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Quote
Random Telemarketer - Today at 9:58 PM
Light has the numbers but Mastery is full of world ending psychopaths
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Conversation I had with Rigby. I assure you there is no context.
Quote
Darkness - Today at 5:38 PM
Chis is over running the city with flying fish in magical girl cosplay
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Beacon DnD / Re: Beacon Westmarch: Character Creation
« Last post by Deathlord45 on May 03, 2018, 10:14:04 pm »
Name: Melzideck
Class: Rogue
Subclass (Domain/Archetype/Circle/Oath/etc.):
Current Level: 2
Current Experience: 0

Physical Info:
Race: Feral Tiefling(from the Sword Coast Adventure's Guide)
Size: Medium
Height: 5'4"
Weight: 145 lbs
Gender: Male
Age: 25
Alignment: Chaotic Good
Physical Description (short paragraph): Slightly shorter than average Melzideck, has skin of a dark midnight blue and vibrant cat like eyes. Small horns curl out of his head not quite reaching his ears. His hair is a dark red almost rust colored in nature is kept short never going past his shoulders. Fond of wearing darker colors to blend in better with the shadows.

Abilities and Skills:
Stats: Str /8; Dex /16; Con /13; Int /16; Wis /12; Cha /10;
HP: 16
AC: 14
Speed: 30
Saving Throw Proficiencies: Dexterity, Intelligence
List of Proficient Skills: Deception, Slight of Hand(doubled), Stealth(doubled), Acrobatics, Investigation, Insight
Armour/Weapon Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Feats:
Languages: Common, Infernal, Thieves Cant
Other (Features/Traits):
Darkvision:
Thanks to your infernal heritage, you have superior vision in the 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 was dimlight. You can't discern color in darkness, only shade of grey
Hellish Resistance:
You have resistance to fire damage
Infernal Legacy:
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Rogue: Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Rogue: Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Rogue: Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Rogue: Cunning Action
You can use a bonus action to take the dash, disengage or hide action.
Tool Proficiencies:
Thieves' Tools, Disguise Kit, Forgery Kit

Equipment:
Weapons: Rapier, Shortbow(20 arrows), 2 Daggers
Tools: Thieves' Tools, Disguise Kit
Clothes/Armour: Fine Clothes/Leather Armor
Gold: 15
Other: Burglar's pack(a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, a waterskin, 50 feet of hempen rope), a deck of marked cards

Backstory:
Background: Charlatan
Personality/History (short paragraph): Growing up with a knack for sneaking and general misdirection though his actions. Mel spent most of his life a traveling conman running simple card and shell games to gain money. After a while he became too bored with the life of a con and decided to enlist and become a treasure hunting adventurer
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Beacon DnD / Re: Beacon Westmarch: Beacon City and Quests
« Last post by Apoc on May 03, 2018, 06:40:06 pm »
I am looking to run "Ascension of Madness" or a Kobold-centric quest within the next week or two. Next couple of Mondays are definitely open for me - other days are also available. A dm to me in the discord is the quickest response, but I'll also be checking this thread
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Beacon DnD / Re: Beacon Westmarch: Character Creation
« Last post by Mortiana on May 03, 2018, 04:04:18 pm »
Name: Mort Alexander
Class: Wizard
Subclass (Domain/Archetype/Circle/Oath/etc.): War Wizard
Current Level: 1
Current Experience:

Physical Info:
Race: Human (Variant)
Size: Medium
Height: 5'4
Weight:126
Gender: M
Age: 21
Alignment: Lawful Neutral
Physical Description: With semi-long silver hair and pale skin, it is obvious that Mort himself is not well physically, perhaps suffering from albinoism. Stoic, his right eye is an unflinching, unnatural purple hue, whereas his left is a natural ice blue.

Abilities and Skills:
Stats: Str /8; Dex /14; Con /8; Int /16; Wis /16; Cha /12;
HP:5
AC:12
Speed:30
Saving Throw Proficiencies: INT, WIS
List of Proficient Skills: Insight, Investigation, History, Medicine, Persuasion
Armour/Weapon Proficiencies: Daggers, Darts, Quarterstaffs, Slings,  Light Crossbows
Feats: Observant
Languages: Common, Draconic, Giant, Goblin
Other (Features/Traits):
Arcane Recovery

Watcher's Eye: Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
As Applicable:  Cantrips: Chill Touch, Message, Ray of Frost,
1st Level Spells: Color Spray, Expeditious Retreat, Ice Knife, Identify, Magic Missile, Tasha's Hideous Laughter

Equipment: Starting equipment can be found from your Class/Background info. Equipment stats are on PHB pg 144 - 159.
Weapons: Dagger,
Tools: Component Pouch, Spellbook, Horn, Manacles,
Clothes/Armour: Dark-ish coat with a silver trim, a medallion pinned depicting a darting wolf.
Gold: 10
Other:Explorer's Pack(Including normal contents)

Backstory:
Background: Investigator
Personality/History (short paragraph):With a burnt down home, Mort was first taken in by a nomadic group at the age of 12 before setting out to the city nearby. There, he was able to climb up the ranks of a hunting group that sets out to defeat criminals and other problems in the wild. For now, he is their new leader, ready to bring justice to the lands that surround him. Straight to the point, cold, and hyper-focused on his objective.
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Beacon DnD / Re: Beacon Westmarch: Character Creation
« Last post by Apoc on May 02, 2018, 10:50:57 pm »
Name: Apoc
Class: Fighter
Subclass (Domain/Archetype/Circle/Oath/etc.): Eldritch Knight
Current Level: 1
Current Experience: 0

Physical Info:
Race: Half-orc
Size: Medium
Height: 6'2"
Weight: 210 lbs
Gender: Male
Age: 25
Alignment: Neutral Good
Physical Description (short paragraph): Tall, muscled, but surprisingly soft features for a half-orc.  Actually pretty disarming, really. He has short, sandy-colored hair atop his head and green eyes that are really brought out by his viridescent skin.  The most alarming feature are his two lower tusks which, while sharp, almost look a little goofy with the smile that is that is usually on his face.

Abilities and Skills:
Stats: Str /16; Dex /10; Con /16; Int /14; Wis /8; Cha /10;
HP: 13
AC: 18
Speed: 30
Saving Throw Proficiencies: Strength, Constitution
List of Proficient Skills: Athletics, Acrobatics, History, Intimidation, Performance
Armour/Weapon Proficiencies: All armor, shields, Simple and Martial Weapons
Feats: N/A
Languages: Common, Orc
Other (Features/Traits):
Feature - By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Tool/Musical Instrument Proficiencies
Disguise Kit, Horn
Darkvision
Thanks to your orc blood, 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 gray.
Menacing
You gain proficiency in the Intimidation skill.
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 weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Equipment:
Weapons: Battleaxe, 2 handaxes
Tools: Disguise Kit
Clothes/Armour: Chain Mail, Shield, theater costume of a valiant blue warrior
Gold: 15 gold
Other: A small silver locket, a horn, Dungeoneer's Pack (Backpack, crowbar, hammer, 10 pitons, 10 torches, 10 rations, tinderbox, waterskin, 50 feet of hempen rope)

Backstory:
Background: Entertainer
Personality/History (short paragraph): As a child, he always wanted to an actor - someone with all the eyes on him.  He worked hard, but in the end decided it wasn't him - not enough natural charm. Now Apoc spends his days finding his place, working where he can in bars and the like where his smiles and quick jokes are appreciated.  Looking for something more, but not quite sure what.
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Beacon DnD / Re: Beacon Westmarch: Character Creation
« Last post by Starflame on May 02, 2018, 09:49:43 pm »
My first character is a go!

General Character Info:
Name: Aur, Flame Bearer
Class: Paladin
Subclass (Domain/Archetype/Circle/Oath/etc.): Oath of Vengeance
Current Level: 1
Current Experience: 0

Physical Info:
Race: Wood Elf
Size: Medium
Height: 5’10”
Weight: 160 lbs
Gender: N
Age: ~170
Alignment: NG
Physical Description (short paragraph): Copper colored eyes with surprisingly pale skin, wiry muscles, long flaming red hair.

Abilities and Skills:
Str/14; Dex/12; Con/14; Int/11; Wis/10; Cha/14;
HP: 12
AC: 18
Speed: 35
Saving Throw Advantages/Disadvantages: Advantage: Wis, Cha
List of Proficient Skills: Athletics, Insight, Intimidation, Perception, Survival
Armour/Weapon Proficiencies: Light/Medium/Heavy Armour, Shields, Simple/Martial Weapons
Feats: None
Languages: Common, Orchis, Elvish
Other (Features/Traits): Flute Proficiency
Spells (As Applicable):

Equipment:
Weapons: Battle Axe, Javelin (5)
Tools: Flute, Amulet Holy Symbol, Circlet of Blasting
Clothes/Armour: Chainmail, Shield
Gold: 10 GP
Other: Backpack(Bedroll, mess kit, tinderbox, torches(10), rations(10), waterskin, hempen rope (50 ft).

Personality/Backstory (short paragraph):
Background: Wanderer
Personality/History (short paragraph): Orphaned young due to a war, Aur has made it a personal goal to stop any war in order to protect the greater good. Slow to trust, and very informal.
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Beacon DnD / Beacon Westmarch: Beacon City and Quests
« Last post by Apoc on April 22, 2018, 07:49:47 pm »
Safe Zone: Beacon City & Tower of Hope
Beacon City:
Inn (Level 1+)
Various Shops (While no levels are set, higher level gear is more expensive)
General Store
Black Smith
Magic Shop
Alchemist
Clothing
Pets/Mounts

Tower of Hope (Hero's Guild)

F-Rank Areas (Levels 1-3)
Gold Reward: (70-140 per party)
Magic Item Drops: Max 1
0-1 Common
Experience Gained (900-1,800 Per Party)
NOTE: Level 1 Characters level up as a minimum after the completion of their first quest, even if the experience provided would not be enough to do so. Thus, the technical minimum for any level 1 character is 300 exp. 

D Rank Areas (Levels 4-6)
Gold Reward: (450-900 per party)
Magic Item Drops: Max 2
0-1 Uncommon
0-2 Common
Experience Gained (4,500-9,000 Per Party)

C Rank Areas (Levels 7-10)
Gold Reward: (1,300-2,000 per party)
Magic Item Drops: Max 2
0-1 Rare
0-2 Uncommon
0-2 Common
Experience Gained (20,800-31,000 per party)

B Rank Areas (Levels 11-14)
Gold Reward: (6,100-8,100 per party)
Magic Item Drops: Max 3
0-1 Rare
0-3 Uncommon
0-3 Uncommon
Experience Gained (26,650-35,550 per party)

A Rank Areas (Levels 15-17)
Gold Reward: (41,000-54,800 per party)
Magic Item Drops: Max 3
0-1 Very Rare
0-1 Rare
0-3 Uncommon
0-3 Common
Experience Gained (33,300-44,450 per party) 

S Rank Areas (Levels 18-20)
Gold Reward: (57,000-76,000 per party)
Magic Item Drops: Max 3
0-1 Legendary
0-1 Very Rare
0-1 Rare
0-3 Uncommon
0-3 Common
Experience Gained (40,000-60,000 per party)


Potential Campaigns

This is the current list of potential quests available.  Players can either gather together and contact the DM to run the quest, or the DM can make an announcement saying they are running the quest at a certain time.
DMs can post their potential quests in this thread to have them added to the list.

Quest Name
Quest Rank (Quest Level)
Quest Giver
Quest DM
Travel time, area details.
Quick quest explanation.

Mysterious Village
F-Rank Quest (Levels 1-3)
Rosa, Escaped Villager
DM: Starflame
3 days travel, North-East. The surrounding area is heavily wooded, with mountains looming up far in the distance.
Horror has swept over the small village of Whitwick. Men, women and children have gone missing in alarming quantities in the past few months. The cause? No one knows. Will you be able to find and defeat the menace and bring relief to the people of Whitwick?

Ascension of Madness
F Rank Quest (Levels 1-3)
Your dreams
4 days travel east, a large obsidian tower that reaches far above the surrounding trees
DM: Apoc
A strange tower has been haunting your dreams for some days now.  Recently you ran into a few others who have been experiencing the same phenomenon. You gather your courage and wits to venture out to where you are drawn, to discover the secrets of the tower.

Kobolds and Kandles (In-Progress)
F Rank Quest (Levels 1-3)
Ross the Candlemaker
1 day's journey due south, in the smoking mountain
DM: Apoc
Ross is a particular candlemaker in the city, only using the best waxes for his creations.  However, all of his shipments have been getting robbed around the same point.  Eyewitness testimony points towards a kobold lair in the smoking mountain.

The Dragons Trial (In Progress)
D Rank Quest (Levels 4-6)
Galanoth, the Dragon Slayer
1 Week travel South.
DM: Starflame
Galanoth, in his travels, has learned the location of a vast cavern where the fabled Dragon Slayer blade is said to be hidden. Unfortunately, it is also said to be guarded by six ferocious dragons. He asks you to go and retrieve the blade for him while he focuses on protecting the town of Dravesguard.

Scion of Dundee (In-Progress)
C Rank Quest (Levels 7-10)
Angus McFife XIII
About a month and half’s travel west, to an area where all manner of animal and plantlife is withering and dying.
DM: Apoc
A man in mysterious armor has come to the city, recruiting warriors to help him obtain the three powerful artifacts of his homeland.  Time is of the essence, as he claims the powerful sorcerer Zargothrax has also arrived in this world.

Night on Bald Mountain (In-progress)
S Rank Quest (Levels 18-20)
Jadek, Herald of the Darknest Night
A year's travel west
DM: Apoc
A ghostly figure has to warn Beacon City of the danger rising in the West.  An ominous force is growing in power on top of Bald Mountain.



"Haven Hill: The resting place of fallen heroes"

Mort Alexander
Player: Mortiana
"Killed two kobolds at once"
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Beacon DnD / Beacon Westmarch: Rules for the DM and Quest Submissions
« Last post by Apoc on April 09, 2018, 11:09:17 pm »
Overworld DM Rules

Usually the DM has the final say in what happens. Well, we’re about to have a basket and a half of DMs, not to mention any people who come to try their hand at running a one-shot. So here are some things that DMs will have to follow (DMs? Restrained by rules? Ghastly, I know).

1.) Obey the Overseer
   -The Overseer likely won’t be needed in the initial stages, but later on when things get tricky, there may be certain disagreements or perspectives that may involve a final ruling.  As such, this “DM of DMs” or “Overseer” will exist to such instances.
 I, Apoc, shall be the first Overseer. Every six months, I will offer the position to any candidate that would like to take the position. In case of multiple candidates, a vote will be taken from DMs who have run one-shot for the West Marches. (The previous Overseer shall be the tie-breaker unless Overseer is also a candidate).

2.) Beacon City is Safe
   There are to be NO adventures/quests/one shots within the city.  The quest giver can alert the party within the city about an event/location happening outside of the city, or the party can begin by talking within a tavern in the city, etc., but the adventure takes place outside of the city.
 
3.) Beacon City is Large
   Rather than DMs rotating/taking over for the same NPCs, every DM is encouraged to have their specialty tavern/blacksmith/magic shop/etc.  This will give you - the DM - a nice base to fall back onto for when your players need to buy or rest.  Avoid using the same tavern or what-not of another DM unless you specifically ask permission.

4.) Ranked One-Shots
   One-shots will be sorted into a series of ranks (coming forthwith). Rank F will be levels 1-3, Rank D will be levels 4-6, etc. All players should fit into that rank. Later ranks will mostly avoid these issues, but low ranks should be  ready to adjust the difficulty in accordance to their players: four level 1s are an entirely different ballgame than four level 3s.

5.) Leveling Up
   All experience shall be given to the party after the one-shot has concluded.  A determined range of experience will be listed next to each Rank of one-shot (ex: Rank F gifts the party 900-1800 experience). It is up to you to decide how much experience to give for your one-shot.  A dungeon of easy battles finished  within a ‘short’ three hours should be darn close to 900.  A slog of gruesome slaughters with players constantly getting knocked unconscious that takes six hours should be much closer to the 1800 range.  The experience range provided will be what is given to each party.

6.) Magic Items and Gold
   Each rank will list the amount of magical items and gold that may be granted during/at the end of the one-shot.  The amount of gold should be split evenly between the party, and the party should decide who gets the magic item(s) as there won’t be enough for everyone depending on the rank and number. In the case that you have a couple players with a few items and a player with no items, go out of your way to offer the magic items to the latter first.

7.) Buying Magic Items and the Like
   Before/after one shots, players may want to do some shopping with their sweet, sweet gold. Players can buy anything they can afford, but the price of the items should meet the DMG standard. In certain cases, a player may get a discount by buying a few healing potions at once and such, but don’t go breaking the economy. Magic items are expensive.

8.) One-Shot Ownership
   Any one-shot ran by a DM belongs to that DM. Don’t go taking another DM’s one-shot and reworking it without their permission. If your players really want to play that one-shot...then they should go ask that DM to run it for them.  (You yourself could always get the permission for that DM yourself, but it’s not up to you to run around asking every DM permission to run everything).

9.) One-Shot Zones
   Every one-shot zone will take place in a direction (north, northeast, east, etc.) and so many days of travel by foot. For example, the Rank F quest “the Mysterious Village” shall take place three days travel to the northeast. No other one-shot should take place travel three days’ travel to the northeast. If you think this is could be an issue where there would be overlap, every Rank F quest is to take place within a week’s travel of Beacon City. Six days times eight directions means there are 48 potential zones for Rank F one-shots. There’s plenty of room.
      -Additionally, each rank will have a determined amount of travel time. Rank F is listed as within a week. Rank D is (tentatively) within a month. Rank C within two months, etc. Follow these guidelines. Stronger parties are able to brave the wilds and travel much farther to see things.

10.) Interconnected One-shots?
   As a DM, you may connect your one-shots in some fashion. For example, perhaps a Rank F quest involves your players routing a nearby cult. A Rank D quest could be the cult remnants gathering in a new location to perform a ritual.  However, to do so, you must:
      A.) Be the DM who made each one-shot
            OR
      B.) Obtain permission from the other DM’s whose one-shot you wish to use

11.) Affecting the World
   The realm of influence for your one-shot is limited to your zone. For flavor, you may that the necromancer is raising an army of undead to attack Beacon City, but should the heroes fail, the invasion does not happen.  It is to be assumed that another ragtag group of adventurers put a stop to it (perhaps the next time you run this one-shot, the necromancer will have more guards on alert and even comment on the foolish adventurers who challenged him before). Or perhaps this inspires you to create a one-shot of the next rank up where the necromancer has a stronger force under his control, or is now a lich.
   (Hint: Also, those super far-away high ranked quests? Ample opportunity to unveil another kingdom out there that you stumble upon that is about to be stomped by a Primordial. The heroes can save that city)

12.) Re-running One-shots
   Chances are, more than one group will want to run the same one-shot. You can, of course, run it again just as it was, almost as if the area had been “reset”.  Of course, you can also alter it between runs to keep it fresh. Perhaps the goblin cave has been taken over by kobold after the former were kicked out (or the goblins are just a lot more paranoid). Other options include:
      -Having secret areas or puzzles that may not be discovered/solved the first time around.
      -Having multiple paths, but only one that can be explored each runthrough.
   Be creative, have fun with it.

13.) Homebrew
   Just...be careful with it. Use some common sense, and ask your fellow DMs for balancing help if you’re unsure of something. Because while you may allow the local edgelord to be a half-demon/half-vampire prince of the nine hells with an uber-sword of +3 to strength and angst at level 4 doesn’t mean that the other DMs will put up with that nonsense. And we don’t want any players to have a character that are regulated to only your one-shots.
   And other DMs...try to be a little open to homebrews. Maybe you haven’t ever heard of the class before, or that certain race is fundamentally broken at a particular level/instance, but maybe things will turn out okay.  You certainly don’t have to allow that character (or modify if for your particular one-shot), but sometimes from the insanity comes the fun.

Potential Quests

To hold a one-shot/quest, simply submit it using the following format below. It shall be added the list assuming it does not break any rules.  If you need help creating/finding a one-shot, be sure to ask any of the seasoned DM veterans on this board.

Quest Name
Quest Rank (Quest Level)
Quest Giver
Travel time, area details.
Quick quest explanation.

Mysterious Village
F-Rank Quest (Levels 1-3)
Rosa, Escaped Villager
3 days travel, North-East. The surrounding area is heavily wooded, with mountains looming up far in the distance.
Horror has swept over the small village of Whitwick. Men, women and children have gone missing in alarming quantities in the past few months. The cause? No one knows. Will you be able to find and defeat the menace and bring relief to the people of Whitwick?

Ascension of Madness (In Progress)
D Rank Quest (Levels 1-3)
Your dreams
4 days travel east. A small woods where a tower as dark as night stands. The color is so deep it seems to absorb light.
A strange tower has been haunting your dreams for some days now.  Recently you ran into a few others who have been experiencing the same phenomenon. You gather your courage and wits to venture out to where you are drawn, to discover the secrets of the tower.

The Dragons Trial (In Progress)
D Rank Quest (Levels 4-6)
Galanoth, the Dragon Slayer
1 Week travel South.
Galanoth, in his travels, has learned the location of a vast cavern where the fabled Dragon Slayer blade is said to be hidden. Unfortunately, it is also said to be guarded by six ferocious dragons. He asks you to go and retrieve the blade for him while he focuses on protecting the town of Dravesguard.

Scion of Dundee (In-Progress)
C Rank Quest (Levels 7-10)
Angus McFife XIII
About a month and half’s travel west.  A large plain with a small set of mountains at the western end of it.
A man in mysterious armor has come to the city, recruiting warriors to help him obtain the three powerful artifacts of his homeland.  Time is of the essence, as he claims the powerful sorcerer Zargothrax has also arrived in this world.
30
Beacon DnD / Beacon Westmarch: Character Creation
« Last post by Starflame on April 03, 2018, 12:12:38 am »
Character Creation Rules:
  • You are limited to 3 active characters at a time.
  • You can retire a character permanently at any point.
  • When creating a second or third character, their level must be equal to or below the lowest level of the rank beneath your current lowest-level character.
  • Character stats are determined by point buy (link/calculator below). This is a method where everyone starts with low stats, and can spend a set number of points to increase specific stats in order to specialize their character build.

Character Creation Resources:

While you can use multiple sources for character creation, the page numbers in the template found below are from the 5th Edition Players Handbook (PHB). You are responsible for keeping your character sheet in this thread up to date, as DM's may pull the information from here to import character sheets into Roll20 or other formats.

Feel free to ask any DM for help in creating your first character if you are unfamiliar with the process.

Character Sheet Template:
General Character Info: Classes found in PHB pg. 45-112.
Name:
Class:
Subclass (Domain/Archetype/Circle/Oath/etc.):
Current Level:
Current Experience:


Physical Info: Races found in PHB pg. 17-42. Physical Characteristics/Alignment found on pg. 121-122).
Race:
Size:
Height:
Weight:
Gender:
Age:
Alignment:
Physical Description (short paragraph):


Abilities and Skills: Use the point buy link above (including your selected race) to decide on your stats for level 1. Information on HP, proficiencies, languages, etc. come from your specific Class, Race, and Background. Feats are found in PHB pg. 165.
Stats: Str /; Dex /; Con /; Int /; Wis /; Cha /;
HP:
AC:
Speed:
Saving Throw Proficiencies:
List of Proficient Skills:
Armour/Weapon Proficiencies:
Feats:
Languages:
Other (Features/Traits):
Spells (As Applicable):


Equipment: Starting equipment can be found from your Class/Background info. Equipment stats are on PHB pg 144 - 159.
Weapons:
Tools:
Clothes/Armour:
Gold:
Other:


Backstory: Backgrounds found on PHB pg 125.
Background:
Personality/History (short paragraph):



Active Players/Characters:
Starflame13 - Aur Flamebearer (Paladin)
Apoc - Apoc (Fighter)
Deathlord - Melzideck (Rogue)

Retired/Deceased Characters:
Mort Alexander (Wizard). Died by falling down a mountain.
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