|
Post by DM-Delfon on Apr 4, 2015 8:02:56 GMT -5
Reply to this thread with your character information, including a link to a picture. The games run here start at first level and use a 40 point buy system for abilities scores. This SiteClick "custom rules" Change "Available Points" to 40 Maximum to 18 Minimum to 3 Then click "Calculator" Select your race to apply the racial bonus' (Please remember that Clifton is almost exclusively Human, and some races might experience racism in game.) For starting equipment, take the starting equipment packages from the class section of the Players Hand Book. If you don't own one PM me and I'll help you out. You can also find that information at This Site under the individual class.
|
|
|
Post by DM-Boneyard Ben on Apr 4, 2015 21:33:00 GMT -5
Original: docs.google.com/document/d/1tvkVtl-j4GLwvbDsfql3OUTSXWOS8Rf-9fLde0SDpxc/edit?usp=sharingCharacter Name: Orellow Avnec Player: JJ DM: Dave Race: Human (variant) Class: Ranger Lvl: 4 Exp/Next: 2885/6500 Languages: Common, Orc, and Elf Deity: Vecna Alignment: LE Size: Medium Age: 25 Height: 6’’ 3’ Weight: 150lb HP: 40/40 Passive: 16 Carrying Cap: 150lb AC: 10+2+5 Inspiration: 0 Prof Bonus: +2 Speed: 30ft. Hit Dice: 4d10+0 Nat 20s: Stats: Str 10+0 | +2* | Dex 20+5 | +7* | Con 10+0 | +0 | Int 10+0 | +0 | Wis 18+4 | +4 | Cha 12+1 | +1 |
Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 5 | 2 | 7 | - | Animal Handling | Wis | 4 | - | 4 | - | Arcana | Int | 0 | - | 0 | - | Athletics | Str | 0 | 2 | 2 | - | Deception | Cha | 1 | - | 1 | - | History | Int | 0 | - | 0 | - | Insight | Wis | 4 | 2 | 6 | - | Intimidation | Cha | 1 | - | 1 | - | Investigation | Int | 0 | - | 0 | - | Medicine | Wis | 4 | - | 4 | - | Nature | Int | 0 | - | 0 | - | Perception | Wis | 4 | 2 | 6 | - | Performance | Cha | 1 | - | 1 | -
| Persuasion | Cha | 1 | - | 1 | - | Religion | Int | 0 | - | 0 | - | Slight of Hand | Dex | 5 | - | 5 | - | Stealth | Dex | 5 | - | 5 | - | Survival | Wis | 4 | 2 | 6 | -
|
Background: Outlander/Charlatan Feature: Wanderer You can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Proficenties: (Disguise Kit, Herbalism Kit) Personality Traits: I have a strong sense of fair play & I always remain calm no matter the situation Ideal: Greed - I will do whatever it takes to be wealthy Bond: I'm trying to pay off an old debt I owe to the Fingers Of Venca Flaw: I will never fully trust anyone but myself Money: 1pp 72gp 12gg 65sp 0ss 0cp 0cc Treasure: Art 1x (25gp). Gem 1x (10gp). Jasper 3x (50 gp). Carnelian 3x (50 gp), Chalcedony (50 gp), Sardonyx 2x (50 gp), Moonstone 2x (50 gp) Equipment: 13lb Studded leather armor w/ Heironeous symbol (From his father) 4lb 2 Rapiers (1d8 finesse) 2lb Short Sword (1d6 Finesse) 5lb Light Crossbow (1d8, Ammunition, range 80/320, loading, two handed) 9lb Silk rope w/ g. hook 5lb Flasks of oil 5x 7.5lb Crossbow bolts (95) 3lb Disguise kit, 3lb Herbalism kit 7lb Bedroll (Rapiers are hidden here) 5lb Backpack 0lb Ring of Mind Shielding 0lb Goblin Cave Key 0lb Vial of Wyvern Poison 5lb Wyvern Stinger 2lb Javelin of Lightning (Uncommon) 1/2lb Bag of Tricks (Tan) (Uncommon) 0lb Ring Of Free Action (Rare) 2lb Boots of Spider Climbing (uncommon) 1/2lb Keoghtom’s ointment (5 doses, 2d8+2 + cured of poison + cure of disease) 0lb Eyes of charming (uncommon) 12lb Alchemy Jug (uncommon) 6lb Shield +1 (uncommon) Total: 91.5lb Magic Equpiment: Attunement Slots: 3/3 Ring Of Mind Shielding Ring Of Free Action Boots Of Spider Climb ALCHEMY JUG, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. Acid 8oz, Oil 1 quart, Basic poison 1/2 oz, Vinegar 2 gallons, Beer 4 gallons, Water, fresh 8 gallons, Honey 1 gallon, Water, salt 12 gallons, Mayonnaise 2 gallons, Wine 1 gallon. BAG OF TRICKS, uncommon This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. D8 | Creature | 1 | Jackal | 2 | Ape | 3 | Baboon
| 4 | Axe Beak
| 5 | Black Bear
| 6 | Giant Weasel | 7 | Giant Hyena | 8 | Tiger |
EYES OF CHARMING, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn. BOOTS OF SPIDER CLIMBING, uncommon (requires attunement) While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. JAVELIN OF LIGHTNING, uncommon This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. KEOGHTOM'S OINTMENT, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. RING OF FREE ACTION, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. RING OF MIND SHIELDING, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. Class Features: Ranger Traits: Views Of The World: Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the wild Homeland: I spent my youth in an Enchanted Forest that was under near constant threat of bandits and otherworldly threats Sworn Enemy: I bear no enmity towards my foes. I stalk such creatures as a hunter tracks down a wild animal. Favored Enemy (Humans and Orcs) +2 bonus to damage rolls against favored enemies. Additionally, advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. Fighting Style: Two Weapon Fighting - Add ability modifier to damage of off hand damage Spell Casting: Spell Slots: 1st: 0/3, DC 8+2+4=14 Level 1: Cure Wounds; Action, regain hp equal to 1d8+WIS (R. touch, extra 1d8 for every lvl above 1st) Ensnaring Strike; BA, after weapon attack DC 14 STR save or be restrained, restrained target takes 1d6 P. dmg on each of its turns. Target or someone else must use action against my DC to break free (R. Self, Concen: 1 minute, dmg increases by 1d6 per level) Fog Cloud; Action to create 20ft sphere heavily obscured area that spreads around corners lasts for duration or until a wind of 10 miles or greater disperses it (R. 120, Concen. 1 hour, increases 20 feet for every lvl above 1st) Natural Explorer • You ignore difficult terrain. • You have advantage on initiation • On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. You also gain the following when traveling for an hour or more: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling you remain alert to danger. • If you are traveling alone, you can move stealthily at a normal pace. • Foraging finds you twice as much food as normal • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area Beast Conclave If your animal companion is killed you can return it to life body and all after 8 hours of work and 25gp. You can only have 1 animal companion at time. Companion’s Bond The animal loses its Multiattack action. It obeys your commands as best it can. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your companion uses your proficiency bonus rather than its own. An animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Ronok The Axe Beak Medium, LE, AC: 13 HP: 43 (4d10+3) Speed: 50 Ft. STR: 16+3, DEX: 12+1, CON: 12+1, INT: 2-4, WIS: 10+0, CHA: 5-3 PT: Threaten my friends, threaten me. Ideal: Greed - I will do whatever it takes to be wealthy Bond: The ranger who travels with me is a beloved companion for whom I would gladly give my life Flaw: If there’s food left unattended, I’ll eat it. Senses: Passive Perception 12 Skills: Athletics +5 & Perception +2 Saving Throws: STR+5, DEX +3, Con+3, INT-2, WIS+2, CHA-1 Actions: Beak. Melee Weapon Attack: +5 to hit. Reach 5 ft., One Target. Hit: 1d8+5 Slashing Dmg Primeval Awareness You have an innate ability to communicate with beasts, and they recognize you as a kindred spirit. Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you’ve attacked within the past 10 minutes. Additionally, you can attune your senses to determine if any of your favored enemies lurk nearby. By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures’ general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group. Feats: Dual Wielder Gain + 1 bonus to AC while wielding a separate melee weapon in each hand. Can use two-weapon fighting when the one handed weapons aren't light. Can draw or stow two one handed-weapons when you'd normally be able to draw or stow only one. Notes: The Avnec Code WIP... Quests: Pay debt to the Fingers of Vecna Investigate Briggs and other possible exploits at The Hole (blackmail) Protect "Farmer" and his "herd" (Reward for good deed?) Investigate the women met at the Wayfarer's Rest and find out who the "J" on their ring is (Way into their group) Look into Bogomil and Emboros (Can't have them messing with me getting in good with a Prince) Finish up looking into shaft 15 Go to Mages Guild and look into magic items to improve my PC killing capabilities
|
|
|
Post by DM-Delfon on Apr 11, 2015 10:07:34 GMT -5
Prince Charles Somerset, Half-Elf, Rogue, LE Abil | Mod | Save |
|
|
|
| Str | 9 | -1 | HP | 36 (4d8+4) | Level | 3 | Dex | 16 | +3 | AC | 13+3(+2)=16(18) | Exp | 2900 | Con | 12 | +1 | Prof. | 2 | Next | 2700 | Int | 10 | +2 | Speed | 30ft | Height | 5'6" | Wis | 10 | +0 | Deity | Shar | Weight | 140lb | Cha | 19 | +4 |
|
|
|
|
Imperial Coinage: PP: 1 GP: 84 SP: 24 CP: 0 Somerset Coinage: GG: 0 SS: 9 CC: 0 Equipment:Hat of Disguise (Wondrous Item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) Glamoured Studded Leather Armour ((Rare, AC13+Dex) While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. Amulet of Proof Against Detection and Location (Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.) Ring of Detect Thoughts (Ring, rare, (requires attunement) While wearing this ring, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.) Ring of Necrotic Resistance (Ring, rare (requires attunement) You have resistance to Necrotic Damage while wearing this Jet ring. Somerset Signet Ring, Reversible Fine Clothes (6lb), Robes (4lb), Travelers Clothes (4lb), Amulet Holy Symbol to Lliira (1lb), Ghost Bonita's Bracelet Rapier, (1d8+3, 2lb, Finesse) Dagger (1d4+3, 1lb, Finesse, 20/60) Flail (1d8-1, 2lb) Shield (+2ac) Backpack (5lb), Mess Kit (1lb), Tinder Box (1lb), Waterskin (5lb), Thieves Tools (1lb), Disguise Kit (3lb), Forgery Kit (Contains Holy Symbol Reliquary Deneir behind a reversible placard to 7lb), Silver Tankard (1lb), Key Mold (Simon Bellow's House), Folding Boat (4lb), An empty silver snuffbox with the inscription on it that reads: Dreams, A small cloth doll skewered with needles, A multicolored stone disk, Rod of Mimicry, Old Pelor Temple Key Map & Scroll Case (3lb), Note: "At the 4th toll of the bell after dark", Secret Holy Symbol Reliquary to Shar (Bottom of case twists off, inside is a black disk ringed in purple, Duchess' Broach) Riding Horse, Large Beast, Unaligned AC 10, HP 13 (2d10+2), Speed 60ft, Str 16+3 (Carry 480lb), Dex 10+0, Con 12+1, Int 2-4, Wis 11+0, Cha 7-2, Senses: Passive Perception 10, Hooves: +2 Melee, Reach 5ft, one target. Hit 2d4+3 bludgeoning damage. Bit & Bridle (1lb), Riding Saddle (25lb), Saddlebags (8lb) Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 3 | - | 3 | - | Animal Handling | Wis | 0 | - | 0 | - | Arcana | Int | 0 | - | 0 | - | Athletics | Str | -1 | - | -1 | - | Deception | Cha | 4 | 4 | 8 | Expertise, Advantage in character | History | Int | 0 | - | 0 | - | Insight | Wis | 0 | 2 | 2 | - | Intimidation | Cha | 4 | 2 | 6 | - | Investigation | Int | 0 | 2 | 2 | - | Medicine | Wis | 0 | - | 0 | - | Nature | Int | 0 | - | 0 | - | Perception | Wis | 0 | 2 | 2 | - | Performance | Cha | 4 | - | 4 | Advantage in character
| Persuasion | Cha | 4 | 4 | 8 | Expertise | Religion | Int | 0 | - | 0 | - | Slight of Hand | Dex | 3 | 2 | 5 | - | Stealth | Dex | 3 | 2 | 5 | - | Survival | Wis | 0 | - | 0 | -
|
Proficiencies: Light Armour, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Thieves Tools, Dexterity, Intelligence, Background (Deception, Slight of Hand), Rogue (Insight, Intimidation, Investigation, Persuasion), Half-Elf (Perception, Stealth), Disguise kit, Forgery kit, Dragon Chess Class Features:Cunning Action: Bonus action to dash, disengage, or hide. Expertise: Choose 2 skills, double proficiency bonus with those skills. (Deception, Persuasion) Sneak Attack +2d6 Thieves' Cant: Secret Language of thieves. Favorite Scheme: I put on new identities like clothes MastermindYour focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. Master of IntrigueWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. Master of TacticsStarting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you. Background:Charlatan: 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. Personality Traits: I lie a lot, and like to use the truth as a weapon. I pocket anything I can get away with. Ideal: Aspiration, I'm determined to make something of myself. Bond: I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me. Flaw: I can't resist swindling people who are more powerful than me. Racial Features:Dark Vision 60ft Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Language: Common, Deep Speech, Draconic, Elven, Thieves' Cant, Under Common Feats:Magic Initiate: DC 8+ Prof. + Cha Mod, Minor Illusion (Int Investigation negates, Poison Spray (10ft, con save vs 1d12 poison damage), Long Strider (1/long rest +10ft speed for 1 hour) Actor Skilled at mimicry and dramatics, you gain the following benefits: -Increase your Charisma score by 1, to a maximum of 20. -You have an advantage on Deception and Performance checks when trying to pass yourself off as a different person. -You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine that the effect is faked. LEVEL 8 Silver-Tongued (Unearthed Arcana) You develop your conversational skill to better deceive others. You gain the following benefits: -Increase your Charisma score by 1, to a maximum of 20. -You gain proficiency in the Deception skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. -When you take the Attack action on your turn, you can replace one attack with an attempt to deceive one humanoid you can see within 30 feet of you that can see and hear you. Make a Deception check contested by the target's Insight. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour. Retainers (PHB page 136):*You have the services of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. **Lifestyle Price/Day: (Wretched -, Squalid 1 sp, Poor 2 sp, Modest 1 gp, Comfortable 2 gp, Wealthy 4 gp, Aristocratic 10 gp minimum) When you pull out the key the three of them share a look and then sink to their knees, sitting back on their feet. The red one opens his beak, his voice sounding like a younger Baron. "You will wait here till someone is sent with my key". The purple one is next; "He will be one I have deemed fit to take care of you". The blue on is last; "To that man I say this; These are the Kenku Brothers. The Navy clad one is Whistler, he is the leader". The Red one speaks up again. "The Maroon is called Toll, he is the muscle". The purple parts its beak. "The eggplant garbed fellow is known as Bubbles, he is the brains of the outfit" All three of them open their beaks and you hear the voice threefold as it seems to echo and boom off the tower walls. "They will follow you to worlds end as long as you take care of them, Masters of Stealth and Mimicry they will see to your every need, treat them well or you will pay the Piper's final price" The three become silent and sit before you, awaiting your orders. You gained; Retainers!!! (Pg. 136 of PHB*). Stats: generic Kenku found in the MM (Pg. 194) save for 3 changes. Whistler has advantage on DEX Checks made to move stealthily and quickly through Clifton. Toll has advantage of STR checks against Clifton's people and structures. Bubbles has Advantage on INT checks for anything involving Clifton's history or its current goings on. (The Kenku will not harm others and will leave you if they're abused or mistreated. In terms of combat; Whistler will move to give you advantage (Active action; Dodge), Bubbles will move a safe distance away and attempt to distract foes (Active actions: Disengage then Help) and Toll will try and grapple, trip or shove your foes (Active action: Attack. No HP damage). Outside of combat consider they're always within 60 feet of you at any given time unless out on errands. You will need to pay for their individual lifestyles as stated in page 157 of the PHB**. Their Lifestyle that you pay as well as the actions you take with them and several events will effect a Loyalty Score that I keep. When the score lowers they become more difficult to command, if it falls too low they will leave and may even work against you. No matter what though this won't effect your standing with the Homeless) Identities:His Serene Highness, Prince Charles Somerset, Watcher of the Waves, Defender of the Somerset Isles.Charles wears his long brown hair pulled back in a tight pony tail. He wears stylish black fine clothes, trimmed in purple. A frill of lace spills out at neck and cuffs. His family signet ring is worn proudly on the little finger of his left hand. Hanging from his left hip is his rapier, while his dagger is sheathed on his right hip. Crossing his back diagonally is a scroll case, with the hidden Holy Reliquary to Shar inside. Charles secretly worships Shar, Goddess of dark, night, loss, forgetfulness, unrevealed secrets, caverns, dungeons, the Underdark. Charles follows the clergy of Shar's methods, both in his secretive nature, and his use of subversive tactics rather than direct confrontation with its rivals. Charles speaks clearly, his voice carrying a note of command as if he expects all he encounters to listen to his every word. He stands with his back straight, shoulders back, and chin raised so he seems to be looking down upon everyone. He seems to dismiss the lower classes as servants, although he is always courteous. Ezra Quiller, ScribeEzra wears his long brown hair parted down the middle. He wears a plain robe with ink stains around the right wrist. His family signet ring is capped to hide the signet, and worn on the middle finger of his right hand. A dagger is sheathed on his left hip, and a scroll case hangs from his right hip. A rapier rests within the main compartment of the case, while the Holy Reliquary to Shar hides in the twist off base. Strapped to his back is a forgery kit, which he passes off as the artisans tools of his trade. Worships Deneir, the "Lord of All Glyphs" and "The Scribe of Oghma", is the deity of literature, art, knowledge, glyphs, images, and cartography. Ezra speaks quietly, like he is always in a library, sometimes mumbling. He tends to slouch, with his shoulders hunched. Ezra never makes eye contact when it can be avoided. When observed unaware he often wears a distant look, as if lost in thought. He regularly seems to miss the obvious, as if whatever doesn't pertain to his work doesn't exist. Embros Maewyn, Private InvestigatorEmbros looks the part of the adventurer, his hair worn in a single braid down his back. Embros wears studded leather armour, and a rapier on his left hip. A dagger is hidden in his right boot. He wears a backpack containing all of his supplies. Strapped to the side of the pack is his scroll case, containing his hidden Holy Reliquary to Shar hides in the twist off base. Embros doesn't hold with the gods, believing that one follows his own path. Embros speaks gruffly in short bursts, often commanding, rather than suggesting. He stands with his back straight, shoulders back, his head tilted slightly down to make him seem more menacing. He always makes unblinking eye contact when he wants something. His eyes seem to take in the slightest detail, and when he stares at you, you feel weighed and measured. Bogomil Alanzo, Wandering PriestBogomil wears colourful fine clothing, and an amulet to Lliira, with his long hair worn disheveled. Bogomil wears studded leather armour, and a rapier on his left hip. A dagger hidden by his hair in a sheath between his shoulder blades. He wears a backpack containing all of his supplies. Strapped to the side of the pack is his scroll case, containing his hidden Holy Reliquary to Shar hides in the twist off base. Worships Lliira: Goddess of joy, happiness, dance, festivals, freedom, liberty Bogomil speaks in a voice that seems almost on the point of singing. He walks gracefully, seeming to be about to dance at any moment. He lounges, rather than sits. He carries a silver tankard that he calls "The Grail" and he often refers to it as if it's a person. He is known to hold benedictions at taverns, offering the blessings of Lliira from "The Grail" If you buy him a round, he will offer confession services. Other Images: Symbol on Bogomil's Amulet Bogomil's Goblet, "The Grail"Information Files:Whitescroll's Prophecy A white spot comes into your vision and you see it become bigger and brighter. Eventually, you can see it is a book that comes before you and opens its pages. The words spring from the pages and surround you showing a vision of your castle in Somerset besieged by a black sludge with infinite eyes and mouths that consumes everything in its path. Your suddenly shifted to inside the Castle where both you and your Uncle fight side by side to fight off the endless Ooze's assault. Whitescroll's Voice rings out., "From The Darkest Pit Of Summer's Set Shall Come The Faceless Lord's Maw". The scene shifts to show the dungeons of your Castle home and a path to the Underdark. "Only With The Light Of Divinity Can This Infinite Monstrosity Be Quelled." The scene shifts to show the Temple Of Pelor is fighting off the creature with no problems. "Forget Not The Black Of Family Saw" The scene shifts and you see a memory of your childhood in the dungeons where you had hidden away in a game of hide and seek and stumbled on your Uncle talking with an elvish woman with ebony skin. "Or Your Castle, Your Kingdom, Yourself Will Be Felled" The last Scene flashes before your eyes where all of Somerset becomes rubble and the gargantuan slime covers everything. Wayfarer's Rest (Bogomil) Arthur Bridges, Baker's Son Arthur - "I'm in love Mister Bogomil". His eyes are a little wet as he continues, "With one of Duchess' personal guard. She came into the shop a few days ago, and you should've seen her, eyes that could light up a room." Bogomil - "Here is what we will do my boy. First, you will bake a small, but fantastic dessert. Second, you will write her a letter, but only sign it -A. Simon Bellow, Guardsman (Bogomil) Simon - "Why should I hav'ta keep quiet, eeh? I mean, I was just investigating some disturbance near the marshland and boom! In she comes laughing like a madwoman, cursing this and that about the Somerset's. Blasting spells left and right. I barely get outta there with all me skin, and when I tell the Commander he's all hush hush, and tellin me to forget it happened! How do you forget somethin' like that? Is he off his rocker!? Whatever, probably have some Somerset cronies or somethin' in tomorrow mornin' to wipe her out anyway." Simon - "Y'know Bogy. Your a real pal lettin' me get all this off my chest, I shoulda come to you first, all the other guards talk so highly of ya." He slides over to you, and gives you a hug, passing out in the process. I found Simon's house key, and made a wax mold. From various letters I learned that the guard's name is Simon Bellow, and his mother really wants grandchildren. Fisherman's Forge (Bogomil) Hareld, Bookkeeper - Fisherman's Forge -Regrets something enough to drink too much Steven, Assistant Blacksmith - Fisherman's Forge -His sister is Hareld's Wife Steven - "Have not a clue, Bogo. But dis is been 'is routine for da last couple o' months. Payment rolls in, and hes off ta da Tavy. I tried asking 'im bout it and hes got neither memory. Sis says leave 'im be so I does." Marshland (Embros) Kiha, Red Dragonborn, Barbarian -Protector of the Witch of the Marshlands, Lilith -Enemy of Solstice Somerset Lilith, Elf, Caster -She's the Witch of the Marshlands -Enemy of Solstice Somerset Swamp Gate (Embros) Mcguire, Guardsman -Use Mcguire's name to gain access to the city after dark, "Righty ho! Just exit out the sally port and when ya comes back just tell 'em your Mcguire's friend" Marshland (Embros) Peter Mossburn, Assassin, Deceased -He is dead, killed by a monsterous spider in the Marshlands while tracking Kiha to attempt to kill her. To Do:-Make restitution to the Prison guard Andres for smashing him in the temple with my rapier. (Embros) -Backtrack Peter Mossburn's life to identify Solstice's network (Any) "His name was Peter Mossburn, Petey to his friendlies. He's a sword for hire. One of many his highness has sent after us, and like the rest they all fell victim to that spider." -Payback Gimble Garrick (The Prince) "... you to find a note stuck to your back. It reads; "Pampered Pup" and it features a scrawling of a pointy eared puppy wetting itself and a speech balloon that reads; "Aww, someone made a mess". You look to Gimble who's waving you with a smirk on his face." -Find Gardenia's brother's body (Bogomil) "My brother is..." Her eyes become downcast. "Well... Was an adventurer, he left with his party and a new fellow to defeat some goblins who'd killed their companion" She pauses. "Only the new fellow came back" and sighs. "Stories vary as they do" She gives a defeated shrug and half smile. "Some say he killed them all, some say it was a monstrous creature from the Abyss, others claim the goblins were casters and there were hundreds more than originally thought, the end of this though is a proclamation from the head guard that came out declaring the place too dangerous for people so I cannot even recover my dear Brother's body" "I can tell you what most of the sources agree on, his name is Orellow" She says with a satisfied smile. Completed Quests:-Investigate mad woman in Marshlands "Why should I hav'ta keep quiet, eeh? I mean, I was just investigating some disturbance near the marshland and Boom! In she comes laughing like a madman cursing this and that about the Somerset's. Blasting spells left and right. I barely get outta there with all me skin and when i tell the Commander hes all hush hush and tellin me to forget it happened! How do you forget somethin' like that? Is he off his rocker!? Whatever, probably have some Somerset cronies or somethin' in tomorrow mornin' to wipe her out anyway" I found the Witch of the Marshlands, her name is Lilith. She has a defender named Kiha. Solstice Somerset want's Kiha dead for some reason.
|
|
|
Post by Kosga on May 15, 2015 16:38:43 GMT -5
DECEASED
Knuckles, Male, Mountain Dwarf, Barbarian, CE
Height 5'2", Weight 225lb, Eyes Green, Hair Black, Left Handed hp/ac see tag line
Abil Mod Save Str 12 +3 HP 34 (1d12) Level 2 Dex 16 +3 AC 10+8=18 Exp 450 Con 20 +7 Prof. 2 Next 900 Int 8 -1 Speed 25ft Height 5'2 Wis 14 +2 Deity Weight 225lb Cha 8 -1
Skills Abil Mod Prof Total Special Slight of hand +2 +2 4 stealth +2 +2 4 Athletics +1 +2 3 Perception +2 +2 4
PP 0, GP 25, SP 0, CP 0, Gems None
Equipment (Allowance 180lb, Max 360lb): small knife Rapier 2 hand axes map of city where I grew up family token belt pouch commoners clothing 4 javelins Adventurers Pack shield great sword sacks 67 50 foot rope miners pick portable ram 1 lamp hammer bag of ball bearings(1000) 2 pouchs 2 bed rolls 10 flasks of oil set of common clothes 5 ink pen's 8 claws ettercap to be made into daggers
Proficiencies: Simple and Martial Weapons, Light and Medium Armour, Shields, Gaming Set, Blacksmiths Tools, theives tools, vehicles land. Languages: Common, Dwarven,
Reckless attack: gain advantage on attacks for the round but also grant advantage on all attacks against me.
Danger Sense You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
Background: Urchin Is willing to do anything it takes to become wealthy.(Flaw) I yell in most situations (trait) Knuckles is very stingy with his funds, lives like a commoner or lower most of the time.(trait) I killed and robbed a noble, now I am a wanted dwarf.(bond) All nobility need to be killed and robbed.(ideal)
City Secrets: while not in combat I(party included) move about the city at double the normal travel rate.
|
|
|
Post by anderson9922 on Jun 26, 2015 22:13:34 GMT -5
Name: Thorin Iron fist Race: Hill Dwarf Class&lvl: Cleric 1 Languages:Common, Elvish & Dwarvish Age: 70 Height: 4' 0" Weight: 130lb Carrying Cap: 210lb Alignment: CG Deity: Thor Saving throws: Wis & Cha Stats Str: 14+2 HP: 11 Dex: 14+2 AC: 16+3+0=19 Con: 16+3 Speed: 25ft. Int: 10+0 Inspiration: 0/1 Wis: 18+4 Passive: 16 Cha: 10+0 Hit Dice: 1d8 Background: Outlander (Pilgrim) Personality Traits: I have a lesson for every situation, drawn from observing nature & I feel more comfortable around animals than people Ideal: I must earn glory in battle, for myself and my clan Bond: It is my duty to provide children to sustain my tribe Flaw: I can't resist a pretty face Appearance: Tan skin, green eyes, red hair, beard braided along with mustache Skills Athletics 4 Insight 6 Religion 2 Survival 6 Equipment Chain Mail armor, Shield, Warhammer ( 1d8 Versatile 1D10), silk rope w/ g. hook, crossbow bolts (20),holy symbol ( on shield), backpack , Bag pipes, light Crossbow ( 1d6 30 short, 120 long) Weight; 57.5 Money: 25gp , 8sp Class Features Spell Casting Tempest Domain Racial Features Dark vision (60 feet) Dwarven Resilience Dwarven Combat Training Tool Proficiencey ( smiths tools) Stone Cunning Proficiencies Bag pipes Heavy Armour Medium Armour Battleaxe Handaxe Throwing hammer Warhammer Spells Cantrips Level 1 Sacred flame Cure Wounds Thaumantry Inflect Wounds Spare the Dying Shield of faith Command Sanctuary Fog Cloud Thunderwave
|
|
|
Post by Twiggy on Jun 27, 2015 14:04:05 GMT -5
Character Name: Lyle "Little" Greenbottle / Age: 20 / Race: Lightfoot Halfling / Class: Monk Exp: 250 Lvl 1 Defining Event - Robbed a corrupt merchant to help the poor/ Background: Folk Hero Feature: Rustic Hospitality Personality Traits: When i set my mind to something, I follow through no matter what gets in my way I judge people by their actions, Not their words Ideal - Nothing or no one can steer me away from my higher calling Bond - I worked the land, i love the land, I will protect the land Flaw - I have trouble trusting in my allies Languages - Halfling and Common (Common Script) Movement 25ft Size - small 3ft tall, 42 pounds (Cause imma fat kid) Lawful Netural Traits/Racials: Lucky - When you roll a 1 on an attack roll, ability check, saving throw you can reroll the die and must use the new roll Brave - You have advantage on saving throws against being frightened Halfling Nimbleness - You can move through the space of any creature that is of a size larger than yours Naturally Stealthy - You can attempt to hide when you are obscured by a creature that is 1 size larger Hitpoints 9 AC - 10 + dex (15)/ Unarmored defence 10 + dex + wis (18) Str - 10 + 0 Dex - 20 + 5 Con 12 + 1 Int 8 - 1 Wis 16 + 3 Cha 12 +1 Acrobatics +2 Proficiency + Dex Insight +2 proficiency + Wis Deception +2 proficiency + Cha Slight of hand +2 proficiency + Dex Proficient with Simple Weapons and shortsword Proficient with Thieves tools, Vehicle (Land), disguise kit Waterskin Rations (4 days) Sling 1d4 Blugeoning 30ft/120 disadvantage 100 Tooth Sword -Tooth sword is a mundane short sword, but the balance is slightly off so it imposes a -1 penalty to attack, but also gets a +1 bonus to damage. Grappling Hook Rope lamp (Bright light at 15ft radius, dim light 30ft) Flask of oil (6 hours) Indecipherable Treasure Map Folding boat 22G 160S 0C
|
|
|
Post by DM-Delfon on Jun 29, 2015 21:46:30 GMT -5
Smith Artificer, Human, Cleric, N Abil | Mod | Save |
|
|
|
| Str | 9 | -1 | HP | 10 (1d8) | Level | 1 | Dex | 12 | +1 | AC | 14+1+2=17 | Exp | 275 | Con | 14 | +2 | Prof. | 2 | Next | 300 | Int | 16 | +3 | Speed | 30ft | Height | 5'6" | Wis | 16 | +3+2=5 | Deity | Waukeen | Weight | 140lb | Cha | 12 | +1+2=3 |
|
|
|
|
PP | 0 | GP | 0 | SP | 74 | CP | 9 | Gems | - | Art | 25gp |
4th level spell scroll (Phantasmal Killer), Oil of Etherealness) Equipment: Cart Mace Light Crossbow 20x Crossbow Bolt Holy Symbol Scale Mail (AC 14+Dex (max2) Disadvantage on Stealth, 45lb) Shield (+2AC, 6lb) Backpack (Holy Symbol, Prayer Book, 5x Incense, Vestments, Common Clothes, 10x rations, 50ft Waterproof Rope) Map & Scroll Case (3lb) Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 1 | - | 1 | - | Animal Handling | Wis | 3 | - | 3 | - | Arcana | Int | 3 | 4 | 7 | Domain | Athletics | Str | -1 | - | -1 | - | Deception | Cha | 1 | - | 1 | - | History | Int | 3 | 2 | 5 | - | Insight | Wis | 3 | 2 | 5 | - | Intimidation | Cha | 1 | - | 1 | - | Investigation | Int | 3 | - | 3 | - | Medicine | Wis | 3 | 2 | 5 | - | Nature | Int | 3 | - | 3 | - | Perception | Wis | 3 | - | 3 | - | Performance | Cha | 1 | - | 1 | - | Persuasion | Cha | 1 | 2 | 3 | - | Religion | Int | 3 | 4 | 7 | Domain | Slight of Hand | Dex | 1 | - | 1 | - | Stealth | Dex | 1 | - | 1 | - | Survival | Wis | 3 | - | 3 | -
|
Proficiencies: Light Armour, Medium Armour, Shields, All Simple Weapons, Wisdom, Charisma, Arcana, History, Insight, Medicine, Persuasion, Religion Class Features: Spell Casting: DC 14 Slots 1st 2 Sacred Flame (272 Dex vs 1d8 Radiant), Light (255), Thaumaturgy (282) Cure Wounds (230), Detect Magic (231, Ritual), Sanctuary (272), Shield of Faith (275, Concentration, +2AC), Command (223), Identify (252, 100gp, Ritual) Divine Domain (Knowledge) Background: Acolyte: Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Personality Traits: I've enjoyed find food, drink and high society among my temple's elite. Rough living grates on me. Ideal: Aspiration. I seek to prove myself worth of my god's favor by matching my actions against her teachings. Bond: I will do anything to protect the temple where I served. Flaw: Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Language: Common, Draconic, Abyssal, Infernal, Celestial, Deep Speech Feats: War Caster -You gain advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. -You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. -When a hostile creatures's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
|
|
|
Post by soulhunter on Jul 26, 2015 17:21:21 GMT -5
Race:Forest Gnome
class:Druid
Name:Lilli "Nim" Timbers
Sex: Female
Height:3'7" Weight:35 lb Alignment:NG
Language: Common,Gnomish,Druidic Background:Criminal"Enforcer" Feature:Criminal contact SP:Stealth 4, Deception 2,Animal handling 5, Perception 5. Personality traits:"I always have a plan for what to do when things go wrong""I feel far more comfortable with animals then people"
Ideal: Charity Bond:"Someone i loved died because of a mistake i made that will never happen again" Flaw: " I have a tell that reveals when i'm lying" "Snicker" Deity: Demeter
Equipment: Leather(10gp)Dagger(2gp)Club(1sp)Spear(1sp)Shield(2gp)Bedroll(1gp)Lamp(5sp)Robes(1gp)Sack(1cp)Signal whistle(5cp) Soap(2cp)Tent two-person(2gp)Waterskin(2sp)One days rations(5sp)Rope silk(10gp)"Tiger" Totem(1gp) TP:One type of gambling set,thieves tools
Speed:Your base walking speed is 25 feet Darkvision: Accustomed to life underground. 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,in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome cunning:You have advantage on all intelligence,wisdom, and charisma saving throws against magic "Speak with small beasts"
Spells: Shillelagh ,Thorn whip,minor illusion Animal Friendship Speak with Animals Charm Person Create of Destroy water
HP-10 STR-12+1 DEX-15+2 CON-14+2 INT-14+2 WIS-17+3 CHA-11+0 AC-11+2+2 C.CAP=180 Money: (80gp)= 52gp 6sp 2cp
|
|
|
Post by akasha313 on Sept 26, 2017 12:12:55 GMT -5
Name: Daenerys Race: Dragonborn Class:Druid Lvl: 1 Exp: 0 Next: 300
Stats | Ability | Mod | Save | Str | 10 | +0 | +0 | Dex | 14 | +2 | +2 | Con | 10 | +0 | +0 | Int | 14 | +2 | +4 | Wis | 18 | +4 | +6 | Cha | 14 | +2 | +2 |
Race Features: Resistance Cold (half damage from cold) 1/Short or Long Rest Breath Weapon; 15 ft. Cone (2d6 Cold, Con DC 10 Save for half), Damage Deity: Melora Alignment: NE Languages: Common, Draconic, and Primordial Age:16 Height:6'4 Weight:250lb HP:8 Passive: 16 Carrying Cap: 150lbs AC:14 Prof Bonus:+2 Speed: 30ft Hit Dice:1d8 Skill | Ability | Mod | Other | Total | Acrobatics | Dex | 2 | - | 2 | Animal Handling | Wis | 4 | 2 Prof | 6 | Arcana | Int | 2 | - | 2 | Athletics | Str | 0 | - | 0 | Deception | Cha | 2 | - | 2 | History | Int | 2 | - | 2 | Insight | Wis | 4 | - | 4 | Intimidation | Cha | 2 | - | 2 | Investigation | Int | 2 | - | 2 | Medicine | Wis | 4 | 2 Prof | 6 | Nature | Int | 2 | - | 2 | Perception | Wis | 4 | 2 Prof | 6 | Performance | Cha | 2 | 2 Prof | 4 | Persuasion | Cha | 2 | - | 2 | Religion | Int | 2 | - | 2 | Stealth | Dex | 2 | - | 2 | Survival | Dex | 2 | - | 2 |
Personality Traits: I am oblivious to etiquette and social expectations I change my mood or my mind as quickly as I change key in a song I am a hopeless Romantic, always searching for that “Special Someone” Ideal: Nature - The natural world is more important than all the constructs of civilization. Bond: I suffer awful visions of a coming disaster and will do anything to prevent it. Flaw:Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. Proficiency: Tool - Weaver’s Tools, Herbalism Kit Armour - Light or Medium (non-metal) Weapons - Clubs, daggers, darts, javelins, maces, Sleight of Hand (Dex) +2 quarterstaffs, scimitars, sickles, slings, spears Background: Hermit
Feature: Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that had been long forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence your reason to return to society.
Equipment:
Hide Armour (AC12, 12lb) - Spear (1d6, 3lb, Thrown 20/60, Versatile 1d8)
- 4x Javelin (1d6, 2lb, Thrown 30/120)
- Yew Wand (Druidic Focus, 1lb)
- Bedroll (7lb)
- Bag of Ball Bearings (1lb), Tinderbox (1lb)
- 50ft Hemp Rope & Hook (14lb)
- Hooded Lantern (2lb), 10x Oil (1/lb Each)
- Healer’s Kit (3lb)
- Herbalism Kit (3lb)
- Weaver’s Tools (5lb)
- Crystal Doorknob (1lb)
Class Features: Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Spells: Save DC: 14 Spell Attack: +6 Level 1st:
Slots 2
Cantrips: Druidcraft & Poison spray
1st Lvl: Cure Wounds, Detect Poison & Disease, Healing Word, Fog Cloud, Speak with Animals
|
|
|
Post by DM-Delfon on Sept 26, 2017 17:48:26 GMT -5
Xanadu “Wyvernbane” Clanless, Dwarf, Barbarian 3/Ranger 2, LN | Ability | Save |
|
|
|
| Str | 19+4 | +6 | HP | 72 (2d10+3d212+20) | Level | 5 | Dex | 14+2 | +4 | AC | 10+2+4+3=19 | Exp | 7879 | Con | 18+4 | +4 | Prof. | 3 | Next | 14,000 | Int | 10+0 | +0 | Speed | 25ft, Fly 25ft, Swim 40ft | Height | 4'6" | Wis | 10+0 | +0 | Deity | Bahamut | Weight | 150lb | Cha | 10+0 | +0 |
|
|
|
|
PP: 0 GP: 40 SP: 28 CP: 5, Gems: Chrysoprase (50 gp), Onyx (50 gp), Equipment: Healing Belt, Holy Emblem to Bahamut on Belt Buckle (2d8 1 charge, 3d8 2 charges, 4d8 3 charges. 3 charges/day. Uncommon, requires attunement.) +1 Shield (+3ac, 6lb, uncommon) +1 War Pick (1d8+1+4 str +2 Dueling Fighting Style Piercing (+1d6+1 Radiant 1/turn)(+2 Rage)(+2 Vs Dragons), 2lb, uncommon) Saw-Toothed Long Sword (1d8+7(+9 vs Dragons)+1d6 + Bleed, Slashing, 3lb, Fragile (Weapon looses it's bleed damage if the wielder ever rolls a natural 1)) +1 Longsword of Ambition (rare, requires attunement) 1d8+8(+10 vs Dragons)+1d6+1d8 force Silvered Brass Mace (1d6+4) 10x Javelin (1d6, Piercing, 2lb each, Thrown 30ft/120ft) Long Bow (1d8, 2lb, 150ft/600ft, Heavy, Two Handed) 2x Quiver (2lb), 39x Arrow (1lb/20) Cap of Water Breathing (uncommon) While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. The word “STYX” is sewn into the inner headband of this cap. Ring of Swimming (uncommon) You have a swimming speed of 40 feet while wearing this ring. Winged Boots (Uncommon, Requires Attunement) While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the Duration. If you are flying when the Duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren't in use. Rope of Entanglement (rare) This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its Command word, the other end darts forward to Entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained. You can release the creature by using a Bonus Action to speak a second Command word. A target Restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the rope. The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed. Backpack (5lb), Bedroll (7lb), Mess Kit (1lb), Tinder Box (1lb), Waterskin (5lb), 4x 50ft Hemp Rope & Hook (14lb), Climbing Kit (12lb), Herbalism Kit (3lb). Map & Scroll Case (3lb) Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 2 | - | 2 | - | Animal Handling | Wis | 0 | 2 | 2 | - | Arcana | Int | 0 | - | 0 | - | Athletics | Str | 4 | 2 | 6 | - | Deception | Cha | 0 | - | 0 | - | History | Int | 0 | - | 0 | - | Insight | Wis | 0 | - | 0 | - | Intimidation | Cha | 0 | - | 0 | - | Investigation | Int | 0 | - | 0 | - | Medicine | Wis | 0 | - | 0 | - | Nature | Int | 0 | - | 0 | - | Perception | Wis | 0 | 2 | 2 | - | Performance | Cha | 0 | - | 0 | - | Persuasion | Cha | 0 | - | 0 | - | Religion | Int | 0 | 2 | 2 | - | Slight of Hand | Dex | 2 | - | 2 | - | Stealth | Dex | 2 | - | 2 | - | Survival | Wis | 0 | 2 | 2 | -
|
Proficiencies: Light Armour, Medium Armour, Shields, Simple Weapons, Martial Weapons, Strength, Dexterity, Herbalism Kit, Smith's Tools Class Features:Favored Enemy (Dragons)I have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. Natural Explorer (Coast)You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence of Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While travelling for an hour or more in your favored terrain, you gain the following benefits: -Difficult terrain doesn't slow your group's travel. -Your group can't become lost except by magical means. -Even when you are engaged in another activity (such as foraging, navigating, or tracking), you remain alert to danger. -If you are traveling alone, you can move stealthily at a normal pace. -When you forage, you find twice as much food as you normally would. -While tracking other creatures, you also learn their exact number, their sizes, how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. Fighting Style: DuelingWhen you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. SpellcastingSpell Save DC: 8+3+0=11 Spell Attack: +3 Spells Known: 2 (Hunter's Mark, Long Strider) Spells per day: 2/2 Rage:In battle I can fight with primal ferocity. On my turn, I can enter a rage as a bonus action. While raging, I gain the following benefits if I'm not wearing heavy armor: I have Advantage on Strength checks, and Strength saving throws. When I make a melee weapon attack using Strength, I gain a bonus to the damage roll that increases as I gain levels as a barbarian. (as shown in the Rage Damage column of the Barbarian table) I have resistance to bludgeoning, piercing, and slashing damage. If I am able to cast spells, I can't cast them or concentrate on them while raging. My rage lasts for 1 minute. It ends early if I am knocked unconscious, or if my turn ends and I haven't attacked a hostile creature since my last turn, or taken damage since then. I can also end my rage on my turn as a bonus action. Once I have raged the number of times allowed, I must finish a long rest before I can rage again. Unarmored Defense:While not wearing any armor, my AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Danger SenseAt 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated. Reckless AttackStarting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn. Path of the ZealotDivine FuryStarting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your Barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this feature. Warrior of the GodsAt 3rd level, your soul is marked for endless battle. If a spell, such as Raise Dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you. Background:Folk Hero (Outlander): You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Personality Traits:
If someone is in trouble, I will always lend a hand Thinking is for other people, I prefer action Ideal:Destiny: Nothing and no one can steer me away from my higher calling. Bond:I protect those that cannot protect themselves. Flaw: I am convinced of the significance of my destiny, and blind to shortcomings and the risk of failure. Racial Features:Dark Vision 60ft. Dwarven Resilience: Advantage on Poison Saves, Resistance to Poison Damage Stone Cunning: Considered to have Prof in History, and gain double Prof bonus on the check Language: Common, Draconic, Dwarven Feats:Equipment Wishlist:Bag of Holding Periapt of Proof Against Poison: (Wondrous item, rare) This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the Poisoned condition and have immunity to poison damage. Dragon Slayer Pick (+1/+2/+3) of Warning (attunement) You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including Dragon Turtles and Wyverns. This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Belt of Hill (21 Str), Stone/Frost (23 Str), Fire (25 Str), Cloud (27 Str), Storm (29 Str) Giant Strength (Attunement) +2 / +3 Shield Ring of Water Walking Cloak of the Manta Ray Circlet of Blasting Rope of Entanglement QuestsWyrmspeaker of Bahamut: "I shall make you a deal; if you can establish a foothold in the swamp or bring us the black dragons location the belt is yours" - Mission Complete. City Guards: Bounty of 5gp per Lizard Folk head. Certain Person: Collect live Lizardfolk for a handsome some; One male and one female for 100gp. -Female collected. Investigate Orc Camp Experience Gained: Deed | Exp Gained
| Total Exp | Level | Killed Giant Frog | 50 | 50 | 1 | Defeated 2 Black Scales | 100 | 150 | 1 | 5 Awakened Shrubs | 25 | 175 | 1 | Diplomacy with Dryad | 100 | 275 | 1 | Dispersed Rat Swarm | 50 | 325 | 2 | Diplomacy with Lizard Folk | 50 | 375 | 2 | Bear | 450 | 825 | 2 | Territory Mission Complete! | 150 | 975 | 3 | Stingerless Wyvern | 900 | 1875 | 3 | Skeleton | 25 | 1900 | 3 | 3x Bullywug | 75 | 1975 | 3 | Lizardfolk | 100 | 2075 | 3 | 3x Lizardfolk | 100 | 2175 | 3 | Wyvern | 2300 | 4475 | 4 | Stopping a War | 900 | 5375 | 4 | Wyvern group fight | 329 | 5704 | 4 | Wyvern with Iko | 1150 | 6854 | 5 |
|
|
|
| Next is 14,000 |
|
|
|
|
|
|
Post by DM-Boneyard Ben on May 24, 2018 11:57:20 GMT -5
|
|
|
Post by mrinappropriate on Aug 31, 2018 10:33:55 GMT -5
NAME: Grey Hammer Race: Warforged, Class: Fighter Alignment: Neutral Good Abil | Mod | Save |
|
| | | Strength | 18 | +4 | Hit Points | 15 (1d10) | Level | 1 | Dexterity | 10 | +0 | Armor Class | 16+2+1=19
| Experience | 225 | Constitution | 20 | +5 | Prof. | 2 | Next | 300 | Inellegence | 10 | +0 | Speed | 30ft | Height | 7' | Wisdom | 8 | -1 | Deity | None | Weight | 400 lbs | Charisma | 10 | +0 |
|
|
|
|
PP 0 GP 10 SP 5 CP 0 Gems 15gp Aquamarine Chain Mail (16 AC, 55lb) Shield (+2 AC, 6lb) Warhammer (1d8, Versatile 1d10) 2x Handaxes (1d6, Range 20/60, Light, Thrown) Large Harpoon (2d6, Range 20/60, Thrown) Explorer’s Pack (bedroll, mess kit, tinderbox, 10x torch, 10x rations, waterskin, 50ft hempen rope ) Racial Features: Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish. Unsleeping Sentinel. Warforged don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert. Warforged Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself. Self-Stabilizing. You may add your proficiency bonus to your death saving throws. Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 0 | - | 0 | - | Animal Handling | Wis | -1 | - | -1 | - | Arcana | Int | 0 | - | 0 | - | Athletics | Str | +4 | +2 | +6 | - | Deception | Cha | 0 | - | 0 | - | History | Int | 0 | - | 0 | - | Insight | Wis | -1 | - | -1 | - | Intimidation | Cha | 0 | +2 | +2 | - | Investigation | Int | 0 | - | 0 | - | Medicine | Wis | -1 | - | -1 | - | Nature | Int | 0 | - | 0 | - | Perception | Wis | -1 | - | -1 | - | Performance | Cha | 0 | - | 0 | - | Persuasion | Cha | 0 | - | 0 | - | Religion | Int | 0 | - | 0 | - | Slight of Hand | Dex | 0 | - | 0 | - | Stealth | Dex | 0 | - | 0 | - | Survival | Wis | -1 | - | -1 | - |
Proficiencies: Armor (All armor, shields) Weapons (Simple weapons, martial weapons) Tools (None) Saving Throws (Strength, Constitution) Class Features: Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. 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. Background: Named Grey Hammer because it was his weapon of choice and because he showed the most proficiency with it during his training, Grey Hammer was one of the last Warforge crafted towards the end of The Last War. He received full infantry training, but by the time he was ready to be sent to the front lines, the war was over. Feeling cheated out of the chance to serve his country and prove himself in battle, he searches for a new master worthy of his service. Personality Traits: Having received infantry training, Grey Hammer has developed the resolve to stare down a hell hound without flinching. However it has also stunted his ability to think things though and he typically charges into a challenge head-on. Ideal: For loyalty and honour. Bond: I fight for those who cannot fight for themselves. Flaw: Being relatively new to the world, Gray Hammer still cannot grasp sarcasm or general social cues and tends to take everything literally. Gray Hammer also has trouble controlling his temper when his loyalty, honour, or bravery are called into question. He is a young soldier with a burning desire to prove his worth in battle. Languages. You can speak, read and write Common.
|
|
|
Post by Greyling on Oct 20, 2018 19:18:29 GMT -5
The new character to explore the Mage Guild:Ezra Eridruinhuman (Illuskan) Wizard (Diviner) 1 NGBackstory (simple framework of his history) Ezra Eridruin grew up a quiet, only child. His mother rarely spoke of his father, who died before he was born. The most she would say was that his father was kind, intelligent and stoic. To get by, his mother would work as an assistant scribe, and they lived with his uncle and aunt (who ran a general store). Books were treasures, and dear friends. Reading and rereading the ones he had, and seeking out new ones where he could find them. When he approached adulthood, he found a book that would change his life. A spellbook, wrapped and hidden in an old vacant house just outside of town. When his family found out that he had magical talents, it was arranged for him to go and learn how to control his budding skill.
|
|
|
Post by DM-Delfon on Oct 28, 2018 14:58:36 GMT -5
Gregory "Merc" Lowborn, Human, Rogue, CN Abil | Mod | Save |
|
|
|
| Str | 8 | -1 | HP | 11 (1d8+3) | Level | 1 | Dex | 18* | +6 | AC | 14 (10+4) | Exp | 0 | Con | 16 | +3 | Prof. | 2 | Next | 300 | Int | 11* | +2 | Speed | 30ft | Height | 5'2" | Wis | 12 | +1 | Deity | Olidammara
| Weight | 107lb | Cha | 16 | +3 |
|
|
|
|
Imperial Coinage: PP: 0 GP: 17 SP: 0 CP: 0 Equipment: Rapier 2x Dagger Shortbow, 20x arrows Leather Armour Dark common clothes including a hood, and a belt pouch (coins) Burglar’s Pack (Bag of 1,000 ball bearings, 10 ft String, Bell, 5x Candles, Crowbar, Hammer, 10x Pitons, Hooded Lantern, 2 Flasks of Oil, 5x Rations, Tinderbox, Waterskin.) 50 ft hemp rope. (Side of pack) Thieves' Tools (strapped to thigh) Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 4 | 2 | 6 | - | Animal Handling | Wis | 1 | - | 1 | - | Arcana | Int | 0 | 2 | 2 | - | Athletics | Str | -1 | - | -1 | - | Deception | Cha | 3 | 2 | 5 | - | History | Int | 0 | - | 0 | - | Insight | Wis | 1 | - | 1 | - | Intimidation | Cha | 3 | - | 3 | - | Investigation | Int | 0 | 2 | 2 | - | Medicine | Wis | 1 | - | 1 | - | Nature | Int | 0 | - | 0 | - | Perception | Wis | 1 | 4 | 5 | Expertise | Performance | Cha | 3 | - | 3 | - | Persuasion | Cha | 3 | - | 3 | - | Religion | Int | 0 | - | 0 | - | Slight of Hand | Dex | 4 | 2 | 6 | - | Stealth | Dex | 4 | 4 | 8 | Expertise | Survival | Wis | 1 | - | 1 | -
| Thieves' Tools | Dex | 4 | 4 | 8 | Feat |
Proficiencies :Armor: Light armor, medium armor, shields Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Gaming Set (Dice), Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Class (Acrobatics, Investigation, Perception, Sleight of Hand .), Race (Arcana), Background (Deception, Stealth) Class Features:Expertise At 1st level, choose two of your skill proficiencies (Perception & Stealth), or one of your skill proficiencies and your proficiency with thieves' tools (Nope). 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. 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. 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. Background:Overview You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Criminal Specialty There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. Specialty : Burglar Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Personality Traits: The first thing I do in a new place is note the locations of everything valuable-or where such things could be hidden. I don't pay attention to the risks in a situation. Never tell me the odds. Ideal: Charity. I steal from the wealthy so that I can help people in need. (Good) Bond: I will become the greatest thief that ever lived. Flaw: When I see something valuable, I can’t think about anything but how to steal it. Racial Features:Variant Human Ability Score Increase: +1 Con, +1 Cha. Skills: Arcana Feat: Burglar Language:Common, Elven, Thieves Cant Feats:Burglar (Unearthed Arcana) You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with thieves' tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
|
|
|
Post by Myst on Mar 13, 2019 17:33:00 GMT -5
Myst Genasi Druid, CG Level: 3 Saves Str 8-1 -1 HP: 30 Height: 5'6 Dex 16+3 +3 AC: 16=11+3=2 Size: Medium; 95 lbs Con 15+2 +2 Prof.: +2 Eyes: Night blue Int* 10+0 +2 Move: 30, swim 30ft Hair: Silver blue hair that falls down her back in waves Wis* 19+4 +6 Deity: Deep Sashelas Body: Tall, thin & blue, pointed ears left ear pierced at the top Cha 10+0 +0 Init +2 Age: 16 Languages: Common, Primordial & Druidic Background: Myst's story begins in Neptas, a town consisting entirely of Sea Elves and Genesi who live in the seas adjacent to Clifton. Vast caverns on the floor of the sea contain air-pockets, the air naturally rising from some unknown source underground. Each air bubble cavern must be accessed by swimming beneath the air pocket. Even with these naturally formed structures, some of the Genesi, displaying their power, also water-bend artificial air bubbles to create more unique structures. One such example is the sunken castle at the center of the community, where the water has been bent to create a perfect air bubble within the castle walls. This structure, of course, functions as a palace for the ruling family. No one in Neptas knows the exact origin of the Genesi capabilities dotted throughout the Sea Elf population (although it is suspected to be a planar convergence in local seas sometime in the Sea Elves ancestral history); however, Genesi here are revered for their water bending and are rare enough that marrying one is considered an honor. Male Genesi are often generals, priests, and leaders of the colony while female Genesi are sold off to the most powerful men in the colony in the hopes of producing male Genesi offspring. Myst was born the youngest child of her Genesi mother, Eerie, and Sea Elf father, Aira'vastan, the current general of Neptas. Myst and her two older sisters, Eeriedansana and middle child Calipta, all developed the Genesi abilities of their mother. While Aira'vastan was disappointed to have all female children, he was an adoring father and thrilled that all three of his offspring had Genesi capabilities – a rare occurrence. He and Eerie sought a comfortable life for their children. So, when the opportunity to engage them to Derenthil, son of the current ruler, presented itself, Eerie and Aira'vastan promised all three of their daughters to him, to be wed when they turned of age (polygamy is common in Neptas, especially for Genesi women). Not only would the match elevate their family's social status, but the three girls could remain sister-wives, ensuring that they would always be close to one another. So Myst was not quite ten when she was engaged to Derenthil. While her sisters were thrilled at the honor of marrying Derenthil, who is a handsome and kind-hearted man, Myst felt trapped. Cooped up. She dreamed of adventure and the challenge of pushing her Genesi capabilities. But Myst is a shy and quiet girl and wanted to please her parents. Besides, while she was pretty enough, she saw herself as too thin for most men's tastes – marrying a handsome leader of the community is a great honor and more than she could have hoped for. So she remained silent. While the Genesi men in the community honed their abilities, she worked on sewing and medicine with her mother, all the while envying their water-bending and shape-changing from a distance. The only person she could really talk to was Flounder who wasn't a person at all, but a dolphin. Although her parents would disapprove if they knew, she often used her Genesi magic to communicate with him and secretly tell him her hidden dreams. No one questioned her time with Flounder since Neptas inhabitants all worshiped Deep Sashelas, who has always had a divine connection with the creatures. Men of the armies and women healers, priests, leaders, commoners alike all usually have a dolphin companion. As her sisters came of age, they married Derenthil, as promised and they seem happy. Her eldest sister, Eeriedansana, recently had a son but he was deformed, his limbs mangled and twisted at odd angles. In fact, many of the children born recently have had deformities and there have been an unusual number of illnesses. Myst and her mother did their best to try to heal their people, but the illnesses have been getting more and more serious. What started as upset stomachs turned to vomiting and now the sick are beginning to vomit blood and with such a small population, an outbreak like this could decimate them. Myst began to suspect that the waters were becoming contaminated and, when her second sister, Calipta, confided to Myst that she was pregnant and fearful of her child's health, Myst decided that she needed to do something. Knowing that her kin would refuse to investigate since surfacing is strictly forbidden in secretive Neptas, Myst stole some of her father's weaponry and armor and made her way to the surface, and to Clifton, to investigate. Personality Traits: - Prefers to know everything before making a move; cautious - Adventurous & spirited - Hard-working - Playfully mischievous Ideals: - Compassionate and empathetic - Seeks balance, especially within the seas Bonds: - Her sisters & Neptas - Her powers – she values them & wants to hone them Flaws: - Shy - Finds even white lies hard to tell - Illiterate (there aren't a lot of books under water) Equipment: Carrying: Items Weight (in lbs) Leather Armor 10 Wooden Shield 6 Quarterstaff (focus) 4Waterskin (on belt) 5 Backpack Items Weight (in lbs) Backpack 5 Herbalism kit 3 Bedroll 7 A mess kit 1A tinderbox 1 10 torches 10 10 days of rations 20 50 feet of hempen rope 10 Scroll case full of notes (unopened) A winter blanket 3 Common Clothes 3 An empty silver snuffbox bearing an inscription on the surface that says “dreams” (found underwater) 5 gp Total Weight 88/120 Skills Skill Ability Mod Prof. Total Special Acrobatics* Dex +3 +2 +5 Animal Handling* Wis +4 +2 +6 Arcana Int +0 +0 Athletics Str -1 -1 Deception Cha +0 +0 History Int +0 +0 Insight* Wis +4 +2 +6 Intimidation Cha +0 +0 Investigation Int +0 +0 Medicine* Wis +4 +2 +6 Nature Int +0 +0 Perception* Wis +4 +2 +6 Performance* Cha +0 +2 +2 Persuasion Cha +0 +0 Religion Int +0 +0 Slight of Hand Dex +3 +3 Stealth* Dex +3 +2 +5 Survival Wis +4 +4 Thieves Tools Dex +3 +3 Proficiencies: Armor: Light Armor, Medium Armor, Shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism Kit Racial Abilities: Resistance to acid damage. Can breathe air and water. Feature: Hermit; Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign. Druid Abilities: wild shape: wolf Kinetic Artistry You can Dash as a bonus action. When you take this bonus action, choose one of the following additional effects: Boreal Sweep. Icy water swirls around you. Until the end of your turn, you can move across the surface of water as if it were harmless solid ground. Additionally, when you leave a space within 5 feet of a creature, you can force that creature to make a Strength saving throw against your spell save DC. On a failed save, the creature is knocked prone. A creature can be affected by the water only once each turn. Spellcasting Cantrips Guidance Shape Water Shillelagh Prepared Spells: Create or Destroy Water Cure wounds thunder wave Jump Speak with Animals flame blade moon beam Spellbook Cantrips Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Shape Water Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous/1 hour You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Shillelagh Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M Duration: 1 minute The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon. Level 1 Spells Absorb Elements 1st-level abjuration Casting Time: 1 action Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Animal Friendship 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast level above 1st. Beast Bond 1st-level divination Casting Time: 1 action Range: Touch Components: V, S, M Duration: Concentration, up to 10 minutes You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see. Charm Person 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Create or Destroy Water 1st-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M Duration: Instantaneous You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Detect Magic 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Poison and Disease 1st-level divination Casting Time: 1 action Range: Self Components: V, S, M Duration: Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Earth Tremor 1st-level evocation Casting Time: 1 action Range: Self (10-foot radius) Components: V, S Duration: Instantaneous You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fog Cloud 1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. Goodberry 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M Duration: Instantaneous 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 consumed within 24 hours of the casting of this spell. Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Ice Knife 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: S, M Duration: Instantaneous You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st. Jump 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M Duration: 1 minute You touch a creature. The creature's jump distance is tripled until the spell ends. Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M Duration: 1 hour You touch a creature. The target's speed increases by 10 feet until the spell ends. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Purify Food and Drink 1st-level transmutation Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. Speak with Animals 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion. Thunderwave 1st-level evocation Casting Time: 1 action Range: Self Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
|
|
|
Post by DM-Delfon on Mar 23, 2019 10:08:48 GMT -5
Cordon's PictureCordon's BedroomCordon Salbar, Mark of Scribing Gnome, Wizard, LN Hp 8/8 (1d6+2), AC 13 (10+3 Dex), or Mage Armour 16 (13+3 Dex), Prof. 2, Speed 25ft, Deity Boccob, Level 1, Exp 0, Next 300, Height 3'2", Weight 42lb, Eyes Sapphire Blue, Hair Brown, Build A bit chubby, Colours Blue & Brown Ability | Modifier | Save | Str | 8-1 | -1 | Dex | 16+3 | +3 | Con | 14+2 | +2 | Int | 20+5 | +7*^ | Wis | 10+0 | +2*^ | Cha | 14+2 | +2^ |
*Prof. ^ Advantage Vs Spells from Gnome Cunning. Personal: PP: 0 GP: 4 SP: 0 CP: 0 Equipment:Fine Clothes, Signet Ring, Walking Stick (Arcane Focus) Dagger (1d4-1) Scholar's Pack (Spellbook, Book of Lore, Ink, Ink Pen, 10x Parchment, Pouch of Sand, Small Knife, Herbalism Kit, Forgery Kit) Map & Scroll Case (Scroll of Pedigree) Skills:Acrobatics +3, Animal Handling +0, Arcana +7*, Athletics -1, Deception +2, History +7*, Insight +0, Intimidation +2, Investigation +7*, Medicine +0, Nature +5, Perception +0, Performance +2, Persuasion +2, Religion +7*, Slight of Hand +3, Stealth +3, Survival +0. Calligrapher’s Supplies, and Forgery add a d4 Intuition die. Proficiencies:Armor: None, Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, Tools: calligrapher’s supplies, forgery kit, Saving Throws: Intelligence, Wisdom, Skills: Arcana, History, Investigation, Religion. Features: Darkvision: Accustomed to life underground, 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. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Gifted Scribe: You are proficient with calligrapher’s supplies and the forgery kit. When you make an ability check using either one of these tools, you can roll one Intuition die, a d4, and add the number rolled to the ability check. Scribe’s Insight: You can cast comprehend languages once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for it. Whispering Wind: You know the cantrip message. Intelligence is your spellcasting ability when casting it. Spellcasting:Cantrips Known: Chill Touch, Light, Message, Prestidigitation Prepared Spells (Int Mod 5 + Level 1 = 6): Absorb Elements, Alarm, Find Familiar, Mage Armour, Magic Missile, Shield. Spell save DC = 15 8 + your proficiency bonus 2 + your Intelligence modifier 5 Spell attack modifier = +7 your proficiency bonus 2 + your Intelligence modifier 5 Level 1 Spell Slots 2 Ritual Casting:You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Spellbook:Absorb Elements, Alarm, Find Familiar, Mage Armour, Magic Missile, Shield. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Arcane Recovery:You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. Background:Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Personality Traits:I take great care to always look my best, and follow the latest fashions. My favour, once lost, is lost forever. Ideal:Family: Blood runs thicker than water. Bond:I will face any challenge to win the approval of my family. Flaw:I have an insatiable desire for carnal pleasures. Languages:Common, Gnome, Elven, Dwarven, Draconic Backstory:Cordon has always been gifted. He learned how to speak, read and write before he could walk. Throughout his childhood he always felt more at home in a debate with learned adults, than out playing with his peers. As he grew up into adulthood it became harder and harder to find someone that he considered learned, and those he considered his peers became fewer and fewer. Coming from the second most influential family in the second largest city in the empire gave Cordon access to whatever he desired. For most of his life that was knowledge. The best tutors provided that in spades. One of his tutors suggested that with his memory, he could easily pick up the arcane arts. Within days, Cordon was able to cast a few cantrips. After a few months he had gained access to the first circle of magic. What could he achieve in a few years? He wasn't even an adult by gnome standards yet! At his coming of age ceremony he met a woman who opened his eyes to some of the desires of the flesh, and Cordon took to these as he had to knowledge. He couldn't get enough, and with his high opinion of himself and noble heritage it quickly got out of hand. Nothing is more important to Cordon than his family, and their approval of him. So when things started getting out of hand, Cordon chose to relocate himself to Clifton where he could make a name for himself. If one is powerful enough in magic, nobody really asks questions about what you do in the privacy of ones own bedroom. NPC's:Transmutation Guildmaster Twarb - "Guildmaster Twarb, head of the Transmutation School, stands at the front of the large lecture hall of 200 novices, her arms flailing to match her words – her palms are first open and move towards one another to indicate a shortening, then apart to indicate a lengthening and then suddenly they clap together loudly to catch some unseen force. You see a few people seated in the floating chairs ahead of you jump in their seats at the sound, having obviously been asleep or daydreaming. Unnatural light, emanating from no apparent source, plays on her veiny black, completely bald scalp as her deep brown eyes glance around the room." ? - "As you wink at the woman, you can't help but notice how stunning she is, despite her threadbare, plain grey novice robes. Her long black hair is braided behind her, but a few wisps have fallen out, draping across high cheekbones. Her large green eyes open wide at your wink and her plump rosebud lips part slightly in surprise." Arturo - Most human men seem tall to you, but this kid is huge. Both his hair and beard are black and cut so short they leave a mere shadow across his head and face. He flexes his fist and steps toward you - the effect is quite menacing. <Novice, Prince> Cale of Gracea - "In contrast, the Prince's novice robe is in pristine condition. He sits beside the woman, his handsome, but plain face still twisted in a sneer. He has a hand, bejeweled with gaudy rings, resting on the woman's knee possessively and his other hand, also bejeweled, sweeps through his short wavy blond hair in annoyance as his blue eyes glance over at her to gauge her reaction at your wink. " Cathy - "A short haired, rather plump girl, makes eye contact with you and smiles mischievously." Delbert Coaltrin - " Your gnome butler stands before you, offering a slight bow of his head and opening the door further with his white gloved hands. He wears a full tuxedo and he adjusts his monocle with his free hand for a moment. His monocle's mechanism whizzes and whirrs at his touch, pieces of the monocle itself spinning in tandem with the sound, as Delbert steps aside deftly to allow you entrance. You doubt his British accent is real - the man has never really left Gracea until now - but standing before you with his balding white haired head and perfectly manicured attire, his accent certainly fits his elegant style. Elegant and loyal. Delbert insisted on accompanying you here." Grace - Messy Spark addicted novice that swears like a sailor. Jerry - "Acting as if you had given him a sacred command to spread the word, the eccentric halfling with orange hair and golden-yellow eyes raises his stout hand in salute with a mockingly serious face. “I have work to do, boss,” you hear in your mind. He ducks under the dress of a female student and she squeals in indignation before he runs off, avoiding the slap the angry girl directs his way." Mary Walker - "You make your way down the stairs, passing a plump, middle-aged woman who gives you a nod as she turns her key and enters a room on the floor below yours. A silver ring glints on her finger. You get a quick glimpse of a plush room beyond, full of fluffy pillows, silks, and velvets, and dripping in twinkling crystal finishes. Your eyes explore her backside as she makes her way into the room but she wears a flowing robe that makes it difficult to see. " The plump woman is just stepping into her room when you exclaim that she may have dropped something. “How clumsy of me!” She glances towards you for a moment with a smile that crinkles the corners of her kind grey eyes before getting to her knees and then pressing her face to the ground to inspect beneath the shelf. You are thrilled to see that the position has forced her butt in the air, affording you a great view of her curvaceous form. As her hands begin to reach under the shelf, awkwardly rummaging around, you take note of her blond hair cut just below her ears - perhaps not the most flattering of shapes for her round face. Susan - "A tiefling woman with bright pink spiky hair and lips of the same color. You can see her brain register the Message, but she only glances in your direction with brows furrowed for a moment before immediately returning her attention to the gaggle of people surrounding her, all vying for her recognition like sycophants. She says something and they all laugh before she throws you another uneasy glance." Incantations:Cantrips: "Revelatur caerula fluctus" - Prestidigitation Fist Circle: "Lingua capit" - Comprehend Languages
|
|
|
Post by kitteninaboxx on Apr 8, 2019 21:47:33 GMT -5
Name: Dahlia the Dazzling Age: 36 - Height: 6'1" - Weight: 150lbs Race: Tiefling - Class: Rogue (will be multi-classing with bard in later levels) - Background: Entertainer - Alignment: CN - Level: 1 - Exp: 0
Hp: 10 - Hit Dice: 1d8 - Proficiency Bonus: +2 Stats Ability Mod Save Str 10 0 0 Dex 14 +2 +4 Con 14 +2 +2 Int 11 0 +2 Wis 12 +1 +1 Char 16 +3 +3
Saving Throws: Str 0 Dex +4 Con +2 Int +2 Wis +1 Char +3
Skills: Acrobatics +4 Animal handling +1 Arcana 0 Athletics 0 Deception +7 (Expertise) History 0 Insight +1 Intimidation +3 Investigation 0 Medicine +1 Nature 0 Perception +1 Performance +5 Persuasion +5 Religion 0 Sleight of hand +4 Stealth +6 (Expertise) Survival +1
AC: 13 - Initiative: +2 - Speed: 30ft - Passive Perception: +1
Proficiencies and Languages: - Common and Infernal - Light armour - Simple weapons, hand crossbows, long swords, rapiers and short swords - Theives tools - Disguise kits - Weavers kit (in place of instruments)
Current Equipment: -Rapier and a Hand crossbow with 20 bolts (hidden in a parasol she carries with her) -Burglar's pack -Leather armour -2 daggers -Theives tools -Costume -A brooch locket with a few pictures from her past inside -Weavers kit -A small bottle of perfume
86/150 pounds of gear - Cp: 0 Sp: 0 Gp: 15 Pp: 0
Attacks - Atk Bonus - Damage Rapier +4 1d8p + 2 Hand crossbow +4 1d6p +2 Dagger x2 +4 1d4 +2 per dagger
Hand crossbow: 30/120 Dagger: 20/60
Feats and Traits: -Darkvision, 60 feet in dim light and in darkness as if it were dim light -Hellish Resistance, fire damage -Infernal legacy, thaumaturgy cantrips at level 1, hellish rebuke at level 3 as a 2nd level spell (1 per day), darkness at level 5 (1 per day) -Expertise in deception and stealth -Sneak attack 1d6 -Theives cant
Background and personality: Entertainer, Dancer routine with the occasional singing. Burlesque style shows. Ye olde stripper
Feature: Back by popular demand. Personality traits: She loves a good insult, even if it's aimed at her and she aims for perfection Ideal: Beauty, when she performs, she wants to show how goregous "devilish" creatures like her are. It's a very selfish beauty. Bond: She wishes to be famous and keep her beauty for as long as possible. Flaw: She'd do anything to be and stay famous. She's a very selfish person.
Dahlia is a sight for sore eyes. She's very goregous with an air of elegance to her. She has pale alabaster skin and white hair, and a pair of curling, goat like horns sit on her head, and curl under her pointed ears slightly. Her hair is wavy and long, but on purpose and she looks like an old Hollywood actress (Audrey Hepburn or Clara Bow like). Her eyes are pure red, but on closer inspection, she has goat like irises. She's a tall woman with long limbs, and doe like cloven hooves. She's has an hourglass figure, with a slight bust and curvy hips. She also has a bit of a tummy with a few stretch marks on her.
She wears a long dress with a bustle skirt and an expose corset (Acts as her armour), adorned with lots of ruby red gems. She wears a lot of red and white with hints of gold. Her skirt can be pulled up via stings and it's removable. She often wears her burlesque lingerie underneath her dress. Loves tassels and lace, she just enjoys a lot of movement on her outfits. She hides most of her weapons in a fancy parasol she carries with her and one of her daggers holds up the bun in her hair and the other is strapped to her garter. She's very good at looking like a noble.
She also tends to act like a noble as well, disguising her true intentions under a facade of fancy lies. Her deep, smokey voice with a hint of a French accent helps in this regard. She knows she's pretty and she uses it to her full advantage, often acting flirty and cute to get what she wants. But underneath all that, she's selfish and very mean hearted and anyone who's spent time with her knows this. She's quick to throw around colorful insults and vulgar phrases, all while laughing mockingly. She tends to act for herself only and she's a very materialistic person, enjoying stealing fancy dresses from nobles to repurpose into her burlesque dancing costumes. She'd do anything to keep het beauty intact. Though, she does have a few soft spots. She avoids stealing from people less fortunate than her, mothers, children and pregnant women. Refuses to deal with dragons.
Dahlia was born into a human family and was often ridiculed and shunned for being a "devil". She quickly left home to travel with an aunt who was also distant from the family, and this is where she learned to dance. She tends to keep the other parts of her background a secret, but she also seems to be always alert, like she's running from something or someone. She's always on the move. Perhaps that secret can be found in the brooch she keeps close to her heart...
(Picture will be added later when I get around to drawing her)
|
|
|
Post by Kosga on Apr 17, 2019 14:36:00 GMT -5
Name: Marcus Wasanthi(male) Race: Half elf Class: Warlock Celestial Level: 2 XP: 300 HT: 6’ Wt 185 lbs Hair: Brown Eyes: Smokey brown (they look like there is smoke in them)
STR: 9(-1) HP: 20 AC: 16 DEX: 16(+3) INIT: +3 ARMOR: 13 CON: 14(+2) PROFICIENCY: +2 DEX +3 INT: 10(+0) ALIGNMENT: LN SHIELD: 0 WIS: 12(+1) SPEED: 30 OTHER: CHA: 20(+5) Passive Perception: 13 God: none
SAVES: SKILLS: PROFICIENCIES: STR: -1 arcana +2 Light armor DEX: +3 Deception +7 Simple weapons CON: +2 Intimidation +7 INT: 0 perception +3 WIS: +3(prof) History +2 CHA: +7(prof)
Max Weight Load: 135 lbs Push Pull Drag: 270 lbs
BACKGROUND: Haunted one Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Traits: I don’t talk about the thing that torments me. I’d rather not burden others with my curse. I expect danger around every corner. Ideal: I kill monsters to make the world a safer place, and to exorcise my own demons. Bond: There’s evil in me, I can feel it. It must never be set free Flaw: I talk to spirits that no one else can see.
Harrowing event: A hag kidnapped and raised you. You escaped, but the hag still has a magical hold over you and fills your mind with evil thoughts.
Madness: I’ve discovered that I really like killing people.(indefinite)
Racial/Class Powers: Darkvision: 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. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Healing Light: At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Eldritch Invocations: Agonizing blast When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Armor of shadows You can cast mage armor on yourself at will, without expending a spell slot or material components
Spells: Attack +7 Save 15 Slots 2 Spell slot Level 1 Cantrips Level 1 sacred flame Cure Wounds Light Witch bolt Eldritch blast Charm person Sword Burst
Sword Burst Casting time: 1 Action Range: 5 feet Components: V Duration: Instantaneous You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage. At higher level This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Equip: light crossbow and 20 bolts casting focus Component pouch healer’s kit dungeoneer's pack commoners clothing two daggers cape and cloak quarterstaff A lantern with a black candle that never runs out and that burns with green flame(trinket)
Monster hunter’s pack a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches
Dungeoneer's Pack Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. Coins: Languages: PP: Common GP: 15 Elvish SP: abyssal CP: Celestial
Marcus seems to be talking to himself quite a lot, In actuality he is talking to the hag that is inside of his head.
Marcus keeps mage armor up at all times, if it drops off doesn’t matter what he is doing it is recast immediately, even at some unholy hour of the evening.
|
|
|
Post by Greyling on Apr 29, 2020 0:26:35 GMT -5
Venos Amass Halfling (Lightfoot) Rogue 1 CG/CN AC 15 HP 9 Speed 25ft Str 10 (0) Dex 18 (4) Con 13 (1) Wis 15 (2) Int 11 (0) Cha 16 (3) Attacksrapier (2 lbs) +6 1d8+6 light crossbow & 20 bolts (5 lbs) +6 1d8 2 daggers (2 lbs) +6 1d4+6 Expertise (stealth and sleight of hand) Sneak Attack 1d6 Thieves' Cant RACIAL TRAITS LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. BraveYou have advantage on saving throws against being frightened. Halfling Nimbleness
You can move through the space of any creature that is of a size larger than yours. Naturally Stealthy
You can attempt to hide even when you are obscured by only a creature that is at least one size larger than you. Background ( as it stands) Venos grew up in the Hin district of Esmeltaran in eastern Amn. At an early age, the young boy found a love for games of chance. Frequenting taverns to gamble exposed him to tales of adventurers risking dangers for the chance of treasure. Hearing of valuable gems in the Omlarandin Mountains, Venos and a childhood friend (Seylas Valjind) set sights on seeking their fortune. They saved some of their winnings and headed east to Riatavin city in the neighbouring Tethyr. In Riatavin, the friends joined the caravan sect of the Shadow Thieves. As a cover for his activities and training, Venos joined an adventuring party. Mentoring under the group's Half-Elven rogue, who was also a member of the Shadow Thieves. Some of their jobs involved obtaining Omlar gems for the guild and clients, including an Elven mage by the name Aldor Iscitan. Following a number of successful jobs lead to a series of unusual jobs from an influential merchant. The unusual aspect was that the work wasn't illegal, but just requiring an extreme amount of discretion. Everything seemed to be going well until the merchant's untimely death. Venos found out that the merchant's wife had made herself a widow, and had plans to frame him for both the murder and betraying the guild. So, it seemed like it was time to change his surrounding.
|
|
|
Post by dungeondude on May 11, 2020 19:20:38 GMT -5
Marros Fletcher human wizard 1 neutral good AC 11 HP 9 Speed 30ft Str 13 (1) Dex 13 (1) Con 16 (3) Wis 9 (-1) Int 19 (4) Cha 13 (1) Attacksdagger piercing 20/60 + 3 1D4 spell-casting, arcane recovery,
|
|
|
Post by shredman2020 on Jun 20, 2020 15:34:42 GMT -5
Shrayla Enzer Triton Paladin 1 Lawful Good AC 20 HP 12 Speed ft Str 17 (3) Dex 14 (2) Con 14 (2) Wis 12 (1) Int 13 (1) Cha 15 (2) AttacksTrident (Piercing/20/60) +5 1d6 Dagger (Piercing/20/60) +4 1d4 Control Air and Water - Fog Cloud (CH) I needed a quiet place to work on my art, literature,music, or manifesto.
|
|
|
Post by kokorider on Aug 14, 2020 17:50:36 GMT -5
PsalmChangeling Rogue 1 AC 15 HP 9 Speed 30 Str 10(0) Dex 18(4) Con 14(2) Int 12(1) Wis 12(1) Cha 18(4) Rapier 1d8+4 Dagger 1d4+4 Shortbow 1d6+4 Psalm was found and raised by a human cleric, but they are far from holy. Ever since they were a child, Psalm got into all sorts of mischief - enough to get them kicked out at a fairly young age. They survived as best they could in th big cities, joining up with a small band of Thieves that took advantage of the young one's shapeshifting abilities. But their luck only got them so far before they stole from the wrong people. They had to get out of town fast, finding the farthest, most unimpressive town they could to hide out. But old habits die hard.
|
|
|
Post by lilmsdarknes on Apr 12, 2021 17:37:19 GMT -5
iko.pdf (162.35 KB) Kamiko “Iko” Aroura Ferison level 2 fighter strength 17/3 dex 15/2 con 15/2 int 13/1 wis 12/1 cha 13/1 prof bonus 2 ac 14 hit points 24 fighting style two weapon fighting second wind action surge passive wisdom 11 languages celestial and common two short swords Appearance: (picture to come shortly) she stands 6ft tall with dark chocolate brown skin and waist length silver hair. Pupil-less pale white eyes area stark contrast to her dark skin, a cream colored shirt can be seen beneath basic studded leather armor. Worn dark leather pants wrap her legs. Worn brown boots that have seen better days cover her feet. Adorning either hip hung a short sword. A long bow lay across her chest, a worn leather backpack slung over one shoulder. studded leather armor 45 gp A long bow and 20 arrows 51gp 2 short swords 20gp two hand axes 10gp an explorers pack 10gp Common clothes 5sp A belaying pin(club) 50ft of silk 10gp Born to human parents, she was hidden away because of her silvery hair and pupil-less pale white eyes. She had been sent away to the local temple once she started showing signs that she wasn’t well human, the visions sent to her by her angelic guide were often vague and confusing and offered little guidance, she trained at the temple in the ways of a fighter believing that she had a higher purpose than some simple temple worker. Each day she prayed for guidance and protection for her city and she always shared her visions with the temple elders as many visions warned of a threat. Then one night she was woken by the screams and smell of smoke. Her city was under attack, there had been no warning. Not even from her angelic guide. She had barely made it out of her city that night, along with a few others the rest perished at the hands of invaders. That night she cursed the gods for failing to protect city. All the lives that were lost were on her conscious now and she cursed the guide who had failed to help her. Blaming herself for not being able to warn her people. So she fled to the sea and spent weeks begging sailing merchants to take her on as an apprentice or assistant anything to get her away from what was once her home. Finally a traveling captain took pity on her and let her join his crew. Over the next few years she worked her way up to the position of first mate. Earning the trust and respect of the other pirates on board. Her visions had faded and rarely occurred now but she relayed them to the captain when ever she had one in hopes to prevent what happened that night all those years ago from happening again. She thought perhaps the gods were finally rewarding her and she wouldn’t loose another family, but she was very very wrong and she lost that family to pirates. The only reason she had survived was the captain pushed her over board and took the blade that was meant for her. One that she was ready to welcome if it meant the captain would live. A few days later she washed up on shores of some city (Clifton) wondering how she was still alive and once again cursing the gods who created her.
|
|
|
Post by Kosga on May 13, 2021 19:08:57 GMT -5
Name: Kosga Race: Trollkin Class: Barbarian Level: 2 XP: HT: 6’ Wt 200lbs Hair: Brown Eyes: Green STR: 18(+4) HP: 32 AC: 16 DEX: 14(+2) INIT: +2 ARMOR: none CON: 18(+4) PROFICIENCY: 2 DEX +2 INT: 10(+0) ALIGNMENT: CN SHIELD: 0 WIS: 12(+1) SPEED: 30 OTHER: +4 CHA: 8(-1) Passive Perception: +3 God:
SAVES: SKILLS: PROFICIENCIES: STR: +6(prof) Athletics +6 light/medium armor DEX: +2 Survival +3 shields CON: +6(prof) perception +3 Simple/martial weapons INT: 0 nature +3 vehicles water/land WIS: +1 CHA: -1 Max Weight Load: 270lbs Push Pull Drag: 540lbs
BACKGROUND: Marine Feature: Steady You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march. Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.
Hardship Endured: For days, I hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, I crept up to the deck and sneaked off into clifton.
Traits: I am dependable. I see the humor in stressful situations. Ideal: Life is messy. Throwing yourself into the worst of it is necessary to get the job done Bond: Fear leads to tyranny, and both must be eradicated. Flaw: I hold grudges and have difficulty forgiving others.
Racial/Class Powers: Darkvision: 30’ Claws: Fingernails do d6 slashing damage Advanced smell: advantage on perception smell checks Regeneration: Regen d6+con mod as bonus action, if acid or fire damage hasn’t been taken and one is not incapacitated and concious. Can use this a number of times equal to my proficiency bonus.
Death save: add con mod to death saves
Rage: On your turn, you can enter a rage as a bonus action. You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Equip: Greatsword shield Handaxe x2 belt pouch explorer's pack set of traveler's clothes javelin x4 folded flag with the symbol of my company A dagger that belonged to a fallen comrade
Coins: Languages: PP: Common GP: 10 giant SP: CP:
|
|
|
Post by solarwind on Aug 31, 2021 18:57:07 GMT -5
Clature, Rock Gnome, Clockwork Sorcerer, LN Abil | score | Save |
|
|
|
| Str | 4 | -3 | HP | 9 (1d6+3) | Level | 1 | Dex | 14 | +2 | AC | 12 (10+2) | Exp | 0 | Con | 16 | +5 | Prof. | 2 | Next | 300 | Int | 16 | +3 | Speed | 25ft | Height | 2'9" | Wis | 12 | +1 | Deity | Nebelun | Weight | 35lb | Cha | 18 | +6 |
|
|
|
|
Imperial Coinage: PP: 0 GP: 5 SP: 0 CP: 0 Equipment: light crossbow dagger (2) bolts (20) component pouch explorers pouch Tinkerer's tools trademark chisel set of travelers clothes gem (worth 10gp) pouch explorers pack: Backpack, bedroll, mess kit, tinderbox, torch (10),rations (10), waterskin, hempen rope Skill | Abil | Mod | Prof | Total | Special | Acrobatics | Dex | 2 | - | 2 | - | Animal Handling | Wis | 1 | - | 1 | - | Arcana | Int | 3 | 2 | 5 | - | Athletics | Str | -3 | - | -3 | - | Deception | Cha | 4 | - | 4 | - | History | Int | 3 | 2 | 5 | - | Insight | Wis | 1 | 2 | 3 | - | Intimidation | Cha | 4 | - | 4 | - | Investigation | Int | 3 | - | 3 | - | Medicine | Wis | 1 | - | 1 | - | Nature | Int | 3 | - | 3 | - | Perception | Wis | 1 | - | 1 | - | Performance | Cha | 4 | - | 4 | - | Persuasion | Cha | 4 | - | 4 | - | Religion | Int | 3 | 2 | 5 | - | Slight of Hand | Dex | 2 | - | 2 | - | Stealth | Dex | 2 | - | 2 | - | Survival | Wis | 1 | - | 1 | -
| Tinker's tools | Int | 3 | 2 | 5 | - |
Proficiencies:Armor: N/A Weapons: daggers, darts, slings, quarterstaffs, light crossbows Tools: Tinker's tools, Smith's tools Saving Throws: Con, Cha Skills: Arcana, History, Insight, Religion Class Features:Restore Balance Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. manifestation of order: whenever you cast a spell, you and the target(s) can hear the ticking of a metaphysical clock Background:Clan crafter The Stout Folk are well known for their artisanship and the worth of their handiworks, and you have been trained in that ancient tradition. For years you labored under a dwarf master of the craft, enduring long hours and dismissive, sour-tempered treatment in order to gain the fine skills you possess today. feature: Respect of the Stout Folk As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance. Personality Traits: I believe that anything worth doing is worth doing right. I can't help it – I'm a perfectionist. I always want to know how things work and what makes people tick. Aspiration. I work hard to be the best there is at my craft Bond: I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. Flaw: I'm never satisfied with what I have – I always want more Racial Features:Rock gnome Ability Score Increase: +1 Con, +2 Int. Skills: Arcana Darkvision: 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. Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: -Clockwork Toy This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. -Fire Starter The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. -Music Box When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed. Language:Common, Gnomish, Dwarvish
|
|
|
Post by lilmsdarknes on Apr 30, 2022 17:59:03 GMT -5
Name: Tawny Featherfall race: aarakocra/human age 18 class: sorcerer lvl 1 AC:13 profficency bonus +2 STr 10 +0 dex 16+3 con 15 +2 int 12 +1 wis 12 +1 cha 17 +3 hp 8 personality traits: Im oblivious to etiquette and social expectations ideals:Inquiry and curiosity are the pillars of progress. bonds : i entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. flaws:i like keeping secrets and wont share them with anyone. unarmed strike 1d4 deception +5 medicine+3 persuasion +5 religion +2 languages, commom aarakocra, auran equipment a purple crystal (necklace) sling two daggers a dungoneers pack A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit cantrips prestidigitation mage hand firebolt poison spray spells mage armor false life
|
|