Board Thread:General Discussion/@comment-30134917-20190209102521

I'm making this thread to talk about the game outside of actual sessions of it. To anyone who stumbles on this thread, you'll just end up confused without context so I'd suggest not reading.

Now, as the thread name implies, the campaign's called Goldstar and the pitch for it is simple: you guys are members of an adventurer's guild in your hometown and you are sent on missions to kill goblins, loot dungeons, save people etc. There's more to the story than that, but I don't wanna spoil anything. Also, in case you guys forget things about your characters during a session, here are all of their character sheets on the page, I'll update them every time you guys level up, get more equipment, lose equipment, etc.

I'm mostly making this page so I won't have to make three links to all of you every time a new session comes up. The sessions will be weekly BTW.

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Name: Malok Race: Tiefling Class: Sorcerer

Hit Points. 15 Armor Class. None Level. 2 Hit Dice. 2d6 EXP. 300

Str. 8 (-1) Dex. 13 (+1) Con. 9 (-1) Int. 20 (+5) Wis. 1 (-5) Cha. 14 (+2)

Inventory: Light Crossbow, 18 Arrows, Component Pouch, Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 days of Rations, Waterskin, 50 feet of Hempen Rope, Two Daggers, 100G

Skills: Deception +4, Arcana +4 Saving Throws: Constitution, Charisma

Abilities: Spells: -Cantrips: Control Flames, Mold Earth, Acid Splash, Shocking Grasp -1st Level (3 slots): Charm Person, Ice Knife, Bane, Detect Magic Divine Soul: -Favored by the Gods: If you fail a saving throw, you can add an extra 2d4 to your roll. Requires long rest to use again. 2 Sorcery Points Flexible Casting: You can turn your Sorcery Points into spell slots. Requires long rest to regain slots. Darkvision (60ft) Hellish Resistance: Resistance to fire damage Languages: Common and Abyssal

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Name: Drake Race: Elf Class: Fighter

Hit Points. 24 Armor Class. 13 Level. 2 Hit Dice. 2d10 EXP. 300

Str. 20 (+5) Dex. 13 (+1) Con. 11 (+0) Int. 16 (+3) Wis. 2 (-4) Cha. 18 (+4)

Inventory: Leather Armor, Longbow, 20 Arrows, Spiked Chain, Longspear, 2 Handaxes, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 days of Rations, Waterskin, 50 feet of Hempen Rope, 100G

Skills: Animal Handling +4, History +4 Saving Throws: Strength, Constitution

Abilities: Fighting Style: Dueling Second Wind: Bonus action, regains 1d10 HP, long rest required to use again Action Surge: Can do one extra action during combat but needs a long rest to use it again Darkvision (60ft) Keen Senses: Proficiency in Perception Fey Ancestry: Advantage on saving throws against charming spells Trance: You don't need to sleep and instead can just meditate Languages: Common and Elvish

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Name: Byrd Race: Aarakocra Class: Ranger

Hit Points. 16 Armor Class. 14 Level. 2 Hit Dice. 2d10 EXP. 300

Str. 15 (+2) Dex. 7 (-2) Con. 2 (-4) Int. 8 (-1) Wis. 11 (+0) Cha. 12 (+1)

Inventory: Scale Mail, 2 Shortswords, Crowbar, Hammer, 10 Pitons, 10 Torches, Tinderbox, 10 days of Rations, Waterskin, 50 feet of Hempen Rope, 100G

Skills: Stealth +4, Survival +4, Animal Handling +4 Saving Throws: Strength, Dexterity

Abilities: Favored Enemy: Advantage on Wisdom checks while tracking down Monstrosities Natural Explorer: Has advantage on Wisdom or Intelligence check in the forest Fighting Style: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting: -1st Level (2 slots): Animal Friendship, Cure Wounds Flight: Flying speed of 50 ft Talons: Built in weapons that deal 1d4 damage when used Languages: Common, Aarakocra, Auran 