Since this is set in Greyhawk will the options for deities/other background information be limited to Greyhawk-only stuff? Clerics would be picking from Wee Jas, Kord, Saint Cuthbert, etc. for example.
Also would Plasmoids from the official Spelljammer sourcebook be an acceptable player choice if the player had a setting-appropriate reason for them unconnected to Spelljammer?
Like their character having been another species before being transformed by magic, cursed (or blessed depending on how you look at it) by a slime god/demon/whatever, somehow not totally digested by an ooze, ate the wrong plant, etc. and becoming a plasmoid?
You can use whatever deity you wish. I would prefer you stick to Greyhawk, but it isn't necessary.
I wasn't aware of Spelljammer for 5e. That is a hard no, and is going on the barred list.
Best described as daintypetally, the little sprite stands an astounding, four inches tall, adorned in a Spring dress, and sporting a magnifical mane of hair the color of sunlight, little Jolly stands– or floats –at the ready, armed with an arsenal of bells. She can typically be found orbiting Shadowscrap, whom she unfortunately owes a life debt to after... Certain events which-shall-not-be-disclosed.
Little, or Lilliputian? even for a fairy, Jolly happens to be on the slighter side. She likes to pretend she's much taller than she really is, and woe be the poor sod who makes mention of her size without proper respect. When enlarged, Jolly still only manages around four feet, but the fairy largely prefers to remain in her default miniature state.
A Very Merry Fairy: Tiny gold bells line the borders of her dress, accompanying Jolly's every little movement with her own merry jingle. She also possesses a larger golden bell which she focuses her magic into. The merry tune of a simple bell brings her joy.
Regal, or Ego? Jolly brings a number of fey aesthetics with her, including iridescent green elytra, eyes with an unnaturally intense hue, glittering fairy dust, and the smell of fresh grass. She seems to be of the mind that these characteristics give her an inherent advantage over other fey, at least in terms of attractive qualities.
Personality:
Vain and narcissistic, Jolly believes the world is a stage. And not just any stage, but her stage, with Jolly herself the star actor. And why shouldn't she be? She's beautiful, well-spoken, and possesses more fairy charm in one pinky than the Queen does in two fat toes. One of these days, she will bring enlightenment to the mortals of the Material Plane, and they will worship her as a goddess... But until then, she doesn't mind exploring the world with her companion, Shadowscrap. Making friends isn't... Well, it isn't half bad, really.
Prolix, or Prose? is it really the business of others whether or not her speech conforms to the limited scope of the mortal races?
Fair, or Falty? Jolly is of the form belief that the mortal races serve only one function: to entertain their betters. What other reason do they have to exist, what with their limited minds, frail and finite lives, and– most shocking of all –their lack of innate magic! Sure there are sorcerers, but they're flukes. Mother got in bed with a dragon and had a baby, but that baby possesses only a fraction of the power of immortals.
Fight, or Flight? Jolly is less-than-jolly when confronted with an obstacle to her goals of bringing enlightenment to the mortal races. She's quick to deploy a good tongue-lashing, and quicker to charm her would-be enemies into getting beaten black and blue.
Distaste, or Disdain? Given Jolly's past experiences with fey nobility, the fairy has developed a broader prejudice against nobility of any kind, including that or the mortal races. Needless to say, she won't be exhibiting the sort of respect those mortals think they are owed, especially not from an immortal fey.
Background:
In a past life, Jolly was a dancer, entertaining her fellow feyfolk with grace and poise. So great was her skill that she earned a place within the court of her queen, performing for nobles and diplomats both. Over time, however, the queen grew envious of Jolly's prestige, and cast her from her court. Disgraced, and alone, Jolly travelled the Feywild in search of new subjects with which to receive her grace, but found only brutes and bandits.
The azeban bandits deigned to apprehend her, coveting her beauty. But hope was not lost, for them Shadowscrap appeared! Her salvation. Her savior. The savage shifter made quick work of her captors, and liberated her from the evil clutches of the monstrous fey. In thanks, she formed a contract with the barbarian: the two would travel as a unit from now on. Shadowscrap would protect Jolly, and Jolly, in turn, would grant her wishes.
RP Sample:
It'd been a long day; she'd been publically humiliated before all the kingdom, cast out into the savage wilds and, worst of all, accosted by common azeban! To think she'd fall victim to a Minor Illusion, of all things!
The fairy was furious, red-faced and writhing in the raccoon-thing's uncomfortable grip, but ceased her tirade the moment she heard a... What even was that thing? Well, whatever it was, it was big, scary, and probably-dumb going by the fact it was challenging three trickster spirits with nothing but a crude club.
She thinks for just a second, then raises her voice. "Yeah! You heard her! If you don't put me down right now you're in for a WORLD of hurt! Just look at those muscles! And that club! You could beat a man like a rug with that thing, and something tells me you lot would make for some fine pelts. Well, except for you... And you... And, come to think of it, you'd make for some poor quality furs. Just look at yourselves! No proper hygiene. How can you expect to be effective bandits when you can't overcome self-care!?"
The fairy leers at the larger fey, but her ire focuses most intensely on the creature manhandling her.
Last edited by Aisede; Aug 27th, 2024 at 03:32 PM.
SO I just had a question about "Mechanical Background" Mechanically, Ciaran is an Entertainer, specializing in juggling. But I wasn't sure if you wanted me to pick the 2 traits, ideal, bond, and flaw, to flesh him out? Also I know it's body may be a little short, but I did want to try and stick to the time limit of 30 minutes or less for brainstorming, composing, and then editing the posts. I am excited about this character, so would love to go back and add more details to him if you feel I am lacking in any specific areas of his concept (or that you had questions about).
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We will break away Together... I'll be the Shadow, You'll be the Light. Nothing ever lasts Forever... We will go softly into the Night.
The Book of Many Things is an official sourcebook, right? Would Kathra be able to pick up a Weapon (greataxe), uncommon
Martial weapon, melee weapon
7 lb. 1d12 slashing - heavy, two-handed
You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Source: BMT, page 66Bloodrage Greataxe?
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Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Aug 20th, 2024 at 01:15 AM.
Name: Kroth Mokzol Race: Half-Orc Class: Warlock Sublass: Genie Mechanical Background: Guild Merchant Trait: I always want to know how things work and what makes people tick. Trait: I'm full of witty aphorisms and have a proverb for every occasion. Ideal: Everyone should be free to pursue his or her own livelihood. Bond: I owe my guild a great debt for forging me into the person I am today. Flaw: No one must ever learn that I once stole money from guild coffers. Uncommon magic item: Rod of the Pact Keeper +1
Appearance & Personality: Kroth Mokzol was not the sharpest crayon in the box. He wasn't the smartest of the guild apprentices, nor the strongest. But what he lacked in other areas, he made up with style. After the guild masters realized that Kroth would never craft anything worth selling, they nearly kicked him out. But he convinced them on three separate occasions to let him stay on. They soon realized that his gifts might lie in other areas.
Standing well over six feet tall, Kroth finds it easy to browbeat the simpler merchants into a good price. But the more cunning merchants require different tactics. He might emphasize his large tusks to make the "civilized" races think they have an advantage over him. Or he might present himself as just another working stiff, scruffy beard and all, to ingratiate him with the more common folk. But any way you paint it, Kroth is going to seal the deal with a nice profit margin for the guild.
Written Background: Kroth was the youngest of a large family. When he was still fairly young, his parents put him and five of his siblings on a ship and sent them to find their own way in the world. By fate, or perhaps bad luck, they found themselves in Amedio. Two of his siblings quickly got lost in the jungles on some fool expedition. Another met her end from a disease. The two who were left realized that life was a harsh mistress and helped Kroth get into the Artisan's Guild. During his time in the guild, Kroth quickly showed his aptitude in the mercantile arts, as opposed to the actual crafting of goods, so the guild masters set him to buying and selling their well-crafted goods.
One particular trade agreement would change his life forever. It was supposed to be a routine trade. A flat-bottomed river boat came downriver from deeper in the jungle bearing bushels and crates of crafting materials. Kroth did a summary inspection of the shipment while he haggled on a good price. He didn't have to argue long, however, before they agreed on a price and were quickly sailing back upriver. Later that afternoon, Kroth discovered why they were so quick to leave. Most of the crates had nothing but junk: soiled clothes, rotten fruit, and broken armor were all he had to work with. One of the crates contained nothing but a capybara contentedly munching on leaves. Kroth was furious.
As he was emptying the refuse that night, he found a curious thing. In a crate full of broken and rusted weapons, Kroth discovered a crude flint knife that would change Kroth's life forever.
"Blasted thieves. Thieves and swindlers!" He threw a ruined shield against the wall and yelled wordlessly. This crate was much like the last: the wood was all splintered and most of the metal wasn't worth melting down. But money was money, and his time was cheap. He sighed and reached into the crate for the next piece of trash. The next weapon, however, found him.
"Ouch! What was that? I didn't think anything in here could still hold an edge.." He sucked his bleeding thumb as he reached back in with his other hand, gingerly this time. He stared dubiously at the oblong dagger he pulled out. The short blade and long handle were strangely proportioned. It looked more like a paintbrush than a weapon. But still, it deserved inspection before he burned it. Maybe he could sell it to the curio shop down the street. He held it up to the light to see if it had any markings. As soon as he held it up, the end of the handle split in half and sand began to spill out onto the floor. Biting off a curse, Kroth threw it on the ground and backed up.
"Well who is this now that's gone and found me? Marduuk? That you?" The sand swirled up into a small cloud and then faded away revealing a strange creature. Standing almost ten feet tall with obsidian skin, the creature stretched and turned to regard Kroth. All manner of jewelry jingled as it bent down to inspect the suddenly terrified half-orc.
"You're not Marduuk. You big though. You eat em? Gonna get a tummy ache. He didn't like ta wash himself too good."
Kroth stammered, his usually eloquent tongue failed him at that moment. "Who... What are you?"
"You ain't never seen a Dao before, man? Daaaa-ooooowww. Say it with me now, I know it's 'ard to figure out bein one syllable and all that, but ya gotta try. Name's Shaamasash. Ain't even gonna try to coach you through dat one. Now where is we? What kinda place you bring me to?" Dao. Kroth had found a genie. He had heard they were terrible slavers, but cunning merchants with an eye for finely crafted goods. He took a deep breath and decided to see where fate would take him tonight. He spread his arms and smiled.
"Welcome to the artisan's guild. We make, literally, everything." Kroth proceeded to lead the genie through the workshop, making sure to emphasize the personal projects of the guild masters. The genie, in turn, took it all in with an unreadable smile.
"Yes, yes, this is all very good. But let's get down to brass tacks. You be workin 'ere, so you ain't no fool. You musta been summoning me for some big good reason, now. So what is it? What can Shaamasash be doin for ya? And what you gonna do for old Shaamasash in return?"
Kroth froze for a spilt second. He hadn't realized he would be making a deal tonight. But his haggling instincts kicked in: never leave a customer waiting or they'll come up with a deal you don't like.
"The guild has fallen on hard times. You saw that mess in the basement. People think they can dupe us with garbage like that? No, sir. They can think again. We need to teach them that the Guild is a power to be reckoned with." A sudden thought painted a broad smile on his green, tusked face. "And I, as the Guild liaison, will be the one to show them."
Shaamasash leaned forward, an evil grin on his face. "Oh, I can be givin ya power, boy. But what can you be givin in return?"
Kroth thought quickly and spoke without thinking. "Well, me! I will be your liaison to the Guild. I'll be your servant and ensure that any future dealings--"
Shaamasash darted forward and grabbed Kroth's hand. "Done! You freely offer and I accept. And now to bind it." Suddenly the obsidian dagger flashed in front of Kroth and pain seared his palm. The genie reached out and sprinkled the dark sand into the wound, then curled Kroth's hand up into a fist.
"You're mine now, boy. I'll be watching ya." A strange wind picked up inside the guild headquarters, scattering papers and crafting materials. Shaamasash turned to sand and blew away on the wind until the only thing left was his too-big smile. "You're mine!"
Can I use the Reborn race from Van Richten's?
If not, I have an alternate idea.
After careful consideration, I'm going to say "No" to this race. Not having to eat is fine; not having to drink is fine; not having to breathe is fine. All 3 of those as core racial abilities at the same time? Just a bit more over-powered for a race than I'd like to deal with.
Quote:
Originally Posted by Alemar
SO I just had a question about "Mechanical Background" Mechanically, Ciaran is an Entertainer, specializing in juggling. But I wasn't sure if you wanted me to pick the 2 traits, ideal, bond, and flaw, to flesh him out? Also I know it's body may be a little short, but I did want to try and stick to the time limit of 30 minutes or less for brainstorming, composing, and then editing the posts. I am excited about this character, so would love to go back and add more details to him if you feel I am lacking in any specific areas of his concept (or that you had questions about).
I would prefer you to sort those out...but to give away a secret for the group that gets selected, I will be allowing changes during formal character creation (read: when the group is selected). So if you settle on something now but then decide later, assuming you get selected, that it isn't right for you, I won't get all bent out of shape if it needs to be tweaked.
Quote:
Originally Posted by The Rat Queen
The Book of Many Things is an official sourcebook, right? Would Kathra be able to pick up a Weapon (greataxe), uncommon
Martial weapon, melee weapon
7 lb. 1d12 slashing - heavy, two-handed
You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.
Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Source: BMT, page 66Bloodrage Greataxe?
I read up on this today, and I'm good with it. Keep in mind that the rarity for a +2 weapon is normally RARE, but this drops to UNCOMMON due to the bonus only being applicable if you are at less than half of your normal total hit points. Read that again please, because if you end up with temporary hit points they do not count when determining if you are at less than half. But otherwise, I'm ok if you want this as your 1 UNCOMMON item.
I will be going through the characters that have already been started today, and I will update the table and provide some small amounts of feedback. Nothing Greyhawk-shattering in terms of feedback, but rather just whatever notes I have and stuff I see.
In addition to that, I'll be updating the FAQ to show answers to a few questions that have come up.