: Can't keep secrets

Posted on 2016-05-26 at 20:39:35.
Edited on 2016-10-02 at 14:35:03 by Impulse

Topic: Dark Sun Characters
Subject: Nomad D2


Trossach the Mul

When being trained to be a gladiator he was known as "Attaturk." But when he escaped he wanted nothing to do with his slave life, and as a slave knew that names could be changed. So he adopted the name of "Trossach." He had heard a rumor (from an insulting slaver) that his mother had come from a village named Tross. His father was probably an older dwarf slave that had been kept around for breeding purposes until he died in an accident. (Some suspected suicide, but the truth was unknown, at least to the other slaves.) Although the slave owners called the dwarf ‘Little Schlecht,' the other slaves had always treated him with respect and called him by the name he wished to use, ‘Barrach,' at least when the slavers could not hear. And so by combining what little he knew of his parents and the obligation he felt to their memories, he choose the name of ‘Trossach.'

Mul Fighter - 3rd level
Ability Modifier
STR:18 (+4)
DEX:12 (+1)
CON:14 (+2)
INT:11 (+0)
WIS:13 (+1)
CHA: 9 (-1)

HP: 29 (1d10 +2 per level)
AC: 17 (Splint mail, but allows no dex bonus)
Proficiency Bonus: +2

Appearance: 7' tall, 250 pounds. Hairless, copper colored skin. Minimal tattooing - one indicating gladiator training around his left biceps. This tattoo also originally included the crest of his owner, but has since been modified so that neither the crest nor the gladiator sign can be seen anymore. It now seems to be a mix of branches and blades around his biceps. Someone knowledgeable about tattoos could probably identify the gladiator tattoo in the pattern, but the ownership crest is completely gone. Trossach hates tattoos - they seem like a desecration of the body - and an indication of the power someone else holds over you that they can physically change you.

Neutral Good - Trossach hates slavery and feels a sense of obligation for the death of his mother - something needs to be done to repay that debt. Slavery is an evil that should not be tolerated. He is not necessarily anti-order, but the "order" of his world both tolerated and encourages slavery, an absolutely unacceptable evil in Trossach's mind. He and other slaves are not things, they are people. Chaos would be better than such order, yet good order would be better than none. But giving Trossach orders is not a good idea.

Fighter Abilities:
Fighting Style: Great Weapon Fighting. When you roll a 1 or 2 with a weapon you are using two-handed, reroll and use the second roll.
Second Wind: On your turn you can use a bonus action to regain 1d10 + fighter level of hit points. Must take a long or short rest before using it again.
Action Surge: On your turn you can take an additional action - on top of your regular action and possible bonus action. Must take a long or short rest before you can do so again.

Enhanced crit: crit on 19-20

Racial Abilities:
Base speed: 30' - not slowed by heavy armor.
Inexhaustible: as an action, reduce exhaustion by 1. (Only once before a long rest)
Relentless Endurance: When reduced to zero HP (but not killed outright) - you reduce to one instead.
(Usable once before a short or long rest.)
Darkvision: 30'
Keen Senses: proficient in the perception skill
Languages: Common, Dwarvish

Skills: (Choose two from list)
Athletics - Strength (+6)
Insight - Wisdom (+3)
Intimidation - Charisma (+1)
Survival - Wisdom (+3)

Religion: Trossach worships no one. Certainly not the sorcerer-kings that encourage slavery throughout the lands. They are unworthy, even if they have power. If he worships anything, it is simply life, and the respect for life.

Weapons:
Macahuitl - one handed. 1d6/1d8 Crit = 19/20 x2. 5 lb. slashing
Maul 1d10/1d12 2-handed, crit x2, bludgeoning
SkyHammer 1d8/1d10 Crit x2, bludgeoning. 15' range 6lb. - a hit = free trip attempt. +4 opposed
strength role - Used two handed.
Longbow +20 arrows - 1d8 Piercing. Range 150/600

Armor:
Splint Mail
Helm


General Gear:
1CP
Backpack
Bedroll
Caltrops (bag of 20)
Travelers clothes
Flask
Grappling hook and 50' rope
Whistle
Iron Spikes - 10
Tinderbox
Torch - 5
Waterskin
Splash globes - Liquid darkness
Liquid Light
Liquid Dust



Posted on 2016-05-26 at 20:38:17.
Edited on 2017-01-29 at 21:33:19 by Impulse

Topic: Dark Sun Characters
Subject: Keeper of Dragons


Name: Ochit
Played by: Kepper of Dragons

Level:
Class: Barbarian
Species: half-orc
Gender: Male
Age: 22
Height: 250 lbs
Weight: 6'8'
Background: Outlander (Exile)
Alignment:

STR:18 (+4)
DEX:13 (+1)
CON: 14 (+2)
INT: 11 (+0)
WIS: 12 (+1)
CHR: 9 (-1)

Proficiency Bonus: +2
Skill proficiencies: Athletics, Survival, Intimidation, Animal Handling, Perception

Combat
HP:23
AC:13 (unarmoured)
Initiative:+1
Speed:30

Weapons
Greataxe: +6 to hit, Damage= 1d12+4, Crit damage: 3d12+4
Handaxe: +6 to hit, Damage 1d6+4, Crit damage: 3d6+4. Range=20/60
Javelin: +6 to hit, Damage 1d6+4, Crit damage: 3d6+4, Range 30/120

Extra crit die only applies to melee weapon attacks. While raging gain a bonus of +2 to damage done with melee weapon attacks.

Racial abilities:
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest

Savage attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapons damage dice one additional time and add it o the extra damage of the critical hit.

Dark vision: You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.

Menacing: Gain proficiency with intimidation.

Class Feature abilities:

Rages per day: 2. Rages used:0
Advantage on STR checks and STR saving throws
Make a melee weapon attack using STR, gain a bonus to the damage roll.
Resistance to Bludgeoning, piercing and slashing damage.
Cannot cast spells or concentrate. Lasts a 1 min (12 rounds), ends early if knocked unconscious or if you haven't attacked a hostile creature or taken damage since your last turn. Can also end as a bonus action.

Reckless attack: Gain advantage with melee weapon attack rolls using strength during this turn but attack rolls against you have advantage until you next turn.

Danger Sense
Gain advantage on all dex saving throws that you can see. (Traps and spells)> Cannot be blinded, deafened or incapacitated to use this effect.

Equipment:
3Cp
Great Axe
Two handaxes
Explorers Pack and four javelins
A staff, hunting trap, trophy from an animal, Set of travelers clothes and pouch containing 10 gp.

Ochit is a nomadic loaner by fate but not choice. He was the result of the drunken rape of an orchic female by a human soldier. His mother loved him but his tribe was less thrilled. He was picked on conGreataxe tinually by the other young orcs since he was the smallest and weakest of them. When he reached the age of 18 the other young orcs were welcomed into the tribe but he was shunned and told he would never be treated as an equal. So, he left the tribe. His journey has not always been easy and he often found others to be just as mean as his tribe. Many were scared of him and attacked him. Others simply told him to move along. After trying to tell others his name in orchish never worked, he began to call himself the word others muttered when they met him. "Ochit" Others often saw him as slow because he has trouble with the common language. He has no religion but harbors a strong belief that everyone deserves a chance in life and that the strong should not be allowed to simply take from the weak.


Posted on 2016-05-26 at 20:37:59.
Edited on 2016-06-27 at 13:31:15 by Impulse

Topic: Dark Sun Characters
Subject: Basha (inactive for now)


Name: Basha
Played by: Ayrn

Race: Halfling [Lightfoot]
Size: Small

Class: Warlock 2
Background: Urchin

Armor Proficiencies: Light
Weapon Proficiencies: Simple
Tool Proficiencies: Disguise Kit, Thieves' Tools

Skill Proficiencies: Deception, Investigation, Sleight of Hand, Stealth
Naturally Stealthy: He can attempt to hide even when he is obscured only by a creature that is size Medium or larger.

Proficiency Bonus: +2
Lucky: When he rolls a 1 on an attack roll, ability check or saving throw, he can reroll the die and must use the new roll.

Attributes: Str 9 [-1], Dex 15 [+2], Con 13 [+1], Int 12 [+1], Wis 11 [+0], Cha 17 [+3]

Initiative: +2
Speed: 25 ft
Halfling Nimbleness: Can move through the space of any creature that is of size Medium or larger.

Hit Dice: 2d8+2
Hit Points: 15

Saving Throws: Wisdom, Charisma
Brave: Advantage on saving throws against being frightened

Non-Finesse Melee Attack Modifier: +1
Finesse Melee and Ranged Attack Modifier: +4
Spell Attack Modifier: +5

Otherworldly Patron: Archfiend, Azael
Patron Feature: Dark One's Blessing - Gain +5 temporary hit points when he reduces a foe to 0 hit points.

Spell Save DC: 13

Cantrips: Eldritch Blast, Friends

Spells Known: Arms of Hadar, Command, Hex
Spell Slots: 2 at 1st Level

Invocations: Devil's Sight, Mask of Many Faces

Equipment: Common Clothes, Leather Armour, Club, Daggers (2), Darts (10), Small Knife, Arcane Focus, Dungeoneer's Pack, Map of the City, Pet Mouse, Wooden Statuette of a Female Halfling, Brass Orb etched with Strange Runes, Pouch containing 10 cp


Posted on 2016-05-26 at 20:36:06.
Edited on 2016-06-12 at 23:03:09 by Impulse

Topic: Slate: The Hundred Years of Rain
Subject: Poor mother tobbs


"Do you think we choose to be Feral? That we can just move on in to any old town we like? 'Come on in Matzan, we've got a little house all picked out for you and Ylena.' Peh. Most of us can't even get past the gate. We do just fine on our own.


Damian listened intensely at the man, feeling a bit of sympathy and pity at how the poor man had to live. He kept silent though, wanting to hear more of what their plan is. At the mention of the cleric, he gripped his quarterstaff tightly, his entire body growing tense. He thought to himself:

Pike needs Mother Tobbs. Not only for water but she's a kind lady. One that helped me multiple times whenever I had a dilemma... Without her guidance, I can't imagine how everyone will fare.


His thoughts wandered to the heated arguments his family had when they found out all the clerics were gone. He hoped the towns people were staying calm.

His worry occupied him most of the night and as he couldn't sleep well, he offered to take the last watch. He gazed at the bodies that were now stripped clean of their flesh, just decayed corpses. No one would ever be able to identify them. Even though he fought them, even though they attacked Pike, he inclined his head and offered a short prayer for them, hoping for them to find rest.

His prayer was interrupted by the sounds of arguing and he grabbed his quarterstaff, walking towards the pair.

He listened at them, listening to Daxos and Xana. He cocked his head in curiosity, she was smiling at them. That was the first time he'd seen it he was pretty sure. He mentally shrugged, focusing on the matters at hand.

"We cannot bring the entire town with us. Pike is a defensive location, we won't fall easily without them... Plus convincing the men and families to leave their homes could prove.. difficult.".

"Concerning the 'Feral' We should bring them with us. They don't stand a chance without our aid and although they might have attacked Pike, I believe in redemption.".

Posted on 2016-05-26 at 10:35:20.
Edited on 2016-05-26 at 10:35:41 by Impulse

Topic: Slate Q&A Thread
Subject: One thing to add


Could Damian try to use the create water cantrip or something while they're asleep?

As well I'll have a list of spells up shortly.

Additionally: I'm a bit confused about the argument. Who said:

"It isn't a matter of room, Father. It's a matter of practicality. Our group is less than ten and we shall take two days more to reach Pike, so how do you propose we move an entire town? We need to stay with them and be prepared to fight if we must."

"A city that size could withstand three, maybe four more raids like the one jackass over there helped commit. That's if they manage to keep their clerics alive. Oh and so you're aware, as of two days from now, that means us. No. They need the walls of Pike.

That's all one person or two people?

Posted on 2016-05-23 at 17:28:00.

Topic: Hi! Newbie here!
Subject: Welcome to the inn!


Hope you stay and have a good time here

Posted on 2016-05-23 at 17:23:32.

Topic: FFd20 Crimson Falcons QA take 2
Subject: Sweet!


I'm finally in the game, I'm so excited

Posted on 2016-05-22 at 21:22:30.

Topic: Recruitment for Dark Sun setting campaign?
Subject: Apologies for the long delay


Something happened irl.

First of all I got sick and then my bro went through a bad break up.

Expect a week or two delay guys. Sorry bout that! (I need time to do some readings on the setting. That's whats been taking so long )

P.S. I missed this place

Posted on 2016-05-22 at 21:15:23.
Edited on 2016-05-22 at 21:19:58 by Impulse

Topic: Recruitment for Dark Sun setting campaign?
Subject: I'm back!!


Heya guys, thanks for sending me character sheets while I was gone I'm starting to work on the map and getting some more of the setting done for you guys

Posted on 2016-05-17 at 09:06:45.

Topic: Recruiting Trilogy War
Subject: Thanks for the welcome


Will take my time to get into her head and read over your stuff. Won't be able to post till late next sunday or even next monday.

Looking forward to having a good time with you all

Posted on 2016-05-07 at 22:22:34.
Edited on 2016-05-07 at 22:22:52 by Impulse

 


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