Pre-Generated Character Repository

Post/Author/DateTimePost
#1

iserith

Jul 09, 2014 8:09:02

I'd like to use this thread to create a depot for pre-generated D&D 5e characters so that DMs and players have a plethora of characters to grab and play as they need it. It's always handy to have extra characters on file for when an unexpected friend shows up to play, for conventions, or for when an existing PC buys the farm and you want to keep the player in the game.

 

Update 12/04/14: This page has been linked to the D&D Adventurers League Organizers site. Please doublecheck these characters to make sure they are legal for organized play. Indicate in your post if they are AL-legal or not.

 

Characters marked with a   are legal for organized play; however, due to changes to AL rules in 2015, the starting equipment might not be valid. Check the starting equipment before submitting the character to your DM for play. Characters marked with a  have been checked and found to have rules-legal starting equipment.

 

Pre-Generated Character Index:

 

Barbarian

Bard

Cleric

Druid

Fighter

Monk

Paladin

Ranger

Rogue

Sorcerer

Warlock

Wizard

I'd like to suggest some ground rules to keep the thread clean and useful:

 

  • Include a character image and stats and "back story" more or less in the format I post below. Back story should be quick and to the point. If it's long, throw it in a spoiler block.
  • Please indicate whether your character was built according to Adventurers League guidelines.
  • This is a place to post characters, not to discuss them. Anything other than characters will be considered off-topic and should be reported to the moderators for deletion. If there's an error on somebody's sheet, feel free to PM them to discuss it.
  • Whenever possible, a character sheet in PDF would be a nice addition to the post (optional).
  • Characters can be of any level and with any options, but any options other than Basic should be noted in some fashion.
  • I will update this post with links to keep things organized by class or level, depending on what works best given what has been posted.
#2

Leugren

Jan 17, 2015 13:41:52

Valemon

 

Valemon

1st-level Wood Elf Rogue 
Medium Male Humanoid
Armor Class
 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 35 ft.
Senses Darkvision 60ft.    
Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 12 (+1)
Alignment chaotic good
Languages common, elvish, thieves' cant

 

TRAITS
Background - Criminal

    Feature: Criminal Contact

    Criminal Specialty: Hired Killer

Proficiency (+2)
   Tools: Thieves’ Tools, Playing Cards, Poisoner’s Kit
   Saving Throws: Dexterity, Intelligence

Sneak Attack (+1d6)

Thieves' Cant

Darkvision

Keen Senses

Fey Ancestry

Trance

Elf Weapon Training

Fleet of Foot

Mask of the Wild
 

SKILLS 

Acrobatics +5, Athletics +2, Persuasion +3, Insight +4, Perception +6 (expertise), Sleight of Hand +5, Stealth +7 (expertise)
 

ACTIONS
Melee Attacks— Short Sword/Dagger:
 +5/+5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3/1d4 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage
 

EQUIPMENT

shortsword, longbow, 2 daggers, 40 arrows, studded leather armor, oil flask, crowbar, thieves’ tools, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, common clothes, locket containing a seedling, pouch 6 gp, 9 sp.

 

PERSONAL CHARACTERISTICS

Appearance: I have rich, copper-colored skin, and hazel eyes.  I wear my black hair in a mass of thin braids that spill over my shoulders to the middle of my back.  I bear a Thayan slave brand tattooed across my forehead.

Traits: I always have a plan for what to do when things go wrong. I am incredibly slow to trust;  those who seem the fairest often have the most to hide.

Ideals: Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: Secreted within the locket that I wear around my neck, I bear a seedling of Fanhadon, the Great Tree from which my people took their name.  I will not rest until I have found a place to plant the seedling so that my tribe can be born anew.  I owe it to my ancestors. I will trust in my dream visions to guide the way.

Flaw: I am wanted in Thay for killing the nephew of a tharchion.  There is a considerable bounty on my head.

 

BACK STORY

Show

Nocking a black-hafted arrow and drawing it back against his cheek, he threaded his way through the trees with practiced grace, a silent apparition, his senses primed to detect the slightest movement or sound.  The faintest echo of a snapping twig brought him up short, pausing where the shadows pooled in the lee of an ancient oak, his brow furrowed in concentration, his upturned, hazel eyes drinking in the forested landscape, scanning the brush for the source of the sound.  And then, he spotted it— the flash of a russet haunch flickering through the boles of the trees some one hundred paces to his left.  With the suddenness of a saber cat, he exploded into motion, his green cloak swirling as he pivoted, loosing his shaft with the unerring eye of a huntsman born.  

 

As far as I know, I am the last surviving member of my tribe.  We called ourselves the Fanhaen, and we were a peaceful folk, content to practice our woodcraft far from the prying eyes of men, living as one with the natural order of things deep within the heart of the Yuirwood.

 

Secreted within the locket that I wear around my neck, I bear a seedling of Fanhadon, the Great Tree from which we took our name.  The same tree that had sheltered us and given us life from time immemorial, burned to ash in a single night of horrors that will live on in my nightmares for as long as I walk the earth. It began as a night like any other. The Thayan war party crept up on us while we slept, slipping past our sentries undetected with the aid of their hell-spawned magic.  Like butchers, they set about their work, and the air was soon filled with the screams of the dying.  They slaughtered young and old alike, sparing a scant few of the children for transport to the Thayan slave pens. My older sister, Shaori, and I were among these few survivors. 

 

Our captors treated us worse than dogs, but I vowed to remain strong for the sake of my sister, for she had been born without the gift of sight and I had always served as her eyes. The man who bought us was a highborn devil named Yakovel, third in line to the Tharchion of Priador. His first act as our master was to press my gentle sister into service as a common harlot.  I myself was inducted into a brutal training program engineered to produce highly skilled infiltrators and assassins. Many of the boys who began the training with me did not survive.  I persevered for no other reason than that my sister depended on me.  

 

In the years that followed, I performed unspeakable acts in the name of our master.  I had numerous opportunities to escape, but I would not leave Shaori behind.  Perhaps she sensed that she was holding me back, or perhaps she finally lost the will to live.  Whatever the case, I stole into Shaori’s chambers one morning only to find her corpse cooling in the sun, an empty bottle of hemlock clutched in one hand, and this locket in the other.  

 

The rest of that day is a blur to me…  Waiting amidst the gardenias for my master to appear on his nightly stroll… Slipping past the body guards to bury my dagger in his chest… Hurtling over the wall and disappearing into the shadowy byways of the market district before the general hue and cry could be raised.  I should have felt anger, elation, or crushing despair.  Instead, I felt only emptiness.

 

I managed to steal aboard a trading vessel that was bound for Sembia the next day.  That night, as I sank into an exhausted trance amidst the crates and barrels littering the ship’s hold, I experienced the first of my dream visions.  Shaori appeared to me, garbed in the ceremonial gear and body paint of a Fanhaen warrior priestess.  She told me of the seedling secreted in the locket, and implored me to journey west that I might seek out a glade hidden from the prying eyes of men in which to plant the seed and reconstitute our tribe.  She promised to appear to me again with further guidance when the time was right. 

 

I made my way westward to Neverwinter, where I plied my trade as a freelance thief for a time before receiving an offer from a well-meaning old stump named Gundren Rockseeker.   He had caught me with my hand in his pocket, but instead of involving the local authorities, he offered me a chance at “rehabilitation”.  Somewhat amused, and lacking any brighter prospects at the time, I consented to his offer.

#3

Lord_Ventnor

Jul 12, 2014 23:55:58

Tark Stonefire

1st Level Mountain Dwarf Wizard

Medium Male Humanoid

Amor Class 14 (Hide Armor)

Hit Points 8 (1d6)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 14 (+2) Dex 14 (+2) Con 15 (+2)

Int 15 (+2) Wis 10 (+0) Cha 08 (-1)

Alignment Lawful Neutral

Languages Common, Dwarven

 

TRAITS

Background - Military

  Feature: Military Rank

  Specialty: Infantry

Proficiency (+2)

  Tools: Brewer's Supplies, Playing Card Set, Vehicle (Land)

  Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana (+4), History (+4*), Athletics (+4), Intimidate (+1)

* Stonecunning: Any History Check made to determine the origin of Stonework is +6 instead.

 

ACTIONS

Melee Attack -- Warhammer: +4 to hit (reach 5; one creature)

Hit: 1d8+2 bashing damage

 

Ranged Cantrip -- Fire Bolt: +4 to hit (120 feet;  one creature)

Hit: 1d10 fire damage, or unattended object is set on fire

 

SPELLS KNOWN

Cantrips Known: Fire Bolt, Mage Hand, Minor Illusion

1st Level Spells: Burning Hands, Detect Magic, Identify, Mage Armor, Magic Missile, Sleep

 

SPELLS PREPARED

1st Level Spells: Burning Hands, Detect Magic, Mage Armor

 

SPELL SLOTS

1st Level: 2/2

 

EQUIPMENT

Warhammer, Rod (Arcane Focus), Explorer's Pouch, Spellbook, Insignia of Rank, Broken Orcish Blade, Deck of Cards, Set of Common Clothes, Belt Pouch, Hide Armor, 0 GP

 

PERSONAL CHARACTERISTICS

Traits: I've lost too many friends, and I'm slow to make new ones; I can stare down a hell hound without flinching.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: My honor is my life.

Flaw: I made a terrible mistake in battle that cost many lives -- and I would do anything to keep that mistake a secret.

 

 

BACKSTORY

Tark Stonefire served in a Dwarven Army for many years; initially he was an Infantryman, but he later began to learn the art of magic without a mentor and thus assumed a more artillery role. However, he became more and more arrogant as he learned to bend the forces of the cosmos to his will, and it lead to his greatest mistake. During one particularly fierce battle, Tark cast a Sleep spell which was intended to knock down a group of enemies for the infantry to mop up. However, due to not paying attention, Tark ended up casting the spell on a group of his own soldiers, who were set upon by an orcish squad that cut them to pieces. The battle was eventually won and the mishap was blamed on an orcish shaman who had been participating in the battle. However, Tark couldn't live with the guilt and resigned. He stopped studying magic for many years, but eventually he couldn't stay away. Tark eventually decided to take a long trip to try and understand magic itself. He resolved, however, to never let his hubris get any other comrade killed ever again. 

#4

Plaguescarred1

Aug 03, 2014 13:11:22
#5

bawylie

Jul 10, 2014 8:21:27

Handsome Dan
1st-level Human Rogue 
Medium Male Humanoid
Armor Class 14 (studded leather armor)
Hit Points 8 (1d8)
Speed 30 ft.
Sense Normal    
Str 16 (+3)  Dex 14 (+2)  Con 11 (+0)
Int 13 (+1)  Wis 9 (-1)  Cha 15 (+2)
Alignment Lawful Good
Languages common, thieves' cant
Trait Folk Hero [Defining Event "I stood up to a tyrant's agents." Rustic Hosptiality.]
Proficiency (+2)
   Tools: Tanner's tools, Thieves' Tools, vehicles (land)
   Saving Throws: Dexterity, Intelligence
Skills: Animal Handling, Survival, Athletics, Deception, Performance, Persuasion.
Expertise: Athletics, Persuasion
Sneak Attack (1d6)
Actions

Melee Attacks— Short Sword: +5 to hit (reach 5 ft.; one creature). 

Hit: 1d6+3 piercing damage

Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 

Hit:  1d4+3 piercing damage 

Ranged Attack—Shortbow: +4 to hit (range 80/320 ft; one creature). 

Hit:  1d6+2 piercing damage

Equipment: Shortsword, shortbow, 20 arrows, studded leather armor, explorer's pack, oil flask, crowbar, thieves’ tools, tanner's tools, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, healer's kit, shovel, iron pot, common clothes, 10 GP

Personality Traits

"If someone is on trouble, I'm always ready to help."

"When I set my mind to something, I follow through no matter what gets in my way."

Ideal

Respect. "People deserve to be treated with dignity and respect."

Bond

"I wish my childhood sweetheart had come with me."

Flaw

 

"I have a weakness for the vices of the city, particularly wine, women, & song."

 

Backstory

Handsome Dan is an adventurer's adventurer. At the age of 13, he led a riot when the local Duke sent his men for a double-taxation that would've impoverished his small village. They drove off the tax men and the truncheons and Dan had the village priest send the Duke a letter. "You'll get what's due when it's due. Or come yourself and ask nicely for more."

 

Since then, Dan's been a local hero, standing up to bullies and always lending a hand. He hunted, worked, explored, and was well-regarded until, at 20, he up and left. As it happens, he asked his childhood sweetheart to marry him, but she turned him down, to care for her ailing parents. Dan, though, didn't wait for an explanation; he left town right then. 

 

Ever since, he's made his way across country, stopping at trading outposts, joining up with bands of adventurers, and standing up for the small folk against any oppressions. Generous by nature, Handsome Dan has a reputation for appearing at need with help or money. He's seen as a crafty outdoorsman, with a smile that could charm an angry bear, and a silver tongue that could woo the honey from a hive. And there are many local tall tales of stories just like that. 

#6

bawylie

Jul 10, 2014 14:58:02

Wizard won't last long among all these rogues. 

(Reply to #6)

AaronOfBarbaria

bawylie wrote:
#8

Leugren

Jan 17, 2015 13:39:57

Leugren

--Artwork by Me

 

Leugren Torfaen

1st-level Mountain Dwarf Fighter
Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 13 (1d10)
Speed 25 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 16 (+3)  Dex 12 (+1)  Con 16 (+3)
Int 10 (+0)  Wis 13 (+1)  Cha 10 (+0)
Alignment lawful good
Languages common, dwarvish


TRAITS
Background - Soldier

     Feature: Military Rank (Squad Leader)

     Specialty: Infantry

Proficiency (+2)

     Tools: Smith’s Tools, Dice set, Vehicles (land)

     Saving Throws: Strength, Constitution
Fighting Style - Great Weapon Fighting

Second Wind

Darkvision

Dwarven Resilience

Dwarven Combat Training

Tool Proficiency

Stonecunning

Dwarven Armor Training


SKILLS

Athletics (+5), Intimidation (+2), Perception (+3), Survival (+3)

 

ACTIONS
Melee Attacks— Maul: +5 to hit (reach 5 ft.; one creature). 
Hit: 2d6+3 bludgeoning damage
Ranged Attack—Handaxe: +5 to hit (range 20 ft/60 ft.; one creature). 
Hit:  2d6+3 slashing damage 

EQUIPMENT

chainmail, maul, 3 handaxes, explorer's pack, insignia of rank, a set of bone dice, and a belt pouch containing 10 gp.


PERSONAL CHARACTERISTICS

Trait: “I can stare down a hell hound without flinching.” “I face problems head-on.  A simple, direct solution is the best path to success.

Ideal: Greater Good. “Our lot is to lay down our lives in the defense of others.” (Good)

Bond: "I am deeply devoted to my wife and will not brook any disparaging remarks about her tremendous girth or her generally nasty disposition." “I’ll never forget the crushing defeat my company suffered when I served with the Iron Legion, or the personal shame that I bear for oversleeping during the battle.

Flaw: "I defer to my wife in all things, even though she berates me at every opportunity and is often physically abusive." “I cannot swim, and sink like a stone if the water-level rises above my neckline; I grow sick to the point of incapacitation during long sea voyages.” “My hatred of my enemies (esp. mimes, orcs, ogres, trolls, and giants) is blind and unreasoning

 

Back Story

Leugren was born into a clan of dwarves with a long and proud tradition of military service.  He quickly distinguished himself as a member of the Iron Legion, until the day that he overslept after a drunken bender and his entire unit was wiped out.  While the standard punishment for such a crime was immediate execution, Leugren managed to avoid this fate because one of his uncles was a regimental commander who wished to avoid embroiling the clan in a scandal.  Instead, Leugren was quietly allowed to resign and told in no uncertain terms that he should never show his face again.  

#9

Lord_Ventnor

Jul 14, 2014 8:30:29

Vadania Galanodel

1st-Level Wood Elf Cleric

Medium Female Humanoid

Armor Class 15 (Leather Armor + Shield)

Hit Points 9 (1d8)

Speed 35 ft.

Sense Darkvision 60 ft.

Str 08 (-1) Dex 16 (+3) Con 13 (+1)

Int 12 (+1) Wis 16 (+3) Cha 10 (+0)

Alignment Chaotic Good

Languages Common, Elven, Dwarven, Draconic

 

TRAITS

Background: Sage

  Feature: Researcher

  Specialty: Scribe

Proficiency (+2)

  Tools: None

  Saving Throws: Wisdom, Charisma

 

SKILLS

Perception (+5), Insight (+5), Religion (+3), Arcana (+3), History (+3)

 

ACTIONS

Melee Attack -- Short Sword: +5 to hit (reach 5 ft.; 1 creature)

Hit: 1d6+3 piercing damage

 

Ranged Cantrip -- Sacred Flame: Dexterity Saving Throw DC 13 (range 60 ft.; 1 creature)

Failed Save: 1d8 radiant damage

 

SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Guiding Bolt, Healing Word

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2

 

EQUIPMENT

Short Sword, Leather Armor, Shield, Holy Symbol, Dagger, Priest's Pack, Bottle of Black Ink, Letter from Thamior, Set of Common Clothes, Belt Pouch containing 10 GP

 

PERSONAL CHARACTERISTICS

Traits: I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others; There's nothing I like more than a good mystery.

Ideal: What is beautiful points us beyond itself toward what is true. (Good)

Bond: I've been searching my whole life for the answer to a certain question.

Flaw: I am easily distracted by the promise of information.

 

BACKSTORY

Vadania Galanodel has spent most of her life as a priestess of Corellon Latharien, the greatest of the elven gods. While many of Corellon's clergy went beyond elven lands in his service, Vadania was content to spend her days as a scribe in Myth Drannor, researching in the great libraries dedicated to the faith. One day, however, she came across several writings that dated back to the Time of Troubles, when the gods walked upon the Forgotten Realms. These writings raised several questions about the nature of the Gods, and so she talked about what she had found with Thamior Amakiir, a senior member of the faith. Thamior set out from Myth Drannor soon after. For decades, Vadania recieved the occasional letter from him. His final letter talked about a discovery he had made in relation to the texts that Vadania had discovered, and he promised to write again soon. Afterwards, no more letters came. Vadania waited a year before deciding that another letter would likely not be coming. The only way to discover what had happened to Thamior, and what those texts she had unearther actually meant, was to travel across the world herself. So Vadania took up sword, sheild, and a symbol of Corellon, before venturing forth.

(Reply to #9)

Akeisha

Lord_Ventnor wrote:
#11

Leugren

Jul 15, 2014 16:24:39

Since I can't really play for a while, I just keep dreaming up new characters:

 

Jagan

 

Jagan Makarius

1st-level Lightfoot Halfling Wizard 
Small Male Humanoid
Armor Class
 13 (16 with Mage Armor)
Hit Points 8 (1d6)
Speed 25 ft.
Sense Normal    
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 15 (+2)  Wis 9 (-1)  Cha 12 (+1)
Alignment neutral good
Languages common, halfling, elvish, dwarfish

 

TRAITS

Background - Sage 

    Feature: Researcher

    Specialty: Wizard’s apprentice
Proficiency (+2)
   Tools: none.
   Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana +4, Investigation+4, History +4, Stealth +5

 

ACTIONS
Melee Attacks— Dagger: 
+5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Firebolt: +4 to hit (range 120 ft; one creature or object). 
Hit:  1d10 fire damage


EQUIPMENT 

A wand, a spell book, a scholar’s pack, an explorer’s pack, a bottle of black ink, a quill, a small knife, a charcoal rubbing from the Lost Shard of the Covenant Stone containing an indecipherable fragment of the Seventh Secret of the Earth, a set of common clothes, and a belt pouch.

 

SPELLS

Cantrips: Fire Bolt, Mage Hand, Minor Illusion

1st-level: Burning Hands, Detect Magic, Mage Armor, Magic Missile, Shield, Sleep

 

PERSONAL CHARACTERISTICS

Traits: “I am curious about everything; I approach each new discovery with genuine exuberance and a childlike sense of wonder” “In conversations, I leap slapdash from topic to topic in a way that leaves other people confounded.” “I tend to see the best in others.”

Ideal: Charity - “I always try to help those in need, no matter what the personal cost.”

Bond: “I have a charcoal rubbing that holds a clue to some ancient secrets which must not fall into the wrong hands.”

Flaw: “I lack a personal filter; I often ask questions that others would consider rude, though I am entirely oblivious to their discomfort (e.g. Are you pregnant? Is that a real beard? Can I pull on it? You must get  all sorts of food stuck in it!)”.  

 

BACK STORY

Show

As an infant, Jagan was discovered in the wreckage of a covered wagon by a kindly old hedge wizard, a scholar of ancient dwarven lore named Nyphin Makarius.  Scanning the area, Nyphin could detect no signs of any other survivors, though he did spy a large mound of overturned earth nearby, hinting that perhaps an ankheg had assaulted the wagon, devouring the other members of Jagan’s family. Taking pity on the foundling, Nyphin carried him back to his tower set amidst the rolling hills which overlooked the Triboar Trail.  In the years that followed, Nyphin took Jagan on as his apprentice, teaching him magecraft and tutoring him in all aspects of dwarven lore.  

 

One day in late summer, Jagan’s master returned from one of his frequent trips to Neverwinter jabbering excitedly about a charcoal rubbing that he had procured from a purveyor of ancient texts.  The old wizard seemed convinced that it might be a rubbing taken from an ancient artifact known as the Lost Shard of the Covenant Stone.  

 

According to legend, when Moradin first created the dwarves, he bequeathed unto them a marvelous stone as a token of the sacred covenant that he held with the dwarven people.  Inscribed upon this stone were the Seven Secrets of Mastery Over the Earth, which Moradin conferred upon the dwarven ancestors on condition that they were never to be shared with the lesser races of Toril. Armed with these secrets, the dwarves wrought fabulous wonders and founded great kingdoms, inaugurating a golden age unrivaled throughout dwarven history.  This age of glory came to an abrupt end when a dwarven king named Duergon, who considered himself above the ancient laws of the ancestors, decided to barter the First Secret of the Earth, the Secret of Metalcraft, to the elves.  In punishment for this transgression, Moradin banished Duergon and all of his descendants to a deep dark fissure set in the very bowels of the earth. He also breathed forth a mighty blast of heavenly fire which smote the Covenant Stone where it stood, scattering its shards to all the corners of creation, and erasing the memory of its secrets from the minds of all dwarves.  

 

Thus began the darkest period in the history of the dwarves. During this time, they found themselves repeatedly besieged by orcs or enslaved by dragons and giants, their great cities falling one by one until they were reduced to little more than beasts, clinging desperately to the hope that they could somehow reclaim the knowledge that they had lost by recovering the lost shards of the Covenant Stone.  As Moradin’s rage cooled with the passage of time, their efforts proved fruitful.  After a search that spanned many millennia, all but one of the shards were recovered by the dwarves, and much of the old knowledge was restored.  Of the last shard, the one containing the seventh and greatest Secret of Mastery Over the Earth, no trace or token could be found until a certain hedge wizard named Nyphin Makarius happened upon a charcoal rubbing during his travels which seemed to bear a fragment of the preamble to the fabled Seventh Secret.

 

Over the months that followed, Nyphin’s tower was a whirlwind of activity, as the wizard strove feverishly to authenticate the rubbing and establish its provenance.  Then one night, while Jagan was gazing out the window of his master’s solarium, he spied a slender figure jogging hurriedly up the trail.  He immediately recognized the approaching figure as an elf.  As Jagan looked on, Nyphin strode forth from the tower gate to greet the elf.  A brief conversation ensued, after which Jagan saw the wizard shake hands with the elf before turning and heading back towards the tower.  A moment later, the door to Jagan’s room burst open and Nyphin strode in, a worried expression on his face which he did his best to conceal.  “That was a messenger from an old friend.  Pack your things. I need you to travel to Neverwinter for me.”  

 

Infected with his master’s urgency, the next thing Jagan knew he was racing down the trail with all of his gear, a letter of introduction poking out of the folds of his robes, and a sealed scroll case jouncing up and down in his satchel. He had not traveled more than a few miles when curiosity got the better of him, so he paused to examine the contents of the scroll case which his master had entrusted into his care.  He was astonished to discover that the case contained his master’s precious charcoal rubbing.  Looking back over his shoulder in the direction of the tower with a confused frown, he Immediately spied a tall plume of black smoke.  Fearing for his master’s life, he dropped his gear in a heap and dashed back up the trail as fast as his legs could carry him.  He rounded the final bend only to see his worst fears realized.  The tower was a pillar of flame and smoke, awash in tongues of ebony fire that exuded a cold chill, consuming everything that it came into contact with. As he took in the scene, Jagan spotted his master’s corpse staked out before the main entrance like a sacrificial offering.  Of those who had perpetrated these acts, there was no sign.  Heartbroken but too afraid to linger, Jagan set off westward down the trail again, collecting his gear and continuing on towards Neverwinter as his master had bidden.

#12

Lord_Markelhay

Jul 15, 2014 15:01:24

Same as Leugren, I mostly vent my need to play through generating new characters. Here's one I fell in love with (and will probably use in our game):

 

Corrin Underbough

1st-level Halfling Fighter 

Small Male Humanoid
Armor Class
 16 (chainmail)
Hit Points 12 (1d10)
Speed 25 ft.
Str 15 (+2)  Dex 14 (+2)  Con 15 (+2)
Int 13 (+1)  Wis 10 (+0)  Cha 8 (-1)
Alignment chaotic good
Languages common, halfling
Background Folk Hero [monster slayer]
Proficiency (+2)
   Tools: Smith's Tools, Vehicles (Land)
   Saving Throws: Strength, Constitution
Skills Acrobatics +4, Animal Handling +2, Perception +2, Survival +2

Brave

Nimbleness

Stout Halfling: resilience
Healing Surge 1d10+1
Fighting Style (two-weapon fighting)
Actions
Melee Attacks— Short Sword/Short Sword:
 +4/+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3/1d6+3 piercing damage
Ranged Attack—Lt. Crossbow: +4 to hit (range 80/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
Equipment: chainmail, short sword x2, lt. crossbow, 20 bolts, backpack, bedroll, mess kit, belt, smith's tools, shovel, iron pot, common clothes, tinderbox, torch x10, ration x10, waterskin, 50 ft. rope, 30 sp, 7 gp

 

Appearance:

 

  • I have fair skin, light brown hair, and dark green eyes. 
  • My hair is unusually unruly, even for a halfling. 

Personality Traits:  

 

  • When I set my mind to something, I follow through no matter what gets in my way.
  • Thinking is for other people. I prefer action.

Ideals:

 

  • Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond:

 

  • I protect those who cannot protect themselves.

Flaw:

 

  • I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

     

#13

Lord_Markelhay

Jul 16, 2014 16:28:14

Here's another one (I like fighters):

 

Alethra Bersk

1st-level Human Fighter 

Medium Female Humanoid
Armor Class
 14 (leather)
Hit Points 12 (1d10)
Speed 30 ft.
Str 9 (-1)  Dex 16 (+3)  Con 15 (+2)
Int 13 (+1)  Wis 14 (+2)  Cha 11 (+0)
Alignment chaotic neutral
Languages common, elven
Background Criminal [burglar/hired killer]
Proficiency (+2)
   Tools: Thief's Tools, Dragonchess
   Saving Throws: Strength, Constitution
   Skills Acrobatics +5, Deception +2, Perception +2, Stealth +5

Healing Surge 1d10+1
Fighting Style (archery)
Actions
Melee Attacks–
Handaxe/Handaxe: +1/+1 to hit (reach 5 ft.; one creature). 

Hit: 1d6-1/1d6-1 piercing damage

Rapier: +5 to hit (reach 5 ft; one creature).

Hit: 1d8+3 piercing damage


Ranged Attack–Longbow: +7 to hit (range 150/600 ft; one creature). 

 

Hit:  1d8+3 piercing damage 

Net: +7 to hit (range 5/15 ft; one creature).

Hit: target is restrained (DC 10 Strength)

Handaxe/Handaxe: +1/+1 to hit (range 20/60, one creature).

Hit: 1d6-1/1d6-1 slashing damage


Equipment: leather armor, longbow, 20 arrows, net, rapier, handaxe x2, crowbar x2, common clothes (hooded), belt pouch, backpack, hammer, piton x10, ration x10, waterskin, 50 ft. rope, 11 gp, 40 sp.

 

Appearance:

 

  • I have tan skin and light brown. 
  • Due to my short dark hair and light build, I could easily pass as a man. 

Personality Traits:  

 

  •  I always have a plan for what to do when things go wrong. 
  • I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Ideals:

 

  • Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond:

 

  • I'm trying to pay off an old debt I owe to a generous benefactor.

Flaw:

 

  • When faced with a choice between money and my friends, I usually choose the money.

 

I had been a member of a thieves' guild since I was little. However, when a high-end job I took went sour, the ringleader sold me out, and I was forced to go into hiding. I used my knack for thievery to make money, but I was always on the run from my old guildmaster, who was determined to catch me and restore his reputation as a man not to be crossed. Eventually, I was caught breaking into an elf noble's mansion, but he chose to spare my life in exchange for a debt. For the past three years, I have worked for Laucian Liadon, robbing tombs and exploring ruins in search of a magic item he is determined to find. I have yet to find it, but Laucian thinks he may have a lead. However, I will need backup if I am to succeed in this mission, and first I will need to prove myself trustworthy to these new allies.

 

IMPORTANT NOTE: I listed the ranged handaxe attacks as using the Archery feature as written. If your group interprets it as applying to ranged attacks, not ranged weapons, the stats would be:

 

Ranged Attacks–Handaxe/Handaxe: +3/+3 to hit (range 20/60; one creature).

Hit: 1d6-1/1d6-1 slashing damage.

(Reply to #7)

AaronOfBarbaria

Darius Amateus Nero

1st-level Human Fighter
Medium Male Humanoid

Armor Class 14 (leather armor)
Hit Points 13 (1d10)
Speed 30 ft.
Sense Normal    
Str 13 (+1)  Dex 16 (+3)  Con 16 (+3)
Int 10 (+0)  Wis 10 (+0)  Cha 12 (+1)
Alignment chaotic good
Languages common, primordial


TRAITS
Background - Criminal

     Feature: Criminal Contact

     Criminal Specialty: Smuggler

Proficiency (+2)

     Tools: dice, thieves' tools

     Saving Throws: Strength, Constitution
Second Wind (1d10+1)

Fighting Style (Two-weapon fighting)


SKILLS

Athletics +3, Deception +3, Intimidation +3, Stealth +5

 

ACTIONS
Melee Attacks— Scimitar: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 slashing damage

Shortsword (as bonus action when attacking with Scimitar): +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage


Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage 

EQUIPMENT

leather armor, longbow, 20 arrows, scimitar, shortsword, 2 handaxes, explorer's pack, crowbar, set of dark common clothes including a hood, and a belt pouch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Trait: "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. Also, I don't pay attention to the risks in a situation. Never tell me the odds."

Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)

Bond: "I fight for those who cannot fight for themselves."

Flaw: "The tyrant who rules my land will stop at nothing to see me killed."

 

Back Story

Darius has lived a hard life so far. In his younger years he became a smuggler, but was arrested and sentenced to life as a gladiator (the common punishment for serious crimes in his homeland). He survived years of fighting in the arena, biding his time waiting for the right moment to escape. He found his opportunity a handful of months ago and made his escape - leaving behind the corpses of many of his now-former owner's friends and employees in the process - and fled the country.

 

He has decided that, as he will need to stay on the move to elude his former owner, he will take to the life of an adventuring hero and do some good with whatever time he has left in his life.

#15

iserith

Aug 20, 2014 13:25:06

 

Marshal Heeling

 

1st-level Human Cleric 
Medium Male Humanoid
Armor Class
 15 (chain shirt)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Normal
Str 11 (+0)  Dex 15 (+2)  Con 14 (+2)
Int 9 (-1)  Wis 16 (+3)  Cha 13 (+1)
Alignment lawful neutral
Languages common, orcish

 

TRAITS
Background - Soldier

    Feature: Military Rank

    Specialty: Healer

Proficiency (+2)
   Tools: Playing Cards, Vehicles (Land).
   Saving Throws: Charisma, Wisdom

Disciple of Life

 

SKILLS 

Athletics +2, Insight +5, Intimidation +3, Medicine +5.
 

ACTIONS
Melee Attacks— Mace:
 +2 to hit (reach 5 ft.; one creature). 
Hit: 1d6 bludgeoning damage
Ranged Attack—Light Crossbow: +4 to hit (range 80/320 ft; one creature). 
Hit:  1d8+2 piercing damage 
 

SPELLS

Cantrips Known: Guidance, Sacred Flame, Thaumaturgy

Spells Prepared: Command, Detect Magic, Healing Word, Shield of Faith

Domain Spells: Bless, Cure Wounds

Spell Slots: 1st Level 2/2

 

EQUIPMENT

chain shirt, mace, light crossbow and 20 bolts, explorer's pack, a marshal's badge (acts as a holy symbol), three daggers belonging to the infamous burglar Chuck Dagger, a deck of cards, a set of common clothes, a 1-ounce block made from an unknown material (trinket), and a belt pouch containing 10 gp.

 

PERSONAL CHARACTERISTICS

Traits: I'm haunted by memories of war. I can't get the images of violence out of my mind.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: My honor is my life.

Flaw: I'd rather eat my armor than admit when I'm wrong.

 

BACK STORY

Having seen enough horrors in the war against the orcs of the Host of the One Eye, Daley Heeling left the army to become a lawman, offering his services as a marshal in boom towns that sprung up in the West after a massive strike of blocks of unknown material was uncovered. It was here that he met Vanciana Feyzalez, who he saved from evil forces that claimed her family - and who he secretly loves. He is currently tracking down his nemesis, the infamous burglar Chuck Dagger, and this chase had led him on many an adventure. Might they team up against a common enemy in an unlikely but effective duo?

(Reply to #15)

Luciender

iserith wrote:
#17

Alpizarai

Jul 18, 2014 3:52:17

Wow, this is so cool. I hope there's one for higher level PLayers coming soon. Keep it up guys!

#18

iserith

Aug 20, 2014 13:25:35

 

Vanciana Feyzalez

1st-Level High Elf Wizard

Medium Female Humanoid

Amor Class 11

Hit Points 6 (1d6)

Speed 30 ft.

Senses Darkvision 60 ft.

Str 8 (-1) Dex 13 (+1) Con 10 (+0)

Int 16 (+3) Wis 14 (+2) Cha 12 (+1)

Alignment chaotic good

Languages Common, Draconic, Dwarvish, Elvish, Halfling.

 

TRAITS

Fey Ancestry

Trance

Background - Acolyte

  Feature: Shelter of the Faithful

Proficiency (+2)

  Tools: -

  Saving Throws: Intelligence, Wisdom

 

SKILLS

Arcana +5, History +5, Insight +4, Perception +4, Religion +5.

 

ACTIONS

Melee Attack -- Dagger: +3 to hit (reach 5; one creature)

Hit: 1d4+1 piercing damage

 

Ranged Cantrip -- Fire Bolt: +5 to hit (120 feet;  one creature)

Hit: 1d10 fire damage, or unattended object is set on fire

 

SPELLS KNOWN

Cantrips Known: Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation.

1st Level Spells: Burning Hands, Charm Person, Detect Magic, Identify, Mage Armor, Sleep.

 

SPELLS PREPARED (Spell Save DC 13)

1st Level Spells: Burning Hands, Detect Magic, Mage Armor, Sleep.

 

SPELL SLOTS

1st Level: 2

 

EQUIPMENT

Dagger, scholar's pack, spellbook, a crystal holy symbol that serves as an arcane focus, a prayer wheel, 5 sticks of incense, vestments, a set of common clothes, a crystal doorknob (trinket), and a belt pouch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Traits: "I see omens in every event and action. The gods try to speak to us, we just need to listen."

Ideal: Change. "We must help bring about the changes the gods are constantly working in the world." (Chaotic)

Bond: "I owe my life to the priest who took me in when my parents died."

Flaw: "My piety sometimes leads me to blindly trust those that profess faith in my god (Coyolxauhqui, Elven Goddess of Fire and Magic)."

 

BACKSTORY

The scion of noble parents killed by a far-reaching conspiracy in the West, Vanciana Feyzalez was saved from certain death by the lawman Marshal Heeling when her house fell. She discovered the ancient elven deities of this land which predated the gods of her house and found her faith in Coyolxauhqui, Goddess of Fire and Magic. She took her vows and became a prioress, establishing convents and places of worship. She broke her vows when she became involved with the infamous Chuck Dagger, who both won and broke her heart. Now she travels with Marshal Heeling to repay what she considers a debt to him and hopes to uncover who saw to the death of her parents. Vanciana has recurring dreams of losing her spellbook and of being killed by a bugbear which haunt her.

#19

abanathie

Jul 20, 2014 18:05:26

Cadwallon ap Bliedd
1st-level High Elf Fighter
Medium Male Humanoid


Armor Class 17 (studded leather armor + shield)
Hit Points 11 (1d10+1)
Speed 30 ft.
Sense Darkvision (60’)   


Str 10 (+0)  Dex 16 (+3)  Con 12 (+1)
Int 14 (+2)  Wis 12 (+1)  Cha 12 (+1)


Alignment: neutral good
Languages: common, elvish, giant

 

TRAITS
Background
– Criminal (Spy)
     Feature: Criminal Contact
     Criminal Specialty: Spy
Proficiency (+2)
     Tools: Thieves’ Tool, Disguise Kit
     Saving Throws: Strength, Constitution
Martial Fighting Style – Duelist

Second Wind - Recover 1d10+1 hit points as a bonus action.

 

SKILLS
Acrobatics +5, Deception +3, Insight +3, Perception +3, Stealth +5.

 

ACTIONS
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature).
Hit: 1d8+5 piercing damage
Ranged Attack—Long bow: +5 to hit (range 150/600 ft; one creature).
Hit:  1d8+3 piercing damage

 

Spells
Cantrips
: Minor Illusion
 
EQUIPMENT
studded leather armor, shield, rapier, long bow, dagger, thieves’ tools, disguise kit, explorer’s kit (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations and waterskin, 50’ hempen rope) and 8 gp.


PERSONAL CHARACTERISTICS
Trait: "I always have a plan for what to do when things go wrong."
Ideal: "There is a spark of good in everyone."
Bond: "Someone I loved died because of a mistake I made.  That will never happen again."
Flaw: "If there’s a plan, I will forget it.  If I don’t forget it, I’ll ignore it."


BACK STORY
Cadwallon is not my true name; I am attempting to escape the guilt of my youth when my poor decisions led to the death of my father, an accomplished bladesinger, spy and diplomat from Myth Drannor.  Consequently, I took another name until I feel worthy of my birth name.  Like my father, I have dedicated myself to the art of the bladesong, and, to atone for my mistakes, to the order of the Harpers.  While I’m just a minor informant for the order, I seek adventure and danger in the attempt to prove my worth to myself and others.  However, I won’t allow another person to die due to my decisions.  Sometimes this leads me to improvise plans to keep my friends safe despite their dislike for my improvisation.

 

Note:  No picture...  Sorry...

(Reply to #18)

Akeisha

iserith wrote:
#21

Plaguescarred1

Aug 02, 2014 8:34:53

Magdarosa
3rd-level Human Cleric 
Medium Female Humanoid

Armor Class 18 (chainmail + shield)
Hit Points 24 (3d8+6)
Speed 25 ft.
Sense Normal    
Str 17 (+3)  Dex 11 (+0)  Con 14 (+2)
Int 09 (-1)  Wis 15 (+2)  Cha 13 (+1)
Alignment Lawful Good
Languages Common, Elvish, Dwarvish
Trait 
Deafened (auo-fail hearing checks)
Background Hermit [Discovery]
   Life of Seclusion: I was partaking a communal living in accordance with the dictates of Mishakal order.
   Personality Traits: I have been isolated for so long that i rarely speak, preferring gestures and the occasional grunt.
   Ideal: Greater Good. My gifts or spells are meant to be shared with all, not used for my own benefit.
   Bond: I wish to find the disk of Mishakal and return it to my order.
   Flaw: I am deaf and rarely speak but understand by reading on lips.
Proficiency (+2)
 
  Tools: Herbalism Kit,  
   Saving Throws: Wisdom +4, Charisma +3
Skill Medecine +4, History +1, Insight +4, Religion +1
Spellcasting (Save DC 12, +4 to hit with spell attacks)
  Cantrip (at-will) - guidance, sacred flame, spare the dying
  1st Level (4/day) - bless*, cure wounds*, healing word, shield of faith, sanctuary, detect magic
  2nd Level (2/day) - lesser restoration*, spiritual hammer*, aid, prayer of healing
Life Divine Domain
Disciple of Life
Bonus Proficiency

Channel Divinity (1/rest) 
  Turn Undead
  Preserve Life (15 HP)
Actions
Melee Attacks— Mace: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 bludgeoning damage
Ranged Attack—Sacred Flame: DC 12 Dexterity saving throw (range 25 ft; one creature). 
Failed:  1d8 radiant damage 
Ranged Attack—Light Crossbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d8+3 piercing damage
Equipment: chainmail, shield, lightcrossbow, 20 bolts, quiver, spell components pouch, herbalism kit, flask of holy water, scroll with Mishakal prayers, ink, ink pen, paper (10 sheets), winter blanket, common cloth, explorer’s kit, backpack, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, potion of healing, holy symbol of mshakal, a 1-ounce block made of unknown material, 3 gp, 9 sp

Magdarosa [MAGDA-roza] was born 23 winters ago in Hawkbluff in the kingdom of Thenol on Taladas. She is petite woman with long brown hair and green eyes and she is usually clad in chainmail and carry a large iron shield emblazoned with Mishakal's symbol painted in red. Magdarosa was born with deafness and has since developped an acute sense of sight and is particularly good at reading on lips and understand speech well if she can see the interlocutor from short distance. She speaks in loud gibberish that only those accustomed to her can understand well enought though, so she rarely speaks unless necessary. That didn't prevent Magdarosa from adventuring in the world and try to heal and protect those in need wherever she goes. She is a priestess of Mishakal, godess of healing and a champion of good. 

#22

Plaguescarred1

Jul 27, 2014 8:13:27

 

Narantuyaa Kahghun
1st-level Human Fighter
Medium Female Humanoid

Armor Class 14 (hide armor)
Hit Points 11 (1d10+1)
Speed 30 ft.
Sense Normal     
Str 16 (+3)  Dex 14 (+2)  Con 12 (+1)
Int 11 (+0)  Wis 12 (+1)  Cha 10 (+0)
Alignment Chaotic Neutral (good tendencies)
Languages Common, Kahghun, Tuigan, Netherese
Trait  
Background Khaghun Soldier [Warrior Rank]
   Specialty Scout
   Personality Trait: I face problems head-on. A simple direct solution is the best path to success
   Ideal: Independance. When people follow oders blindly, they embrace a kind of tyranny.
   Bond: Those who fight besides me are those worth dying for.
   Flaw: I have little respect for anyone who is not a proven warrior
Feat Polearm Master [Placeholder]
Proficiency (+2)
   Tools: Dice gaming, Mount (land) [<--- swapped for Vehicle (land)]
   Saving Throws: Strenght, Constitution
Skill  Athletics +5, Animal Handling +3, Intimidation +2, Nature +3, Search +2, Stealth +4, Survival +3, Perception +4   
Great Weapon Fighting Style
Second Wind (1/rest)
Actions
Melee Attack— Greatspear: +5 to hit (reach 10 ft.; one creature). 
Hit: 1d10+3 piercing damage / 1d4+3 bludgeoning damage
Ranged Attack—Handaxe: +4 to hit (range 20/60 ft; one creature)
Hit:  1d6+2 slashingg damage 
Ranged Attack—longbow: +4 to hit (range 150/600 ft; one creature). 
Hit:  1d8+2 piercing damage   
Equipment: common fur cloths, greatspear (as glaive), hide armor, 2 handaxe, lowbow + quiver 40 arrows, explorer's pack: backpack, bedroll, mess kit, silk rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, tribal tatoo (Khaghun rank insignia), a broken teeth (enemy trophy), bone dice, a petrified mouse, 10 gp

Narantuyaa [NAR-anTOU-YA] (meaning "sunbeam") is a tall and broadshouldered woman 6 feet tall. She has black hair attached with feathers, black eyes and tribal facial painting. 'Tuyaa is of Tuigan origin though she never set foot in the Endless Waste. Her Kahghun clan [KAH-goon] originated from Nathoud and migrated to the heartland during the Tuigan Horde invasion of 1360 DR. Granddaughter of the chieftain Kahghun, her family fled Cormyr after the horde was defeated and were taken as refugees by a beddine tribe in Anauroch whom were also horse breeders. They traded breeding and hunting techniques in exchange for hospitality. After her grandparents and parents died, 'Tuyaa left the desert when she reached adulthood and started actively explore the Silver Marshes and get to know the customs of the northern people which she find intriguing. She found work as bounty hunter and track fugitives, criminals and marauders wanted in the region for money or meat. This allow her to fully embrace her nomadic nature. She gives prayers to Teylas, lord of sky & storms (Akadi) when the first sun rays appear or when a thunderstorm rages. Her barbaric lifestyle make her unpredictable and ruthless, going anywhere on a whim, just like the wind...

#23

Leugren

Aug 08, 2014 17:04:35

Sarduuk Magavario

 

Sarduuk Magavario

1st-level Tiefling Sorcerer [Draconic Bloodline]

Medium Male Humanoid

Armor Class 15 (draconic resilience)
Hit Points 8 (1d6)
Speed 30 ft.
Sense Darkvision 60ft.    
Str 8 (-1)  Dex 14 (+2)  Con 12 (+1)
Int 14 (+2)  Wis 10 (+0)  Cha 17 (+3)
Alignment Neutral
Languages Common, Infernal, Draconic

TRAITS

Background - Noble 

    Feature: Retainer (a gnome valet named Iorgo)

    Specialty: Heir to the Satrapy of Al’Akram
Proficiency (+2)
   Tools: none.
   Saving Throws: Charisma, Constitution

   Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

    Armor: none.

Hellish Resistance: You have resistance to fire damage

Infernal Legacy: You know the thaumaturgy cantrip, Once you reach 3rd level,

    you can cast the hellish rebuke spell once per day as a second level spell.  Once

    you reach 5th level, you can also cast the darkness spell once per day.  Charisma

    is your spellcasting ability for these spells.

Draconic Ancestor: The blood of a red dragon runs through your veins.  The fire damage type is used by features you gain later.  You can speak, read, and write Draconic.  Additionally, when you

make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Resilience: At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.  Additionally, parts of your skin are covered by a

thin sheen of dragon-like scales.  When you aren’t wearing armor, your AC equals 13 + your

Dexterity modifier.

 

SKILLS

Arcana +4, Deception +5, Intimidation +5, Persuasion +5

 

ACTIONS
Melee Attacks— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+1 piercing damage (finesse, light, thrown)
Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). 
Hit:  1d4+1 piercing damage (finesse, light, thrown) 
Ranged Attack—Firebolt: +5 to hit (range 120 ft; one creature or object). 
Hit:  1d10 fire damage


EQUIPMENT 

An orb, two daggers,  light crossbow and 20 bolts, an explorer’s pack, set of fine clothes, signet ring, scroll of predigree, and a purse containing 50 gp.

 

SPELLS

Cantrips: Chill Touch, Fire Bolt, Friends, Light, Thaumaturgy

1st-level: Burning Hands, Sleep

Sorcery Points:

Spell Save DC: 13

 

PERSONAL CHARACTERISTICS

Traits: “I am world-weary, cynical, and given to sarcasm” “I don’t like to get dirty, and I won’t be caught dead in unsuitable accommodations”  “I have extremely refined tastes” “I disdain physical labor, and consider it beneath my station”

Bond: “I hate my father and seek to unseat him; I hope to acquire enough wealth and power to  one day make this happen”

Flaw: “I have little patience for fools— I do not suffer them gladly”  

 

BACKSTORY

Sarduuk Magavario was born into a world of cut-throat politics within the desert city of Al’Akram, the son of a powerful tiefling satrap who took great pleasure in subjecting him to the cruelest humiliations and punishments.  Pushed to the brink, Sarduuk began to cultivate his natural arcane gifts in the hopes that these would provide him with the tools he needed in order to exact his revenge.  He proved to be a prodigy, which made him overconfident-- drunk on his newfound power, he moved against his father prematurely.  The failed coup turned Sarduuk into a fugitive. He fled to the Savage North along with his trusty valet, Iorgo, a gnarled old root of a gnome with mismatched eyes who speaks heavily accented Common, and who refers to his master as "the Magavario" as in "You must not disturb the Magavario! A sorcerer of his pre-eminent stature must spend many hours each day in silent contemplation of the mysteries!".

(Reply to #22)

Akeisha

Plaguescarred wrote:
(Reply to #23)

Akeisha

Leugren wrote:
#26

Leugren

Jul 23, 2014 12:49:55

Akeisha wrote:
#27

iserith

Aug 20, 2014 13:26:03

Mucho Cerveza, El Luchador Barbuuuudo!

1st-level Hill Dwarf Fighter

Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 14 (1d10)
Speed 25 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 15 (+2)  Dex 12 (+1)  Con 16 (+3)
Int 8 (-1)  Wis 14 (+2)  Cha 10 (+0)
Alignment neutral good
Languages common, dwarvish


TRAITS
Background - Folk Hero

     Feature: Rustic Hospitality

     Defining Event: "I stood alone against a terrible monster."

     Specialty: Infantry

Proficiency (+2)

     Tools: Brewer's Supplies, Cook's Utensils, Vehicles (Land).

     Saving Throws: Strength, Constitution
Fighting Style - Two-Weapon Fighting

Second Wind

Dwarven Resilience

Dwarven Combat Training

Stonecunning


SKILLS

Animal Handling +4, Athletics +4, Perception +4, Survival +4.

 

ACTIONS
Melee or Ranged Attacks— Handaxes: +4 to hit (reach 5 ft. or range 20 ft./60 ft.; one creature). 
Hit: 1d6+2 slashing damage (+4 to hit with secondary melee attack, 1d6+2 slashing damage).

EQUIPMENT

chainmail, four handaxes, dungeoneer's pack, cook's utensils, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp.


PERSONAL CHARACTERISTICS

Trait: “I'm confident in my own abilities and do what I can do instill confidence in others."

Ideal: Sincerity. "There's no good in pretending to be something I'm not." (Neutral)

Bond: "I protect those who cannot protect themselves."

Flaw: "I have a weakness for the vices of the city, especially hard drink."

 

Back Story

When the impoverished desert pueblo of Tierra Mierda lost all of its chickens to a mysterious and frightening predator, Paco Mortillo-Grande - drunker than a zorrillo - donned his signature plaid luchador's mask for the first time. He stood alone against the horrible El Chupapollo, a ravenous beast, all tooth and claw. After an epic, drawn-out battle that drew a throng of hundreds to watch, Paco twisted its head clean off and then danced the flamenco with its still-thrashing body - a move he still does to this day when he lands the killing blow.

 

In his later years and now calling himself Mucho Cerveza, he brings his fame and skills to bear to help those who need it including Chuck Dagger, who he saved from a corrupt sheriff's noose. Mucho has also previously teamed up with Marshal Heeling to take down a gang of bandits that had taken over a one-horse town. He worships the same ancient pantheon of gods as Vanciana Feyzalez and finds great comfort in confiding in her.

#28

Plaguescarred1

Jul 23, 2014 14:58:15

 

Irἵtra Vadû
1st-level Tiefling Fighter
Medium Female Humanoid

Armor Class 16 (scale mail)
Hit Points 12 (1d10+2)
Speed 30 ft.
Sense Darvision 60'   
Str 9 (+0)  Dex 15 (+2)  Con 14 (+2)
Int 11 (+0)  Wis 15 (+2)  Cha 15 (+2)
Alignment Neutral (evil tendencies)
Languages Common, Infernal, Thorass
Trait 
Hellish Resistance
Infernal Legacy 
Background Noble [Retainers]
   Personality Trait: I am horribly awkward in social situations.
   Ideal: Might. In life as in war, the stronger force wins.
   Bond: I've been searching my whole life for the answer to a certain question.
   Flaw: Most people scream and run when they see a demon. I stop and takes notes on its anatomy.
Proficiency (+2)
   Tools: Gaming set, Mount (land)
   Saving Throws: Strenght +2, Constitution +4
Skill Athletic +2, History +2, Insight +4, Persuasion +4, Perception +4
Spellcasting (Save DC 12)
   Level 0 - Thaumaturgy
Two Weapon Fighting Style
Second Wind (1/rest)
Actions
Melee Attack— Scimitars: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 slashing damage / 1d6 slashing damage
Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). 
Hit:  1d4+2 piercing damage  
Equipment: fine silk cloths, signet ring (Ṽ), sealing wax, scroll of pedigree, riding horse with saddle & bridle (Xyra), horse grooming kit, scale mail armor, 2 scimitars, 4 daggers, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, 29 gp, 5 sp

Irἵtra [Irr-E-Tra] is tall reaching nearly 6 feet in height, with an athletic body voluptuous curves, with bright red hair and pitch black eyes, as if her pupils were oversized without dicernable iris. Irἵtra was born 16 winters ago in the town of Secomber. Born of unknown father, her mother Claire died while giving birth leaving her covered in blood and orphan the minute she entered Faerun. She was taken in adoption by Count Evlarr Vadû, a petty noble successful in the silk trade on the Sword Coast. Irἵtra had a troubled youth filled with horrible visions and was kept hidden in the manor's basement as Count Vadû started to feel something was wrong with Irἵtra being a disturbed child. She started to have a tail growing by 9, and ominous whispers in alien language would often surround her, first in her head, but soon hearable by anyone who'd listen, apparently coming out of nowhere. She could yell louder than 3 men and make the ground tremors faintly when mad. At other time, flames of candles and lanterns would flicker, dim or brighten at her entrance into a room. Her infernal inheritance was becoming clear to Evlarr, who was starting to think Irἵtra had fiend parentage. When he told her his suspicions at the brinks of her sixteenth birthday, Iriἵra ran away horse-riding with her three servants (Wendy, Irene & Karmina) who raised her and taugh her swordmanship. They fled into the Misty Forest where Irἵtra made camp and stayed as if waiting for something....clad in scale mail and armed with her twin scimitars. Irἵtra expect the strange powers gifted to her to be from a fiend which she hates with burning fire and thinks the whispers, which she came to understand the significance in Infernal, means her father is coming soon for her....

#29

Leugren

Jul 23, 2014 15:20:47

iserith wrote:
#30

Leugren

Jul 23, 2014 15:43:57

Plaguescarred wrote:
(Reply to #27)

Akeisha

iserith wrote:
#32

Plaguescarred1

Jul 23, 2014 16:02:49

Leugren wrote:
(Reply to #26)

Akeisha

Leugren wrote:
#34

iserith

Jul 23, 2014 19:03:37

Leugren wrote:
(Reply to #27)

AaronOfBarbaria

iserith wrote:
#36

Ramzour

Jul 24, 2014 4:01:13

So, maybe you already have 5 players and a 6th person wants to join. What should you do? Give them a Henchman! 

 

 

 

Nester Lygaard, Henchman Extraordinaire

1st-level Human Henchman
Medium Male Humanoid

Armor Class 11 (padded jacket)
Hit Points 6 (1d6)
Speed 30 ft.
Sense Normal    
Str 13 (+1)  Dex 11 (+0)  Con 14 (+2)
Int 08 (-1)  Wis 10 (+0)  Cha 12 (+1)

Skills: Athletics +5, Deception +5, Cooking +10

Alignment neutral
(Reply to #36)

Akeisha

Ramzour wrote:
#38

Plaguescarred1

Jul 26, 2014 23:05:40

 

Bree
1st-level Halfling Cleric
Small Female Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+0)  Wis 15 (+2)  Cha 10 (+0)
Alignment lawful good
Languages common, undercommon, halfling, dwarvish
Trait 
Lucky
Brave
Halfling Nimbleness
Stout Resilience 
Background Acolyte [Shelter of the Faithful]
   Personality Trait: Nothing can shake my optimistic attitude..
   Ideal: Charity. I always help those in need, no matter the personal cost
   Bond: I seek to preserve a sacred text that my enemy consider heretical and seek to destroy.
   Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.
Proficiency (+2)
   Tools: None
   Saving Throws: Wisdom +4, Charisma +2
Skill Insight +4, Medecine +4, Religion+3,Persuasion +2
Spellcasting (Save DC 12, Spell Attack +4)
   Cantrip (at will) - guidance, sacred flame, spare the dying
   1st-level (2/days) - bless, cure wounds, inflict wounds, shield of faith, healing word
Life Domain Discipline
Life Preservation
Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Light Crossbow: +5 to hit (range 60/320 ft; one creature). 
Hit:  1d8+3 piercing damage  
Equipment: set of common cloth, vestments, holy symbol of Arvoreen, prayer book, 5 stick of incense, abalaster mask, scale mail, shield, 2 daggers, light crossbow + 40 bolts, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, belt pouch, 29 gp

Bree [BREE] is a short halfling (3'3") with long brown hair, hazel eyes and a cute little round face despite a large scar runing down her nose and cheek. She was born in the mid 1400's DR in the Purple Hills of Tethyr in a small hidden village not appearing on most maps. Bree became an acolyte of Arvoreen after joining the knightly order called Arvoreen's Marchers, primarily responsible for patrolling the Purple Marshes and doing other special tasks deemed important to the clergy. She has attained the rank of Warder as an Arvoreen's Marshall thus far. Bree recently left her village with sacred texts and an ancient abalaster mask to preserve them from Urdlen, the Crawler Below until she gets more instructions. She has ventured in the northern Sword Coast and often protect unwary travellers or lost mercenaries in need of help. 

#39

Plaguescarred1

Jul 27, 2014 8:08:56

Ramzour wrote:
(Reply to #36)

DSZ

"Nester Lygaard, Henchman ExtraordinaireATTACKS

Weapon: Frying Pan

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning"

 

You may want to add

Special attack:

Cook's Revenge:

When Nester's party is attacked while Nester is cooking/the party is eating he will fly into rage because he is disturbed in his work and attack with the hot frying pan (including boiling oil inside)

Roll 1d20+3 to hit; Damage: 1d4+1 Bludgeoning + 1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

                                  Miss:        1d4 burning damage (area damage,  10 foot cone, DC 10 for half)

(Reply to #40)

Luciender

DSZ wrote:
#42

iserith

Jan 01, 2015 8:43:47

 

Falsetto Jones

aka Three-Card Monte

aka Jahni Fiddler

 

1st-level Human Bard 
Medium Male Humanoid
Armor Class
 13 (leather armor)
Hit Points 9 (1d8)
Speed 30 ft.
Senses normal
Str 9 (-1)  Dex 15 (+2)  Con 13 (+1)
Int 14 (+2)  Wis 11 (+0)  Cha 16 (+3)
Alignment neutral good
Languages common, elvish

 

TRAITS
Background - Criminal

    Feature: Criminal Contact

    Criminal Specialty: Confidence Man

Proficiency (+2)
   Tools: Thieves’ Tools, Playing Cards, Fiddle, Glockenspiel, Maraca
   Saving Throws: Dexterity, Charisma

Spellcasting (Cantrips Known 2, Spells Known 4, Spell Slots 1st - 2)

Bardic Inspiration (d6)

 

SKILLS 

Deception +5, Investigation +4, Performance +5, Persuasion +5, Stealth +4
 

ACTIONS
Melee Attacks— Shortsword/Dagger:
 +4/+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 piercing damage/1d4 piercing damage.
Ranged Attack—Dagger: +4 to hit (range 20/60 ft; one creature). 
Hit:  1d4+2 piercing damage 
 

EQUIPMENT

a shortsword, leather armor, an entertainer's pack, a lute, a haunted glockenspiel (trinket), a crowbar, a set of dark common clothes including a hood, and a belt pounch containing 15 gp.

 

PERSONAL CHARACTERISTICS

Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

Ideals: Charity. I steal from the wealthy so that I can help people in need. (Good)

Bond: My ill-gotten gains go to support my family.

Flaw: When I see something valuable, I can't think about anything but how to steal it.

 

BACK STORY

There is no aspect of the confidence game that Falsetto Jones hasn't been involved in at one point or another - card tricks, short cons, long cons, selling snake oil, the Dwarvish Prisoner trick, you name it. Jones travels around the West relieving anyone he can of their hard-earned coin. He's particularly fond of winning his way into the hearts of rich noblewomen and making away with their gold and jewels. Chuck Dagger has been his wingman on several scams and he's been caught by Marshal Heeling more than once, but Jones' meticulous pre-planning always manages to get him out of legal binds. After a secret affair with her mother, Jones has stolen something from Vanciana Feyzalez's family (a haunted glockenspiel) and plans to tell her about it soon as it relates to the mysterious forces that destroyed her house. Falsetto Jones talked a drunken Mucho Cerveza into fixing a match with him so they could profit, but Mucho has been stalling on enacting the scheme.

 

Recently, Falsetto Jones won a fiddling contest, taking Hex Arcana's golden fiddle in the doing. Much to Hex's consternation, he sold it for some magic beans that didn't do what he expected.

D&D 5 Character Sheet.pdf

king_kaboom

D&D 5 Character Fighter Acolyte.pdf

D&D 5 Character Fighter Criminal.pdf

 

I've edited the free character sheet to be form-fillable. I'd appreciate a proof-read on these; they're the first two I've done for 5E. Stats were rolled, I'm not interested in any form of optimization. 

 

Here's the blank sheet for whoever wants it.

 

D&D 5 Character Sheet.pdf

#44

Lord_Ventnor

Jul 29, 2014 22:07:46

I give you all, a ranger built with nothing but D&D Basic material!

 

 

Selviyel, the Forest Shadow

1st-level Wood Elf Fighter
Medium Male Humanoid

Armor Class 14 (Leather Armor)
Hit Points 11 (1d10)
Speed 35 ft.
Sense Darkvision 60 ft.    
Str 13 (+1)  Dex 16 (+3)  Con 12 (+1)
Int 10 (+0)  Wis 16 (+3)  Cha 8 (-1)
Alignment Chaotic Good
Languages Common, Elvish


TRAITS
Background - Folk Hero

     Feature: Rustic Hospitality

     Defining Event: I stood alone against a terrible monster.

Proficiency (+2)

     Tools: Woodcarver’s Tools, Vehicles (land)

     Saving Throws: Strength, Constitution
Fighting Style - Archery

Second Wind


SKILLS

Animal Handling (+5), Athletics (+3), Acrobatics (+5), Perception (+5), Survival (+5)

 

ACTIONS
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 piercing damage
Ranged Attack—Longbow: +7 to hit (range 150 ft/600 ft.; one creature). 
Hit:  1d8+3 piercing damage 

Ranged Attack — Net: +5 to hit (range 5 ft./15 ft.; one creature)

Hit: A large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless,  or creatures that are huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also free the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.


EQUIPMENT

Leather Armor, Longbow, 20 Arrows, Rapier, Net, Light Crossbow, 20 bolts, Explorer’s Pack, Woodcarver’s Tools, Shovel, Iron Pot, Set of Common Clothes, Belt Pouch containing 10 GP


PERSONAL CHARACTERISTICS

Traits: I judge people by their actions, not their words; When I set my mind to something, I follow through no matter what gets in my way.

Ideal: Respect. People deserve to be treated with dignity and respect (Good)

Bond: I worked the land, I love the land, and I will protect the land.

Flaw: I have trouble trusting in my allies.

 

Back Story

Selviyel is a member of the Green Guard, an order of rangers who has stood in protections of the elven woods for thousands of years. He entered the organization when he came of age, and though he never was able to master the primal magic that some of his fellows were able to, his accuracy with the bow was unmatched among his peers. He was able to outshoot some of the senior members as well.

 

As one of the youngest members of the Green Guard, Selviyel was sent to a relatively peaceful part of the forest, in which a small human village had been built. He visited the village occasionally, but preferred to stay in the woods. This changed when an ankheg attacked the village. The beast easily tore through the few guards that the village could muster, and soon it was only Selviyel standing against the beast. It took some ingenuity, but the elf managed to lure the ankheg away from the village and eventually slew the the thing with an arrow through its eye.

 

Selviyel became curious about why the ankheg attacked the village afterward. He was familiar with many creatures, and ankhegs had never roamed close to the elven woods before. To pursue the answer to this mystery, he joined up with an adventuring group that was in the area.

(Reply to #44)

dungeondude

Lord_Ventnor wrote:
#46

Lord_Ventnor

Jul 31, 2014 20:43:06

A little reflavoring is going on with Igner here, but all of the mechanics can be found in the D&D Basic PDF. And remember, just because you can use Dexterity to attack with Finesse weapons doesn't mean that you have to!

 

Igner “the Driller” Greyflint

 

1st-level Mountain Dwarf Rogue 
Medium Male Humanoid
Armor Class
 14 (Hide Armor)
Hit Points 9 (1d8)
Speed 25 ft.
Sense Darkvision    
Str 17 (+3)  Dex 14 (+2)  Con 15 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 08 (-1)
Alignment Lawful Neutral
Languages Common, Dwarven, Thieves' Cant


TRAITS
Background - Criminal

     Feature: Criminal Contact

     Criminal Specialty: Enforcer

Proficiency (+2)

     Tools: Mason’s Tools, Thieves’ Tools, Poisoner’s Kit, Dice Set

     Saving Throws: Dexterity, Intelligence
Sneak Attack (+1d6)

Expertise: Deception, Intimidation


SKILLS

Athletics (+5), Deception (+3), Insight (+2), Intimidation (+3), Perception (+2), Stealth (+4)

 

ACTIONS
Melee Attack— Drill (Rapier): +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 

EQUIPMENT

Drill (Rapier), Hand Crossbow, 20 Bolts, Burglar’s Pack, Hide Armor, Two Daggers, Thieves’ Tools, Crowbar, Set of Dark Common Clothes with Hood, Belt Pouch containing 15 gp

 

PERSONAL CHARACTERISTICS

Traits: "I am always calm, no matter what the situation. I never raise my voice or let my emotions control me; I would rather make a new ‘friend’ than a new enemy.”

Ideal: People. "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care." (Neutral)

Bond: “I’m guilty of a terrible crime. I hope I can redeem myself for it.”

Flaw: “I turn tail and run when things look bad enough.”

 

BACK STORY

Igner Greyflint was born the son of a miner, and spent the first part of his life believing that a miner was all that he would be. Utilizing pickaxes and drills, he continuously searched for new ores to feed the insatiable hunger of dwarves forges. However, one night, he found a vein of gold ore. Before he could report the vein to his supervisor, he was approached by someone who agreed to pay him money if he “forgot” to report the vein.

 

This began Igner’s association with the Bulette Circle, a criminal organization which engaged in all sorts of unlawful acts. Igner eventually quit his job as a miner to work for the Bulette Circle full-time, mainly as an enforcer. His drill, which was once used to find changes in rocks, was now used to rearrange the insides of anyone who went against the Circle’s wishes. He earned his nickname, "the Driller," during this period of his life.

 

Eventually, completely by accident, Igner learned the truth. The Bulette Circle was actually a front for Duerger spies to funnel money and slaves into their Underdark Empire. Though he was a criminal, Igner was still a dwarf, and he knew that he could support the organization no longer. While some more heroic dwarves might have tried to fight the problem, Igner instead fled his hometown. He has since become an itinerant wanderer and mercenary, attaching himself to an adventuring band for safety and for the treasure that such bands always stumble across. He always keeps one eye over his shoulder though, waiting for the day when the Bulette Circle finds him again. 

#47

Plaguescarred1

Aug 02, 2014 10:18:46

#48

Plaguescarred1

Aug 03, 2014 13:10:18

 

Evandarr Thane
1st-level Human Paladin
Medium Male Humanoid

Armor Class 18 (chainmail, shield)
Hit Points 12 (1d10)
Speed 30 ft.
Sense normal    
Str 16 (+3)  Dex 09 (-1)  Con 15 (+2)  
Int 11 (+0)  Wis 13 (+1)  Cha 14 (+2)
Alignment lawful good
Languages common, giant
Trait 
Background Folk Hero [Rustic Hospitality]
   Defining Event: I saved people during a natural disaster.
   Personality Traits: If someone is in trouble, I’m always ready to lend help.
   Ideal: Respect. People deserve to be treated with dignity and respect.
   Bond: I protect those who cannot protect themselves.
   Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
Proficiency (+2)
  Tools: cartographer's tool, vehicle (land) 
  Saving Throws: Wisdom +3, Charisma +4
Skill Animal Handling +3, Insight +3, Persuasion +4, Survival +3
Divine Sense
Lay On Hands
Actions
Melee Attacks— Flail: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d6+3 piercing damage 
Equipment: chainmail, shield, great helm, flail, longsword, 4 javelins, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, silver badge in the shape of a five-pointed star, holy symbol of Helm (on shield), order of the gaunthlet pendant, a set of cartographer’s tools, tabard made of scrap of cloth from  old banner, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp

Evandarr [e-VAN-dar] was born during the first tenday of 1468 DR in the city of Phlan in the Moonsea. With both parents in the city watch, he was raised following a strict code until he left home to enter paladinhood following the teachings of Helm the watcher. Evandarr is a tall broadshouldered man with blond hair and bright green eyes. He usually wears a great helm  which conceals his handsome traits. He is good at drawing, particularly maps, which he likes to inspect, collect, make or reproduce during his downtime.  Evandarr was awarded with a star of bravery medal for heroic deeds by Phlan's city officials under the influence of Ontharr Frume after he helped the Order of the Gaunthlet save and rescue 36 citizens from Phlan's old city quarter during the minor earthquake of late 1488 DR that somewhat fairly weak, had caused a number of old buildings to collapse due to their poor state, killing a few people in the ruins and trapping others within. The Gaunthlet soon after offered him to join their rank as a Chevall for his courage during the natural disaster. Evandarr is now regarded as a true heroe by the resident of the old city who'll open him their door for anything if they can help.

#49

BoldItalic

Mar 17, 2015 8:58:07
Basic:             Yes
Player's Handbook: Not Necessary
AL Legal:          Yes (Complies with V2 Rules, March 2015)

Portrait of Ganhard Healshrine

 

Ganhard Healshrine

1st-Level Human Cleric (Domain of Life)
Medium Male Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 14 (+2)   Dex 13 (+1)   Con 14 (+2)
Int 10 (+0)   Wis 15 (+2)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Halfling, Elvish, Goblin
Background Acolyte of Selûne


FEATURES & TRAITS
Shelter of the Faithful
Spell Preparation - Cleric (3 spells)
Ritual Casting - Cleric
Disciple of Life


PROFICIENCIES
Saving Throws: Wis, Cha


SKILLS
Insight +4, Medicine +4, Persuasion +4, Religion +2


ATTACKS
Mace +4 To Hit, 1d6+2 bludgeoning
Javelin +4 To Hit, 1d6+2 piercing thrown, range(30/120)


SPELLCASTING
Magic Ability: Wis
Focus: Holy Symbol
MAM: +4
SaveDC: 12
Cantrips: Guidance, Resistance, Thaumaturgy
Spells Per Day: 2 First-Level
Domain Spells: Bless, Cure Wounds
Spells Prepared: Guiding Bolt, Inflict Wounds, Sanctuary


EQUIPMENT (147 lb)
Chain Mail, Shield, Mace, Javelin(4), Holy Symbol(2), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Prayer Book, Sticks of Incense(5), Vestments, Common Clothes, Prayer Beads, 15gp,

Trinket: A tiny mechanical spider that moves about when it’s not being observed.

 

PERSONAL CHARACTERISTICS
Traits: Ganhard is an eternal optimist, but he has spent so long in the temple that he has little practical experience of dealing with people in the outside world.
Ideal - Aspiration. Ganhard seeks to prove himself worthy of his god's favour by matching his actions against Selûne's teachings.
Bond: Ganhard would die to recover The Glomb of Eldath, an ancient relic that was lost long ago.
Flaw: Ganhard puts too much trust in those who wield power within his temple's hierarchy.


Backstory
Ganhard has been sent on a mission by the high-priestess Anelia. He has been specially chosen by Selûne for this task and it is a great honour. He is to seek out a one-eyed elf priest called Annagól who wishes to donate a valuable relic, the Glomb of Eldath, to the temple. Poor old Annagól is in failing health and prone to episodes of forgetfulness so Ganhard is to find him and collect the relic before Annagól mislays it somewhere.


Plot Twist: Ganhard has been duped by Anelia. In truth, Annagól One-Eye is an Evoker, chosen by the goddess Eldath to be the immortal custodian of the Glomb. He is perfectly sane and has no intention of letting the artefact fall into the wrong hands; and this includes Ganhard, Anelia and her temple. Privately, Anelia already knows this but she also knows that the Glomb is a source of the Elixir of Life which confers immortality (and that, indeed, is how Annagól became immortal himself). She is determined to recover the Glomb and set up her temple as a magnet for pilgrims. She is sending out Ganhard first as a sacrifical pawn to probe Annagól's defences.

 

#50

BoldItalic

Mar 17, 2015 8:59:17
Basic:             Yes
Player's Handbook: Not Necessary
AL Legal:          Yes (Conforms to V2 Rules, March 2015)

Portrait of Poliva Pursetaker

 

Poliva Pursetaker

1st-Level Human Rogue
Medium Female Humanoid

Armour Class 14 (Leather Armour)
Hit Points 8 (1d8)
Speed 30 feet
Sense Normal
Passive Perception 10
Initiative +3
Str 12 (+1)   Dex 16 (+3)   Con 11 (+0)
Int 15 (+2)   Wis 10 (+0)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Neutral-Good
Languages Common, Dwarvish
Background Folk Hero 


FEATURES & TRAITS
Rustic Hospitality
Sneak Attack (1d6)
Thieves' Cant


PROFICIENCIES
Tools: Vehicles(Land), Jeweller's Tools, Thieves' Tools
Saving Throws: Dex, Int


SKILLS
Animal Handling +2, Deception +4, Intimidation +6 (Expertise), Performance +6 (Expertise), Sleight of Hand +5, Survival +2


ATTACKS
Two Shortswords +5 To Hit, 1d6+3/1d6 piercing finesse, light
Two Daggers +5 To Hit, 1d4+3/1d4 piercing finesse, light, thrown, range(20/60)


EQUIPMENT (90 lb)
Leather Armour, Shortsword(2), Dagger(2), Thieves' Tools, Backpack, Bag of Ball Bearings, 10 feet of String, Bell, Candles(5), Crowbar, Hammer, Pitons(10), Hooded Lantern, Flask of Oil(2), Day's Rations(5), Tinderbox, Waterskin, Hempen Rope - 50ft, Jeweller's Tools, Shovel, Iron Pot, Common Clothes, 10gp,

Trinket: A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips


PERSONAL CHARACTERISTICS
Traits: Poliva will follow things through, whatever get in her way, once she has set her mind on something, but she judges people by their actions, not their words.
Ideal - Sincerity. There’s no good in pretending to be something I'm not.
Bond: Poliva protects those who cannot protect themselves.
Flaw: Poliva is convinced of the significance of her destiny, and blind to her shortcomings and the risk of failure.


Backstory
Poliva comes from the small village of Kinderdale. It is a tight-knit farming community; she is loyal to her folks and they to her. She spent last winter working in her uncle's jewellery workshop in the nearby market town of Redcott. She was befriended by a gang of thieves who hoped she would help them rob her uncle. She pretended to go along with them and learned their ways but told her uncle all about it, so he could thwart them. They didn't realise she was outwitting them.

She went home post haste when a dream warned her of trouble. Mercenary soldiers had moved into her village and started throwing their weight about, demanding provisions. Poliva encouraged her family and neighbours to fight back, giving the soldiers ale spiked with rat poison, leading away their horses and garotting the soldiers one at a time with baling twine in their sleep. The farmers butchered the bodies and buried them in a distant field. No-one outside the village ever knew. Poliva believes that a goddess was testing her resolve as a prelude to something greater. She has now returned to Redcott and is expecting something momentous to happen soon.

 

D&D 5th Edition Character Valerise Pengazer.pdf

BoldItalic

Dec 05, 2014 1:22:25

Portrait of Valerise Pengazer

 

Valerise Pengazer

1st-Level Human Wizard
Medium Female Humanoid

Armour Class 11 (no armour)
Hit Points 8 (1d6+2)
Speed 30 feet
Sense Normal
Str 12 (+1)   Dex 13 (+1)   Con 15 (+2)
Int 15 (+2)   Wis 13 (+1)   Cha 12 (+1)
Alignment Neutral
Languages Common


TRAITS
Background - Soldier
   Feature: Military Rank
   Rank: Captain
   Unit: Oxenfield Company
Proficiency (+2)
   Tools: Vehicles(Land), Gaming Set (Dice)
   Saving Throws: INT, WIS
Arcane Recovery


SKILLS
Athletics +3, History +4, Intimidation +3, Religion +4


WEAPON ATTACKS

Dagger
+3 to hit, 1d4+1 piercing
finesse, light, thrown, range(20/60)

 

SPELLS
Cantrips: Minor Illusion, Dancing Lights, Mage Hand
Spells Known: Identify, Magic Missile, Shield, Silent Image, Sleep, Thunderwave
Spells Prepared (3): Identify, Shield, Thunderwave
Spell Slots: 2 first-level
Magic Ability: INT
Focus: Staff
MAM: +4
SaveDC: 12
 

EQUIPMENT
Spellbook, Magic Focus (Staff), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Rank Insignia, Combat Trophy, Gaming Set (Dice), Common Clothes, 10gp


PERSONAL CHARACTERISTICS
Traits: Valerise is full of inspiring and cautionary tales from her military experience, relevant to almost every combat situation, and she faces problems head-on. She believes that a simple, direct solution is the best path to success.
Ideal - Live and Let Live. Ideals aren't worth killing over or going to war for.
Bond: Valerise would still lay down her life for the people she served with.
Flaw: Valerise would rather eat her own hair than admit when she's wrong.


Backstory
Valerise was the daughter of a high-ranking officer in the King's service. Her brothers weren't interested in a military career but she definitely was. So, with her father's influence, she joined up as an officer and within weeks was leading the Oxenfield Company into action in the battle of Gander Meadows where the goblin hordes were routed. Later that year, she took a course in battle magic as part of her officer's training and proved to be rather good at it. She could see a lot of use for magic personally. Why wear heavy, uncomfortable armour that needs contant polishing (or even clothes all, much, if it comes to that) when you can use a Shield spell? And a well-judged Thunderwave is the perfect thing in the right circumstances.

Following the final victory in the third goblin war her regiment was disbanded, and the obvious thing for her to do was to take up a second career as a travelling wizard. So she did that. She is passing through the town of Redcott on the way south to Highcourt, where her parents live.

 

D&D 5th Edition Character Valerise Pengazer.pdf (Full Character Sheet but in custom format)

 

Not Legal for Organised Play (Adventurers League) [Stats were rolled]

 

#52

BoldItalic

Mar 17, 2015 10:28:46
Basic:             Yes
Player's Handbook: Not Required
AL Legal:          Yes (Conforms to V2 Rules, March 2015)

Portrait of Aromin Rainshield

Aromin Rainshield

1st-Level High Elf Fighter
Medium Male Humanoid

Armour Class 16 (Chain Mail)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Darkvision 60ft
Passive Perception 12
Initiative +3
Str 13 (+1)   Dex 16 (+3)   Con 14 (+2)
Int 13 (+1)   Wis 10 (+0)   Cha 10 (+0)
Proficiency Bonus +2
Alignment Chaotic-Good
Languages Common, Elvish, Gnomish
Background Criminal  (Burglar)


FEATURES & TRAITS
Criminal Contact
Second Wind (1d10+1, once per short or long rest)
Fighting Style: Archery
Darkvision
Fey Ancestry
Trance
Cantrip: Light


PROFICIENCIES
Tools: Gaming Set (Dice), Thieves' Tools
Saving Throws: Str, Con


SKILLS
Acrobatics +5, Deception +2, History +3, Perception +2, Stealth +5


ATTACKS
Shortsword +5 To Hit, 1d6+3 piercing finesse, light
Battleaxe +3 To Hit, 1d8+1 slashing versatile (d10)
Light Crossbow +7 To Hit, 1d8+3 piercing two-handed, loading, ammunition, range(80/320)

 

EQUIPMENT (139 lb)
Chain Mail, Shortsword, Battleaxe, Light Crossbow, Bolts(20), Backpack, Crowbar(2), Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Dark Clothes with a Hood, 15gp.
Trinket: a piece of quartz the size of a hen's egg


PERSONAL CHARACTERISTICS
Traits: Aromin is perverse. The best way to get him to do something is to tell him that he can't do it, and he blows up at the slightest insult.
Ideal - People. Aromin is loyal to his friends, not to any ideals, and everyone else can take a trip down the Styx for all he cares.
Bond: Someone he loved died because of a mistake he made. That will never happen again.
Flaw: If there’s a plan, Aromin will forget it. If he doesn’t forget it, he'll ignore it.


Backstory
Aromin is the last survivor of a band of elf brigands who once roamed the Moonblade Dale. They under-estimated the dalesfolk and they were ambushed by a well-organized force of rangers in a pass in the Outlorn Hills. His own wife was one of the last to fall at his side and he was mentally traumatized by the whole harrowing experience. Since then, he has been travelling the roads, looking for work as a mercenary and stealing food where he must. He treasures a piece of quartz that his wife once gave him before she died.

 

#53

Rhenny

Oct 04, 2014 9:09:54

Here's the first PC I'll play using PHB (Human Variant - Rolled 4d6 in order to Create)

 


Myles Stormgroom

 

1st-level Human Tempest Cleric  (Deity: Silvanus, God of Wild Nature)
Armor Class 17 (leather armor + shield)
Hit Points 8 (1d8)
Speed 30 ft.
Passive Perception: 14
.   
Str 13 (+1)  Dex 18 (+4)  Con 10 (0)
Int 13 (+1)  Wis 14 (+2)  Cha 11 (+0)


Alignment Neutral Good
Languages common, Elvish, Orc

 

Background (custom  Outlander – Raised by Elves)   Feature: Wanderer (Memory for maps, features of geography, layout of terrain and settlements – can find food and fresh water for up to 5 if the land provides for that)

 

Proficiency (+2) – Athletics (Str), Religion (Int), Medicine (Int), Survival (Wis), Perception (Wis)

Saving Throws: Wisdom, Charisma

 

FEAT:  Defensive Duelist – As a reaction, when a creature within 5’ hits me, I can add my proficiency bonus to my AC (+2) to try to block the damage.
 
ACTIONS
Short Sword +6 to hit (reach 5 ft.; one creature).  Hit: 1d6+4 piercing damage

Shortbow +6  to hit (range 80/320 ft; one creature).  Hit:  1d6+4 piercing damage

Sacred Flame +4 to hit (range 60’ – ignores cover) Hit:  1d8 radiant damage

Wrath of the Storm (2/long rest) – when a creature within 5’ of me hits me, as a reaction, I can cause it to make a DEX save DC 12 or take 2d8 damage (1/2 damage on save)

 

EQUIPMENT

shortsword, shortbow, dagger, 60 arrows, a quiver, studded leather armor, shield,  Explorer’s pack (backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin), healer's kit, traveler’s clothes, mummified orc hand (I cut it from a dying Orc after they killed my family 10 years ago), pouch 5 gp.


SPELLCASTING (DC 12 - +4 to hit) – I can prepare 3 spells per day plus Tempest spells

Cantrips (3):  Light, Sacred Flame, Spare the Dying

1st Level (2):  Fog Cloud*, Thunderwave*, Cure Wounds, Healing Word, Guiding Bolt


* Tempest Domain Spells

 

PERSONAL CHARACTERISTICS

 

Appearance and Manner: I stand 5’ 8” tall and I’m light of build (158 lbs). My hair is black, but on the right side there is a vertical streak of white that looks like a lightning bolt.  My eyes are blue, but when I get angry, usually when I encounter evil humanoids, especially Orcs, they change to muddy green. 

 

Trait: I was raised by Elves after my family was slain by Orc raiders (about 10 years ago).

 

Ideals: Change – Life is like the seasons, everything must change.

 

Bond: Swore wrath against Orcs and other evil humanoids monsters.

 

Flaw:  I harbor dark, bloodthirsty thoughts (mostly against Orcs and evil humanoids) that my isolation hasn’t quelled.

 

#54

Plaguescarred1

Aug 08, 2014 21:36:21

Rhenny wrote:
#55

Rhenny

Aug 08, 2014 21:42:14

Plaguescarred wrote:
#56

Plaguescarred1

Aug 08, 2014 21:48:34

Cool i like what you did

#57

Larry_Hunsaker

Aug 09, 2014 5:02:47

Ramzour wrote:
(Reply to #51)

Leugren

BoldItalic wrote:
#59

BoldItalic

Aug 09, 2014 10:02:46

Leugren wrote:
#60

Plaguescarred1

Aug 09, 2014 10:48:16

This is my character in the same campaign as Rhenny, which rolled 4d6 in order (Str, Dex etc..) to create;

 

 

 

Mily
1st-level Halfling Rogue 
Small Female Humanoid

Armor Class 16 (leather armor)
Hit Points 7 (1d8)
Speed 30 ft.
Sense Normal    
Str 10 (+0)  Dex 20 (+5)  Con 09 (-1)
Int 13 (+1)  Wis 10 (+0)  Cha 13 (+1)
Alignment neutral good
Languages halfling, common, thieves' cant
Trait 
Background Charlatant [False Identity]
   Charlatant Scam: I put on new identities like clothes.
   Personality Traits: Flattery is my preferred trick for getting what i want.
   Ideal: Friendship. Material goods come and go. Bonds of friendship last forever.
   Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those i care about.
   Flaw: I hate to admit it and i will hate myself for it, but i will run and preserve my own hide if the going gets tough.
Proficiency (+2)
  Tools: Thieve's Tool, Disguise Kit, Forgery Kit
  Saving Throws: Dexterity +7, Intelligence +3
Skill Acobatics +7, Deception +3, Perception +2, Persuasion +3, Sleight of Hand +7, Stealth +9
Lucky
Brave
Halfling Nimbleness
Naturally Stealthy
Expertise
Sneak Attack (1d6)
Actions
Melee Attacks— Short Sword: +7 to hit (reach 5 ft.; one creature). 
Hit: 1d6+5 piercing damage / 1d6 piercing damage
Ranged Attack—Dagger: +7 to hit (range 20/60 ft; one creature). 
Hit:  1d4+5 piercing damage 
Ranged Attack—Sling: +7 to hit (range 30/120 ft; one creature). 
Hit:  1d4+5 piercing damage
Equipment: 2 shortsword, sling, 20 bullets, leather armor, a backpack including: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, a set of fine cloth, disguise kit, tool of the con of your choice, ten stoppered vials filled with colored liquid, belt pouch containing: a multicolored stone disk, a signet ring of an not-so imaginary duke,15 gp.

Mily [Mill-E] was born in 1469 DR in eastern Amn north of the Tejarn Hills along the shore of lake Esmel in a tiny hidden village not appearing on most maps, where the ancient  kingdom of Meiritin founded by halflings in 227 DR used to lay.  Mily is a petite innocent looking girl with long curly brown hair, green eyes and a face and hands always covered of dirt. She learned to dual wield short swords with great speed and has astonishing precision with a sling, making her a very dangerous foe in combat when underestimated, even though she doesn't particularly like violence, she values the necessity knowing how to defend herself. But her sharpest weapon remain her silver tongue, being master at fast-talking people with honey words and velvet manners. Mily can easily pass for a human child and often adopt this disguise to go untoticed, taking on the identify of a young noble named Wendy, daughter of a duke, which got her in trouble for it. Mily suffer from attention deficit disorder and get bored quickly if not on the move or entertained as she is a little ball of energy going on all day until she drop of fatigue at night, hence the meaning of her name ''switch'' in halfling. Contrary to many mercenary, she advnture not to amass treasure or fame (thought she is really intrigued by magic) but to seek thrills and excitement. She'll happily pick a wortless multicolored stone disk over a plain looking gemstone worth a thousand more just because it shines, and so Mily is easily distracted (and lurred to) by things flashing. brightly colored or making curious noise! She likes to bypass locks and traps to crack things open or enter forbidden places and just the discovery of a secret passage is enought to fuel her imagination.

 
(Reply to #60)

Rhenny

Plaguescarred wrote:
#62

Leugren

Aug 10, 2014 7:23:20

Kyban

Kyban

 

1st-level Lightfoot Halfling Monk [Way of Shadow] 
Small Male Humanoid
Armor Class
 15 (unarmored defense)
Hit Points 9 (1d8)
Speed 25 ft.
Sense Normal    
Str 12 (+1)  Dex 16 (+3)  Con 13 (+1)
Int 10 (+0)  Wis 15 (+2)  Cha 9 (-1)
Alignment Lawful Neutral
Languages Common, Halfling

TRAITS

Background - Urchin 

    Feature: City Secrets - You know the patterns and flow to cities and can find passages through

        the urban sprawl that others would miss. When you are not in combat, you (and companions

        you lead) can travel between any two locations in the city twice as fast as your speed would

        normally allow. 

Proficiency (+2)
   Tools: Disguise Kit, Thieves’ Tools, Calligrapher’s Supplies.
   Saving Throws: Strength, Dexterity

   Weapons: Simple weapons, shortswords

    Armor: none.

Lucky: When you roll a 1 on an attack roll, ability check, or 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 even when obscured by a creature that is at least one size larger than you.

Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts: You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.  This die changes as you gain monk levels.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

 

SKILLS

Acrobatics +5, Perception +4, Athletics +3, Stealth +5

ACTIONS
Melee Attacks— Shortsword (Tiger Fang Blade) / Unarmed Strike:
 +5 to hit (reach 5 ft.; one creature) / +5 to hit  (reach 5 ft.; one creature)
Hit: 1d6+3 piercing damage (finesse, light) / 1d4 + 3 bludgeoning damage
Ranged Attack—Dart (Shuriken): +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage (finesse, thrown) 

EQUIPMENT 

A short sword (tiger fang blade), 10 darts (shuriken), an explorer’s pack, thieves’ tools, calligrapher’s tools, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 7 cp.

 

PERSONAL CHARACTERISTICS

Traits: “I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.”  “I bluntly say what other people are hinting at or hiding.”

Ideal: “Justice. Those who prey upon the weak deserve no mercy. (Lawful)”

Bond: “I’m guilty of a terrible crime.  I hope I can redeem myself for it.”

Flaw: “My former master and the other members of the Velvet Hand want me dead.”  

 

BACKSTORY

Kyban never knew his father, and he lost his mother to a pox when he was only eight years old.  He grew up a penniless urchin on the mean streets of Waterdeep.  He developed a fierce devotion to a fellow orphan, a young elven girl named Tenley who helped teach him the ropes when he was first starting out.  When he learned that Tenley had been beaten to death by a local bully named Drex, Kyban decided to seek retribution.  He tracked Drex to an abandoned warehouse where a hooded figure named Ghostblade was appraising a number of potential recruits for the Velvet Hand, a secretive order of spies and assassins operating out of Waterdeep. Kyban burst into the warehouse and proceeded to give Drex a sound thrashing, even though the human boy was three years his senior, and about four times his mass.  Intrigued by this exhibition, Ghostblade invited Kyban to join the Velvet Hand, promising him a life free from hunger and struggle.  For the next five years, Kyban studied the Way of Shadow under Ghostblade’s stern tutelage.  His first contract assassination went smoothly, but as he stooped to examine the body, he discovered that the victim had been a kindly old man who had often given Kyban and Tenley shelter when they were young.  Kyban was horrified, and he seriously began to question the direction his life had taken.  Knowing that Ghostblade would never allow someone to leave the Velvet Hand freely, Kyban used subterfuge to fake his own death and slip out of Waterdeep, making his way to Neverwinter where he hoped to use his talents in an effort to atone for the murder that he had committed.  

#63

malisteen

Aug 10, 2014 20:17:29

 

(image source: "gnomon archscientist" by Joe thiel)

 

Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul

NICKNAMES: "Mort" to friends & family, "Zuul" or "Catgut" to others

 

1st-level Rock Gnome Wizard

Small Male Humanoid

Armor Class: 12

Hit Points:  8

Speed 25 ft.

Sense Darkvision 60ft    

Str 8 (-1)  Dex 14 (+2)  Con 14 (+2)

Int 17 (+3)  Wis 12 (+1)  Cha 10 (+0)

 

Alignment neutral

Languages common, gnome, elvish, draconic

 

TRAITS

Gnome Traits:

     Gnome Cunning: advantage on int, wis, and cha saves against magic

     Artificer's Lore: double prof bonus on histery checks re: magic items, alchemical objects, tech devices

     Tinker: can create minor technological devices, see PHB page 37

Wizard Traits:

     Spellcasting (see PHB pg 114)

     Arcane Recovery (see PHB pg 115)

Background: Sage

     Researcher

Proficiency (+2)

     Tools: (tinker's tools)

     Saving Throws: Intelligence & wisdom

     weapons: Daggers, darts, slings, quarterstaffs, light crossbows

 

SKILLS

Arcana, History, Medicine, Investigation

(if religion is required for knowledge of the undead, trade out one of the above,

 or select skilled feat when available).

 

ACTIONS

Chll Touch: 120ft range, +5 to hit, d8 necrotic damage plus cannot heal for a around on hit,

     undead targets hit also have disadvantage on attacks against Mort

Dagger: melee, +4 to hit, d4+2 damage

Spells: +5 to hit, save DC 13; 2x first level spells per day, plus one via Arcane Recovery

 

EQUIPMENT

Quarterstaff (also an arcane focus), tinker's tools, spellbook, scholar's pack, bottle of black ink, quill,

dagger, encrypted copy of the Tenebrous Tome of Sellosus the Blind, a letter from former instructor

entreating Mort to decrypt & translate said tome, set of common clothes, belt pouch

 

SPELLBOOK

Cantrips: Chill Touch, Mending, Minor Illusion

1st Level: Ray of Sickness, Find Familiar, Detect Magic, False Life, Mage Armor, Comprehend Languages

 

PREPARED SPELLS

Ray of Sickness, Detect Magic, False Life, Mage Armor  

 

COMPANION

Springfeather: raven familiar: actually a clockwork skeleton within a taxadermied raven carcass,

  animated by a fiendish spirit which whispers arcane secrets.

 

PERSONAL CHARACTERISTICS

Traits: "I use polysyllabic words that convey the impression of great erudition;"

+ "I am irrepressibly, inexhaustibly, and, I've been told, insufferably enthusiastic about Necromancy"

Ideal: "The pursuit of knowledge requires a mind unfettered by ethics, faith, or... mortality"

Bond: "I will found a Necromantic Academy, to fill a void caused by petty fear and superstition"

+ "I have an ancient text that holds terrible secrets, that must be deciphered & shared with the world"

Flaw: "I am drawn to forbidden lore, heedless of any danger others might claim it represents"

 

DETAILS

height: 3'4"

weight: 40 lbs

age: 32 years

Skin: pale and chalky

Hair: shaved head, & a short, scruffy, blond beard

Appearel: black & grey wizard's robes & small round goggles

     

BACK STORY

Show

Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, or 'Mort', was born to a clan of rock gnomes

who made their home in a major human city.  The son of a mortician, Mort grew up around corpses, which

made him quite comfortable with the concepts of death and the dead even from an early age.

 

As a child, Mort practiced taxidermy as a hobby, and would construct tiny clockwork toy mice and frogs,

then stitch them into the skins of actual animals, which he found increadibly hilarious for reasons he could

never really convey to others. As he grew older, Mort started showing signs of arcane talent, which

manifested as a semblence of unlife imbued within his toys.  When his family realized that Mort's latest pet,

a raven named Springfeather, was more than just a creepy clockwork, Mort quickly found himself enrolled

and living at the city's arcane academy.

 

Though Mort took well to his studies, he was frustrated to find that the school of Necromancy at the academy

was largely taboo, saddled with crippling restrictions from the academy masters and city governor, with only

a single tired, put upon instructor and no dedicated students.  In fact, Mort was the first student to show open

interest in the school in fourty years.  There were few books or resources on necromancy in the academy's

library, and no funds available for research tied to the school.

 

Mort found all of these restrictions extremely frustrating and counter intuitive.  After all, knowledge is not

inherently evil, it is only what people do with it that matters.  Could not evocation magic burn down a house?

could not conjuration open gates to fiendish horrors?  Could not enchantment and illusion bewitch the mind?

How was Necromancy as a school any more dangerous or any less worthy of study than any of those

schools?

 

Because there was so little available to learn, Mort graduated sooner than his peers, and decided to travel

the world as an adventurer, seeking out the Necromantic lore that had been denied to him in his formal

education, and collecting it with the goal of eventuall opening his own academy of the Necromantic Arts,

so that future generations of young necromancers would not be frustrated as he had been.  Upon his

graduation, his beloved teacher encouragd him to follow his dream, and gave him a rare and forbidden

text, the Tenebrous Tome of Sellosus the Blind, a book of secret necromantic lore.  This particular copy

had been made by the Arch Necromancer Voderich Pale, who had locked the tome's secrets beneath a

cobweb of codes and cyphers both magical and mundane.  The teacher had made very little progress in

translating and decoding the book, with the academy masters constantly watching him, but he hoped Mort,

with his new freedom, would be able to unlock the book's secrets, and use it to help establish his school.

#64

Danny_Montanny

Aug 15, 2014 8:50:26

Lady Magnolia (Mags) Montrésor

1st-level Rogue, Medium humanoid (human), chaotic neutral

 

Armor Class 14 (leather armor)
Hit Points 9 (1d8 + 1)

Speed 30 ft.

   STR          DEX         CON

10 (+0)     16 (+3)     12 (+1)

   INT           WIS         CHA

  8 (-1)      13 (+1)     16 (+3)

 

Saving Throws Dex +5, Int +1

Skills Athletics +2, Deception +7, Insight +3, Perception +3, Persuasion +5, Sleight of Hand +7, Stealth +5

Senses Passive Perception 13

Languages Common, Deep Speech

Challenge 1/4 (50 XP)

 

Equipment. A rapier, a shortbow and quiver of 20 arrows, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, a disguise kit, a signet ring of an imaginary duke, a diary written in a strange language, and a belt pouch containing 15 gp.

 

Feat. Actor: Mags has advantage on Charisma (Deceptoin) and Charisma (Performance) checks when trying to pass herself off as a different person. She can mimic the speach of another person or the sound made by other creatures. She must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by her Charisma (Deception) check allows a listener to determine that the effect is faked.

 

Proficiency. (+2) Mags is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, and the following tools: disguise kit, forgery kit, and thieves' tools.

 

Epertise. Mags doubles her proficiency bonus for any ability check made that uses Charisma (Deception) and Dexterity (Sleight of Hand).

 

Sneak Attack. Once per turn, Mags can deal an extra 1d6 damage to one creature she hits with an attack if she has advantage on the attack roll. The attack must use a finesse or ranged weapon. She doesn'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 she doesn't have disadvantage on the attack roll.

 

ACTIONS
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage.

Shortbow. Ranged Weaopn Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Charlatan (I put on new identities like chlothes)

Feature. False Identity.

Trait. Flattery is my preferred trick for getting what I want. I lie about almost everything, even when there's no good reason to.

Ideal. I am a free spirit - no one tells me what to do.

Bond. I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

Flaw. I can't resist swindling people who are more powerful than me.

 

BACK STORY

Magda Marsk was bored and tired of her simple life. Bored of serving in her father's tavern, The Stone Squire, in the North Ward of Waterdeep. Tired of seeing "noble" patrons saunter in and out, every day, like they owned the world. What right did they have that she didn't? Maybe it was time to take a little for herself. So she decided she would study these nobles. Learn how to act like them, copy their mannerisms and how they spoke. She'd then go out, as one of them, and take what she wanted. As would be her "noble" right! As a natural actor, it almost seemed too easy. She would sneak out at night and hit the taverns seaking her just due. Charming her way close to drunks and swiping their coin purses. But, alas, even this thrill started to wear thin. Lucky for her, things were about to get interesting. She had been spotted by a local grifter named Ronaldo who recognized her raw talent and kindred spirit. Now this was the life she was looking for. With Ronaldo as a mentor she quickly blossomed. Weather it was with her martial training or the con, she seemed like she was born for this life. Everything was so exciting now. There wasn't a mark too big that she and Ronaldo couldn't take down. Or so she thought... One night while working over what seemed to be a well off traveling merchant, Ronaldo aquired a small chest from the merhant's wagon. Though magically locked, he used his connections to have it opened for a cut of the score. To everyone's chagrin the only thing in the chest was a small book written in an odd language. Intrigued by the book, Mags took it as a curiosity and started to study it. Little by little the words started to make sense. Almost as if the book was unfolding itself to her, teaching her how to read it so that she could unlock it's contents. When she told Ronaldo this, he would just laugh it away and say that she was, "mad." But she wasn't crazy! There were secrets in this book. Ancient. Dark. Secrets that she had to know. And she wasn't the only one... As she approached the safehouse where she was to meet up with Ronaldo a few months after finding the book, she got the strangest feeling. Like a whisper in her ear. "Caution" it said. Not one to esily wave a feeling like that away, she stealthily approached a side window. That's when she saw the most horrifying thing she's ever seen. Ronaldo, hanging in mid air like a ragdoll, and standing infront of him a grotesque creature. A tall, gaunt humanoid, dressed in dark robes, and what looked like an octopus for a head. What happened next was something so horrid it will forever haunt her dreams. Terrified, she ran. Collected what little she could in a hurry and left Waterdeep's north gate that very night. Now she spends her days on the move under the cover of a noble from Baulder's Gate in hopes of throwing off any trail. But every night she reads before falling into a fitful rest. Reads in hope that something in the book will explain what it was that Ronaldo died for.

#65

Danny_Montanny

Aug 15, 2014 8:47:59

Komät the Swift

1st-level Barbarian, Medium humanoid (human), chaotic good

 

Armor Class 14
Hit Points 14 (1d12 + 2)

Speed 40 ft.

   STR          DEX         CON

16 (+3)     14 (+2)     14 (+2)

   INT           WIS         CHA

10 (+0)     12 (+1)       8 (-1)

 

Saving Throws Str +5, Con +4

Skills Animal Handling +3, Athletics +5, Perception +3, Stealth +4, Survival +3

Senses Passive Perception 13

Languages Common, Goblin, Orc

Challenge 1/4 (50 XP)

 

Equipment. A greatsowrd, 2 hand axes, an explorer's pack, 4 javalins, a staff, a hunting trap, a cloak made from a bear's hide, a set of traveler's clothes, a small metal urn containing ashes of his father (I ROLLED IT!), and a belt pouch containing 10 gp.

 

Feat. Mobile: When Komät uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, wheather he hits or not.

 

Proficiency. (+2) Komät is proficient with light armor, medium armor, shields, simple weapons, marial weapons, and the drums.

 

Rage. In battle, Komät fights with primal ferocity, On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +2 bonus to the damage roll.
  • He has resistance to bludgeoning, piercing, and slashing damage.

If Komät is able to cast spells, he can't cast them or concentrate on them while raging. His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. Once he has raged twice, he must finish a long rest before he can rage again.

 

Unarmored Defense. While Komät is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

 

ACTIONS
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 3 slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d6 +3 slashing damage.

Javalin. Melee or Ranged Weaopn Attack: +5 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 1d6 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Outlander (Tribal nomad)

Feature. Wanderer

Trait. I'm driven by a wanderlust that led me away from home. I feel far more comfortable around animals than people.

Ideal. Change. Life is like the seasons, in constant change, and we must change with it.

Bond. I suffer aweful visions of a coming disaster and will do anything to prevent it.

Flaw. I am slow to trust members of other races, tribes, and societies.

 

BACK STORY

Komät was born of the Sky Pony tribe of the Uthgardt barbarians in the year DR 1473, the Year of the Heritic's Rampage. He's always felt great pride in his family, and in his tribe. His father had died a great hero when Komät was but a boy, and he carries with him a small urn with ashes from his father's funeral pyre as a reminder of the man he hopes to be. When he was young, before his right of passage, he spent his time caring for the tribe's animals. Though a bit more kindhearted and timid that other members of his tribe, his blood burns just as fierce as any other when battle is met. Fierce, but tempered, he knows that there's more to fighting than strength alone. Wise beyond his years in this regard, he blends his natural speed with savagry when it comes to combat. Though surviving in the wild has it's hardships, he wouldn't have life any other way. Until recently, that is. Lately he's been having strange dreams. Visions of soaring high over world, with wings of solid gold, free of Toril's constraints. As he looks around, though, his joy turns to dread. The land as buring, for countless miles, as far as his great eyes can see. With a start he wakes, but the feeling remains. This feeling of unease has been steadily growing and he's decided he must now leave the tribe to find out what these dreams mean. There's change in the air and he means to understand it so he can save his people.

#66

Plaguescarred1

Aug 11, 2014 12:56:21

Cool toons Danny! 

#67

Whir

Aug 11, 2014 20:56:16

This is the cleric I made for my online game. I am not a mythology major, so please don't bust me too hard for using Chang'e as a diety -- the imagery is what I was going for, not necessarily the actual Chinese mythology. I also did not list characteristics from the game background because I feel they are all spelled out more betterer by the brief character background

 

I will be adding higher level versions of her and her foster brother in the future!

 

"Why no shield?" Flavor. She is not a fighter (though she has been trained by the order). She will try to persuade her way out of a bad situation. If she can't, her brother steps in.

 

Xia Wei

1st level Human Cleric

Medium Female Humanoid

Armor Class 16 (chainmail)

Hit Points 10 (1d8+2)

Speed 30 ft.

Sense Normal

Str 13 (+1) Dex 11 (+0) Con 14 (+2)

Int 9 (-1) Wis 16 (+3) Cha 15 (+2)

Alignment chaotic neutral

Languages common, elvish, celestial

 

TRAITS

Background - Acolyte

    Feature: Shelter of the Faithful
Proficiency (+2)

    Saving Throws: Wisdom, Charisma

Spellcasting

Divine Domain - Life

    Disciple of Life

 

SKILLS

Insight +5, Medicine +5, Persuasion +4, Religion +1

 

ACTIONS

Melee Attacks— Mace: +3 to hit (reach 5 ft; one creature).

Hit: 1d6+1 bludgeoning damage

Ranged Attack— Shuriken: +2 to hit (range 20/60 ft; one creature).

Hit: 1d4 piercing damage

 

SPELLS

Cantrips: Resistance, Sacred Flame, Save The Dying

Prepared Spells: Bless (Domaind), Cure Wounds (Domain), Detect Magic, Healing Word, Sanctuary, Shield of Faith

 

EQUIPMENT

chainmail armor, baton mace, 10 shuriken (darts), stilleto (dagger), traveling silks, holy vestments, holy symbol, healer's kit, holy water (1 flask), backpack, bedroll, silk blanket, rations (10 days), waterskin, a piece of crystal that faintly glows in the moonlight

 

BACKGROUND

Xia Wei is a cleric of Chang'e, Goddess of the Moon and Immortality. She has traveled far west of her homeland in search of a reagent which will complete an Elixir of Immortality for the high priestess of her temple. The reward for returning with the reagent would be the highest post under the new immortal, and as such, others are also racing to find it.

           

She dresses in the spun silk raiment of her homeland, her holy vestments mostly covering the intricately detailed chain mail given to the clerics who had volunteered for the mission. Her baton is made of steel, the pommel shaped like a full moon and the rod engraved with cassia flowers. Her shuriken are shaped like crossed crescent moons.

           

She is physically refined and generally quiet, but her appearance and silence belie her driven and selfish nature. She will do what needs to be done to get what she wants, though she will shirk from harming the innocent to accomplish this.

 

Her holy symbol, a full moon engraved with the shape of a cassia flower, is kept chained to her wrist at all times. When not in use, it hides in a pocket sewn into the sleeve of her vestments.


The shuriken are loaded in a bandolier which runs down the left side of her chainmail, underneath her arm. The stiletto is hidden in the back of her gear belt and covered by the cape of the vestments.

#68

Rhenny

Aug 12, 2014 17:14:20

Here's another PC from one of my campaigns.    2nd level one this time.

 

Corporal Mara Steele of the Alliance (mustered out)


2nd-level Human Fighter     Medium Damaran Female
Armor Class 17 (studded Leather)   Hit Points 21 (2d10)   Speed 30 ft.

 

STR 13 (+1)   DEX 16 (+3)  CON 16 (+3)   INT 8 (-1)   WIS 8 (-1)  CHA 12 (+1)

 

Alignment Neutral
Languages common, goblin

 

TRAITS
 Background -Soldier

Proficiency (+2) – Athletics, Intimidation, Animal
Handling, Athletics, Cards, Land Vehicle

 

Saving Throws: Strength and Constitution (add prof. to those saves)

 

Defense Style Fighter (+1 AC)

 

Feat:  Duel Wielder (can use non-light weapons for duel wielding, and can draw both or stow them as a free action, +1 AC).

 

Second Wind  1d10+lvl/rest

Action Surge 1/short rest
 
ACTIONS
 Melee Attacks—
Duel Wielding Shortsword +5  1d6+3 and 1d6  (Trying to find rapier)

Dagger +5  1d4+3   (20'/60')

 

EQUIPMENT
dungeonering pack, studded leather armor, 2x shortsword, 12 daggers, An insignia of Corporal of the Alliance, a fancy sturdy bone dagger, deck of cards, a set of common clothes, and a belt pouch containing 62 gp

 

PERSONAL CHARACTERISTICS

Appearance: Height 5'6"
Weight 114lb

Black Hair, Fair skin tone, Short and toned

Traits: I’m always polite and respectful

Ideal: Ideals aren’t worth killing over or going to war for

Bond: I would still lay down my life for the people I served with.

Flaw: My hatred of my enemies is blind and unreasoning.

 

Background:   Mara followed orders unquestionably when she fought in the great wars.  Her bravery, loyalty and compassion were applauded by her superiors, yet she could not advance above her rank because she didn’t have the intelligence or awareness to become a higher ranking officer.   After the war, disillusioned by the petty politics within the ranks, she mustered out.   She has been adventuring for the past few years as a hired hand.   She likes the carefree life she has right now, although she still exhibits bravery and loyalty to those she works with.

#69

El_Karlos

Aug 13, 2014 19:33:50

Kirin Ichiban

Kirin Ichiban Monk Dungeons and Dragons 5e

Art by Me! the-karl.deviantart.com

 

1st-level Wood Elf Monk
Medium Male Humanoid
Armor Class
 16
Hit Points 9 (1d8)
Speed 35 ft.
Sense Darkvision 60ft  
Str 12 (+1)  Dex 16 (+3)  Con 13 (+1)
Int 8 (-1)  Wis 16 (+3)  Cha 10 (+0)
Alignment Lawful Neutral
Languages Common, Elven, Giant

TRAITS

Background - Wanderer

    Feature: The Long Winding Road. Whever your party enters a new settlement or point of interest, there is a chance that you have visited it before in the past. At the DM's discretion you may know a contact in the settlement, useful details about the location, or may be confronted by old enemies or rivals.

Proficiency (+2)
   Tools: Herbalism Kit, Musical instrument (Taiko Drums)
   Saving Throws: Strength, Dexterity

   Weapons: Simple weapons, shortswords

    Armor: none.
Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot: Your base speed is 35ft.

Trance: You can meditate for 4 hours to gain the benefits of an extended rest.

Keen Senses: You gain proficiency in the Perception skill.

Fey Ancestry: You gain advantage on saving throws against charmed and magic cannot put you to sleep.

Mask of the Wild: You can attempt to hide when you are only lightly obscured by foliage, heavy rain, falling snow, mist, or other natural phenomena.

Unarmored Defense: While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts: You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.  This die changes as you gain monk levels.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

 

SKILLS

Acrobatics +5, Perception +5, Athletics +3, Stealth +5, Survival +5

ACTIONS
Melee Attacks— Quarterstaff (Two-handed):
 +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 bludgeoning damage (versatile)
Unarmed Strike: +5 to hit (reach 5 ft.; one creature)

Hit: 1d4+3 bludgeoning damage
Ranged Attack— Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage (heavy, two-handed) 

EQUIPMENT 

A longbow, 20 arrows, a Quarterstaff (Bo-Staff), an explorer’s pack, Herbalism kit, Monk Robes, a kunai (dagger) inscribed with a mysterious sigil, a pouch with 11gp and 2sp.

 

PERSONAL CHARACTERISTICS

Traits: “I am aloof, slow to anger, and resolute in my decisions."

Ideal: “By emptying myself of passion and emotion, my spirit will find peace."

Bond: “I follow a strict personal code that determines my  actions."

Flaw: “I follow my path to escape my past sins. My code does not always align with the morals of others."

 

BACKSTORY
Having lived for a century as a decadent thrill-seeker, Kirin's colorful lifestyle finally took its toll on his mind and body. Guilty of a terrible sin known only to himself, he entered a self-imposed exile into the sandy wastes of the far east. When he returned, he was no-longer the rakehell elf of the past. Trained in meditative techniques by desert ascetics, Kirin has attempted to master his dark impulses through iron discipline and a strict code known as the Empty Path. Now, the Path dictates that he return to confront the demons of his former life, so that he may master them and continue his journey towards enlightenment.
 

 

(Reply to #69)

AaronOfBarbaria

El_Karlos wrote:
(Reply to #70)

El_Karlos

AaronOfBarbaria wrote:
(Reply to #69)

Danny_Montanny

El_Karlos wrote:
(Reply to #72)

El_Karlos

Danny_Montanny wrote:
D&D 5th Edition Character Bundle 100 Basic Characters, Levels 1-5, Set I.pdf

BoldItalic

Aug 14, 2014 8:16:01

I've uploaded a bundle of 100 computer-generated random characters, levels 1-5.

Custom character sheets, not the official 5e ones.

 

Suitable for emergency pregens or fleshed-out NPCs.

No index, so you just have to scroll through the PDF looking for what you want.

 

Personalities but no real backstories - you have to make up those to suit your own campaign.

 

Basic Rules V0.2 (so the Noble background is enabled).

Not legal as PCs for Adventurer's League play because the stats are rolled rather than point-buy or array.

 

The thumbnail portraits are lifted from Neverwinter Nights - the original 2002 Bioware game, not the current MMO.

 

I can easily generate more bundles, any number, any levels, if wanted.

 

D&D 5th Edition Character Bundle 100 Basic Characters, Levels 1-5, Set I.pdf

#75

Jvance420

Aug 14, 2014 14:55:19

 

 

 

Nihilus

1st Level Variant Human Fighter
Medium Male Humanoid
Armor Class
19 (+16 chain mail, +2 shield, +1 style) DR3 vs non-magical slashing/blugeoning/piercing damage (feat)
Hit Points 12 (10+2)
Speed 30 ft.
Str 17 (+3)  Dex 10 (+0)  Con 15 (+2)
Int 10 (+0)  Wis 10 (+0)  Cha 12 (+1)
Alignment Lawful Neutral (Kelemvor)
Languages Common, Elven

TRAITS

Background - Soldier

Specialty - Officer

    Tools: Gaming Set (dragonchess), Vehicles (land)

    Trophy: A piece of the banner his fallen unit once represented.
    Saving Throws: Strength, Costitution

    Weapons: warhammer, 2 hand axes

    Armor: chain mail, shield

Fighting Style: Defense (+1 to AC)

Second Wind: One per round, can regain 1d10+level hit points.

Equipment: Explorer's Pack ( Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

 

SKILLS (+1 racial, +2 class, +2 background)

Atheletics +5, Intimidation +3, Perception +2, History +2, Insight +2

Feat: Heavy Armor Master

 

ACTIONS
Melee Attacks— Warhammer (One-handed):
 +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 bludgeoning damage (versatile)
Melee Attacks— Warhammer (Two-handed): +5 to hit (reach 5 ft.; one creature)

Hit: 1d10+3 bludgeoning damage
Ranged Attack— Hand Axe: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d6+3 slashing damage (light, thrown) 

 

PERSONAL CHARACTERISTICS

Traits: "I face problems head-on. A simple, direct solution is the best path to success."

Ideal: “My city, nation, or people are all that matter."

Bond: "I fight for those who cannot fight for themselves."

Flaw: "I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret."

 

BACKSTORY
Born to a military father, Nihilus joined the local militia as soon as he was able. He quickly rose to the officer rank from his brilliant tactical mind and from favors owed to his father. However, after receiving an assignment to secure an outpost rumored to be a target, his unit was attacked by orcs as they attempted to reach the outpost in time. Nihilus had chosen to not send a scout ahead in an attempt to arrive at the outpost faster. Had he taken the time to send a scout ahead, his unit might have survived. Nihilus was seriously wounded and left for dead, although he did manage to wound several of the orcs before falling. After he awoke, he slowly made his way to the outpost, which had been overrun and burned to the ground. Reinforcements arrived soon after and he was treated and returned to base where he was promptly dismissed for his failure. Although acting on orders, someone had to take the blame. Now that he his career as a soldier was over, he seeks employment doing the only thing he knows, war.

 

Notes: In 4E I played a human fighter named Nihilus, who was basically meant to a Thor type character who developed into his own character with a ridiculously fun to play history and personality of his own. I am attempting to transition this character into 5E while keeping the core of him, although with a bit less of his darkness. The idea is he has the shield, but can always stow it or simply drop it and two hand the warhammer for the bonus damage. Obviously a hammer is a must for this character and he will progress towards strength and con caps. Also some other feats I'm considering on down the road are: Sentinel, Shield Master, Mage Slayer and Savage Attacker. Anyhow, I think everything is right here, and I am curious of any feedback, both good and bad.

#76

Thorgeir

Aug 14, 2014 12:39:26

Plaguescarred:

 

Do you have a link source for the character photos you've posted, or these your own creation?

 

Some very nice ones and I wanted to peruse the website of all of them.

 

Thank you.

#77

Plaguescarred1

Aug 14, 2014 12:49:57

Thorgeir wrote:
#78

Leugren

Aug 14, 2014 14:01:00

Jvance420 wrote:
(Reply to #78)

Jvance420

Leugren wrote:
#80

Leugren

Aug 14, 2014 18:52:50

Jvance420 wrote:
#81

Jvance420

Aug 14, 2014 19:05:29

Leugren wrote:
#82

Plaguescarred1

Oct 25, 2014 4:26:00

 

Nashrukk
1st-level Hell Hound (Dragonborn Monk)
Medium Male Humanoid

Armor Class 15 (unarmed defense)
Hit Points 9 (1d8+1)
Speed 30 ft.
Sense Normal     
Str 14 (+2)  Dex 15 (+3)  Con 12 (+1)
Int 10 (+0)  Wis 14 (+2)  Cha 09 (-1)
Alignment Lawful Neutral (evil tendencies)
Languages Understands common, Infernal, Draconic
Trait  
Fire Hound Ancestry
Breath Weapon (1/rest)
Fire Damage Resistance
Background Outlander [Wanderer]
  Origin: Tribal marauder
  Personality Trait: I’m driven by a wanderlust that led me away from home.
  Ideal: Might. The strongest are meant to rule.
   Bond: My pack is the most important thing in my life, even when they are far from me.
   Flaw: Violence is my answer to almost any challenge.
Proficiency (+2)
   Tools: Musical Instrument (howl), Artisant Tool (bonecarving)
   Saving Throws: Strenght +4, Dexterity +5
Skill Athletics +4, Insight +4, Survival +3, Perception +4
Unarmed Strike (Bite)
Unarmed Defense
Actions
Melee Attack— Bite: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage 
Ranged Attack—Breath Weapon: DC 11 Dexterity saving throw (range 15 ft cone, all creatures). 
Failure:  2d6 fire damage    Success: Half damage
Equipment: tattoo, half of a chain and collar

Nashrukk [NASH-rou-KAY] is a hell hound, a fire-breathing canines from the Baator, more precisely from the 4th circle Phlegethos of the 9 Hells. Nashrukk resembles a large hound with golden to red-brown fur and red, glowing eyes and a black mane. It has large snouts protruding from its mouth, often drippling acidic saliva. Its markings, teeth, and tongue are soot black. Nashrukk is large and muscular, standing 4 1/2 feet high at the shoulder (almost 7 feet long) and weighting over 300 lbs. It has a distinct odor of smoke and sulfur constantly emanating from him and the baying sounds it makes has an eerie, hollow tone that send a shiver through any who hear them. Nashrukk has a burned tattoed mark on the back of the head, tree triangles symbol of asmodeus made by its former master, a baatezu warlord named Gryzzi'yl. Nashrukk served in the blood war as a scout for the devil armies until the day he was brought out of its plane of existance onto the prime material plane by a mad wizard named Zircon, which perished almost immediatly after the summoning, at the hand of a band of orcs in some caves. The orcs captured the hell hound but couldn't keep it captive for long as it fled after setting fire to their huts. Nashrukk roamed the plains but found that no matter where he goes, people are affraid of him due to his odd appearance and connection to dangerous plane, except adventurers which tend to tolerate him and give him strange food, recognizing its superior intelligence and high lawfulness, making him a loyal companion despite its nature.

#83

Whir

Aug 15, 2014 18:24:36

M- Musical Instrument?!

#84

Whir

Aug 16, 2014 20:38:01

Jin Wei

1st level Human Fighter

Medium Male Humanoid

Armor Class 16 (chainmail)

Hit Points 12 (1d10+2)

Speed 30 ft.

Sense Normal

Str 17 (+3) Dex 13 (+1) Con 15 (+2)

Int 8 (-1) Wis 10 (+0) Cha 12 (+1)

Alignment chaotic neutral (follows Xia Wei's orders unquestioningly)

Languages common, giant

 

TRAITS

Background - Former Thug

    Feature: Give Me Shelter -- Even if lost, alone and copperless, Jin can find shelter from the elements in the back alleys and dark places of the city and enough food and water to live on day-to-day.
Proficiency (+2)

    Gaming Set (Dice)

    Artisan's Tools (Cook's Utensils)

    Saving Throws: Strength, Constitution

Great Weapon Fighting

Second Wind

 

FEATS

Heavy Armor Master

 

SKILLS

Athletics (+5), Intimidation (+3), Perception (+3), Religion (+1), Survival (+2)

 

ACTIONS

Melee Attacks— Greatsword: +5 to hit (reach 5 ft; one creature).

Hit: 2d6+3 slashing damage

 

EQUIPMENT

chainmail armor, greatsword, traveling silks, backpack, bedroll, silk blanket, rations (10 days), waterskin, hempen rope (50'), fishing tackle, hunting trap, mess kit, tinderbox, whetstone, skinning knife

 

BACKGROUND

Jin Wei grew up in the streets, just another orphan in the mess of urchins. His size let him bully the smaller and get away with taking the best spoils for himself when he ran with the pack.

One day Jin saw a sprig of a girl wearing silks and walking the streets alone. He meant to muscle the girl out of her money, but instead found out what an aspiring cleric's martial training can do to an untrained street kid. Instead of calling the guards, Xia helped Jin to his feet and gave him a silver coin. Realizing he'd been bested in not only strength but in spirit, he immediately swore his loyalty to Xia and promised to protect and serve her from that day forward.

<snip long background> Eventually, he was allowed to train with the paladins of Xia's temple, and while he excelled in the physical aspects, he could never master the divine.

Jin wears silks similar to Xia's over his chainmail, which was a gift from the paladins at the temple for his perserverence despite his lack of talent for the divine. His greatsword is well-used, bought third or fourth hand from a slum dealer, and covered in dents and chips from battle. Despite the sword's condition, he cares for it as if it were a family heirloom, polishing and honing it daily.

 

Jin is tall and well-muscled with a fair complexion. He is methodical in most aspects of his life, practicing his combat drills every morning and reading his book of Chang'e's teachings -- a gift from Xia -- each night before rest. He departs from this in one aspect: Xia herself. He will throw any caution aside if she asks it and would fight to the death by tooth and claw if necessary to protect her. Any insult towards her will bring Jin's hands to his sword, but a single word from Xia will also calm him.

#85

Plaguescarred1

Aug 15, 2014 20:51:26

Whir wrote:
(Reply to #82)

Lord_Ventnor

Plaguescarred wrote:
#87

Plaguescarred1

Aug 15, 2014 22:17:20

Lord_Ventnor wrote:
#88

Lord_Ventnor

Aug 15, 2014 22:37:13

You could go with voice as a Musical Instrument. Howl along with melodies and all that.

 

For artisan's tools? Boneworking. To get to that delicious bone marrow, you see.

#89

Plaguescarred1

Aug 16, 2014 0:17:30

Lord_Ventnor wrote:
D&D 5th Edition Character Grimfund of Black Keep.pdf

BoldItalic

Dec 05, 2014 1:42:46

Portrait of Grimfund of Black Keep

Grimfund of Black Keep

1st-Level Mountain Dwarf Fighter
Medium Male Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 12 (1d10+2)
Speed 25 feet
Sense Darkvision
Str 20 (+5)   Dex 11 (+0)   Con 15 (+2)
Int    8 (-1)   Wis 12 (+1)    Cha 11 (+0)
Alignment Neutral
Languages Common, Dwarvish, Halfling


TRAITS
Background - Noble (Grandson of the Warden of Black Keep)
   Feature: Position of Privilege
Proficiency (+2)
   Tools: Mason's Tools, Gaming Set (Dice)
   Saving Throws: STR, CON
Second Wind
Fighting Style: Protection
Darkvision
Dwarven Resilience
Stonecunning


SKILLS
Acrobatics +2, History +1, Intimidation +2, Persuasion +2


WEAPON ATTACKS

Battleaxe
+7 to hit, 1d8+5 slashing
versatile (d10)

Two Hand Axes
+7 to hit, 1d6+5/1d6 slashing
light, thrown, range(20/60)

 

EQUIPMENT
Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Fine clothes, Signet Ring, Scroll of Pedigree, 25gp

Trinket: A gemstone that looks like a lump of coal when examined by anyone but you.


PERSONAL CHARACTERISTICS
Traits: Grimfund has a regal bearing. No-one could doubt that he is a cut above the unwashed masses, but he doesn't like to get his hands dirty. He won't be caught dead in unsuitable accommodation.
Ideal - Family. Blood runs thicker than water.
Bond: Grimfund's loyalty to his sovereign is unwavering.
Flaw: Grimfund too often hears veiled insults and threats in every word addressed to him, and is quick to anger.

 

BACKSTORY

Grimfun set out from his home in the Stone Mountains some months ago, to travel to the East Range Mountains. He is an emissary from his grandfather, who is seeking a trade agreement with Dwarf-Lord Filmûn Gold-Cracker. When he reached Redcott last week, he decided to stay for a short while to sample the local ales, which are famous far and wide for the strength of the brew. He took the King's Suite at the Laughing Kobold Arms, which was adequate. Now it is time to move on. Luckily, there is a caravan going his way so he can ride on a wagon to the next town and not have to get his boots dirty walking all the way.

 

D&D 5th Edition Character Grimfund of Black Keep.pdf (Full character sheet but in Custom Format)

 

Not Legal for Organised Play (Adventurers League) [Stats were rolled]

 

#91

Danny_Montanny

Aug 16, 2014 12:37:37

Oh man. I lost a post on here when the site reset that took me a few hours to write up. So much bummer!

(Reply to #84)

Danny_Montanny

Whir wrote:
#93

Whir

Aug 16, 2014 14:20:48

Danny_Montanny wrote:
#94

Whir

Aug 16, 2014 20:33:27

A tribal forest gnome eldritch knight strays far from his home when wanderlust strikes him. 1st, 4th, 8th, 12th, 16th and 20th level versions are presented for your convenience. There may be math mistakes, you have been warned.

Grindax (grin-dax) Battlehummer

1st level Gnome Fighter

Small Male Humanoid

Armor Class 15 (studded leather)

Hit Points 12 (1d10+2)

Speed 25 ft.

Sense Darkvision 60’

Str 12 (+1) Dex 16 (+3) Con 14 (+2)

Int 15 (+2) Wis 10 (+0) Cha 8 (-1)

Alignment chaotic good

Languages common, gnomish

 

TRAITS

Background - Forest-born

    Feature: Wanderer (Outlander background)

    Proficiency (+2)

    Artisan's Tools (Leatheworker's Tools)

    Herbalism Kit

    Saving Throws: Strength, Constitution

Gnome Cunning

Natural Illusionist

Speak with Small Beasts

Duelist

Second Wind

 

SKILLS

Acrobatics (+5), Nature (+4), Stealth (+5), Survival (+2)

 

ACTIONS

Melee Attacks— Rapier: +5 to hit (reach 5 ft; one creature).

Hit: 1d8+5 piercing damage

Ranged Attack— Shortbow: +5 to hit (range 80/320 ft; one creature).

Hit: 1d6+3 piercing damage

 

SPELLS

Cantrips: Minor Illusion

Prepared Spells: -

 

EQUIPMENT

studded leather armor, rapier, shortbow, quiver with 20 arrows, backpack, component pouch, fishing tackle, grappling hook, hammock, hunting trap, mess kit, rations (3 days), silk rope (50’), tinderbox, torch (5), waterskin

 

BACKGROUND

Personality Traits: I’m driven by a wanderlust that led me away from home. I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideal: Life is like the seasons, in constant change, and we must change with it.

Bond: My clan is the most important thing in my life, even when they are far from me.

Flaw: I am slow to trust members of other races, tribes, and societies.

 

Grindax Battlehummer, levels 1, 4, 8, 12, 16 & 20

#95

Plaguescarred1

Aug 19, 2014 6:08:59

 

Artun Felec
1st-level Half-Elf Bard 
Medium Male Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense darkvision 60'  
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 16 (+3)
Alignment neutral good
Languages elf, common, undercommun
Trait 
Background Spy [Criminal Contact]
   Criminal Specialty: Fence
   Personality Traits: Sarcasm and insults are my weapon of choice. 
   Ideal: Aspiration. I work hard to be the best there is at my craft.
   Bond: I protect those who cannot protect themselves.
   Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Proficiency (+2)
  Tools: Musical Instruments (lute, flute, horn), Thieve's Tool, Gaming Set (dice)
  Saving Throws: Dexterity +5, Charisma +5
Skill Acrobatics +5, Deception +5, History +3, Persuasion +5, Stealth +5
Fey Ancestry
Spellcasting (Save DC 13, +5 to hit with spell attacks)
  Cantrip (at-will) -  friends, vicious mockery
 
 1st Level (2/day) - cure wounds,dissonant whisper, sleep, thunderwave
Naturally Stealthy
Bardic Inspiration
Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage 
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d6+3 piercing damage 
Ranged Attack—Vicious Mockery DC 13 Wisdom saving throw (range 60 ft; one creature). 
Hit:  1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Equipment: a set of dark common clothes including a hood, rapier, handcrossbow, 20 bolts, dagger, hat with bright red feather, studded leather armor, Harper pin, a backpack including: a horn, thieves' tools, hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, crowbar and a belt pouch containing 15 gp

Artun [ar-TON] was born in 1467 DR in Melvaunt in the Moonsea from a modest family of rug traders, the Felec. There he lived an ordinary life until he left to become a spy for the Harpers, passing himself as a fence in Phlan's underworld to do information gathering. Artun has long brown hair and eyes, a small goatee and a big hat adorning a bright red feather. He prides himself as one of the finest swashbuckler in the Moonsea, which often brings him into duel with other challengers who wants to prove him wrong. Artun is an acrobatic, agile combattant with loaded cockyness and disarming manners, which makes him popular among the ladies but not so much among rivals. He is prone to take risk being flamboyant, both in love affairs and other more dangerous situations.

#96

Whir

Aug 17, 2014 18:02:09

Kursh Lowtone, Half-orc Bard

BACKGROUND (GUILD ARTISAN - Feature: Guild Membership)
Kursh, a bastard child, was evicted from his home at 12 when his mother married a (very) minor nobleman. On the streets, he found employment at a guild cargo dock and eventually joined the guild as an apprentice woodcarver. At 15, a bard commissioned him specifically to do a detail on the front of a lute. The bard was so impressed with the work that he arranged a deal between the local college and the guild for instrument detailing and repair. The bard took Kursh under his wing and taught him how to play the lute and utilize his powerful baritone voice in song and speech.

 

Now Kursh travels under his guild's banner, using his entertainment (and intimidation if necessary) skills to secure contracts for the guild and wealth for himself. He is not one to start a fight, but he will happily end it with sword and spell. Though skilled in persuasion and deception, he does not use his skills to take advantage of good people. He sees no immorality in fleecing the corrupt or evil.

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 what makes people tick.
Ideal: Everyone should be free to pursue his or her own livelihood.
Bond: I owe my guild a great debt for forging  me into the person I am today.
Flaw: I’m never satisfied with what I have -- I always want more.

 

1st level Half-orc Bard

Medium Male Humanoid
Proficiency Bonus +2

Armor Class 12 (studded leather)
Saves Dexterity, Charisma

Hit Points 10 (1d8+2)

Speed 30 ft.

Sense Darkvision 60’

Str 16 (+3) Dex 10 (+0) Con 14 (+2)

Int 8 (-1) Wis 12 (+1) Cha 15 (+2)

Alignment chaotic neutral

Languages common, orc, elven

 

TRAITS

Relentless Endurance

Savage Attacks

Spellcasting

Bardic Inspiration

 

SKILLS

Animal Handling (+3), Deception (+4), Insight (+3), Intimidation (+4), Performance (+4), Persuasion (+4)

PROFICIENCIES
Artisan’s Tools (Woodcarver’s Tools)
Musical Instrument (Drum)
Musical Instrument (Lute)
Musical Instrument (Lyre)

 

ACTIONS

Melee Attacks— Longsword: +5 to hit (reach 5 ft; one creature).

Hit: 1d8+3 slashing damage

Ranged Attack— Shortbow: +2 to hit (range 20/60 ft; one creature).

Hit: 1d6 piercing damage

Spell Attack— Vicious Mockery: wisdom save DC 12 (range 60 ft; one creature)
Failed Save: 1d4 psychic damage, disadvantage on next attack roll by end of next turn
Spell Attack— Dissonant Whispers: wisdom save DC 12 (range 60 ft; one creature)
Failed Save: 3d6 psychic damage, must use reaction to move as far away from caster as possible; Successful Save: half psychic damage
Spell Attack— Thunderwave: constitution save DC 12 (origin: self; 15 ft cube; creatures in area)
Failed Save: 2d8 thunder damage, target is pushed 10 feet away; Successful Save: half thunder damage

 

SPELLS

Cantrips: Dancing Lights, Vicious Mockery

Prepared Spells: (1st Level 2/day) Cure Wounds, Dissonant Whispers, Healing Word, Thunderwave

 

EQUIPMENT

studded leather, longsword, shortbow, quiver with 20 arrows, backpack, bedroll, blanket, chalk, component pouch, drum, entertainer’s clothes, mess kit, steel mirror, pouch, rations (10 days), signal whistle, soap, tinderbox, torch (5), waterskin, woodcarver's tools

 

DESCRIPTION
Kursh is as burly as his half-orc brethren, but keeps fastidiously clean when possible. His skin is a light grey-green, in contrast with his jet black hair and beard. He keeps his hair short and swept back and his beard trimmed neatly. Kursh’s eyes are green. Unlike most half-orcs, he has no scars proudly bore and the scars he does have, he keeps covered. He does not look down on the more barbaric of his kind, though they often do him.

Kursh dresses smartly, in solid colors of silk (when not in armor) and uses accessories to catch his patrons’ eyes. His is fond of simple rings of precious metals, and has gold emerald earrings in both ears.

 

Kursh, levels 1, 4, 8, 12, 16 & 20 (in progress)

#97

Whir

Aug 16, 2014 20:36:07

Plaguescarred wrote:
#98

swurvDESN

Aug 21, 2014 21:49:05

 

Baird

 

aka Kaspar, Nobleman of Baldurs Gate

 

aka Scion of Tethir the twice slayer of dragons

 

1st-level Half-Elf Bard 
Medium Male Humanoid
Armor Class
 14 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Senses Darkvision to 60' 
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 17 (+3)
Alignment chaotic neutral 
Languages common, elvish, draconic

 

TRAITS
Background - Charalatan

    Feature: False Identity - Kaspar Earl of Darromar

    Favorite Scheme: I Insinuate myself into peoples lives to prey on their weaknesses and secure their fortunes.

Proficiency (+2)
   Tools: Disguise Kit, Forgery Kit, Lute, Horn, Drum
   Saving Throws: Dexterity, Charisma

Spellcasting (Cantrips Known 2, Spells Known 4, Spell Slots 1st - 2)

Bardic Inspiration (d6)

 

SKILLS 

Deception +5, Acrobatics +4, Performance +5, Persuasion +5, Stealth +4
 

ACTIONS
Melee Attacks— Rapier:
 +4 to hit (reach 5 ft.; one creature). 
Hit: 1d8+2 piercing damage 
 

EQUIPMENT

a rapier, studded leather armor, entertainers pack, a forgery kit, a horn, a set of fine clothes including a hat, a healing potion and a pouch containg 22 gp.

 

PERSONAL CHARACTERISTICS

Traits: Sarcasm and insults are my weapon of choice. I have a joke for every occasion especially at inappropriate times.

Ideals: I'm determined to make something of myself. (Neutral)

Bond: Being the grandchild of a renowned dragonslayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest, until this blows over.

Flaw: I'm always in debt. I spend my ill gotten gains on decadent luxuries faster than I bring them in.

 

BACK STORY

TBD

#99

Whir

Aug 17, 2014 18:00:34

Rekish, Dragonborn Monk

 

BACKGROUND (FOLK HERO — Feature: Rustic Hospitality)

Rekish grew up a ward of the monastery in a small town with an inconsequential name. Left by unwilling parents, orphan of war, or part of some great prophecy, she has never been told how she arrived.

 

Her draconic heritage obvious, her biological weapon had never manifested at the age of 16. On an overcast day, walking home to the temple from the village with food and supplies, she encountered a few seedy men harassing a woman and her two small children. As any good person might, Rekish tried to intervene, but was quickly overpowered by the bandits. Pinned and helpless, she could do nothing but watch while the other men began tearing at the woman’s clothes, her children frozen in terror. She felt a fury well up from inside of her and as she started to scream, a bolt of electricity crackled from her open jaws, mortally wounding the two would-be rapists. The third man ran in fright, freeing Rekish to help the woman and her children back to town.

 

Personality Traits: I judge people by their actions, not their words. If someone is in trouble, I’m always ready to lend help.
Ideal: People deserve to be treated with dignity and respect.

Bond: I protect those who cannot protect themselves.

Flaw: I have trouble trusting in my allies.

 

1st level Dragonborn Monk
Medium Female Humanoid

Proficiency Bonus +2
Saves Strength, Dexterity

Armor Class 14 (unarmored)

Hit Points 9 (1d8+1)

Speed 30 ft.

Sense Normal

Str 15 (+2) Dex 14 (+2) Con 12 (+1)

Int 10 (+0) Wis 15 (+2) Cha 9 (-1)

Alignment Lawful good

Languages Common, draconic

 

TRAITS
Draconic Ancestry (Bronze)

Breath Weapon (Lightning)

Damage Resistance (Lightning)

Unarmored Defense

Martial Arts

 

SKILLS
Animal Handling (+4), Athletics (+4), Insight (+4), Survival (+4)

 

PROFICIENCIES
Artisan’s Tools (Calligrapher’s Supplies)
Vehicles, land

 

ACTIONS

Melee Attack— Spear: +4 to hit (reach 5 ft; one creature)

Hit: 1d6+2 piercing damage

Martial Arts Bonus Attack— Unarmed Strike: +4 to hit (reach 5 ft; one creature)

Hit: 1d4+2 bludgeoning damage

Ranged Attack— Dart: +4 to hit (range 20/60; one creature)

Hit: 1d4+2 piercing damage

Breath Weapon Attack— Lightning: reflex save DC 12 (origin: self; 5 by 30 ft. line; creatures in area)

Failed Save: 2d6 lightning damage; Successful Save: half lightning damage

 

SPELLS
Cantrips: -

Prepared Spells: -

 

EQUIPMENT
traveler’s outfit, spear, dart (10), backpack, bedroll, blanket, healer’s kit, mess kit, pouch, rations (5 days), tinderbox, waterskin

 

DESCRIPTION
Rekish is on the small side for a dragonborn but her ascetic lifestyle has left her lithe with corded muscles peeking through her thick hide. Her skin is a reddish bronze and her scales tinged with a bronzed blue on the outer edges. Her eyes are gleaming gold and glitter with ferocity when something upsets her.


Rekish dresses in simple traveler’s clothes and wears no jewelry aside of the simple iron hair ring of her monastic order, which she wears on a barbel instead.

 

 

Rekish, Levels 1, 4, 8, 12, 16 & 20

#100

Danny_Montanny

Aug 17, 2014 15:56:43

Thanks to Plaguescarred for the idea!

Maybe an awoken black bear Barbarian next?

Akazuma

3rd-level Shadow Monk, Medium humanoid (human "awoken wolf"), lawful neutral

 

Armor Class 15
Hit Points 21 (3d8 + 3)

Speed 50 ft.

   STR          DEX         CON

14 (+2)     16 (+3)     12 (+1)

   INT           WIS         CHA

10 (+0)     14 (+3)      8 (-1)

 

Saving Throws Str +4, Dex +5

Skills Acrobatics +5, Athletics +4, Perception +4, Stealth +5, Survival +4

Senses passive Perception 14

Languages Common, Dwarvish, Elvish, Orc

Challenge 1 (200 XP)

 

Equipment. A shortsword, 4 daggers, a black leather harness, and a headband representing his clan.

 

Feat. Mobile: When Akazuma uses the Dash action, difficult terrain doesn't cost him extra movement on that turn. When he makes a melee attack against a creature, he doesn't provoke opportunity attacks from that creature for the rest of the turn, wheather he hits or not.

 

Proficiency. (+2) Akazuma is proficient with simple weapons, shortswords, and the drums.

 

Unarmored Defense. While Akazuma is wearing no armor and not wielding a shield, his AC is 15.

 

Martial Arts. Akazuma gains the following benefits while he is unarmed or wielding only monk weapons and he isn't wearing armor or wielding a shield:

  • He can use Dexterity instead of Strenght for the attack and damage rolls of his unarmed strikes and monk weapons.
  • He can roll a d4 in place of the normal damage of his unarmed strike or monk weapon.
  • When he uses the Attack action with an unarmed strike or a monk weapon on his turn, he can make one unarmed strike as a bonus action.

Ki. Akazuma's training allows him to harness the mystic energy of ki. He has 3 ki points that he can spend on various ki features. When he spends a ki point, it is unavailable until he finishes a short or long rest, and the end of which he draws all of his expended ki back into himself. He must spend at least 30 minutes of the rest meditating to regain his ki points. Some ki features require his target to make a saving throw to resist the feature's effect. That saving throw DC is 12.

 

Unarmored Movement. Akazuma's speed increases 10 ft. while he is not wearing armor or wielding a shield.

 

Deflect Missiles. Akazuma can use his reaction to deflect or catch the missle when he is hit by a ranged attack. When he does so, the damage he takes from the attack is reduced by 1d10 + 5. If he reduces the damage to 0, he can catch the missile if it is small enough for him to hold in his mouth and his mouth is free. If he catches a missile in this way, he can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition he just caught, as part of the same reaction. He makes this attack with proficiency and the missile counts as a monk weapon for the attack.

 

Ki Features: Akazuma has access to the following benefits when spending ki points:

  • Flurry of Blows. Immediately after he takes the Attack action on his turn, he can spend 1 ki point to make two unarmed stikes as a bonus action.
  • Patient Defense. He can spend 1 ki point to take the Dodge action as a bonus action on his turn.
  • Step of the Wind. He can spend 1 ki point to take the Disengage or Dash action as a bonus action on his turn, and his jump distance is doubled for the turn.
  • Shadow Arts. As an action, he can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, he gains the minor illusion cantrip.

 

ACTIONS
Bite or Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 3 piercing or bludgeoning damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Outlander (Ninja clan)

Feature. Wanderer

Trait. I watch over my friends as if they were a litter of newborn pups. I once ran twenty-five miles without stopping to warn my clan of an approaching attack.

Ideal. Honor. If I dishonor myself, I dishonor my whole clan.

Bond. I am the last of my clan, and it is up to me to ensure their names enter legend.

Flaw. I remember every insult I've ever recieved and nurse a silent resentment toward anyone who's ever wronged me.

 

BACK STORY

Akazuma (ah-KAZ-oo-ma) was selected as a pup, for his natural cunning and strength, to undergo one of the finest honors his clan could bestow. A ritual of magic was performed, giving him the intelligence of a man and the ability to speak. From then on he was a full fledged member of the clan, trained along side the other youths, and taught the secret art of Ninjitsu. Just like all members of the clan he was taught the use of the ninjatō (shortsword) and kunai (dagger), but without the ability to grasp a weapon he had to learn how to skillfully wield them using his jaws. He was also taught how to effectively use his natural weapons, his jaws and paws, to strike with more might than most would think possible. More than just martial training, he was also taught how to use the energy residing in his own body to acomplish great feats of speed and steath. This was all to prepare him for what would come next. War. His entire clan was a secret village that could be hired by those, with enough coin, that wished to wage a covert war on their enemies. Though they were soldiers for hire, the clan held to a strict code of honor. They would not kill innocents and wouldn't fight those they deemed unworthy to battle. This ultimately would be their undoing. While out on a solo mission he learned that a recently turned down lord had resented their rebuff and planned on slaughtering their village with his army. He raced home as fast as he could, but alas, he was too late. Though they fough hard, and afflicted many casualties to their enemy, the villige was murdered to the last man. Horrified and heartbroken, Akazuma did the only thing he could, he ran. Now he wanders, looking for those that he could call family again, and increasing his skills so he could one day return and exact his revenge on the merciless lord who slaughtered his people. Akazuma is a fierce warrior and still holds to his strict code of honor. As such, he is a stalwart protector of those he finds honerable and a savage enemy to those that would besmirch that honor.

#101

Whir

Aug 17, 2014 16:40:25

Danny_Montanny wrote:
(Reply to #101)

Danny_Montanny

Whir wrote:
#103

Whir

Aug 17, 2014 18:05:05

Danny_Montanny wrote:
#104

Plaguescarred1

Aug 17, 2014 19:36:37

Danny_Montanny wrote:
#105

Alpizarai

Aug 18, 2014 5:33:42

Whir wrote:
#106

Whir

Aug 18, 2014 6:27:54

Alpizarai wrote:
#107

Talos_Dragon

Aug 18, 2014 15:56:48

How to I add an image to my posts?

 

(Reply to #107)

Jvance420

Talos_Dragon wrote:
#109

Whir

Aug 19, 2014 18:19:55

Maes

BACKGROUND (CRIMINAL — Criminal Specialty: Infiltrator; Feature: Criminal Contact)
Once the son of an up-and-coming noble, Maes has spent the last five years infiltrating and systematically killing a gang of hired thugs. A rival noble hired the gang to kidnap and torture Maes’s parents for information that could be used to discredit them. The gang took it too far, killing Maes’s father and then raping and beating his mother to death. Maes was beaten and left for dead as well.

Laying in a gutter, bleeding internally, and waiting to die, Maes began to have visions. The visions were alien to him and he could not comprehend their meaning at the time. One recurring image kept him clinging to life: vengeance and the power to carry it out. And he wanted that power.

When he woke again, he was still lying in the gutter, but his wounds had healed. He felt renewed vigor, as though the alien visions had granted him some new understanding and stamina. It has taken years since then, but he has finally executed the last of the gang. Now he looks for a new purpose and to learn more about the powers that he has been granted.

Personality Traits: I always have a plan for what to do when things go wrong. I seethe at the slightest insult and plan my revenge on the fool.
Ideal: I will avenge those who cannot avenge themselves, even if I have become evil to do so.
Bond: I will return honor to my family’s name and bring down our rivals by any means necessary.
Flaw: When faced with a choice between revenge and my allies, I always choose revenge.

1st level Human Warlock

Medium Male Humanoid

Proficiency Bonus +2

Armor Class 12 (studded leather)
Saves Wisdom, Charisma

Hit Points 10 (1d8+2)

Speed 30 ft

Sense Normal

Str 8 (-1) Dex 10 (+0) Con 14 (+2)

Int 12 (+1) Wis 14 (+2) Cha 16 (+3)

Alignment Chaotic evil

Languages Human, infernal

 

TRAITS
Otherworldly Patron - Great Old One
    Awakened Mind
Pact Magic

FEATS
Spell Sniper

 

SKILLS
Arcana (+3), Deception (+5), Insight (+5), Perception (+4), Stealth (+2)

 

PROFICIENCIES
Gaming Set (Dice)
Thieve’s Tools

 

ACTIONS

Melee Attack— Spear: +1 to hit (reach: 5 ft; one creature)

Hit: 1d6-1 piercing damage

Ranged Attack— Light Crossbow: +2 to hit (range: 80/320; one creature)

Hit: 1d8 piercing damage

SPELLS

Cantrips: Chill Touch, Edlritch Blast

Prepared Spells: (1st Level 1/day) Dissonant Whispers, Witch Bolt

 

EQUIPMENT

 

DESCRIPTION
Maes is tall and frail and his skin almost so pale as to be translucent. His preternaturally white hair spills from his scalp in fine layers, framing a gaunt face inset with pale yellow eyes. The knobs of his elbows and knees tend to jut out from his clothing, giving him the appearance of a marionette with no strings.

Though a traditional physical oddity, Maes has a clear grasp of fashion and usually dresses in fine clothing reminiscent of whatever society he finds himself among. He has a tattoo of an eye framed by strange symbols on the inside of his right wrist, a gift -- and brand -- from whatever being granted him his powers.

#110

iserith

Aug 20, 2014 13:22:48
 
#111

ooSitrioo

Aug 21, 2014 3:31:03

 

 

 

Laznabog Krimm
1st-level Tiefling Warlock (eventually of the Tome)

Armor Class 13
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darkvision
Str 09 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 10 (+0)  Wis 10 (+0)  Cha 17 (+3)
Alignment lawful evil
Languages common and infernal
Trait 
Hellish Resistance-Fire
Infernal Legacy-Thaumaturgy Cantrip
Fiend Patron - Burning hands and + 4 temp HP with kill

Background Charlatan

Favortie Scheme: Forgery                                                                                                                                                                                                                                                                      False Identity: Foreign Diplomat

   Personality Trait: Preferred Trick Flatter
   Ideal: Aspiration to become a True Devil
   Bond: Thrall of Glasya, her desire is my law
   Flaw: Distrust Everyone, they all have ulterior motives


Proficiency (+2)
   Light Armor, Simple Weapons, Disguise Kit, Forgery Kit
   Saving Throws:  Str -1 Dex 2 Con 2 Int 0 Wis 2 Cha 5
Skill:  Acr 2 AnH 0 Arc 2 Ath -1 Dec 5 His 0 Ins 0 Int 5 Inv 0 Med 0 Nat 0 Per 0 Prf 0 Prs 3 Rel 0 SoH 4 Ste 2 Sur 0
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Friends, Thaumaturgy
   1st-level  - Hex, Expeditious Retreat

Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage

Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage 

Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage 

Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'

Equipment: Fine Clothes, Scholar's Pack, Disguise Kit, Leather Armor, 2 Daggers, Forgery Kit, 20 bolts, Arcane Focus-Silver Skull

After a tryst with Glasya, Laznabog swore his loyalty to her unconditionally.  He never fit into the world, but she accepted him and promised him great power.  She taught him to hide his disdain for those around him, and learn to use others to serve their will.  He practiced for years to construct a persona of a friendly emmisary from potentially hostile lands.  The only person he is truely honest with is Glasya (even she is often absent), and his years of lies have led him to distrust the motivations of everyone else around him, everyone that would hate him if they knew he really was what their first instincts tell them.  

#112

iserith

Aug 22, 2014 14:26:40

Could definitely do with some additional characters from the PHB, so if you've gotten your mitts on a copy, throw us a bone!

#113

Whir

Aug 22, 2014 16:20:51

Hrm. I thought I posted the paladin I did. Seems I wasn't playing with all of my faculties that night. Soon, then, shall I do so.

#114

Whir

May 09, 2015 19:20:57

Syl “Glory” Moonwave

BACKGROUND (ACOLYTE — Feature: Shelter of the Faithful)
Determined not to let Syl’s infernal blood besmirch her legacy, her mother gave her over to the temple of Illmater at a young age. A venerated cleric of Illmater, Syl’s mother had her schooled in Illmater’s strictures. Eager to gain her mother’s acceptance, Syl studied hard, but could barely keep up with her peers.

One grey morning, a trio of armored knights came riding into the grounds of Syl’s abbey, one wounded and needing the attention of a cleric. Syl ran to get her mother, who then healed the knight, a paladin of Tyr. The paladin gave Syl a small trinket, Tyr’s holy symbol on a thin metal chain, as thanks. After seeing the knights ride out in their gleaming, if slightly battered armor, Syl decided that her future lie not with Illmater, but with Tyr, under whom she could right the wrongs of injustice with might and steel, rather than prayers and soup.

She followed the paladins back to their temple in Waterdeep and begged for admittance to their order. The paladin who had given her the trinket was impressed by her courage and sent word to Syl’s mother. When word came back that Syl, after abandoning her duties, had no place in her mother’s home, the paladin took her as a squire and taught her the ways of combat and Tyr’s unyielding justice.

Personality Traits: I idolize a particular hero of my faith, and constantly refer to that person’s deeds and examples. I am tolerant of other faiths and respect the worship of other gods.
Ideal: I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings.
Bond: Everything I do is for the common people.
Flaw: I constantly wonder if my actions would please my mother, with whom I am estranged.

 

1st level Tiefling Paladin

Medium Female Humanoid

Proficiency Bonus +2

Armor Class 18 (chainmail, shield)
Saves Wisdom, Charisma

Hit Points 11 (1d10+1)

Speed 30 feet

Sense Darkvision 60’

Str 15 (+2) Dex 10 (+0) Con 12 (+1)

Int 9 (-1) Wis 14 (+2) Cha 15 (+2)

Alignment Lawful good

Languages Common, infernal

 

TRAITS
Hellish Resistance
Infernal Legacy
Divine Sense
Lay on Hands

 

SKILLS
Athletics (+4), Insight (+4), Intimidation (+4), Religion (+4)

 

PROFICIENCIES
Gaming Set (Three Dragon Ante)
Vehicles, Land

 

ACTIONS

Melee Attack— Warhammer: +4 to hit (reach: 5 ft; one creature)
Hit: 1d8+2 bludgeoning damage

Ranged Attack— Light Crossbow: +2 to hit (range 80/320; one creature)
Hit: 1d8 piercing damage

 

SPELLS

Cantrips: -

Prepared Spells: -

 

EQUIPMENT
chainmail, shield, warhammer, light crossbow, case with 20 crossbow bolts, backpack, bedroll, blanket, book of Tyr’s strictures, fine clothes, flask, holy symbol of Tyr, mess kit, steel mirror, pouch, rations (10 days), signet ring, soap, tinderbox, waterskin, 8 sp, 20 cp (remaining money tithed to temple)

AL EQUIPMENT
chanimail, shield, warhammer, (5) javelin, holy symbol (emblem of Tyr), prayer book (Tyr), (5) stick of incense, vestments, common clothes, belt pouch, explorer's pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), steel mirror, signet ring, soap, 8sp, 20cp (remaining money tithed to temple)

 

DESCRIPTION
Syl’s bearing is that of a practiced warrior -- large, muscled, and proud. Her skin is a pale blueish (from her elf birthmother) darkening to a royal blue at the knees, elbows, palms, soles, spine, and the top of her tail. Her deep blue hair spills backwards, framing her tall rear-swept horns, and making her silver eyes even more striking.

Syl is nearly always dressed in her chainmail and carrying her shield and hammer. When the situation demands, she wears fine loose-cut clothing in whites or light greys. She favors no jewelry or other fancy adornment, but always wears her signet ring, a mark of office from her temple in Waterdeep.

#115

Whir

Aug 22, 2014 18:17:18

I took a minor liberty and made a gnomish warpick, which would have stats identical to a rapier (25gp, 1d8, piercing, 2lbs, finesse) rather than a plain warpick, of which the only difference is cost (5gp).

The build should work, albeit in no way maximized, with either wolf or eagle totem spirits, but I plan on going eagle if I ever play him. Seriously, flying gnome of pointy death FTW. At fourth, I'd take the Dual Wield feat and have another gnomish warpick crafted, then pump the rest of the bumps into stats. Flair > power!

 

Siggledrix Mudcarver Ajax Morningsnore Dindlerung

BACKGROUND (OUTLANDER — Feature: Wanderer)
Siggledrix’s friends and family knew early on that something was amiss with the poor lad. Often he’d wander off into the forest when no one was looking and show up several days later, naked and starving. Somehow,, no matter how dangerous a place he’d wander to, he always came back in fairly healthy state.

Having only just settled down into life as an adult, shortly after his 43rd birthday, Siggledrix announced (to no one in particular) that he needed to fetch a star, took his grandfather’s warpick and shield, and left the village, only to be rarely seen again.

Siggledrix is overly curious, but neither cautious nor disciplined. All of the things that society sees as necessities bear no more meaning to him than a shiny stone in a forest creek. He is impulsive and makes poor choices constantly, though never with the intention to cause harm. He will typically have one to three small forest creatures with him at any given time and he will resort to conversing with them if he feels overwhelmed or left out.

He has been “rescued” more than once by well-meaning rangers, druids, foresters, hunters, and passerbies. These people are usually put off shortly thereafter by Siggledrix’s constantly shifting demeanor. He loves to go on adventures, whether alone or with a group and will happily join a party adventuring near his current “home.”

Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry merchants. I’m always picking things up, absently fiddling with them, and usually accidentally breaking them.
Ideal: Life is like the seasons, in constant change, and we must season with them.
Bond: I am the first and last of my tribe and it’s up to me make sure we get better potatoes.
Flaw: If there’s a wrong decision to make, I’ll probably make it. If there’s something that looks remotely edible, I’ll probably try to eat it.

 

1st level Forest Gnome Barbarian

Small Male Humanoid

Proficiency Bonus +2

Armor Class 17
Saves Strength, Constitution

Hit Points 12

Speed 25

Sense Darkvision 60 ft.

Str 13 Dex 16 Con 14

Int 12 Wis 8 Cha 12

Alignment Chaotic good

Languages Common, gnomish, elvish

 

TRAITS
Natural Illusionist
Speak with Small Animals
Rage (2/day)
Unarmored Defense

 

SKILLS
Animal Handling (+1), Athletics (+3), Nature (+1), Survival (+1)

 

PROFICIENCIES
Musical Instrument (Drum)


ACTIONS

Melee Attack— Gnomish Warpick: +5 to hit (reach: 5 ft.; one creature)

Hit: 1d8+3 piercing damage

Ranged Attack— Shortbow: +5 to hit (range: 80/320; one creature)

Hit: 1d6+3 piercing damage

SPELLS

Cantrips: Minor Illusion

Prepared Spells: -

 

EQUIPMENT
Shield, dagger, gnomish warpick, shortbow, quiver with 20 arrows, mess kit, pouch

 

DESCRIPTION

Siggledrix, or “Sig to his friends,” is a stark contrast to the general idea of what a gnome should be. His hair is a dark matted knot but somehow still manages to stick out in every direction, giving him the appearance of a mangy cat that’s just been electrocuted. His beard flows freely from his face and often contains random objects including but not limited to parts of his last meal, twigs, small shiny rocks, insects, or animal companions. His skin is probably a dark tan, but is usually covered in dirt, blood, or questionable smearable debris. His eyes, a startling green, usually contain hints as to his mental state.

Sig dresses in tattered clothes that have been patched together with animal skins, bark, thick leaves, vines and whatever else he could get his hands on. He carries a shield and warpick that belonged to his grandfather and despite his lack of maintenance, they have remained in good condition. He doesn’t have a pack or belongings except for a mess kit, which only contains a fork with one broken tang and knife blade with no handle.

 
(Reply to #114)

Akeisha

Whir wrote:
#117

Whir

May 09, 2015 20:28:59

Toruk Smells-blood

BACKGROUND (OUTLANDER — Feature: Wanderer; Origin: Exile)

 

Personality Traits: I’m driven by wanderlust that let me away from home.

Ideal: I must earn glory in battle, for myself and my clan.

Bond: An injury to the unspoiled wilderness of my home is an injury to me.

Flaw: Violence is my answer to almost any challenge.

 

1st level Half-orc Barbarian

Medium Male Humanoid

Proficiency Bonus +2

Armor Class 14 (unarmored defense)

Saves Strength, Constitution

Hit Points 12 (1d10+2)

Speed 30 ft

Sense Darkvision 60 ft

Str 17 (+3) Dex 14 (+2) Con 14 (+2)

Int 8 (-1) Wis 12 (+1) Cha 10 (+0)

Alignment Chaotic neutral

Languages Common, orcish, goblinoid

 

TRAITS

Relentless Endurance

Savage Attacks

Rage (2/day)

Unarmored Defense

 

SKILLS

Athletics (+5), Intimidation (+2), Nature (+1), Perception (+3), Survival (+3)

 

PROFICIENCIES

Musical Instrument (Drum)

 

ACTIONS

Melee Attack— Greataxe: +5 to hit (reach: 5 ft; one creature)

Hit: 1d12+3 slashing damage

Melee Attack— Handaxe: +5 to hit (reach: 5 ft; one creature)

Hit: 1d6+3 slashing damage

Ranged Attack— Javelin: +5 to hit (range: 30/120; one creature)

Hit: 1d6+3 piercing damage

Ranged Attack— Handaxe: +5 to hit (range: 20/60; one creature)

Hit: 1d6+3 slashing damage

 

EQUIPMENT

greataxe, 2 handaxes, 4 javelins, explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), crowbar, fishing tackle, grappling hook, hammer, hunting trap, (10) iron spike, pouch, staff, trophy bear skull, traveler’s clothes, whetstone, 2gp, 8sp, 19cp

#118

Plaguescarred1

Sep 14, 2014 6:57:35

 

Chukwembe
1st-level Human Druid
Medium Male Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 16 (+3)  Cha 10 (+0)
Alignment neutral
Languages common, druidic, turami
Trait 
Feat Polearm Master
Background Outlander [Wanderer]
  Origin: Tribal nomad
   Personality Trait: I’m driven by a wanderlust that led me away from home.
   Ideal: Charity. Nature. The natural world is more important than all the constructs of civilization.
   Bond: My tribe is the most important thing in my life, even when they are far from me.
   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 (+2)
   Tools: Herbalism Kit, musical Instrument (jambe drum)
   Saving Throws: Intelligence +3, Wisdom +5
Skill Athletics +1, Nature +5, Perception +5, Survival +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - shillelagh, produce flame
   1st-level (2/days) - cure wounds, entangle, fearie fire, thunderwave
Druidic
Actions
Melee Attack— Shillelagh Quaterstaff +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage / 1d4+3 bludgeoning damage
Ranged Attack—Produce Flame: +5 to hit (range 30 ft; one creature). 
Hit:  1d8 fire damage  
Equipment: set of common cloth, wyvern scale mail, wooden shield, quaterstaff, mistletoe, a hunting trap, wyvern teeth neckace (a trophy from a kill), explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, belt pouch, 10 gp

Chukwembe [SHOUK-ouem-BAY] was born in Turmish, in a small town of Xorshun, not much more than a caravan stop along the Halondar trade road connecting to Hlondath. Like all turami, he is  tall mahogany-skinned man that speak common with a broken accent distinct from his region. He also wear a teeth necklace as a trophy after his tribe slayed the predator called Wandake (meaning "sky shadow" in turami), a wyvern that was terrorizing Xorshun. Chukwembe also has a tribal head ornament made with hunting cat fur (strenght) and winged serpent feathers (wisdom), a gift from his chieftain when he went on his druidic pilgrimage to wander the big world. 

#119

Whir

Aug 24, 2014 10:43:39

I dig the wyvern scale armor!

(Reply to #118)

Danny_Montanny

Plaguescarred wrote:
#121

Plaguescarred1

Aug 24, 2014 12:37:40

Danny_Montanny wrote:
#122

Emirikol

Aug 24, 2014 14:45:09

Excellent thread.  

 

 

I'm adding to this by simply offering up my RANDOM 5E CHARACTER GENERATOR.  It does names, backgrounds, weapons, everything.  It's currently basic.  I'll add the advanced stuff when I get my phb.

 

 

 

http://community.wizards.com/content/blog/4124231

 

 

Enjoy!

 

 

 

jh

Saelana.pdf

Gungolphus

Aug 24, 2014 17:15:14

Might as well add one of my own. Since my PHB doesn't get here until tomorrow, this character is based on the Basic PDF and some online information. Created as an NPC for my party.

 

Saelana Elanbow

3rd-level Half-Elf Ranger (Hunter)
Medium Female Humanoid
Armor Class
 15 (studded leather armor)
Hit Points 25 (3d10)
Speed 30 ft.
Senses Darkvision 60ft.    
Str 16(+3 ) Dex 16(+3) Con 16(+3)

Int 13(+1) Wis 14(+2) Cha 9(-1)
Alignment chaotic good
Languages Common, Draconic, Elvish, Gnomish, Goblin, Orc

 

TRAITS
Background - Folk Hero

    Feature: Rustic Hospitality    

Proficiency (+2)
   Saving Throws: Dexterity, Strength

 

SKILLS 

Animal Handling +4, Athletics +5, Medicine +4, Nature +3, Perception +4, Religion +3, Survival  +4 

 

ACTIONS

Melee Attacks— Long Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d10+3 piercing damage
Ranged Attack—Dagger: +5/+7 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—+1 Longbow: +8 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing damage

 

FAVORED TERRAIN 

Forest

 

FAVORED ENEMIES

Orcs, Goblins

 

HUNTER PATH

Horde Breaker - Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

 

EQUIPMENT

Weapons as above, arrows (40), backpack, bedroll, change of clothing, rations (10), waterskin, healer kit, herbalist kit, tinderbox, potion of healing (2)

 

PERSONAL CHARACTERISTICS

Appearance: Pale of skin and hair, Saelana is petite and powerful. Often grimy from weeks in the wild.

Traits: If someone is in trouble, I’m always ready to lend help.

Ideals: Respect. People deserve to be treated with dignity and respect. (Good)

Bond: I protect those who cannot protect themselves.

Flaw:  Secretly, I believe that things would be better if I were a tyrant lording over the land.

 

STORY

Saelana was conceived in tragedy. Her mother, a Moon Elf, was brutally raped by raiders when Orcs and evil Men raided into the Moonwood. Though her mother dutifully raised Saelana, the Elf was always clear she had no love for her child; indeed, Saelana's mother made it clear she was a perpetual and unwelcome reminder of her great tragedy. Because of her mixed blood - and the circumstances of her conception - Saelana was never accepted into what remained of the Elven population. 

 

Saelana learned early to fend for herself, choosing to spend her days wandering the Moonwood. As she aged - more quickly than the pureblood Elf children around her, to her shame - she ventured further and further afield. She came to favor the longbow as her protection, and many an evil creature fell with one of her blue-fletched arrows in its throat. She tirelessly hunted Orcs and Goblins - a trait she continues, for she loathes them beyond her capacity of words to describe - driving them far from her part of the Moonwood. 

 

As is widely known, the Moonwood has an unusually high population of lycanthropes, one of which - a werewolf of great power - began to prey on her village. One night the beast shattered the door of her mother's home. Saelana slew the beast, nearly being slain herself, but not before the werewolf mauled her mother to death. The next morning she left the band of Elves without a word, never to return. 

 

She quickly found her way to Silverymoon, where she joined other adventurers for a time. Now she ranges where she will.

 

 

Saelana.pdf

(Reply to #123)

Rhenny

Gungolphus wrote:
#125

Gungolphus

Aug 24, 2014 17:35:42

Thanks!

 

I will update Saelana when I get the PHB. I need that to A., actually list Ranger spells, and B. see what Favored Terrain and Favored Enemy actually do

 

Cheers,

 

Bob

#126

Rhenny

Aug 25, 2014 5:28:07

Here's another 3rd level from PHB

 

Malik Shadowbreaker


3rd-level Human Monk (Shadow)
Medium Female Humanoid
Armor Class 15 (unarmored)
Hit Points 24 (3d8)
Speed 40 ft.
 
Str 10(+0) Dex 16(+3) Con 14(+2)Int 12(+1) Wis 14(+2) Cha 8(-1)


Alignment chaotic neutral
Languages Common, undercommon, Elven (Drow)


Background – Criminal (SPY variant)
    Feature: Criminal Contact (Spy Contact – Balari of House Marsdan in Waterdeep)   


Proficiency (+2)
   Saving Throws: Dexterity, Strength


SKILLS :  Acrobatics (+5), Athletics (+2), Deception (+1), Perception (+4), Stealth (+5), Theives’ tools (+5), Dice Set


FEAT:  Skulker (Hide in light obscurement, when hidden a miss on a foe does not give you away,  no disadvantage to perception in dim light).


ACTIONS
Melee Attacks— Short Sword (duel wielding) +5 to hit; 1d6+3 damage and 1d6+3 damage
                             Short Sword and Unarmed attack   +5 to hit: 1d6+3 and +5 to hit; 1d4+3
Ranged Attack— Shortbow  +5 to hit; 1d6+3 damage (80’/320’)
Unarmed melee -  +5 to hit; 1d4+3 damage (extra attack as a bonus action)

 

KI (3 points) – DC 12
  Flurry of Blows (1 ki for 2 unarmed attacks)
  Patient Defense (1 ki to take the dodge action as a bonus action)
  Step of the Wind (1 ki to take Disengage or Dash as a bonus action and jumping distance     is 2x for the turn)


Deflect Missiles – When hit with a ranged weapon roll 1d10+Dex mod+monk level – if you reduce damage to 0, you catch the missile.  You can spend 1 ki point to make a ranged attack with that missile as the reaction.

 

Way of the Shadow


Use 2 Ki points to do the following (as a spell of the same name):
  darkness, darkvision, pass without trace or silence.
Minor Illusion cantrip (at-will)


EQUIPMENT
Crowbar, dark common clothes including a hood, a belt pouch, dungeoneer’s pack, 1 potion of healing. 
15 gp


PERSONAL CHARACTERISTICS


Appearance: 5’ 8” tall, dark skin, wiry build.


Traits: I am always calm, no matter what the situation.  I never raise my voice or let my emotions control me.


Ideals: Chains are meant to be broken, as are those who would forge them.


Bond: I served the House Marsdan well for years spying in the underdark, but they have granted me leave to adventure.  I don’t like the slavery and brutality, I’ve seen in the underdark and would love to cause chaos down below.


Flaw:  I turn tail and run when things get bad.


Background


I was trained in a small monastery in the south, but Master Velnab encouraged me to travel and experience the world.   I found myself in Waterdeep, and soon found employment with House Marsdan.  I served the House as a spy in the Underdark for 5 years.  I had to infiltrate some of the small Underdark enclaves to better help my employer make trade deals with Deep Dwarves and Drow.    I grew to hate the Drow after watching how they subjugated the other races and perpetuated an Underdark slave trade.   After my contract was up, I asked to take a leave.  Balari, of House Marsdan, has remained a friend.


My family lives in a small village to the south, but I rarely see them.   In fact, I keep my connection to mother, father and my sister, Arialle, secret.

(Reply to #123)

Akeisha

Gungolphus wrote:
#128

Gungolphus

Aug 26, 2014 13:48:01

No problemo. Just found it last week myself.  

 

Now I just need to update Saelana with the info from the PHB.

 

Say, Mods, how about a sticky for this? If not here, in the DM section?

#129

Plaguescarred1

Aug 30, 2014 10:13:06

I updated to 5E my first D&D Next character i played during family & friends playtest 3 years ago when i managed to leave my DM seat to billnewsome for a D&D game in Greyhawk;

 

 

 

Tiguel Darago
1st-level Halfling Rogue 
Small Male Humanoid

Armor Class 14 (leather armor)
Hit Points 10 (1d8)
Speed 25 ft.
Sense Normal    
Str 12 (+1)  Dex 17 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 08 (-1)  Cha 12 (+1)
Alignment neutral good
Languages halfling, common, thieves' cant
Trait 
Background Entertainer [By Popular Demand]
   Entertainer Routine: Storyteller.
   Personality Traits: I know a story relevant to almost every situation.
   Ideal: People. I like seeing the smiles on people’s faces when I perform. That’s all that matters.
   Bond: I want to be famous, whatever it takes.
   Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
Proficiency (+2)
  Tools: Thieve's Tool, Disguise Kit, Musical Instrument (bagpipe)
  Saving Throws: Dexterity +5, Intelligence +2
Skill Acobatics +5, Deception +3, Performance +3, Persuasion +3, Stealth +5
Lucky
Brave
Halfling Nimbleness
Naturally Stealthy
Expertise
Sneak Attack (1d6)
Actions
Melee Attacks— Short Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage / 1d6 piercing damage
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 
Ranged Attack—Shortbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d4+3 piercing damage
Equipment: Shortsword, shortbow, 30 arrows, 2 daggers, leather armor, a backpack including: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, bagpipe, the favor of an admirer (love letter), a costume, a brass ring that never tarnish, and a belt pouch containing 15 gp

Tiguel [T-goo-L] is a dimwitted but somewhat innocent halfling that has an habbit of getting himself in trouble more than he should, by getting his bubby fingers on what he shouldn't. He likes music and downtime. He is just back from a trip to the south in the Pomarj, where he overslept on the beach a few times after abusing a local liquor called Cocaquila, which gave him this dark tan. He still talk with the Pomarji accent he adopted while on vacation. Back in Stoink he heard of a fiesta at the Palace and his oversized eyes got bigger. Down on his luck and finance, he thought he could invite himself to have fun and perhaps more...A Fiesta ? Sure, where ? Palace Royale ? Tiguel always ready to party...Think there's any Cocaquila gringo ?

#130

Leugren

Aug 30, 2014 12:16:31

That is one deranged looking halfling, @Plaguescarred.  He will probably haunt my nightmares tonight.  He must have an amazingly likeable personality to score a Charisma of 12, because he makes most half orcs look like Brad Pitt!

#131

Plaguescarred1

Aug 30, 2014 12:17:39

Leugren wrote:
#132

Leugren

Aug 30, 2014 12:22:13

Yeah, he definitely looks like fun...  Clangeddin's stones, but he's an ugly one!  His mother must have surely wept when first she laid eyes on him!

#133

ManoVega

Aug 31, 2014 1:11:11

Darden Stubblefoot

 

 

1st-level Lightfoot Halfling Paladin
Small Male Humanoid
Armor Class
 17
Hit Points 12 (1d10)
Speed 25 ft.
Sense Normal  
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 10 (0)  Wis 10 (0)  Cha 16 (+3)

Alignment Lawful Neutral
Languages Common, Halfling

TRAITS

Background - Criminal (Spy)

     Feature: Criminal Contact

     Criminal Specialty: Hired Killer

Proficiency (+2)
   Tools: Thieves Tools, Dragonchess Set
   Saving Throws: Wisdom, Charisma

   Weapons: Simple weapons, Martial Weapons

   Armor: All armor, Shields.
Lucky: When you roll a 1 on an attack roll, ability check or 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 even when you are obscured only by a creature that is at least one size larger than you.

Divine Sense (4/long rest): The presence of stron evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.

Lay on Hands (5hp/long rest): Your blessed touch can heal wounds.

 

SKILLS

Persuasion +5, Insight +2, Deception +5, Stealth +5

ACTIONS
Melee Attacks— Rapier:
 +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 piercing damage (finesse)

Ranged Attack— Sling: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning damage (ammunition) 

EQUIPMENT 

A Rapier, Sling, 40 bullets, Shield (emblazoned with the symbol of Kelemvor), Studded Leather, dagger, crowbar, Dark common clothes with hood, Set of Fine Clothes, a silver skull coin, Explorer's Pack, belt pouch (9gp, 8sp)

 

PERSONAL CHARACTERISTICS

Traits: “I would rather make a new friend than a new enemy." "I don't pay attention to the risks in a situation. Never tell me the odds."

Ideal: “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty."

Bond: “I fight for those who can not fight for themselves"

Flaw: “I follow my path to escape my past sins. My code does not always align with the morals of others."

 

BACKSTORY
Late one night, Darden Stubblefoot awoke in a cold sweat from nightmarish visions of a man with golden antlers. He shook the visions off and swallowed his fears along with a late night chicken dinner and went back to sleep. As a low ranking member of the local thieves guild, his job was just to walk the streets, remain unseen and report the activity of the town guards and collecting dues for the guild. He made good money informing on the local peasants and fleecing the unfortunate souls that could hardly afford it. At his lowest point, Darden convinced several of the street children that he had a full proof money making scheme, yet led them into a trap that landed them all aboard a slavers ship. He received his payment and was on his way to spend it when he froze in his tracks. A man with golden antlers brushed past him and entered the ship. Though it had been weeks since the visions he knew this was no coincidence, the normally unflappable halfling went numb. Sounds of battle went up from the ship as Darden stared dumbfounded at the hull, until the head of a pirate came bouncing towards him. He quickly made a mad dash for a secret back alley entrance to a safe house, but the man was somehow standing in front of the door. He turned on his heels and bolted through a crowd, scurrying between a mass of tangled legs and irate women. He ducked into a stable, sure that a man wearing a ridiculous antlered helmet could not have followed... but as he peeked out the doors, he saw him approaching. Darden panicked and rushed out on to the roof, leapt to the next building, rolled down another rooftop and fell the rest of the way over a crumbling wall and face first into an open grave. He scrambled to get out, but was unable to gain a foothold. In the dead silence an antlered head leanded over the hole and spoke, “That which is done to the weakest and smallest, shall be visited tenfold upon the guilty." The man pulled away and Darden heard something drop at his feet, he opened his eyes and picked up a silver coin with a skull on both sides, then promptly fainted. He awoke to the sound of a burly half-orc yelling gibberish and poking him with a shovel. After an awkward moment or two, he realized the half-orc only wanted to help him out and haulded Darden out of the ground. Darden looked around the grave yeard and noticed a gravestone that was carved to rememble a helm with real golden antlers attached. He cautiously approached and read, "Here lies Sir Arden Du'Brom, Knight of Velaria, Defender of the weak. The Vengeance of Kelemvor." 

 

Since that night, Darden has dedicated himself to Kelemvor and randomly receives mysterious messages with a single name on each. He seeks out these people and deliver's Kelevor's vengeance to them. In a twist of fate (or divine intervention) the thieves guild he belonged to was decimated when the slaver's took their revenge, but Darden was able to escape and now seeks to help the small and weak, wherever he can. He likes to keep up the ruse that he is just a lowly thief because everyone just assumes the halfling in the cloak is a thief, and it makes gathering information on his marks much easier. He still maintains his happy-go-lucky attitude and only let's his friends know his true self. No matter where he goes, the messages always find him, and they never stop coming.

 

 

Erizel Rashemi 3.pdf

spanglemaker

Aug 31, 2014 5:05:03

Erykah Badu

Its hard knowing that your lack of ability disapoints your family and it is especially so when you are from Rashemen and your mother is a powerful Hathran. Before you were born, she was told that a child of her line will be an incredible wielder of magic and a gift to Rashemen. My childhood was full of joy with the only pain being magical practice, as I couldn't cast the simplest of cantrips. Mother consulted her sister Hathrans, spoke with Ancient Fey and a some unsavoury Hags. The answers given were conflicting and there was no doubt at all that her daughter Erizel was unable to access her gift and the greatest clerics of the mother were unable to intercede.

 

Erizel a Librarian from Rashemen
3rd-level Human Warlock - Pact of the Tome

Armor Class 14 (Studded Leather Armor)
Hit Points 24 (3d8)+6
Speed 30 ft.

Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 10 (+0)  Wis 12 (+1)  Cha 16 (+3)
Alignment Chaotic Good
Languages Common, Draconic


Trait 
Otherworldly Patron (Archfey)

Pact Magic

Eldritch Invocations: Agonising Blast, Book of Ancient Secrets (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)

Pact Boon: Pact of the Tome

Archfey Patron - Faerie Fire or Sleep, Fey Presence (DC13 vs Wisdom for Charm or Fear)

 

Feats Magic Initiate (Light, Message) and (Cure Wounds) (Bard- a Patrons Gift)

Background (Spy) Criminal Contact or Dragon Cult Infiltrator

 

Personality Trait: I would rather make a new friend than a new enemy

Ideal: Chains are meant to be broken, as are those who would forge them.

Bond: I am a librarian, I am loyal to Rashemen and I am discreet about being a member of the Harper faction.
Flaw: If things look bad, then I will run


Proficiency (+2)
Light Armor, Simple Weapons, Thieves Tools, Disguise Kit
Saving Throws:  Str -1 Dex 2 Con 2 Int 0 Wis 3 Cha 5

 

Skills

Acr 2 AnH 1 Arc 2 Ath -1 Dec 5 His 0 Ins 1 Int 3 Inv 2 Med 1 Nat 0 Per 1 Prf 3 Prs 5 Rel 0 SoH 2 Ste 4 Sur 1


Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Minor Illusion, Light, Message, Guidance, Poison Spray, (one of Shilelagh or Mage Hand or Friends)
   1st-level  - Hex, (one of Sleep or Faerie Fire), Cure Wounds

   2nd-level - (Invisibility or Misty Step), Mirror Image

 

Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage

Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage

Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage

Ranged Magic Attack-Eldritch Blast +5 to hit 1d10+3 force damage range 120'

 

Equipment: Dark Common Clothes with a hood, a Crowbar, Scholar's Pack, Leather Armor, 2 Daggers,Thieves Tools, Disguise Kit, Bedroll, Waterskin, Caltrops, Bag of Ball-bearings, Light Crossbow, 20 bolts, Arcane Focus-Wand, Trinket- Alabaster Mask (a gift from her mother to be worn after initiation as a Hathran). Book of Shadows (containing the following cantrips- Guidance, Poison Spray, (Shilelagh or Mage Hand or Friends) and rituals for Find Familiar and Identify or Comprehend Languages)

 

On her 17th Birthday, she was given an Alabaster Mask with tears from her mother, who told her that she wished that the mask gift could have been as part of her initiation into the Sisterhood. Erizel was sent to a secret camp to train in the arts of Spycraft, to serve in the New Rashemen Secret Service. During her training, she was haunted by strange dreams of a mysterious fey who offered her a gift of ancient magic. Her years of magical failure made this very tempting. Erizel was tempted further by the offer that if she accepts the gift, then she only has to do a few minor favours for her patron and keep silent about the source of her new powers. Erizel was happy to do this, so she practiced her magic in secret. Telling nobody of her magic. Now she works as a roving agent for the New Rashemen Secret Service and the Harpers, this means that she will have little need to return home to Rashemen. But she will return, once she can wield magic of the third degree and is then elligable for initiation as a Hathran. When she was gifted with her Book of Shadows it contained 3 cantrips and 2 rituals. She used to play with guising herself with her magic, but chose to sacrifice that abililty to empower her Book of Shadows.

(Possible variants for her book of shadow's appearance- its a holed stone on a chain round her neck or its her Alabaster Mask. She has been taught to scribe rituals onto parchment, which she must burn with expensive and exotic fragrant oils. Then rubbing the ashes onto her holed stone or her mask).

 

Erizel Rashemi 3.pdf

 

 

 

 

#135

Plaguescarred1

Sep 04, 2014 17:54:57

 

Yanni d'Ghallanda
3rd-level Halfling Ranger 
Small Male Humanoid

Armor Class 16 (scalemail armor)
Hit Points 28 (3d10)
Speed 25 ft.
Sense Normal    
Str 12 (+1)  Dex 17 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 08 (-1)
Alignment neutral good
Languages halfling, common, elvish, 
Trait 
Background Outlander [Wanderer]
   Outlander Origin: Tribal nomad.
   Personality Traits: I’m driven by a wanderlust that led me away from home.
   Ideal: People. Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
   Bond: I am the last of my tribe, it is up to me to ensure their names enter legends.
   Flaw: There’s no room for caution in a life lived to the fullest.
Proficiency (+2)
  Tools:  Musical Instrument (drum)
  Saving Throws: Strenght +3, Dexterity +5
Skill Athletics +3, Animal Handling +4, Nature +2, Perception +4, Survival +4
Lucky
Brave
Halfling Nimbleness
Stout Resilience
Beast Favored Enemy
Grassland Natural Explorer
Two-Weapon Fighting Style
Spellcasting (Save DC 12, Spell Attack +4)
   1st-level (3/days) - cure wounds, goodberry, hunter's mark
Beast Companion Archetype
Ranger's Companion
Primeval Awareness
Actions
Melee Attacks— Talenta Tangat: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 slashing damage
Ranged Attack—Talenta Boomrang: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d6+3 piercing damage  / 1d6+3 piercing damage
Equipment: Talenta tangat (as scrimitar), 8 talenta boomrang (as handaxe), scalemail armor, a backpack including: 6 torch, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, a staff, a hunting trap, a trophy from an animal you killed (slit tongue), a set of traveler’s clothes, and a belt pouch containing 10 gp

Yanni [E-any] was born early in the summer month of nymm in 967 YK in Gatherhold in the Talenta Plains. Short but stocky, he has long braided brown hair and bright green eyes. Yanni wield weapons of his clan; a curved sword mounted on a short shaft called a talenta tanga and simple curved polished sticks called a talenta boomrang, which he is known to dual throw with blinding speed.  He was part of a small nomadic clan of halfling that was decimated during an unfortunate encounter with Cannith warforged forces. After, Yanni joined House Ghallanda (which means "helpful hounds" in the halfling tongue) and served during The Last War as a member of the Dragontail Guild providing food and shelter to armies in the field in exchange for gold and a guarantee of neutrality and soon started manifesting the Mark of Hospitality (see Spellcasting).  After The Last War ended, Yanni became a Ghallanda Sheperd, roaming the plains and beyond riding his old fastieth dinosaur Mosso, hunting beasts and trading goods, or occasionally searching for lost souls to offer help or hospitality. Mosso is an amphibious fastieth lizard bred by halflings for speed, which can keep pace with common riding horse in spite of its slight size, and capable of swallowing small foes whole and leap surprising distance and for that Mosso has proven a remarkable mount and companion over the years.

 

Mosso, Fastieth Dinosaur (Reflavored Giant Frog)

Fastieth Dinosaur
Medium beast, unaligned
Armor Class
 13
Hit Points 32 (4d8)
Speed 30 ft., swim 30 ft.
Str 12 (+1) Dex 13 (+1) Con 11 (+0)
Int 02 (−4) Wis 10 (+0) Cha 03 (−4)
Skills Perception +4, Stealth +5
Senses darkvision 30 ft., passive Perception 12
Languages 
Challenge 1/4 (50 XP)
Amphibious. The dinosaur can breathe air and water.
Standing Leap. The dinosaur’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: 
+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is restrained,
and the dinosaur can’t bite another target.
Swallow. The dinosaur makes one bite attack against a Small or
smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the dinosaur, and it takes 7 (2d4+2) acid damage
at the start of each of the frog’s turns. The dinosaur can have only
one target swallowed at a time.
If the dinosaur dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone.

 

Askith Tighn 3.pdf

spanglemaker

Sep 01, 2014 0:03:06

Akiths Tighn

Askith Tighn
1st-level Human Sorcerer

Armor Class 15 (Draconic Resilience)
Hit Points 9
Speed 30 ft.

Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 16 (+3)
Alignment Lawful Evil
Languages Common, Draconic, Elven, Giant
 

Trait 
Spellcasting

Sorcerous Origin: Blue Dragon (Lightning)

 

Feats Spell Sniper (Eldritch Blast)

Background Noble (Knight variant)

Personality Trait: If you do me an injury, I will crush you, ruin your name and salt your fields.

Ideal: If I can attain more power then no one will tell me what to do. I hate Hathrans and will see them enslaved.

Bond: My loyalty to my sovereign is unwavering.
Flaw: I hide a truly scandalous secret that could ruin my family forever


Proficiency (+2)
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Three Dragon Ante

Saving Throws:  Str -1 Dex 2 Con 4 Int 1 Wis 0 Cha 5

Skills

Acr 2 AnH 0 Arc 1 Ath -1 Dec 5 His 3 Ins 0 Int 5 Inv 1 Med 0 Nat 1 Per 0 Prf 3 Prs 5 Rel 3 SoH 2 Ste 2 Sur 0


Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Message, Mage Hand, Shocking Grasp

   1st-level  - Charm Person, Witch Bolt
 

Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage

Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage

Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage

Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'

Melee Magic Attack- Shocking Grasp +5 to hit  1d8 lightning damage

Equipment: A set of fine clothes, a red cloak, a black mask, a signet ring, a scroll of pedegree, a purse containing 36GP, light crossbow, 20 bolts, dungeoneers pack, three dragon ante gaming set, a holy amulet of the Ancient Order, an Arcane Focus (Holy Crystal or Rod), a quarterstaff

 

Askith Tighn is a Red Knight of the Ancient Order, dedicated to serving the Will of the Hidden Empire. All Red Knights are addressed as M'lady and they scare most people  because they speak for the Hidden Empire and can mete out punishment. It is not widely known even amongst scholars, that the Red Knights were descended from Durthans exiled from Rashemen. All Red knights hate Hathrans and seek their destruction and for the Hidden Empires dominion to include Rashemen.

Askith has an apprentice called Yulvara who is studying the Mysteries of the Hidden Empire called the Way. Akiths retainers are her Majordomo Renngoba and her herald Faurgar. Both Renngoba and Faurgar have contacts with the Hidden Empire and are totally dedicated to serving Akiths.

 

 (Apologies folks, I had to do it- yes you will see what Askith Tighn really is and she does serve the Hidden Empire which may or may not be part of the Zhentarim Faction and may only exist where the populace are subjugated by the Red Knights, or the Blue Warders and  or the White Guard. Blue Warders are berserker warriors and male wizards (M'lord), whereas the White Guard are the primary warriors of the Hidden Empire, which could possibly be ruling Thay or far worse the next town or village you come to.

 

Askith Tighn 1.pdf

 

Askith Tighn 3.pdf

#137

iserith

Sep 03, 2014 9:44:44

Sixty-four (64!) pre-gen characters as of the time of this post. We're still short on PHB classes, so if you have some to share, by all means please post them. It'd be cool to see some 3rd-level characters as well in case groups are skipping right to subclass for their games.

 

Let's get this thread up to 100 pre-gen characters this month!

#138

Diffan

Sep 04, 2014 6:58:21


Sir Kerian Désol
1st-level Human Fighter
Medium Male humanoid

Armor Class 18 (chain mail, shield)
Hit Points (1d10)
Speed 30 ft.
Senses Normal
Str 16 (+3)  Dex 13 (+1)  Con 14 (+2)
Int 10 (+0)   Wis 12 (+1)  Cha 14 (+2)
Alignment lawful good
Languages Common, Dwarven

 

TRAITS
Background - Noble
   Feature: Retainers (Delves, Reginald, and Faulhurst)
Proficiency (+2)
   Tools: gaming set, mounts (land)
   Saving Throws: Strength (+5), Constitution (+4)
Fighting Style - Protection 
Second Wind

 

SKILLS
Animal Handling +3, Athletics +5, History +3, Persuasion +4

 

ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage, or (1d10 + 3) slashing damage if used with two hands.

 

Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one  target. Hit: (1d12 + 3) piercing damage. Sir Kerian has disadvantage on attacks within 5 ft.

 

Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one taret. Hit: (1d10 + 1) piercing damage. 

 

EQUIPMENT
Chain mail, shield, longsword, lance, heavy crossbow with 20 bolts, deck of Three-Dragon Ante, explorer's pack, simple clothes, surcoat emblazoned with the crest of the fallen house Baeldran, 10 gp. 

 

PERSONAL CHARACTERISTICS
Traits: "I face problems head on. Simple, direct solutions is the best path to success." Always polite and respectful. 
Ideal: I do what I must and obey just authority. (Lawful)
Bond: Those who fight beside me are worth dying for.
Flaw: My hatred for my enemies, namely those responsible for the fall of the family Baeldran, is blind and unreasoning. 

 

BACKSTORY

Show

Kerian wasn't always a knight. At the age of 14 he and his father were the principal blacksmiths in town. Kerian, taking on the role of an apprentice, was just in the beginning stages of learning the craft. His father had set out many chores for him to do before the day could even begin. One such task was getting wood from the nearby forest to start the forge. One misty morning Kerian set out on his chores, heading into the woods for some additional fire wood. It was then he heard the screams. 

 

With his wood-chopping axe in hand he bounded off in search of the desperate cries of fear. What he walked into was a nightmare. A clearing in the woods revealed a small road and that of four dead or wounded guards and a turned over wagon. Across the small clearing was a girl, a few years shy of Kerian's own age, being stalked and toyed with a few ruthless goblins. An ambush by the looks of it, the goblins got as bad as they had dished out for several goblin corpses lie among the fallen guards. Kerian, without hesitating rushed into the clearing and heaved his axe at the closest one. His sudden appearance and assault caught them off guard and before the first goblin could react, the axe slammed into it's chest. 

 

Kerian, sprinting across the open span, had nothing left to attack with but he charge head-long in anyways. As he crossed the mid-way point one of the dying guards tossed his notched blade in Kerian's path. Not missing a beat Kerian picked up the blade and noticed that it's weight and balance were superb. The goblins by now realized what a threat he was and moved in for the kill. The first goblin stabbed straight, nicking Kerian's side. The second goblin attempted to get the upper ground. Kerian felt none of the pain, fueled by adrenaline and simple fear. As the spear went wide he came down with a overhand chop that clove the goblin's head in two. The attack was so powerful that it threw Kerian head over heels and into the now-dead goblin's body. Luck was on his side for had he not fallen, the third goblin would've been able to jump on his back and plant a rusty dagger into his head. 

 

Kerian tried to stand but the third goblin was keeping him down by attempting to stab him multiple times. Back peddling on his hand and feel, Kerian was surely to perish at the ferocious goblins advance. Suddenly a large rock stuck the goblin in the head and dazzled it for a moment. Chancing a quick look over his shoulder, he could see the girl holding another one in her hand, fire and hatred in her eyes. Using the sudden distraction, Kerian retrieved his sword and dealt the final blow that dropped the goblin in a gout o blood and gore. Kerian was relieved to see that the girl was unharmed and even more surprised to find that she was the daughter of the wealthy nobleman Erik Baeldran, whom he and his father often did work for.

 

Kerian escorted the dame back to her father who, seeing Kerians potential as a solid warrior, instantly granted him the title of knight. Soon Kerian went to the keep of the Baeldrans and trained in the ways of Knighthood. Learning from other knight's in Baeldran court about the ways of politics, royalty, chivalry, and honor. Unfortunately not all of Lord Erik's knights were so astute in these teachings. For there were quite a few knights whom grew tired of the constant taxes and levies they were paying to say in the Lord's good grace. And a coupé had begun.

 

A few years later Kerian wore the mantle of Knight well, using his training and knowledge to the best of his abilities and even gaining some favor among the ladies of the court. The girl he rescued, the dame Rhiannon, had stolen a special place in his heart and he had longed to court her in earnest. Sadly that would never come to fruition. The coupé had begun and soon knights from all around fought each other. Many taking the side of the Lord while a larger majority took to the side of the betrayers. The ring leader of the coup, a disgraced knight named Dorn Graycastle, led the charge and was solidly routing the opposition. Lord Erik was out of options. 

 

Kerian and a few of the lord's retainers were among the few remaining in the castle as it started to burn. Erik and his two daughters and a handful of guards left without any direction or note and Kerian was left with few options. He could fight to the death OR leave the ruined keep in search of his lord and love. With a heavy heart he escaped the falling keep with the 3 remaining servants and headed into the wilderness. Kerian has vowed to seek vengeance on Sir Dorn and those who betrayed everything they once stood for.  

#139

BoldItalic

Sep 04, 2014 10:47:10

Portrait of Ravengeld Mazeminder

Ravengeld Mazeminder

3rd-Level Human Wizard (Evocation)
Medium Male Humanoid

Armour Class 11 (no armour)
Hit Points 23 (3@ 1d6+3)
Speed 25 feet
Sense Normal
Str 10 (+0)   Dex 13 (+1)   Con 16 (+3)
Int 16 (+3)   Wis 11 (+0)   Cha 11 (+0)
Alignment Chaotic-Neutral
Languages Common, Orc, Goblin


TRAITS
Background - Sage
   Feature: Researcher
Proficiency (+2)
   Tools: none
   Saving Throws: INT, WIS
Evocation Savant
Sculpt Spells


SKILLS
Arcana +5, History +5, Investigation +5, Religion +5


WEAPON ATTACKS

Dagger
+3 to hit, 1d4+1 piercing  finesse, light, thrown, range(20/60)

 

SPELLS
Cantrips: Shocking Grasp, Ray of Frost, Mage Hand
Focus: Component Pouch
Magic Ability: INT
MAM: +5
SaveDC: 13
Spells Known: Detect Magic, Disguise Self, Mage Armor, Magic Missile, Shield, Arcane Lock, Blur, Darkness, Levitate, Suggestion
Spells Per Day: 4, 2
Spell Preparation: 6 Wizard Spells

Spells Prepared: Disguise Self, Magic Missile, Shield, Arcane Lock, Blur, Suggestion
 

EQUIPMENT
Spellbook, Component Pouch, Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Bottle of Ink, Quill Pen, Small Knife, Last Letter from Anwarad The Astromancer, Common Clothes, Green Headband, Prayer Beads, Sewing Needle, 10gp


PERSONAL CHARACTERISTICS
Traits: Ravengeld is horribly, horribly awkward in social situations, and he is convinced that people are always trying to steal his secrets.
Ideal - Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: Ravengeld has been searching for the answer to the question: how much does the moon weigh?.
Flaw: Ravengeld is easily distracted by the promise of information.
Religion: Ravengeld worships Calicos, the CN God of Knowledge. Followers of Calicos are required to carry prayer beads and a sewing needle at all times, to wear a green headband on holy days and to give one twelfth of their income to the community
 

BACKSTORY

Ravengeld suffered from poor diet as a child and walks awkwardly. Unable to engage in rough-and-tumble with his boyhood peers, he failed to develop social skills and retreated into books. He corresponded frequently with Anwarad The Astromancer who, shortly before his bizarre death - he was struck on the head by a large meteorite whose precise time and location he had accurately predicted -  had written to Ravengeld posing the question: how much does the moon weigh? which Ravengeld now feels obliged to try to answer. Lately, he has been studying with another mentor - Trufeld The Unkempt - who is a noted evoker and discoverer of the Moonstorm spell that bears his name. Ravengeld has several times asked Trufeld to cast that spell onto a butcher's scales with a view to determining the weights of the miniature moons that are evoked, but every time the scales (and, in one case, a hapless butcher) have been crushed without any measurement being possible.

 

 

#140

iserith

Sep 04, 2014 13:24:49

 

Hex Arcana

1st-level Tiefling Warlock (The Fiend)
Medium Male Humanoid

Armour Class 13 (studded leather)
Hit Points 8 (1d8)
Speed 30 feet
Sense Darkvision 60 feet
Str 8 (-1)   Dex 13 (+1)   Con 10 (+0)
Int 16 (+3)   Wis 12 (+1)   Cha 16 (+3)
Alignment Neutral
Languages Common, Infernal


TRAITS
Background - Entertainer
   Feature: By Popular Demand (Instrumentalist)
Proficiency (+2)
   Tools: Disguise kit, fiddle.
   Saving Throws: Wisdom, Charisma.
Darkvision

Resistance to fire damage

Expanded Spell List (burning hands, command)

Uncle Daddy's Blessing


SKILLS
Acrobatics +3, Arcana +5, Deception +5, Performance +5.


WEAPON ATTACKS

Dagger
+3 to hit, 1d4+1 piercing  finesse, light, thrown, range(20/60)

 

SPELLS
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion, Thaumaturgy (racial).
Focus: Conductor's wand.
Magic Ability: CHA
MAM: +5
Save DC: 13
Spells Known: Command, Hex.
Spells Slots: 1
Spell Level: 1st

 

EQUIPMENT
Studded leather armor, conductor's wand (arcane focus), a scholar's pack, two daggers, a fiddle, a container of Jahni's rosin, a belt pouch, and a big ol' belt buckle that says "Don't Mess With Hexes."


PERSONAL CHARACTERISTICS
Traits: I know a story relevant to almost every situation.
Ideal: Greed. I'm only in it for the money and fame. And souls for Uncle Daddy. (Evil)
Bond: Someone stole my precious instrument, and someday I'll get it back.
Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
 

BACKSTORY

Short on his quota and on time, Hex Arcana headed west to Fandango, looking for souls to steal for his Father (and Uncle) Dispater, Archduke of the Iron City. He came across Falsetto Jones, a bard and confidence man who was going by the name of Jahni Fiddler at the time. Hex challenged Jahni to a fiddling contest with Hex betting his prized golden fiddle against Jahni's soul. Jahni took the bet and they dueled with fiddles until the rising sun. But despite having a band of devils join in, Hex to his utter shock and dismay lost the bet. Jahni was just too damn good. After he snatched up his prize, he called Hex an unkind name, threw him some rosin as a gesture of pity and scorn, and challenged him to another match some day. Since that day, Hex has been scheming to get his golden fiddle back.

 

Also, he goes on adventures, if it serves Uncle Daddy's purposes.

#141

OrwellianHaggis

Sep 06, 2014 8:00:33

 

Ghesh

Dragon-born Barbarian 1/Rogue 1/Sorcerer 1
Medium Male Humanoid
Armor Class
 13 (leather)
Hit Points 16 (1d12, 1d8, 1d6)
Speed 30ft.
Senses N/A


Str +3 (16)

Dex +2 (14)

Con +0 (10)
Int +0 (10)

Wis +0 (10)

Cha +2 (15)


Alignment chaotic neutral
Languages common, draconic, thieves' cant

 

TRAITS
Background - sailor (pirate)

    Feature: ship's passage

Draconic ancestry: green dragon

   Dragon breath (poison)

   Resist poison damage

Expertise

Proficiency (+2)

   Tools: Navigators Tools, Thieves’ Tools, Vehicles (water)
   Saving Throws: Dexterity, Intelligence

Rage

Sneak Attack (+1d6)

Spellcasting

   Save DC: 12

   Spell attack modifier: +4

Sorcerous origin: wild magic

   Wild magic surge

   Tides of chaos
 

SKILLS

Acrobatics +2

Athletics +7 (expertise)

Intimidation +4

Perception +2

Persuasion +6 (expertise)

Sleight of hand +4

 

SPELLS KNOWN

Blade ward (cantrip)

Burning hands (1st)

Light (cantrip)

Minor illusion (cantrip)

Shield (1st)

True strike (cantrip)

 

ACTIONS
Spear

+5 to hit, 1d6 piercing damage (versatile 1d8, thrown 20/60)

Dagger

+5/+4 to hit, 1d4 piercing damage (finesse, thrown 20/60)

Sling

+4 to hit, 1d4 bludgeoning damage (ammunition, 30/120)
 

EQUIPMENT

Clothes (common)

Dagger

Empty ale bottle (the ale was poisoned, it killed his friend, and he's seeking the brewery)

Leather armour

Sling (bullets: 20)

Spear

 

GP: 28

SP: 8

CP: 4

 

PERSONAL CHARACTERISTICS

Personality

I work hard, I play hard.

 

I once pickled a shipmate in rum and delivered him to his family so he could have a proper burial and they could mourn their father. It was an awkward day, and for once it wasn't because of my looks.

 

Ideal

Those who do the work share in the reward.

 

Bond

The gods took our ship at sea. I am utterly loyal to the few survivors.

 

Flaw

Once someone questions my courage I won't back down, no matter how dangerous the situation.

 

Background

I had a crappy life growing up, surviving on scraps and constantly having to move. Disaster followed me everywhere. I fell in with pirates as a young man and found myself loving the life, and lived it until the gods smashed our ship at sea. I took that as a sign, so now I wander land, looking for adventure and reward.

 

I don't like to talk about the magic. I try not to use it because, honestly, it scares me.

#142

Diffan

Sep 07, 2014 2:51:55

 

Æther
1st-level Human Fighter
Medium Male Humanoid
Armor Class
15 (chain shirt)
Hit Points 12 (1d10)
Speed 30 ft.
Senses normal
Str 16 (+3)    Dex 14 (+2)    Con 14 (+2)
Int 10 (+0)    Wis 12 (+1)    Cha 8 (-1)
Alignment Neutral Evil
Languages Common, Elven

TRAITS
Background – Criminal
     Feature: Criminal Contact
     Criminal Specialty: Hired Killer
Proficiency (+2)
     Tools: Thieves tools, Playing Cards,
     Saving Throws: Strength (+5), Constitution (+4)
Fighting Style: Two-Weapon Fighting (add full damage from ability score to off-hand attack).
Second Wind (regain 1d10 + 1 hit points)

 

SKILLS
Athletics (+5), Acrobatics (+4), Deception (+1), Perception (+3), Stealth (+4)

ACTIONS
Multiattack:
Ether can make two Longsword attacks with his action. This uses his bonus action.

Longsword (Katana). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage or (1d10 + 3) slashing damage if used with two hands.

 

Light Crossbow. Ranged Weapon Attack: +4 to hit, range 100/300 ft., one target. Hit: (1d8 + 2) piercing damage.

EQUIPMENT
Chain shirt, two longswords (Katanas), light crossbow with 20 bolts in quiver, explorers kit, thieves tools, playing cards, 15 gp.


PERSONAL CHARACTERISTICS
Traits: Ether is slow to trust. And NEVER tell him the odds for he’s prone to jump into situations without thinking them through.
Ideal: I do what I want to be wealthy (Evil).
Bond I lost someone I loved once and I plan on never letting that happen again.
Flaw: “If there’s a plan, I’ll forget it. If I don’t forget it, I’ll just ignore it.”

 

BACKGROUND

Show

Æther is a skilled warrior and thief. He often takes money for killing people yet detests the term “murderer” saying that to perform murder one needs to have something wrong with their head and he thinks the term “Assassin” is too flamboyant. He also don’t like to put labels on things. Æther doesn’t like to talk about this past and rarely, if ever, gives out his alias. When asked for his name he’ll answer by addressing the same question back to the person then take the name for himself by saying “By the GODS, that’s my name TOO!” He’s capricious demeanor is only off-set by his deadly skill at arms and ruthless determination to see a job to the end. He is most assuredly evil but gets along with people so long as they don’t get in his way of getting wealthy or there isn’t money is killing them.

 

Very little is known about his background. Authorities know he most likely lived off the streets and only received military training as a recruit in the army of one nation or another. Chances are his megalomania proved to be the reason he was ejected OR he killed someone for getting in his way. His appearance is almost always the same, a tan vest with red shirt and a chain shirt for armor under a black or dark brown hood and cloak. When doing his bed-time work, he often adorns a mask and gloves to reduce the chances of someone obtaining his identity.

#143

swurvDESN

Sep 17, 2014 15:39:59

Imsh Il-Khan

1st-level Half-Orc Fighter
Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 13 (1d10)
Speed 30 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 17 (+3)  Dex 12 (+1)  Con 16 (+3)
Int 8 (-1)  Wis 8 (-1)  Cha 13 (+1)
Alignment lawful evil
Languages common, orcish


TRAITS
Background - Outlander

     Feature: Cult of the Dragon Infiltrator

    

Proficiency (+2)

     Tools: Poisoner Kit, Vehicles (land)

     Saving Throws: Strength, Constitution
Fighting Style - Great Weapon

Second Wind

Relentless Endurance

Savage Attacks


SKILLS

Athletics (+5), Intimidation (+3), Insight (+1), Stealth (+3) Deception (+3)

 

ACTIONS
Melee Attacks— Great Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 2d6+3 slashin damage (d10 versatile)
Ranged Attack—Handaxe: +5 to hit (range 20 ft/60 ft.; one creature). 
Hit:  1d6+3 piercing damage 

EQUIPMENT

chainmail, Great sword,(1) Hand axe, back pack, lock of mothers hair, common clothes, potion of healing, Poisoner Kit, tinder box, 10 torches, mess kit, (1)day of rations,waterskin


PERSONAL CHARACTERISTICS

Trait: “I judge people by their actions, not their words.” “I am incredibly slow to trust. Those who seem the fairest often have the most to hide."

Ideal: Might. “If I become strong I can take what I want-what i deserve.” (Evil)

Bond: "My Family and I were members of the Cult of the Dragon, until my rivals in the cult arranged to wipe us out. Though they slaughtered my kin, I survived-but they think I'm dead, and now is my chance for vengeance! I seek revenge on three betrayers: A human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half dragon named Rezmir. I have come to Greenrest knowing it's next on the cult's list of targets.
#144

Plaguescarred1

Sep 08, 2014 15:27:27

swurvDESN wrote:
#145

arnwolf666

Sep 10, 2014 22:48:54

Arnwolf Hill Dwarf Barbarian Berserker 1 Background: Noble Alignment CG

Str 13

Dex 12

Con 17

Int 8

Wis 11

Cha 14

 

Skills

Athletics

Intimidation

Persuasion

History

 

Arnwolf is a dwarven barbarian of the clan of the Northern Wind.  Son of a great war chieftain.  As such he is trained in the diplomacy and lore of his people.  I wanted to play the guy who can take a beating better than anyone.  So I went for an all hit point point realizing I will not hit much because of the low strength.  But I like the charisma for intimidation and persuasion purposes.  I think I will have him using a Battle Axe and shield, though I am still debating Great Axe.

#146

Plaguescarred1

Sep 13, 2014 8:43:50

 

Doomguide Daulfgrund
1st-level Human Cleric
Medium Male Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 13 (+1)  Dex 14 (+2)  Con 15 (+2) 
Int 08 (-1)  Wis 16 (+3)  Cha 11 (+0)
Alignment lawful neutral
Languages common, undercommon
Trait 
Background Urchin [City Secrets]
   Personality Trait: I bluntly say what other people are hinting at or hiding, I eat like a pig and have bad manners.
   Ideal: People. I help people who help me - that's what keeps us alive. 
   Bond: I owe a debt i can never repay to the person who took pity of me, Doomguide Yovir Glandon.
   Flaw: I will never fully trust anyone other than myself.
Proficiency (+2)
   Tools: Disguise kit, thieves’ tools
   Saving Throws: Wisdom +5, Charisma +2
Skill Insight +5, Religion+1, Sleight of Hand +4, Stealth +4
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - guidance, sacred flame, chill touch, spare the dying
   1st-level (2/days) - bless, cure wounds, false life*, guiding bolt, inflict wound*, shield of faith, 
Death Domain 
Reaper
Actions
Melee Attack— Mace: +3 to hit (reach 5 ft.; one creature). 
Hit: 1d6+1 bludgeoning damage
Ranged Attack—Chill Touch +5 to hit (range 120 ft; two creatures). 
Hit:  1d8 necrotic damage, and it can’t regain hit points until the start of your next turn.
Until then, the hand clings to the target. 
If you hit an undead target, it also has disadvantage
on 
attack rolls against you until the end of your next turn.
Equipment: scalemail, holy symbol of Kelemvor engraved on shield, mace, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small knife, a map of Phlan, a pet mouse, a stone thumb (a token to remember your parents by), a set of common clothes, the shell of an egg painted with scenes of human misery in disturbing detail and a belt pouch containing 10 gp

Daulfgrund [DOLF-grunnd] was born in 1472 DR in Phlan but grew up as an urchin in the streets after his parents were petrified by a cockatrice. Daulfgrund was taken off the streets of Phlan by Doomguide Yovir Glandon and brought to Valhingen Graveyard to help Kelemvorite tend the garden in exchange for food and entered Kelemvor priesthood when he reached maturity despite his young age. Daulfgrund has a old grey mouse named Kiri he has kept as pet from the time he lived in the street and which he has spared from dying since then. Kiri nowadays remain hidden on his person but is often seen crossing from a under the cloak to between shoulder armor plates for exemple.

#147

Plaguescarred1

Sep 13, 2014 8:32:21

 

Sir Vilemar Uskevren
4th-level Human Fighter
Medium Male Humanoid

Armor Class 20 (plate + shield)
Hit Points 36 (4d10)
Speed 30 ft.
Sense Normal
Str 17 (+3)  Dex 14 (+2)  Con 15 (+2) 
Int 10 (+0)  Wis 13 (+1)  Cha 08 (-1)
Alignment lawful good
Languages common, giant, undercommon
Trait 
Background Noble [Position of Privilege]
   Personality Trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood.  
   Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
   Bond: The common folk must see me as a hero o f the people.
   Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Proficiency (+2)
   Tools: Cartographer's tool, dragonchess set 
 
  Saving Throws: Strenght +5, Constitution +4
Skill Athletics +5, Acrobatics +4,  History +2, Perception +3, Persuasion +1
Feat heavy armor master, sentinel
Dueling Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Battlemaster Martial Archetype
Combat Superiority (4d8 superiority dice, save DC 13)
  Maneuvers: menacing attackparryriposte attack, 
Actions
Melee Attack— Longsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+5 slashing damage
Ranged Attack—Javelin +5 to hit (range 30/120 ft; one creatures). 
Hit:  1d6 +5 piercing damage
Equipment: plate, shield, longsword, warhammer, sheaf of 6 javelins, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin,a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.

Vilemar [V-lay-MAR] was born in 1465 DR in Sembia. Of noble birth, he is the son of Phaldinor II from the Uskevren house (meaning "too bold to hide" in some forgotten tongue), a noble family of Selgaunt who live primarily in Stormweather Towers, with a house badge depicting a gold horse-head-and-fouled-anchor. Their money originally stockpiled through piracy but the family was nearly destroyed in the 1330s DR by rival families who discovered their illicit means of money-making and they since then rebuilt their finance and reputation by bying and selling land. Vilemar left Sembia to adventure and enter legends among other heroes of the realms.

#148

Plaguescarred1

Sep 14, 2014 8:35:32

 

Stern Sentinel Draglarodarrgarthian
3rd-level Gnome Paladin
Small Male Humanoid

Armor Class 17 (studded leather, shield)
Hit Points 25 (3d10)
Speed 25 ft.
Sense darkvision 60'   
Str 08 (-1)  Dex 16 (+3)  Con 13 (+1)  
Int 12 (+1)  Wis 12 (+1)  Cha 14 (+2)
Alignment lawful neutral
Languages gnomish, dwarvish, common, small beast
Trait 
Gnome Cunning
Natural Illusionist
Speak With Small Beast
Background Guild Artisant [Guild Membership]
   Guild Business: Armorer.
   Personality Traits: I believe that anything worth doing is worth doing right. I can’t help it— I’m a perfectionist.
   Ideal: Respect. Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization.
   Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
   Flaw: I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.
Proficiency (+2)
  Tools: Artisant tool (smith's tools)
  Saving Throws: Wisdom +3, Charisma +4
Skill Insight +3, Perception +4, Persuasion +4, Religion +3 
Divine Sense
Lay On Hands
Dueling Fighting Style
Spellcasting  (Save DC 12, Spell Attack +4)
  Cantrip (at-will) - minor illusion
  1st-level (3/day) - cure woundsdivine favor, protection from evil & good*, sanctuary*, thunderous smite
Divine Smite
Divine Health
Sacred Oath of Devotion
Channel Divinity: Sacred Weapon, Turn The Unholy
Actions
Melee Attacks— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+5 piercing damage / 1d6+2 piercing damage
Ranged Attack—Sling +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning damage 
Equipment: studded leather armor, shield engraved with a holy symbol of Gaerdal Ironhand (a steel band worn on the right forearm), open face helm, 2 shortswords, sling with 20 bullets, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, smith's tools, a letter of introduction from the Bludgeonkin Armorer's guild, a set of traveler’s clothes, map containing half of a floorplan for a castle, and a belt pouch containing 15 gp

Draglarodargarthian [DRAG-la-ro-DAR-GARRE-cien] was born during the mid 1400's DR in a a shallow burrow in the Rathgaunt Hills, located due east of Lake Lhespen and the Shaar.Built on a short but solid stature, Draglarod (often simply called to "Drag") has long grey-white hair and sideburns, striking blue eyes  and bulbous large nose typical of all gnomes. He was raised in a Temple of Gaerdal Ironhand called Shield of the Rathgaunt Hills, a fortified subterranean stronghold formed from worked caves serving as both houses of worship and defensive fortifications. Draglarod entered paladinhood and climbed the rank up to Stern Sentinel as a stalwart defender of the Forgotten Folk. Draglarod is also member of The Shields of the Golden Hills, an organized militant order of Gaerdalite devoted to protecting gnomes outside Forgotten Folk communities and so he is rarely found within the Shield nowadays, instead traveling across the realms and helping, protecting and defending gnomes whenever he can.

#149

bid

Sep 14, 2014 15:17:40

Kyna

3rd-level Half-Elf Nature Cleric

Medium Female Humanoid

Armor Class 18 (chain mail + shield)

Hit Points 24 (3d8)

Speed 30 ft.

Sense darkvision 60'

Str 13 (+1) Dex 08 (-1) Con 14 (+2)

Int 12 (+1) Wis 16 (+3) Cha 14 (+2)

Alignment chaotic good

Languages common, elvish, and 3 more

Background Acolyte [Shelter of the Faithful]

 Personality Trait: Nothing can shake my optimistic attitude.
 Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
 Bond: I owe my life to the priest who took me in when my parents died.
 Flaw: My piety sometimes leads me to blindly trust those that profess faith in my god.

Trait

 Fey Ancestry

#150

Akeisha

Sep 16, 2014 8:39:07

Althaea Ilphelkiir (Gemblossom)

 

Note: I am posting Althaea's full stats in their entirety and in a manner that will allow for direct transfer/copying to the official character sheets (with a homebrewed sheet with lines 'added' in as the 3rd page out of 4). Hopefully, I will not be 'burned at the stake' for breaking away from the normal presentation format used in this thread.

 

Page 1

 

Character Name: Althaea Ilphelkiir (Gemblossom)
Class & Level: Sorceress (Sorcerer), 1
Background: Hermit
Race: Wood Elf
Alignment: Chaotic Good
Experience Points: 0 (Goal: 300)
Sex: Female, Medium Humanoid

 

Left Column

 

Strength: 11 (+0) Dexterity: 13 (+1) Constitution: 16 (+3)

Intelligence: 11 (+0) Wisdom: 15 (+2) Charisma: 16 (+3)

 

Inspiration: 0

Proficiency Bonus: +2

 

Saving Throws: Strength (+0), Dexterity (+1), Constitution* (+5), Intelligence (+0), Wisdom (+2), Charisma* (+5)

 

*Denotes Class Proficiency

 

Skills: Acrobatics (+ 1), Animal Handling (+ 2), Arcana* (+ 2), Athletics (+ 0), Deception (+ 3), History (+ 2), Insight (+ 2), Intimidation (+ 3), Investigation (+ 2), Medicine* (+ 4), Nature (+ 2), Perception** (+ 4), Performance (+ 3), Persuasion* (+ 5), Religion* (+ 2), Sleight Of Hand (+ 1), Stealth (+ 1), Survival (+ 2)

 

*Denotes Proficiency

**Denotes Racial Proficiency

 

Passive Wisdom (Perception): 14

 

Proficiencies & Languages

 

Armour: None

 

Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows PLUS: Weapons available to Althaea due to her ‘Elf Weapon Training’ (Proficiency with Longswords, Shortswords, Longbows, and Shortbows)

 

Tools: Herbalism Kit (+2 Proficiency On Rolls When Using This Kit)

 

Languages: Common, Elven, and Sylvan

 

Middle Column

 

Armour Class: 11

Initiative: +1

Speed: 35 Feet

Current Hit Points: 9 (1d6 + 3 from Constitution Bonus)

Temporary Hit Points: 0

Hit Dice (Total): 1d6

 

Attacks & Spellcasting

 

Longsword (Melee) -- Attack Bonus: +2 -- Damage Type: 1d8 Slashing, 1d10 Versatile -- (Reach 5 Feet, One Creature)

 

Shortbow (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d6 + 1 Piercing -- (Range: 80’/320’), Ammunition, Two-Handed

 

Dagger Part 1 (Melee) -- Attack Bonus: +2 -- Damage Type: 1d4 Piercing -- (Reach 5 Feet, One Creature), Light, Finesse (See Below)

 

Dagger Part 2 (Ranged) -- Attack Bonus: +3 -- Damage Type: 1d4 + 1 Piercing -- (Range: 20’/60’)

 

Ranged Cantrip Attacks -- Attack Bonus: +5 (2 Proficiency + 3 Charisma) -- Cantrips Affected: Chill Touch (Range: 120 Feet), Fire Bolt (Range: 120 Feet), Ray Of Frost (Range: 60 Feet)

 

Monetary Funds

 

PP: 4, GP: 6, EP: 0, SP: 12, CP: 5

 

Equipment (Armour & Weapons)

 

Armour: None

 

Weapons: Longsword, Shortbow, and Dagger

 

Right Column

 

Personality Traits: I feel tremendous empathy for all who suffer. Althaea’s feelings on this are partially the result of the accidental injury (Wild Magic Surge) to her childhood best friend.

 

Ideals: Respect --> People deserve to be treated with dignity and respect. (Good)

 

Bonds: My family and clan are the most important things in my life, even when they are far from me.

 

Flaws: I am easily distracted by the promise of information/knowledge. This is especially true if Althaea thinks the knowledge can help her better control her powers so that she never accidentally hurts another person she cares about.

 

Features & Traits

 

Senses: Darkvision (60 Feet)

 

Fey Ancestry: You have advantage on saving throws against being charmed and magic cannot put you to sleep.

 

Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semi-conscious, for 4 hours a day. (The Common word for such meditation is “trance”.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

 

Elf Weapon Training: Elves have proficiency with Longswords, Shortswords, Longbows, and Shortbows.

 

Fleet Of Foot: Your base walking speed increases to 35 feet (from the normal base of 30 feet for Elves).

 

Mask Of The Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

 

Life of Seclusion: I retreated from society after a life-altering event. Althaea’s magic (Wild Magic Surge) accidentally injured her best friend when she was younger.

 

Feature: Discovery (A Site That No One Has Ever Seen Before) --> During her time away from others as a Hermit, Althaea discovered a small spring that is brimming with wild magic. The power levels are not high, but an individual ‘could’ harness the spring’s power for minor magical purposes or uses. If the water is stored in a vessel away from the spring for more than 30 minutes, it reverts to normal water.

 

Wild Magic Surge: Starting when you choose this origin at 1st level, your Spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

 

Tides Of Chaos: Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

 

Page 2

 

Age: 103 Years Old

Height: 5’6”

Weight: 122 Pounds

Eye Colour: Hazel

Hair Colour: Reddish-Blonde

Appearance: Copperish Coloured Skin

 

Left Column

 

Character Appearance: See image above.

 

Character Backstory

 

Althaea’s magical powers are due to her being specially blessed by a Dryad at birth. Her early childhood was quiet and happy, but her powers did eventually manifest and caused her some problems as she struggled to learn how to control them.

 

The breaking point for Althaea came when her magic accidentally injured her best friend (Wild Magic Surge). Her friend recovered without problems and did not blame Althaea for the accident, but it was just too much for Althaea to handle.

 

So, upset and scared, Althaea decided to leave her home for a while so that she could focus on getting her powers under control without hurting anyone else she cared about. While her family and friends did not want to see her leave, they did respect her decision to do so.

 

After some time spent in isolation, Althaea has made a wonderful discovery (the secret magical spring) and gained control over her powers. The secret spring did help her while experimenting with her powers and learning to control them. She has since returned home and is now ready to seek adventure.

 

Right Column

 

Allies & Organisations: None

 

Additional Features & Traits: Althaea has no scars or unusual marks on her person. She does tend to favour clothing, colours, jewellery, and other items that lend themselves to an Autumn theme.

 

Treasure: None outside of her remaining coinage at the moment.

 

Page 3

 

Normal Equipment

 

Backpack (5 pounds), 30 pounds gear capacity

 

In Backpack: Clothes, Traveller’s (4 pounds), Rations, 5 Days (10 pounds), Waterskin (5 pounds when full), Torches, 4 (4 pounds), Tinderbox (1 pound), Sack (0.5 pounds), Herbalism Kit (3 pounds)

 

Attached To Sides Of Backpack: Quiver with 20 Arrows (2 pounds), Bedroll (7 pounds)

 

Belt Pouch (1 pound)

 

In Belt Pouch: Arcane Focus (Large Round Crystal, 1 pound), Trinket (A Shard Of Obsidian That Always Feels Warm To The Touch), Chalk, 1 Piece (0 pounds), Mirror, Steel (0.5 pounds)

 

Maximum Encumbrance: 165 pounds

Current Encumbrance: 48 pounds (Includes all weapons, equipment, etc.)

 

Page 4

 

Spellcasting Class: Sorcerer

Spellcasting Ability: Charisma

Spell Save DC: 13 (8 + 2 Proficiency + 3 Charisma)

Spell Attack Bonus: +5 (2 Proficiency + 3 Charisma)

 

Arcane Focus: Large Round Crystal

 

Cantrips Known

 

Chill Touch

 

Necromancy Cantrip

 

Casting Time: 1 Action

Range: 120 Feet

Components: Verbal, Somatic

Duration: 1 Round

 

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cannot regain hit points until the start of your next turn. Until then, the hand clings to the target.

 

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

 

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Fire Bolt

 

Evocation Cantrip

 

Casting Time: 1 Action

Range: 120 Feet

Components: Verbal, Somatic

Duration: Instantaneous

 

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it is not being worn or carried.

 

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Light

 

Evocation Cantrip

 

Casting Time: 1 Action

Range: Touch

Components: Verbal, Material (A Firefly or Phosphorescent Moss)

Duration: 1 Hour

 

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

 

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

 

Ray Of Frost

 

Evocation Cantrip

 

Casting Time: 1 Action

Range: 60 Feet

Components: Verbal, Somatic

Duration: Instantaneous

 

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn.

 

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

 

Spells Known

 

1st Level Spells

 

Burning Hands

 

1st-Level Evocation

 

Casting Time: 1 Action

Range: Self (15-Foot Cone)

Components: Verbal, Somatic

Duration: Instantaneous

 

As you hold your hands with the thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

 

The fire ignites any flammable objects in the area that are not being worn or carried.

 

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.

 

Mage Armour

 

1st-Level Abjuration

 

Casting Time: 1 Action

Range: Touch

Components: Verbal, Somatic, Material (A Piece of Cured Leather)

Duration: 8 Hours

 

You touch a willing creature who is not wearing armour and a protective magical force surrounds it until the spell ends. The target’s base AC becomes ‘13 + its Dexterity modifier’. The spell ends if the target dons armour or if you dismiss the spell as an action.

 

Spell Slots

 

1st Level: 2

 

#151

iserith

Sep 15, 2014 13:47:02

71 PCs in this thread so far - let's shoot for 100!

 

I'll be working on a ranger tonight... what character concept has been rattling around in your noggin?

#152

iserith

Sep 16, 2014 8:42:12

 

Red Creek Rufus

and his ornery boar companion

 

 

Belvedere

 

3rd-level Variant Human Ranger (Beast Master)

Medium Male Humanoid
Armour Class 16 (studded leather, shield)
Hit Points 25 (3d10+3)
Speed 30 feet
Sense normal
Str 14 (+2)   Dex 14 (+2)   Con 12 (+1)
Int 10 (+0)   Wis 16 (+3)   Cha 8 (-1)
Alignment Neutral
Languages Common, Elven


TRAITS
Background - Outlander (Fisherman)
   Feature: Wanderer
Proficiency (+2)
   Tools: Harmonica.
   Saving Throws: Strength, Dexterity.
Favored Enemy: Beasts

Natural Explorer (Swamp)

Archery Fighting Style

Spellcasting

Primeval Awareness

Ranger's Companion (Boar)


SKILLS
Animal Handling +5, Athletics +4, Nature +2, Perception +5, Stealth +4, Survival +5.


WEAPON ATTACKS

Trident
+4 to hit, 1d6+2 piercing  thrown (20/60), versatile (1d8)

Net

+6 to hit, no damage, thrown (5/15)

 

SPELLS
Magic Ability: WIS
MAM: +5
Save DC: 13
Spells Known (3): cure wounds, hunter's mark, speak with animals.
Spells Slots: 3
 

EQUIPMENT

Studded leather armor, shield, trident, net (x3), explorer's pack, harmonica, fishing trophy, set of traveler's clothes, fishing tackle, belt pouch with 10 gp, glass orb filled with moving smoke.

 

PERSONAL CHARACTERISTICS
Traits: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.
Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bond: An injury to the unspoiled wildnerness of my home is an injury to me.
Flaw: I am too enamored of ale, wine, and other intoxicants.
 

BACKSTORY

Red Creek Rufus is a fisherman first and an adventurer second. While he'd rather be fishing all the time, Rufus knows that there are forces in the world that would see all his favorite fishing spots burn if they could find 'em. And though he's getting too old for this ****, he finds himself compelled to act when the despoilers of nature need to be stopped. One of his fishing spots is up around Old Owl Well and he's gotten the sense that not all is right in that area of late, having picking up the telltale signs of undead lingering in the area. Sometimes he brings his catch in to Fandango to trade for finished goods, but has been keeping clear of the place lately due to the Redbrands.

 

Red Creek Rufus' longtime companion is a cantankerous wild boar he calls Belvedere. Rufus has spent more time talking to that pig than talking to other people and he considers Belvedere a good listener and the only fan of his often shabby harmonica performances. Both Red Creek Rufus and Belvedere have a grudge against Jeremiah the Bullfrog, a local druid. Red Creek landed the biggest fish in his entire life one day - but his excitement was dashed when the fish turned into a naked man who promptly ran off with a hook in his lip. On a different occasion, Belvedere thought he found himself a mate and fell head over hooves in love, but again, it was just Jeremiah in boar form. Rufus knows that Jeremiah is up near Tumbleweed now and good riddance - he hopes the druid gets eaten by the green dragon he sensed up that way. It would serve him right.

 

(The statistics for Belvedere can be found in the DM Basic Rules.)

(Reply to #152)

Akeisha

iserith wrote:
#154

iserith

Sep 16, 2014 18:25:19

Thanks!

 

I have a litmus test for my PCs: "Will everyone remember this character after the game is done?" That's what I shoot for in both design and in play.

#155

bawylie

Sep 17, 2014 8:48:46

You know you're gonna have to put all these onto character sheets next, right?

 

Print 'n' play

(Reply to #155)

Akeisha

bawylie wrote:
#157

iserith

Sep 17, 2014 10:47:51

 

Don Coyote

3rd-level Human Paladin (Oath of the Ancients)

Medium Male Humanoid
Armour Class 18 (chain mail, shield)
Hit Points 26 (3d10+6)
Speed 30 feet
Sense normal
Str 14 (+2)   Dex 9 (-1)   Con 15 (+2)
Int 11 (+0)   Wis 13 (+1)   Cha 16 (+3)
Alignment Neutral Good
Languages Common, Elven


TRAITS
Background - Noble (Knight)
   Feature: Retainers
Proficiency (+2)
   Tools: Playing Cards.
   Saving Throws: Wisdom, Charisma.
Divine Sense

Lay on Hands

Fighting Style (Protection)

Divine Smite

Oath of the Ancients

     Feature: Nature's Wrath

     Feature: Turn the Faithless


SKILLS
Athletics +4, History +2, Persuasion +5, Religion +2.


WEAPON ATTACKS

Lance
+4 to hit, 1d12+2 piercing (reach, special)

Longsword

+4 to hit, 1d8+2 slashing (versatile d10)

 

SPELLS
Magic Ability: CHA
MAM: +5
Save DC: 13
Spells Prepared: bless, compelled duel, cure wounds, ensnaring strike, heroism, speak with animals.
Spells Slots: 3
 

EQUIPMENT

lance, longsword, chain mail, shield, holy symbol (a windmill), explorer's pack, set of fine clothes, signet ring, a scroll of pedigree, a purse containing 25 gp, and a brass orb etched with strange runes (trinket).

 

PERSONAL CHARACTERISTICS
Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bond: I am in love with the heir of a family that my family despises - Dulce Lorenzo.
Flaw: Sometimes I confuse mundane situations for heroic stories I've read about and act inappropriately.
 

BACKSTORY

Don Hidalgo Pronto, a minor noble growing into his later years, was obsessed with tales of knights and adventures, devouring book after book in his once-great library. One day after eating a purple worm pupa floating at the bottom of a bottle of tequila distilled in Fandango, Don Hildalgo wandered off into the desert known as The Stain believing he was a knight-errant on a mission to rid the world of evil and demonstrate goodness by his deeds. After many trials and visions that may have shattered his mind entirely, he took on the name of Don Coyote and drew a group of ragtag retainers to his side. Together they go on quests both real and imagined throughout the region.

 

Retainers:

  • Poncho Sanza, his human squire and secretly the old partner-in-crime of Chuck Dagger, who is laying low after escaping from prison.
  • Cardenio the Ragged, his half-elf valet and disinherited son of a duke. He is a better poet than a valet.
  • Cervantes, his human groom who looks after the mounts when they are available. The last mounts were eaten by giants due to an oversight by Cervantes and have not yet been replaced.
#158

swurvDESN

Sep 17, 2014 15:26:10

Tryggvi Lithyl

2nd-level Human Bard (variant)
Medium Male Humanoid
Armor Class
 14 (studded leather armor)
Hit Points 17 (2d8 hit dice)
Speed 30 ft.    
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 8 (-1)  Cha 16 (+3)
Alignment True Neutral
Languages common, dwarvish


TRAITS
Background - Sailor

     Feature: Ship's Passage

    

Proficiency (+2)

     Tools: Disguise Kit, Vehicles (water)

     Saving Throws: Strength, Constitution

Feat: Healer

Bardic Inspiration

Jack of all trades

Song of rest


SKILLS

acrobatics (+4), arcana (+3), deception (+5), Stealth (+4), history (+4) performance (+5)

 

SPELLS

Cantrips

Vicious Mockery, mage hand

Level One

Cure wounds, Feather fall, Thunder wave, Sleep, Bane

 

ACTIONS
Melee Attacks— Rapier: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d8+2 slashing damage 

EQUIPMENT

Studded leather armor, Rapier, backpack, bedroll, 2 costumes, 5 candles, 5 days rations, waterskin, disguise kit*, potion of healing*, 10 torches, tinderbox, mess kit, horn, component pouch, healers kit, common clothes


PERSONAL CHARACTERISTICS

Trait: I'm driven by a wanderlust that led me away from home. I stretch the truth for the sake of a good story.

Ideal: Tradition. The stories, legends and songs of the past should never be forgotten, for they teach us who we are.

Bond: I idolize a hero of the old tales, Arumark Lithyl, and measure my deeds against his.
#159

Plaguescarred1

Sep 27, 2014 11:16:12

 

Kaeniaf'yr Nurbonnis
3rd-level Drow Sorcerer
Medium Male Humanoid

Armor Class 16 (mage armor)
Hit Points 17 (3d6)
Speed 30 ft.
Sense darkvision 120 ft.   
Str 08 (-1)  Dex 16 (+3)  Con 13 (+1) 
Int 10 (+0)  Wis 12 (+1)  Cha 16 (+3)
Alignment chaotic neutral (evil tendencies)
Languages elvish, common, undercommon
Trait 
Keen Sense
Fey Ancestry
Trance
Sunlight Sensitivity
Drow Weapon Training
Background Guild Artisan [Guild Membership]
  Guild Business: Alchemists and apothecaries
   Personality Trait: I always want to know how things work and what makes people tick.
   Ideal: Freedom. Everyone should be free to pursue his or her own livelihood.
   Bond: I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood, my sisters.
   Flaw: I’m never satisfied with what I have— I always want more.
Proficiency (+2)
   Tools: Artisan's tool (alchemist's supplies)
   Saving Throws: Constitution +3, Charisma +5
Skill Arcana +12, Insight +3, Persuasion +5, Thievery +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - acid splash, fire bolt, poison spray, mage hand, dancing lights*
   1st-level (4/days) - mage armor, sleep, thunderwave, faerie fire* (1/day) 
   2nd-level (2/days) - scorching ray
Wild Magic Sorcerous Origin
Wild Magic Surge
Tides of Chaos
Font of Magic (3 sorcery points)
Metamagic [Quickened Spell, Twinned Spell] 
Actions
Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Fire Bolt +5 to hit (range 120 ft; one creatures). 
Hit:  1d10 fire damage
Equipment: 2 shortswords, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a piece of crystal that faintly glows in the moonlighthouse insignia, a desintegrated piwafwi, set of artisan’s tools (alchemist's supplies), a letter of introduction from Menzoberranzan's Alchemist guild, a set of traveler’s clothes, and a belt pouch containing 15 gp

Kaeniaf'yr [K-niaff-FYR] was born in 1372 DR in Menzoberranzan in the Underdark. He has a decrepit appearance with raggy hair, twisted teeth and weird habbits. Kaeniaf'yr is an outcast from 21st-ranked noble drow house of Menzoberranzan, which he was the alchemist for many years. Always regarded as crazed male, he was frequently tortured by female priestess of Lolth for his broken mind and deviant practices. Kaeniaf'yr is now a renegade sorcerer roaming the surface world of faerun after a disaster destroyed his laboratory during a failed experiment; a spell backfired causing a wild surge and teleporting him far away to the surface, which he always suspected was the fault of his sisters. He appeared in the Moonsea region and started to study the area and collect plants after he started to get used to the exterior sunlight.

#160

Gungolphus

Sep 21, 2014 8:39:50

Dargefredthula Hobnail Cobbler

8nd-level Rock Gnome Rogue (Assassin)
Small Female Humanoid
Armor Class
 16 (DEX + Ring of Protection +2)
Hit Points 67 (8d8 hit dice)
Speed 25 ft.    
Str 11 (-)  Dex 18 (+4)  Con 16 (+3)
Int 16 (+3)  Wis 13 (+1)  Cha 8 (-1)
Alignment LawfulNeutral
Languages common, gnomish


TRAITS
Background - Sailor (Pirate Variant)

     Feature: Bad Reputaton

    

Proficiency (+3)

     Tools: Disguise Kit, Navigator, Thieve's Tools, Poisoner Kit

     Saving Throws: Dexterity (+9), Intelligence (+8) [Strength +2; Constitution +5; Wisdom +3; Charisma =/-0]

 

Insight (passive) 11 

Perception (passive) 14

 

Artificer's Lore, Tinker, Darkvision, Gnome Cunning, (PHB, p.37)

 

Sneak Attack (4d6), Cunning Action, Uncanny Dodge, Evasion, Assassinate (PHB, pp. 96-97)

 

SKILLS

acrobatics (+7), athletics (+3), investigation (+6), perception (+4), slight of hand (+10), Stealth (+10)

 

ACTIONS

Melee Attacks— Short Sword: +7 to hit; 1d6+4 piercing, finesse, light (reach 5 ft.; one creature). 
Ranged Attacks— Dart: +9 to hit; 1d4+6 piercing, finesse, thrown (range 30/120) - Ammo: 1 (+2 returning, properties below)

EQUIPMENT

Weapons as above; Backpack; Ball bearings (1000); Caltrops (bag of 20); Clothing change x1; Crowbar; Grappling hook; Iron spikes (10) x1; Lantern (hooded); Magnifying glass; Telescoping Mirror; Mess kit; Potions of healing x2; Pouch x2; Rations (1 day) x10; Ring of Protection +3; Rope (50', silk) x1; Sacks x1; Tinderbox; Waterskins x2; Wineskins x2; Whetstone; Disguise kit (proficient); Healer kit; Navigator tools (proficient); Poisoner kit (proficient); Thieves tools (proficient)


PERSONAL CHARACTERISTICS

Trait: My language is as foul as an otyugh nest.

Ideal: I'm committed to my crewmates, not to ideals.

Bond: I was cheated out of my fair share of the profits, and I want to get my due.
#161

Leugren

Oct 11, 2014 19:55:31

 

Krumden Kraw

2nd-level Mountain Dwarf Barbarian

Medium Male Humanoid

Armor Class 16 (chain shirt), 14 (unarmored)

Hit Points 23 (1d12)

Speed 25 ft. (not reduced by wearing heavy armor)

Senses Darkvision 60 ft..

Str 16 (+3) Dex 12 (+1) Con 16 (+3)

Int 11 (+0) Wis 12 (+1) Cha 10 (+0)

Alignment Neutral

Languages Common, Dwarvish

 

TRAITS

 

Background – Criminal (Enforcer)

Feature: Bad Reputation – No matter where you go, people are afraid of you due to your reputation.  When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activities to the authorities.

Proficiency (+2)

Tools: Playing Card Set, Thieves’ Tools, Brewer’s Tools

Saving Throws: Strength, Constitution

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Shields

 

SKILLS

 

Athletics +5, Perception +3, Stealth +3, Intimidation +2

 

ACTIONS

 

Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature)

Hit: 2d6+3 bludgeoning damage ( 2d6 + 5 while raging) (heavy, two-handed)

Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).

Hit: 1d6+3 piercing damage (thrown)

 

EQUIPMENT

 

chain shirt, maul, 5 javelins, an explorer’s pack, a grappling hook, a crow bar, a set of dark common clothes, a red cloak, 5 smoke pellets (like Fog Cloud, but only lasts two rounds), a belt pouch containing 15 gp.

 

explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.

 

 

FEATURES

 

 

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.

 

 

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t wearing heavy armor:

 

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.

  • 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 your last turn.  You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.

Rages: 2

Rage Damage: +2

 

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.

 

 

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.

 

 

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions.  You can see in dim light within 60 feet 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.

 

 

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

 

 

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

 

 

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.

 

 

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 

 

Dwarven Armor Training: You have proficiency with light and medium armor.

 

 

PERSONAL CHARACTERISTICS

 

 

Traits: “I always have a plan for when things go wrong.” “I never use two words when one will do.”  “I never forget an insult.” “I can stare a hellhound in the eye without flinching.” “People who succumb to their addictions are worthy of nothing but contempt.” “I always pay off my debts.”

 
#162

Gungolphus

Sep 23, 2014 13:56:25

 

Sir Harold of Maccuswell, called the Upright

10th-level Human Fighter

Medium Male Humanoid
Armour Class 21 (Plate+shield+Class ability)
Hit Points 118 (10d10+50)
Speed 30 feet
Sense normal
Str 20 (+5)   Dex 14 (+2)   Con 20 (+5)
Int 16 (+3)   Wis 13 (+1)   Cha 13 (+1)
Alignment Lawful Good
Languages Common, Elven, Dwarvish


TRAITS
Background - Noble (Knight)
   Feature: Retainers
Proficiency (+4)
   Tools: Playing Cards, Gaming Set
   Saving Throws: Strength, Constitution
 

Fighting Style(s): Defense, Dueling

  • +1 AC when wearing armour
  • +2/damage with 1-handed melee weapon

Second Wind

Action Surge

Extra Attack (2/turn)

Indomitable

 

Archetype: Champion

  • Improved Critical

  • Remarkable Athlete

  • Additional Fighting Style

SKILLS

Animal Handling +5, Athletics +9, History +7, Intimidation +5


WEAPON ATTACKS

Lance
+9 to hit, 1d12+5 piercing (mounted, reach, special)

Longsword

+9 to hit, 1d8+5 slashing (versatile d10)

 

EQUIPMENT

lance, longsword, plate armour, steel shield, explorer's pack, 2 sets of fine clothes, signet ring, warhose (w/barding)

 

PERSONAL CHARACTERISTICS
Traits: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bond: I will face any challenge to improve my knightly fame and prowess.
Flaw: I will never back down from a fight, no matter how hopeless.
 

BACKSTORY

Sir Harold comes from a long line of knights, generations of which were members of the Order of the Golden Hammer. Third son of a minor Cormyrian noble, he will, barring catastrophe, never inherit the ancestral lands around Maccuswell.  Therefore he sought a life of errantry, riding forth alone save for his servants into the wide world. There he seeks to test himself in battle with evil foes of any type, but especially those who might recognize his armorial bearings, to wit: Quarterly Or and Gules, an Eagle displayed Sable. Thus does he gain renown.

 

He is also a champion jouster and tournament combatant, traveling the Sword Coast and inland as far as Cormyr to compete in gallant tournaments where he gains renown by showing not merely his fighting prowess but his noble grace and chevalrie.

 

Sir Harold always speaks formally and in High Speech: "I deem this quest to be one of great peril. Let not thine heart be troubled, however, for thou hast the strength of mine arm to carry through thine object." "Prithee, sirrah, take thou this my token, that all men might know thou hast my esteem in all things." He will dedicate all combats to a "fair maiden," the nearest around, regardless of the lady's rank or family (or, indeed, if she is in fact a maiden). He rather enjoys sarcastically saluting enemy women and dedicating his fight to her, just before he tramples her evil accomplice under his warhorse's hooves.

 

If he encounters a foe who can recognize his heraldry, he will challenge it, heedless of his peril. It is only through skil - with a generous helping of luck - that he has survived this long. (See 1st Ed AD&D Cavalier class. )

 

NB: If used as an NPC, the PCs might meet Sir Harold defending a bridge or ford against all comers, purely for the joy of combat. One of his shields will hang from a tree near the bridge or ford with a sign calling upon all beings of noble spirit and bravery to clang thereupon in challenge. 1d4 minutes after sounding the gong, Sir Harold will appear on the other side of the obstacle, fully armed and caparisoned as in the picture above. Sir Harold bears good folk no ill will, and will joust a plaisance with good folk for sport, until one combatant is unhorsed. Then he will suggest fighting a plaisance on foot to counted blows, usually five. After the combat, he will insist on entertaining his opponent (and party) at his pavilion, serving food and wine to the accompaniment of his minstrel retainer, who will have made up a song about the "epic battle." If he wins in combat a plaisance, he will good-naturedly insist on a "ransom" or "prize" for his lady - a bunch of wildflowers picked from the roadside will do, and will be fed to his beloved warhorse mare, Lady. If he loses, he will insist on paying his ransom handsomely, with a purse of gold appropriate to his opponent's level. He will "fight down" to the level he encounters; as he fights for the joy of it, he has no interest in pummeling a 4th-level character into the dirt. See the Aurthurian legends and Victorian ideals of chivalry for more information. 

 

Retainers:

  • Eadric Fitzsimon, his young squire, who tends to the camp and equipment. [Human Fighter2] Eadric is the second son of a nobleman of lesser lineage than Maccuswell who dreams of being a knight and living on in story.
  • Evarayan Amarillis, his minstrel and public-relations expert. [Moon Elf Bard2] Evarayan is teaching Sir Harold to play the lute, and has been for three years. Progress is so painfully slow that it can safely be said to never have started, for Harold's scarred and calloused hands are ill-suited to the delicate frets. But he tries hard and bears the elf no ill will for his lack of progress.
  • Both retainers share camp duties. Neither will fight except in the most extreme of circumstances.
#163

Plaguescarred1

Sep 27, 2014 14:18:37

 

Nimil'hel Allynwyn
3rd-level High Elf Wizard
Medium Female Humanoid

Armor Class 16 (mage armor)
Hit Points 17 (3d6)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 10 (+0)  Dex 16 (+3)  Con 13 (+1) 
Int 16 (+3)  Wis 12 (+1)  Cha 08 (-1) 
Alignment lawful good
Languages elvish, common, sylvan
Trait 
Keen Sense
Fey Ancestry
Trance
Background Soldier [Military Rank]
   Specialty: Cavalry
   Personality Trait: I’ve lost too many friends, and I’m slow to make new ones.
   Ideal: Good. Our lot is to lay down our lives in defense of others.
   Bond: Those who fight beside me are those worth dying for.
   Flaw: My hatred of my enemies is blind and unreasoning.
Proficiency (+2)
   Tools: One type of gaming set (dragonchess), vehicles (land)
   Saving Throws: Intelligence +5, Wisdom +3
Skill Arcana +5, Athletics +2, Intimidation +0, Investigation +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) -  acid splash, blade ward, mage hand, ray of frost
   1st-level (4/days) - alarm, comprehend language, detect magic, identify, mage armor, magic missile, sleep, thunderwave,  
   2nd-level (2/days) - invisibility, scorching ray 
Arcane Recovery
Abjuration Arcane Tradition
Abjuration Savant
Arcane Ward (HP 9)
Actions
Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Acid Splash: +5 to hit (range 60 ft; one or two creatures). 
Hit:  1d6 acid damage
Equipment: shortsword, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small packet filled with pink dust, an insignia of rank, a trophy taken from a fallen enemy (a bracer), a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp

Nimil'hel [KNEE-my-L] was born in 1299 DR in Leuthilspar on the mysterious island of Evermeet. She has a long beautful bronze hair and eyes, which contrast with her silver head circlet. Nimil'hel learned the art of bladesong at a early age, and dreamed of becoming a bladesinger one day, so she devoted herself to arcane magic very early on. Being adept with both swords and spells, Nimil'hel served as a unicorn knight in Queen Amlaruil's unicorn rider cavalry many decades before Araya, her majestic unicorn, was slayed by invading sahuagin forces. She was then affected as a War Wizard at the Tower of Sun until she got to the rank of coronal guard after what she was sent to the mainland to look over remaining elves, and observe humankind and the weave.

(Reply to #163)

Rhenny

Plaguescarred wrote:
#165

Plaguescarred1

Sep 27, 2014 13:14:28

Thanks Rhenny! I usually make PC and find art for it last, then modfy equipment or appearance accordingly.

#166

Plaguescarred1

Sep 28, 2014 7:40:16

 

Droword
5th-level Half-Elf Warlock
Medium Male Humanoid

Armor Class 15 (studded leather armor) 
Hit Points 38 (5d8)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2) 
Int 10 (+0)  Wis 12 (+1)  Cha 18 (+4) 
Alignment lawful evil 
Languages elvish, common, abyssal, infernal 
Trait 
Fey Ancestry
Background Guild Artisant [Guild Membership]
   Business: Woodcarver
   Personality Trait: I’m well known for my work, and I want to make sure everyone appreciates it. 
   Ideal: Good. Freedom. Everyone should be free to pursue his or her own livelihood. 
   Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
   Flaw: I’m quick to assume that someone is trying to cheat me.
Proficiency (+3)
   Tools: Woodcarver’s tools
   Saving Throws: Wisdom +4, Charisma +7
Skill Acrobatics +6, Arcana +3, Deception +7, Investigation +3, Perception +4, Persuasion +7,    
Pact Magic (Save DC 15, Spell Attack +7)
   Cantrip (at will) -  eldritch blast, guidance, mage hand, prestigitation, produce flame, vicious mockery
   3rd-level (2/days) - armor of agathys, darkness, fireball, hypnotic pattern, invisibility, mirror image 
Invocations agonizing blast, devil's sight, repelling blast
Fiend Otherwordly Patron
Tome Pact Boon
Dark One's Blessing
Actions
Melee Attack— Dagger: +6 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Eldritch Blast: +7 to hit (range 120 ft; one creature). 
Hit:  1d10+4 force damage and can push the creature up to 10 feet away from you in a straight line.
Equipment: studded leather armor, dagger, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, component pouch, book of shadows, a small  an idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it, a small crystal eye (arcane focus)woodcarver’s tools, a letter of introduction from Phlan's Woodcarvers Guild, a set of traveler’s clothes, and a belt pouch containing 15 gp

Droword [Dro-WORD] was a commoner and a reputed member of Phlan's Woodcarvers Guild, well known for his fine oak coffins woodwork in town and former owner of Droword's Woodshop on Steel Avenue. This was until it burned down for inexplicable reasons on Kythorn 2nd of 1486 DR. His neightbors had already remarked a shift in Droword's appearance and behaviors seeing him act strangely and loose half his weight and all his body hair while his skin turned pale but it recently got out of hands and many suspect he put fire to his own shop in a crazed night. But Droword is not crazy, something forced or compelled him to do it. All began when he found a jade idol of a winged devil and started to have wild nightmares. In one of those dreams he was contacted by an otherwordly entity with whom he forged a pact with uncertain terms. Droword struck a deal with Hutijina powerful baatezu noble Duke of Hell on baator in the service of Mephistopheles, which closely resembles a pit fiend with a deep rust-red hue hide bathed in crackling lightning and electricity, but is actually a greater, higher-ranking being. He started to understand alien languages and collect obscure informations for Hutijin in a tome called the book of shadow - a fiendish codex written in infernal and abyssal - in exchange for great powers. Droword disappeared from Phlan's streets after having been approached by the Zhentarim, an unscrupulous shadow network of thieves and spies and just recently resurfaced brandishing an hand in which a glass eye is fixed to which supposedly Hutijin can see by, and is rumored to now work for the Black Network.

#167

sliceoffruit

Sep 30, 2014 7:42:30

Are these characters all Adventurers League ready?

#168

iserith

Sep 30, 2014 8:15:28

sliceoffruit wrote:
#169

iserith

Sep 30, 2014 8:16:22

At last count, we're at 84 characters! Thanks to all who have contributed characters to this valuable resource.

 

I'd still like to hit that benchmark of 100 PCs, so only a few more to go! Let's see what you got!

#170

Plaguescarred1

Sep 30, 2014 9:55:22

sliceoffruit wrote:
#171

spanglemaker

Sep 30, 2014 22:46:57

Erizel (Warlock) is AL ready and her faction is Harpers

 

My Sith Knight, Sorceress would be AL compliant, after modifying her alignment. Her faction would be the Zhentarim, which hypothetically could be the Hidden Empire/ Invisible Empire where she is a Red Knight.

(Reply to #167)

Akeisha

sliceoffruit wrote:
#173

StuleBrown

Oct 03, 2014 10:28:16

 

Xanjesika
 

8th-level Dark Elf Druid(Circle of the Moon)
Medium Female Humanoid
Armor Class 13 (leather armor)
Hit Points 51 (8d8)
Speed 30 ft.
Sense superior darkvision 120 ft.     
Str 12 (+1)  Dex 14 (+2)  Con 12 (+1)
Int 10 (+0)  Wis 17 (+3)  Cha 13 (+1)
Alignment neutral
Languages elvish, common, druidic, dwarf,

 

Trait

Keen Sense

Fey Ancestrry

Trance

Sunlight Sensitivity

Drow Weapon Training


Feats: Sentinel

Background
   Outlander
   Origin: Outcast  
   Personality Trait: "I feel far more comfortable around animals than people."
   Ideal:  "The natural world is more important than all the constructs of civilization."
   Bond: "An injury to the unspoiled wilderness of my home is an injury to me,"
   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 (+3)
   Saving Throws: Int +4, Wis +6

 

Skill: Athletics +4, Survival +6, Nature +4, Perception +6,    

 

Druid Magic (Save DC 14, Spell Attack +6)
   Cantrip (at will) - Produce Flame, Shillelagh, Guidance,
   1st-level (4/day) - Speak with Animals, Cure Wounds,
   2nd-level (3/day) - Barkskin, Hold Person,
   3rd-level (3/day) -  Speak with Plants, Water Breathing, Call Lightning, Dispel Magic,
   4th-level (2/day) - Polymorph, Ice Storm, Conjure Woodland Beings,

 

Wildshape

Combat Wildshape

Circle Forms

Primal Strike

 

Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4+2 piercing damage
Ranged Attack—Produce Flame: +6 to hit (range 30 ft; one creature).
Hit:  1d8 fire damage

 

Equipment: leather armor, dagger, waterskin, component pouch, bed roll, pouch containing 15 gp

 

History
Xanjesika's mother fled the Underdark while she was pregnant with Xanjesika.  Her mother came out of the mountain range known as The Spine of the World and made her way into the Lurkwoods.  She was in the throes of labor when a Ranger named Taerik Bladestorm discovered her.  Taerik assisted the Drow and after several hours of labor, Xanjesika was born.  Her mother held her, calling her Xanjesika right before she died.  Taerik took Xanjesika to a Druid he knew of, Agatha Ravenshield.  Agatha was an older woman who lived by herself in a cabin in the Lurkwoods.  Agatha listened to the story Taerik told and agreed to take care of the baby.  For the next 50 years Agatha cared for the child.  She trained Xanjesika in the ways of the Druid as it would give her a fair chance of surviving in the world.  Xanjesika excelled in her training even though she was young.  By the time Agatha died, Xanjesika was a full fledge Druid.  The last thing Agatha told her was to stay in the woods and be wary of strangers. After her death, Xan left the cabin and lived in the woods.  For the next 50 years, Xan flourished in the woods but she was always interested in what lay beyond them. Her natural curiosity drove her to want to explore. Maybe it is time she found out what lies beyond.

#174

Leugren

Jun 14, 2015 17:15:05

Caulder Sunspire

 

Caulder Sunspire

1st-level Mountain Dwarf Wizard

Medium Male Humanoid

Armor Class 16 (scale mail)

Hit Points 9 (1d6)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 14 (+2) Dex 14 (+2) Con 16 (+3)

Int 14 (+2) Wis 8 (-1) Cha 10 (+0)

Alignment Neutral

Languages Common, Dwarvish, Primordial, Draconic

 

TRAITS

 

Background – Sage (Alchemist)

Feature: Researcher – When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.  Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.  Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.  Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Proficiency (+2)

Tools: Alchemists’ Supplies.

Saving Throws: Intelligence, Wisdom

Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Battleaxe, Handaxe, Throwing Hammer, Warhammer.  

Armor: Light Armor, Medium Armor

 

SKILLS

 

Arcana +4, History +4*, Investigation +4, Religion +4

* Stonecunning: Any History check made to determine the origin of Stonework is +6 instead.

 

ACTIONS

 

Melee Attack— Warhammer: +4 to hit (reach 5 ft.; one creature)

Hit: 1d8+2 bludgeoning damage (versatile: 1d10)

Ranged Attack—Fire Bolt: +4 to hit (range 120 ft; one creature).

Hit: 1d10 fire damage

 

SPELLCASTING

 

Cantrips: Fire Bolt, Light, Mage Hand

Spells Prepared: Burning Hands, Shield, Detect Magic(r), Sleep, Find Familiar(r), Identify(r)

Spell Save DC: 12

Ritual Casting: You can cast a wizard spell as a ritual if the spell has the ritual tag and you have the spell in your spell book.  You don’t need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.

 

EQUIPMENT

 

A rod (arcane focus), scale mail, a warhammer, a spellbook, a scholar’s pack, a waterskin, 10 days of rations, a set of common clothes, and a belt pouch containing 10 gp.

 

scholar’s pack contents: a backpack, a book of alchemical lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

 

 

PERSONAL CHARACTERISTICS

 

 

Traits: “I … speak … slowly ... when talking … to idiots … which … almost … everyone … is … compared … to me.” “I’m convinced that people are trying to steal my secrets.” "I am a dyspeptic bastard, owing partly to my natural disposition, and partly to a gastro-intestinal disorder known as Dumathoin's Curse."

Ideal: Knowledge. “The path to power and self-improvement is through knowledge.” (Neutral)

Bond: “My life’s work is a series of tomes related to a specific field of lore.”

Flaw: “I am obsessed with knowledge for its own sake, and I am blind to the practical consequences of my research.”  “I speak without really thinking through my words, invariably insulting others”

Appearance: “My face is frozen into a beetle-browed scowl as the result of nerve damage suffered during a lab explosion.  A small pair of pince-nez perch at the end of my nose. I am completely bald, with a wispy white beard.  I am 4’2” tall, and weigh 145 lbs.  I believe that I am over 200 years old, but I lost count some time ago, having much more important things to occupy my thoughts.”

 

BACKSTORY

 

At an unusually early age, Caulder was admitted to the dwarven college of Khaval Krognyte as a distinguished fellow due to his revolutionary work in the field of alchemy.  Among other things, Caulder is usually credited with the invention of Alchemist's Fire. In his obsession to devise a much more potent form of Alchemist’s Fire, he eventually began to delve into forbidden lore.  After a tremendous explosion rocked his lab, the Provosts’ Council learned that he was conducting secret experiments involving arcane magic, and he was dismissed from the institution.  Chafing under the constraints imposed upon him by his closed-minded brethren, Caulder left Citadel Adbar and traveled to Candlekeep in order to continue his research unimpeded.  His efforts eventually took him into the field in search of rare reagents and obscure tomes, and also in an effort to further his understanding of the arcane arts.  He firmly believes that the key to unlocking the secrets he needs in order to complete his research lies with mastery of the arcane arts.

 

Awards and Distinctions: Caulder was voted "Most Likely to Blow Up Half of Faerun" by his colleagues at Khaval Krognyte.

 

Quest - Caulder's Clinging Conflagration:  I am researching  a powerful new spell the idea for which was conceived during my earliest days as an academic when I was trying to fabricate a new and improved version of Alchemist's Fire.  When completed, the spell will coat all targets in its area of effect with a flaming gel that sticks to the skin and burns for as long as a minute.  I am constantly in search of rare reagents and obscure tomes that might assist me with my research.  The list of books and reagents that I am hoping to acquire is fairly lengthy, and includes such odds and ends as the gizzard of a fire drake, the spleen of a lava mephit, the heart of a salamander, the eye of a magmin, and Otmer's Treatise on the Alchemical Properties of Oozes.

 

 

Quest - Caulder's Cataclysmic Conflagration: My true magnum opus will be a new spell called Caulder’s Cataclysmic Conflagration, which involves splitting tiny magical particles in order to unleash vast amounts of energy into the universe.  I’m not quite sure how much energy will be released, and quite frankly, I am not overly concerned about it.  The furtherance of my research is the important thing!

 

 

Bat Familiar (Iorgo; named after the brilliant dwarven alchemist Iorgo Fireshard)

 

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 − 1)

Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA

2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)

Senses blindsight 60 ft., passive Perception 11

Languages

Challenge 0 (10 XP)

Echolocation. The bat can’t use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 
#175

bawylie

Oct 07, 2014 13:21:20

Can we get this stickied?

#176

Leugren

Oct 07, 2014 19:18:50

bawylie wrote:
#177

Beldak_Serpenthelm

Oct 08, 2014 7:15:42

Leugren wrote:
#178

iserith

Oct 08, 2014 7:57:48

Let's get it to 100 PCs and I'll ask Dragonette if she thinks it's cool to sticky here or in another forum.

 

So 14 more PCs...

#179

ChrisCarlson

Oct 15, 2014 11:41:56

 

JAMS ULRIK

 

4th-level Mountain Dwarf Bard of Valor

Medium Male Humanoid
Armor Class  15 (Breastplate)
Hit Points  35 (4d8+12)
Speed  25 feet
Sense  darkvision 60-ft., passive perception 10
Str 16 (+3)     Dex 12 (+1)     Con 16 (+3)
Int  10 (+0)     Wis   8  (-1)     Cha 16 (+3)
Alignment  Lawful Neutral
Languages  Common, Dwarvish


TRAITS
Background - Entertainer
     Feature: By Popular Demand
Proficiency (+2)
     Instruments: Bagpipes, Drum, Horn, Lute
     Tools: Smithy’s Tools
     Saving Throws: Dexterity, Charisma.

 

RACIAL FEATURES

Dwarven Resilience

Dwarven Combat Training

Dwarven Armor Training

Stonecunning

 

CLASS FEATURES

Spellcasting

Ritual Casting

Spellcasting Focus

Bardic Inspiration

Jack-of-All-Trades

Song of Rest

Expertise*

Combat Inspiration


SKILLS
Acrobatics* +5, Athletics +5, Intimidation +5, Performance* +7, Stealth +3.


WEAPONS

Greataxe-Lute
+5 to hit, 1d12+3 slashing  heavy, two-handed

Handaxes
+5 to hit, 1d6+3 slashing  light, thrown (20/60)

Dagger
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)

 

SPELLS
Magic Ability: CHA
MAM: +5
Save DC: 13
Cantrips Known: mending, prestidigitation, vicious mockery.

1st-level Spells Known: bane, heroism, sleep, thunderwave.

2nd-level Spells Known: shatter, suggestion.

EQUIPMENT

Breastplate armor, greataxe-lute, (2) handaxes, dagger, set of traveler's clothes, entertainer's pack, costume, aleskin, favor from an admirer, belt pouch with 15 gp.

 

PERSONALITY
Traits: I love a good insult, even one directed at me. And I get bitter if I'm not the center of attention.
Ideal: Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
Bond: I idolize a hero of the old tales and measure my deeds against that person's.
Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
 

BACKSTORY

The legendary dwarven skald, Danzig Ulrik, passed away over a hundred years ago. On that day, his son Gunner Ulrik, mourned so deeply that he began to recite an epic dirge. The song was so powerful that it lasted nearly seventeen years without stopping. It was during the fifteenth year of that legendary recital that he conceived a son of his own, Jams. The day of his birth saw the completion of his father’s dirge. For having seen the birth of his son, Gunner passed away as well. It has been said by some that that legendary dirge, sung by his father, still echoes in the dwarf bard’s blood…

 

During his performances, he uses multiple prestidigitations to great effect, amplifying and distorting the sound of his greataxe-lute, as well as to conjure minor pyrotechnic displays and flashes of light. It has also become a fairly common sight, at the conclusion of his set, for Jams to smash his instrument on the ground. Sometime later he will use his mending cantrip to repair it.

#180

iserith

Oct 08, 2014 20:41:33

 

3rd-level (Variant) Human Fighter

Medium Female Humanoid
Armor Class 13 (18 with mage armor and shield)
Hit Points 25 (3d10+3)
Speed 30 feet
Senses normal
Str 8 (-1)   Dex 16 (+3)   Con 12 (+1)
Int 16 (+3)   Wis 10 (+0)   Cha 13 (+1)
Alignment Neutral
Languages Common, Elvish, Draconic, Dwarvish, Gnomish, Halfling.


TRAITS
Background - Guild Artisan (Calligrapher, scribe, scrivener)
   Feature: Guild Membership
Proficiency (+2)
   Tools: Calligrapher's supplies
   Saving Throws: Strength, Constitution
Fighting Style: Dueling

​Second Wind

Action Surge

Archetype: Eldritch Knight

     Bonded Weapons (2)

     Spellcasting

Feat: Linguist

     +1 Int

     +3 languages

     Create ciphers (DC 18 to decipher)

 

SKILLS

Acrobatics +5, Athletics +1, Insight +2, Investigation +5, Persuasion +3


WEAPON ATTACKS

Letter Opener (bonded rapier)
+5 to hit, 1d8+5 piercing

Hole Punch (bonded light crossbow)

+5 to hit, 1d8+3 piercing (range 80/320)

 

SPELLS
Magic Ability: INT
MAM: +5
Save DC: 13
Cantrips Known: mage hand, poison spray

1st-level Spells Known (Slots - 2): comprehend languages, mage armor, shield

 

EQUIPMENT

traveler's clothes, rapier, light crossbow with 20 bolts, shield, calligrapher's supplies, a letter of introduction from the Guild of Lettered Men, explorer's pack, belt pouch containing 15 gp and a silver skull the size of a coin (trinket).

 

PERSONAL CHARACTERISTICS
Traits: I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist.
Ideal: 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.
 

BACKSTORY

The first female agent of the Guild of Lettered Men, Lucida Blackletter is an expert in linguistics, ciphers, arcane magic, and martial study. She was top of her class at the University-Temple of Ioun and graduated with the distinguished title of Eldritch Knight-Errant. A struggling economy brought on by the boom-and-bust cycle of adventurers spending their plundered gold left her (along with much of her graduating class) without much prospect for gainful employment. So despite her stellar skills and education, she became an unpaid intern at the Guild of Lettered Men, an association of scribes and scriveners that handle the written affairs of both commoners and the nobility. For three years she labored, copying tomes and scrolls, taking dictation, and running menial errands for her superiors.

 

But the guild was no mere union of scribes. Lucida's talents soon caught the eye of the higher-ups of the guild, who revealed themselves to be a conspiracy - one that traded in information, both in acquiring it and delivering it, for well-heeled and connected clients all of whom paid quite well for secrecy and discretion when it came to their records and correspondence. Lucida soon after became the first female agent of the Guild of Lettered Men and works in the field, one of the most talented secret couriers in the kingdom.

 

In addition to encoding and delivering important messages across the land, she has been tasked with locating the whereabouts of the wizard Mondegreen, leader of an evil organization known as A.C.R.O.N.Y.M. Mondegreen is working on a scheme to erase the letter "E" from the multiverse, unleashing chaos among speakers of Common. Lucida thought she found him several times, but it turned out to be someone else that looked and sounded quite similar.

 

Character Sheet

#181

AaronOfBarbaria

Oct 09, 2014 3:10:07

Iserith, you really are a font of great names for characters.

#182

iserith

Oct 09, 2014 6:56:06

Thanks, but it's just a reflection of the times (new roman). Argh, that was weak...

 

I assume everyone does what I do and makes mental notes of combinations of regular words that would make good character names.

#183

ChrisCarlson

Oct 09, 2014 9:42:32

After discussing, with my friends, possible themed characters for play in AL games, I'm thinking we may develop a troupe of entertainers.

 

Only, with a twist. Since Zhentarim is a legit option choice for faction, we may be doing a team of spies/assassins/thieves secretly working for the Zhents. With “troupe of entertainers” being our cover/day job. Sort of a Cirque du Scelerat if you will...

 

So I may be playing Jams Ulrik for reals. Along with a possible gnome ranger who uses trained gophers (or what have you) in his act. Maybe an elven acrobat (read: rogue-assassin). Who knows what else my friends will devise.

 

Anyone have suggestions for members of this troupe of ne’er-do-wells?

#184

iserith

Oct 09, 2014 12:30:16

Hex Arcana comes to mind for this sort of gig. He plays the fiddle and had a golden one till he lost it to Jahni Fiddler aka Falsetto Jones.

#185

Plaguescarred1

Oct 19, 2014 9:32:11

 

Wynter
7th-level Centaur Fighter (Human)
Medium Male Humanoid

Armor Class 16 (breastplate)
Hit Points 60 (7d10) 
Speed 30 ft.
Sense Normal     
Str 18 (+4)  Dex 15 (+2)  Con 13 (+1)
Int 10 (+0)  Wis 12 (+1)  Cha 08 (-1)
Alignment neutral good
Languages Common, Elvish, Sylvan
Trait  
Background Outlander [Wanderer]
   Origin: Homesteader
   Personality Trait: I watch over my friends as if they were a litter of newborn pups.
   Ideal: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
   Bond: My clan is the most important thing in my life, even when they are far from me.
   Flaw: I am slow to trust members of other races, tribes, and societies.
Feats Polearm Master, Charger
Proficiency (+3)
   Tools: Musical instrument (horn)
   Saving Throws: Strenght +7, Constitution +4
Skill  Animal Handling +4, Athletics +7, Perception +4, Stealth +5, Survival +4
Great Weapon Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Champion Martial Archetype
Improved Critical 
Remarkable Athlete
Extra Attack

Actions
Melee Attack— Pike: +7 to hit (reach 10 ft.; one creature). 
Hit: 1d10+4 piercing damage / 1d4+4 bludgeoning damage (Hooves)
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+2 piercing damage   
Equipment: breastplate, pike, lowbow + quiver 40 arrows, explorer's pack:  saddlebags backpack, bedroll, mess kit, silk rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, an old key, a Harper's pin, a staff, a hunting trap, horn (a trophy from an animal you killed), and a belt pouch containing 10 gp

Wynter [VIHN-tuur]  was born in Thay, the son of a plantation worker who treated his slaves cruelly. More than 7 feet tall and a sturdily built, Wynter' equine body ressemble a glossy black-haired warhorse that started to pale with age. His humanlike torso also has inky-black hair that is cropped short except for one braid that hangs down on his back and he sports a closely trimmed black beard streaked with gray. His bare chest is tanned, muscular and hairless. Being a farmer by trade and a pacifist by nature, Wynter enters combat only when he is pressed. When doing so, he usually wears a breastplate and wield a pike in addition to kicking with front hooves. He'll  fight only when he is given no other choice, or when someone he cares about would be in danger if he did not act. He is no coward, but if he or an Harper companion can talk or use his magic to achieve their ends instead, Wynter will prefer that way of operating. In a way, his attitude reflects his awareness of his capabilities. Wynter knows he can be deadly in combat, and so tries to avoid being forced to fight. He hates everything about the Red Wizard of Thay, including their malevolent politics, their vile magic, and their inhumane practice of taking and keeping slaves. Disgusted by his family’s practices and the land that sponsors and encourages them, Wynter fled Thay when he was 12 years old. He joined the Harpers after meeting the druid Galvin and his best friend Brenna Greycloak during the 1370's DR and getting the druid’s help in catching some outlaws who had robbed him. On the mission to Amruthar, Wynter served as a guide, using his knowledge of the area and the culture to help his friends fit in. He was instrumental in defeating the plans of the Red Wizards Maligor and Szass Tam, and he even freed a number of slaves by posing as a buyer for the plantation his family worked. (This is an excellent example of using nonviolent means to achieve a desired end. Wynter didn’t kick down the slave pens and fight the slavers; that would have blown his cover and ruined the Harpers’ mission.) Though his efficiency was reduced when he was indoors, his fighting skills were critical in allowing the heroes to reach their goal. Motivations/Goals: Wynter’s main concern is to keep the evils of Thay within the borders of that country. While he dislikes entering the country of his birth, he will do so for the Harpers, knowing that good (he hopes) will come of it. (More on Wynter can be read in the AD&D Heroes's Lorebook pg. 132)

#186

SterlingRat

Mar 12, 2015 1:49:23

HE Warlock

 

Diogeen "The Cliché" Callo

 

1st-level Half-Elf Warlock

Medium Male Humanoid
Armor Class 14 (studded leather armor)
Hit Points 9 (1d8)

Speed 30 ft.
Senses Darkvision 60ft.   

 

Str 10 (+0)  Dex 14 (+2)  Con 12 (+1)
Int 12 (+1)  Wis 14 (+2)  Cha 16 (+3)

 

Alignment chaotic good
Languages common, elvish, thieves' cant

 

TRAITS
Background - Criminal
Feature: Criminal Contact
Criminal Specialty: Burglary

Proficiency (+2)
Saving Throws: Charisma, Wisdom
SKILLS: Stealth +4, investigation +3, peception +4, persuasion +5, deception +5, insight +4
Tools: Dice, Thieves tools


ACTIONS
Dagger +4, 1d4+2 damage
Eldrich Blast +5, 1d10 damage

EQUIPMENT

Light Crossbow w/ 20 bolts, Arcane Focus (cracked oak wand), dungeoneer's pack, Leather Armor, 2 daggers, quarterstaff, crowbar, dark clothes w/hood, belt pouch w/15 gold


PERSONAL CHARACTERISTICS

Appearance: Neither handsome nor ugly, ruddy complexion, black hair & eyes, usually with bags under them (depending on how long it's been since the last time he slept). Medium height, medium weight and medium build. He blends into a crowd well, becoming all but invisible in a crowd of 4 or more people. He's never been "out-of-place" among any group of people, whether noble or common, urban or rural; possesses what you might call a "reflective" personality, where people see what they want to see in him, and he's very good as saying what people want to hear.

Traits: I always have a plan for what to do when things go wrong. I am incredibly slow to trust; those who are good and worthy of trust should despise me and would strike to kill if they knew what I've done. Those who do not despise me cannot be good, no matter how they seem, and would betray me.

Ideals: I will avenge those who cannot avenge themselves, even if I have to do evil to do so.

Bond: My friend in the guard is dead because of me. His family, a wife and son, don't see it that way, but I do. I have arranged to provide them money anonymously (they believe it is from a "widow's fund" run by the city).

Flaw: Nightmares prevent me from resting for more than an hour if I haven't killed recently. I also tend to scream in my sleep, waking my companions and anyone else nearby.

 
BACK STORY:

Long Story made short:
I grew up as a criminal until circumstance and conscience put me in the wrong place at the wrong time. A hideous, dark power with no home or right to exist in our reality was dragged into it, and I made a deal so it would leave. Now I use the dark power I gained to fight the predators that would feed on the weak or innocent. In part to atone for the sins of my past; In part to keep that hunger from satisfying itself upon the weak and innocent.


The long story:

I was a petty criminal when the thieves guild I worked for sought to contact a dark god to secure more power. I don't mind the occasional involuntary redistribution of working capital, but they were getting into dark magic, human sacrafices, murder and politics. I betrayed them to a friend from my childhood that had joined the city guard.

 

Unfortunately, the guard I went to for justice was betrayed and murdered by the cult, along with the rest of the guards, when they tried to intervene. I went underground and when the ensuing treachery-fest came to a head, the cult was dead, the guards were dead and I stood alone, ankle-deep in blood and gore, face to face with one of the Great Old Ones that the cult had summoned.

 

The ritual was nearly complete. The power was already in motion. The... creature... was there, it's presence on our plane was tearing at the reality all around it, as if reality knew that this creature had no proper place and yet could not reject it. The cult's magics bound the creature in our world until a conduit was established, yet the thing's mere presence tore at the fabric of reality. I did the only thing I could do. I finished the ritual. I made the deal, became the conduit that the spell required and sent the thing back where it came from.

 

Since then, when I closed my eyes, I can hear it wispering. I couldn't sleep more than two hours in a row. It waits for me in my dreams. I can't remember them and I'm not sure I want to; I only remember waking up soiled and screaming. I learned the hard way to empty my stomach, bladder and bowels before I close my eyes. It started to get worse, until I could hear it wispering with my eyes open. The wispers got louder and louder until it I thought I could recognize it; it reminded me of my own night-time screams, but it sounded like I screamed in a language, yet I couldn't understand the words. I don't want to understand the words. The constant whispering made me irritable and the lack of sleep made me desperate. One night I was trying to drown the whispers in a dockside bar. Alcohol had never helped before, but I was trying to drink enough to either drown the whispers or drown myself. Drunk and exhausted, I tried to walk out to the dock and throw myself to the sharks. Unfortunately, I stumbled into the wrong sailor and got in a fight. The alcohol never did help, but fighting seemed to make it quieter for the first time in days.

 

Less than a day after, as I suffered from a hangover and bruising from the barfight, on top of my ever-present exhaustion, I was set upon by some thugs looking for gold. Instead, they found death, and I found the first silence I'd heard in weeks. Now, I do the only thing I can silence the whispers; I find those that deserve to die and I give them what they deserve. It likes that. Afterwards, I can usually sleep for more than just a couple hours, though it's still a troubled sleep and I wake screaming.

 

I recently found something that worries me. I tracked some local youth disappearances to a man with blood-stained, child-sized manacles in his basement. We found a goal we agreed on, the creature and I. I took my time. After nearly a day in his basement, when his screams had started to lose a little volume because so many had torn their way out of his throat, I fell asleep. I slept while he screamed, and for the first time since making the deal, it was uninterupted and without dreams. I don't know exactly, but I'm sure I slept for nearly a day. When I awoke, refreshed for the first time in months, the only sound I heard was the slow drip of blood from the already cold corpse chained to the wall by his own, disturbingly small manacles.

 

Now I'm not sure what's worse; living with the whispers, or knowing what I have to do to stop them.

#187

ChrisCarlson

Oct 13, 2014 16:22:41

 

Karlistigan Ignacius Lucien Montenue Artimen Del Gato IV

 

3rd-level Human Battlemaster Fighter

Medium Male Humanoid
Armor Class  15 (Studded Leather)
Hit Points  25 (3d10+3)
Speed  30 feet
Sense  passive perception 12
Str 12 (+1)     Dex 16 (+3)     Con 13 (+1)
Int 10 (+0)     Wis 10 (+0)     Cha 14 (+2)
Alignment  Chaotic Good
Languages  Common, Dwarvish, Elvish


TRAITS
Background - Noble
     Feature: Position of Privilege
Proficiency (+2)

     Armor: All Armor and Shields.

     Weapons: All Simple and Martial Weapons.
     Tools: Card Games, Carpenter’s Tools.
     Saving Throws: Strength, Constitution.

 

CLASS FEATURES

Fighting Style: Two-Weapon

Second Wind

Action Surge

 

MARTIAL ARCHETYPE

Maneuver Dice: 4 (d8)

Maneuvers: Parry, Precise Strike, Riposte.


FEATS

Dual Wielder

 

SKILLS
Acrobatics +5, Athletics +3, History +2, Perception +2, Persuasion +4.


WEAPONS

Brace of Rapiers
+5 to hit, 1d8+3 piercing  finesse

Daggers
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)

Throwing Knives
+5 to hit, 1d4+3 piercing  finesse, thrown (20/60)

Light Crossbow
+5 to hit, 1d8+3 piercing  ammunition (80/320), loading, two-handed

 

EQUIPMENT

Studded Leather Armor, (2) Rapiers, (2) Daggers, (4) Throwing Knives, Light Crossbow (w/ 20 bolts), Fine Clothes, Signet Ring, Scroll of Pedigree, Silver Snuff Box, Drinking Flask, Small Steel Mirror, Whetstone, (1) Flask of Oil, Soap, Explorer's Pack, Silk Coin Purse containing 75gp.

 

TRINKET

Bony Dragon Talon on a Leather Thong (Given to him by his father on the day he left for officer's training. It is said his father slain the dragon in defense of a village under his command, when he was a young officer in the Cormyrian Army. From that legendary victory, his noble title was won.)

 

PERSONALITY
Traits: "I have a knack with words and a penchant for flattery." "Despite my noble birth, I do not place myself above other folk. We all have the same blood.”
Ideal: Independence. "I must prove that I can handle myself, be my own man, without the coddling of my family."
Bond: "I will face any challenge to one day win back the favor of my family."
Flaw: "I have difficulty resisting my insatiable desire for carnal pleasures."

 

BACKSTORY

Karl lived a privileged childhood. The oldest of four brothers to a Duke, he was given every benefit and advantage growing up. Perhaps that in part contributed to his lack of a desire to work so hard to follow in his father's footsteps. Joining the army, and becoming a decorated soldier, held absolutely no interest for the young man.

     One of the few things about courtly life that did interest him was the ready availability of unsatisfied ladies and all the eager-to-please handmaidens that travelled in their wake.

     But when the time came, his father ignored his disinterest for military service, insisting he join the Cormyrian Army. To honor his father, Karl reluctantly agreed. But it was no more than several months in that he knew he would only ever disappoint him if he tried to stick it out. So he did the only thing he could think to do. He left.

     That was over eight years ago now. And though he has not spoken to his father in over four years, he knows it must still sting him deeply. Perhaps someday he will be able to return home a hero. Perhaps that will be enough to stay his father's shame. It has to be.

#188

iserith

Oct 19, 2014 7:21:05

Only 10 more PCs needed to make it to 100 in the repository!

#189

sleypy

Oct 19, 2014 19:38:00

Cerrah Willforge

5th-level Human Champion Fighter

Medium Male Humanoid

Armor Class  16 (Scale armor)

Hit Points  39 (5d10+5)

Speed  30 feet

Sense  passive perception 10

Str 18 (+4)     Dex 14 (+2)     Con 14 (+2)

Int  8 (+0)     Wis 10 (+0)     Cha 14 (+2)

Alignment  Chaotic Good

Languages  Common

 

TRAITS

Background - Child of a Hero

     Feature: Rustic Hospitality

Proficiency (+2)

     Armor: All Armor and Shields.

     Weapons: All Simple and Martial Weapons.

     Tools: Herbalism Tools, Vehicles (land).

     Saving Throws: Strength, Constitution.

     Skills: Athletics, Acrobatics, Animal handling, Medicine, Persuasion

 

CLASS FEATURES

Fighting Style: Great Weapon Fighter

Second Wind

Action Surge (1/rest)

Extra Attacks (1/turn)

 

MARTIAL ARCHETYPE

Improved Critical

 

FEATS

Athletic, +2 Strength.

 

WEAPONS

Greatsword: +6 to hit, 2d6+4 piercing  finesse

Shortsword: +6 to hit, 1d6+4 piercing  finesse, light, thrown (20/60)

Throwing Knife: +4 to hit, 1d4+2 piercing  finesse, thrown (20/60)

Javelin: +6 to hit, 1d6+4 piercing  ammunition (30/120), loading, two-handed

 

EQUIPMENT

 A set of herbalism kit, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10gp

 

TRINKET

A gnarled quarterstaff with a curse on it.

 

PERSONALITY

Traits: "I’m confident in my own abilities and do what I can to instill confidence in others."

Ideal: "I get bored easily. When am I going to get on with my destiny?"

Bond: "A quarterstaff and a legacy are all I have left of my father, and I carry them so that I will never forget him."

Flaw: "I’m convinced that I must live up to my father's name,  and blind to my shortcomings and the risk of failure. 

 

BACKSTORY

Cerrah is the only child of Talli and Gedran Willforge. Her mother was a hunter who died when Cerrah was very young. Her father was the priest of her village where he raised her by himself.

 

Cerrah was difficult child and when any of the other kids in the village were in trouble she was surely involved.  She would constantly get into fights when she was not convincing other children to take part in her mischief.

 

This all changed after a strange illness started to spread across the local villages. A group of adventures had come to her village inquiring into the illness. Gedran and the adventures discovered a lead and went to pursue the source of the illness and Cerrah was charged with caring for the sick; a job she took very seriously. Weeks after the group had left people suddenly started recover from the illness. Despite her efforts many succumb to the illness.

 

Only Gedran and another, a fighter named Jarvis, return from their adventure. The told tales of fighting a demon which was the cause of the ailment. After hearing their tales the two were celebrated as heroes.

 

Unfortunately, Gedran never fully recovered from the experience and passed away a year later. Cerrah decide that priestly work wasn't her calling and convinced Jarvis to have her as an apprentice, where she began her training as a fighter.

#202

BRJN

Dec 13, 2014 8:36:36

Erev’yn Meliamne

 

(This is a personalization of the "Radar O'Reilley" build I posted on the Monk Guide.)

 

1st-Level Wood Elf Monk
Medium Male Humanoid

Armour Class 16 (Unarmored Defense)
Hit Points 9 (1d8+1)
Speed 35 feet

Sense Darkvision 60’

 

STR 13 (+1)   DEX 17 (+3)   CON 12 (+1)
INT  8 (-1)      WIS 16 (+3)    CHA 8 (-1)

 

Alignment Neutral Good
Languages Common, Elvish, Giant

 

TRAITS
Background – Merchant Guild
      Feature: Guild Member
Racial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, Trance
Proficiency (+2)
   Tools: Cartographer’s Tools
   Weapons: longbow, shortbow, longsword, shortsword, simple weapons
   Saving Throws: STR, DEX
Class Features: Unarmored Defense, Martial Arts

 

SKILLS
Acrobat +5, Insight +5, Medicine +5, Perception +5, Stealth +5

 

WEAPON ATTACKS
Shortsword (disassembled pair of scissors)
+5 to hit, 1d4+3 slashing
Unarmed strike
+5 to hit, 1d4+3 bludgeoning
Dart (knitting needles)
+5 to hit, 1d4+3 piercing, range (20/60)
 
EQUIPMENT
Cartographer’s Tools, Explorer’s Pack, Travellers’ clothes, 10 Darts, Shortsword, Letter of Introduction from Guild, Trinket: Gemstone / Lump of Coal, 15 GP on belt pouch

Special: the trinket is ki-sensitive.  Anybody who can see it as a gemstone has ki potential.  Anybody who sees it as a lump of coal, doesn't.

 

PERSONAL CHARACTERISTICS
Personality: Erev’yn ran the Original Marathon.  At need, he would do it again.  Getting information into hands capable of exploiting it, can be a matter of life and death.
Personality: Erev’yn can quote - or misquote - words of wisdom for almost any occasion.  One day he will attain the wisdom to craft his own pithy quotes.
Ideal: Erev’yn aspires to increase wealth – for himself, his suppliers, his customers, and the population in general.  This is not greed, which is the desire to possess wealth owned by others.
Bond: It is Erev’yn’s duty to locate qualified (ki-potential) youth to recruit to the monastery.  For now, this means "wear a necklace."
Flaw: Erev’yn despises a fair fight; better to ambush or outnumber, and destroy, your enemies.  "A fair fight" is usually destructive of resources, compared to a decisive victory.

 

DESCRIPTION

Standing 4 1/2 feet tall and weighing barely 100 pounds (small for an elf), Erev'yn sports lilac eyes, treebark-brown skin, and dark brown hair (which turns light brown when he has been in too much sunshine).

 

BACKSTORY
Erev’yn's father moved from a small village into a town and was able to join the Weaver’s Guild; this was one of the highlights of his life.  As a child, Erev'yn was picked to join the Cartographer's Guild.  His parents were pleased with this, seeing it as the first step in achieving his own station in life.  As a teen, he was interviewed by a Merchant's Guild, and invited to join.  The guild is legitimate and above-board; it also is used as cover by a monastery of devotees to Auppenser, the long-lost god of psionics and wealth.  The devotees became interested in Erev'yn because he displayed signs of ki potential.  Ki is somehow related to psionics; the nature of the connection is still a matter of study and debate.  Erev'yn's talents make him a good scout for a travelling caravan.  (He is supposed to report back information, not fight dangers himself.)  Most guild members are aware of the devotees, but are not conversant with the nature or purpose of the organization; when asked, members might reply 'they venerate Auppenser, the ancient god of plenty' .  Normal guild members seek to improve their lifestyle; the monks appreciate high quality and the finer things in life, but recognize that “all things in moderation” is the best life.

 

#203

Plaguescarred1

Oct 26, 2014 6:12:56

Gorik Ungart
1st-level Half-Dwarf Fighter (Half-Orc)
Medium Male Humanoid

Armor Class 16 (scale mail)
Hit Points 12 (1d10)
Speed 30 ft.
Sense darvision 60 ft.   
Str 16 (+3)  Dex 14 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 13 (+1)  Cha 12 (+1)
Alignment neutral good
Languages dwarvish, common
Trait 
Menacing
Relentless Endurance
Savage Attack
Background Criminal [Criminal Contact]
  Specialty: Thug (Enforcer variant)
   Personality Trait: I blow up at the slightest insult.
   Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
   Bond: I love of alcohol a little too much.
   Flaw: I'm feared in the keep for my hot temper.
Proficiency (+2)
   Tools: Gaming set (Dragonchess), Thieves' Tools
   Saving Throws: Strenght +5, Constitution +4
Skill Acrobatics +4, Athletic +2, Deception +3, Intimidation +3
Great Weapon Fighting Style
Second Wind (1/rest)
Actions
Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature). 
Hit: 2d6+3 bludgeoning damage 
Ranged Attack—Spear: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d6+3 piercing damage  
Equipment: Scalemail, maul, 2 spears, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, half of a set of manacles, net, crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp

Gorik [GO-rick] was born in Keep Havenskull 30 winters ago after an Orc raid left his mother, Qwynn Ungart, pregnant. Not to dishonor the Ungart clan, the patriarch allowed the young dwarven mother to carry the pregnancy to term and keep the child. Unfortunately she died while giving birth to this boulder of a baby, but Gorik was raised like any member of the clan. Taller than most dwarves, towering over 5 feet and weighting a massive 200 lb, Gorik is bald and covered of tribal tattoo of his clan history which he values highly (his ideal). He also wears a ragged grey beard. Gorik rapidly became the black sheep of his clan after gaining a bad reputation. Brutish and rowdy, especially when intoxicated, he will fight just about anyone and this caused him to visit the dungeon on several occasions. He has a ''visitor’s bracelet'' he claims, keeping half of a set of manacles. He gets a tattoo on his body and face every time he's been locked-up. Gorik is feared in the keep for his hot temper (his flaw) and love of alcohol (his bond), making things degenerating quickly quite often. Yet he still remains a loyal mercenary, willing to risk danger for gold and glory that can be counted on when the need arise. He volunteered to investigate the recent disappearances at the Crumbler Canyon mines with members of his clan.

#204

Plaguescarred1

Oct 26, 2014 6:10:32

 

Welky Ungart
1st-level Dwarf Rogue 
Medium Famale Humanoid

Armor Class 15 (studded leather)
Hit Points 11 (1d8)
Speed 25 ft.
Sense Darkvision 60 ft.  
Str 18 (+4)  Dex 16 (+3)  Con 14 (+2)
Int 07 (-2)  Wis 14 (+2)  Cha 11 (+0)
Alignment neutral good
Languages dwarvish, common, undercommon, thieves' cant
Trait 
Dwarven Resilience
Stonecunning
Dwarven Toughness
Background Outlander [Wanderer]

   Origin: Bounty Hunter
   Personality Traits: I know a story relevant to almost every situation.
   Ideal: People. I like seeing the smiles on people’s faces when I perform. That’s all that matters.
   Bond: I want to be famous, whatever it takes.
   Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
Proficiency (+2)
  Tools: Artisant's Tools (Smith's Tools), Thieve's Tool*, Musical Instrument (Horn)
  Saving Throws: Dexterity +5, Intelligence +0
Skill Acobatics +5, Athletics +6, Deception +3, Intimidation+2, Persuasion +2, Stealth +7*, Survival +4
Expertise*
Sneak Attack (1d6)
Actions
Melee Attacks— Dagger +6 to hit (reach 5 ft.; one creature). 
Hit: 1d4+4 piercing damage / 1d4 piercing damage
Ranged Attack—Hand Crossbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d6+3 piercing damage
Equipment: Studded leather armor, 3 daggers, collection of "wanted" broadchseets, hand crossbow, thieve's tools, crowbar, 2 sets of manacles, net, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, staff, a hunting trap, a trophy from an animal you killed (lock of hair from previous bounty), a set of traveler’s clothes, and a belt pouch containing 10 gp

 

Welky [Welk-E] was born in Keep Havenskull a little over 25 winters ago. Sister to Gorik and cousin to Ragnar, this dwarven is a hard woman of a kind. She is well versed in many skills and has built a reputation for herself as a determined Bounty Hunter ready to pursue a quarry as far as hell. She doesn't do it for money, but pride, which she shows a lot. Welky is also an experts in all things mechanical and is adept at disarming traps, locks and other complex devices with a certain ease. She also like to delve into old ruins when off duty, exploring lost place and broken keeps of fallen kingdoms. Welky is short and stocky and has brown hair and usually keep her beard shaved. She wields 2 daggers and wears reinforced leather armor. She wears the typical facial makeup female dwarves often wear in Havenskull, tribal dethek runic markings relating to the history and achievements of the Ungart clan. Having recently heard of the interrupted activity in the Crumbler Canyon, she want to catch her current bounty before joining the expedition to investigate. She thinks her fighting and exploration skills could certainly help, not to mention she has family working in the mine, uncle Judlynn "Ol'J" Ungart, for which she worries and fears for the worse.

#205

Plaguescarred1

Oct 26, 2014 6:03:56

 

Najiira Hal-Amsah
1st-level Human Bard 
Medium Female Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense normal
Str 11 (+0)  Dex 17 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 11 (+0)  Cha 14 (+2)
Alignment lawful good
Languages common, draconic, dwarvish, undercommun
Trait 
Background Sage [Researcher]
   Specialty: Researcher
   Personality Traits: There’s nothing I like more than a good mystery.
   Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself.
   Bond: I've been searching my whole life for the answer to a certain question.
   Flaw: I am easily distracted by the promise of information.
Proficiency (+2)
  Tools: Musical Instruments (lute, flute, horn), Thieve's Tool, Gaming Set (dice)
  Saving Throws: Dexterity +5, Charisma +4
Skill Arcana +3, History +3, Investigation +3, Medecine +2, Nature +3
Spellcasting (Save DC 12, +4 to hit with spell attacks)
  Cantrip (at-will) -  light, vicious mockery
 
 1st Level (2/day) - comprehend language, detect magic, cure wounds, thunderwave
Bardic Inspiration
Actions
Melee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 piercing damage 
Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d6+3 piercing damage 
Ranged Attack—Vicious Mockery DC 12 Wisdom saving throw (range 60 ft; one creature). 
Hit:  1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.
Equipment: Studded leather armor, rapier, hand crossbow, component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, musical instrument (buzuq), bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

 

Najiira [Na-G-E-ra] is a strinkingly beautiful vistani woman of 30 years old with long black flowing hair and dark piercing eyes. She was born in the southern land in a beddine tribe of Moujahiira nomad roaming the hot desert. Well versed in many languages, she spearks with an accent that shows her origins. Najiira loves tattoos and get one every new places she goes, and her latest on a cheek is a spiral shaped dwarvish rune called Gorak'Zagaz which roughly translate as magical sage. She is a wanderer constantly moving from one place to another to learn people customs and habbits, and bringing her exotic music and stories to them. She is a sage and chronicler fond of magic and has travelled a lot despite her age to study arcana phenomenon anywhere. Najiira recently arrived in Havenskull to perfect her dwarvish and started studying the dwarves arstistry craftmanship influenced by dwarven clerical magic and rapidly became accepted in the community with her medecine skills and extensive knowledge and became attached with one clan in particular that hosted her, the Ungart. After hearring news of the recent disappearances at the Crumbler Canyon mine, she is looking for ways to join the expedition and investigate as she thinks sinister forces might be behind, - and possibly magic - and she also want to help the clan hosting her in any way she can as they have relative missing.

 
#206

cowleymen

Oct 27, 2014 10:04:00

 

Rhogar "Tempest" Norixius

3rd level Dragonborn Paladian 2/ Barbarian 1

 

Armor Class 17 (Breastplate, shield)
Hit Points 26 (2d10/1d12 +1)
Speed 30 ft.
Sense normal
Str 16(+3)  Dex 13 (+1)  Con 12 (+1)
Int  8(-1)  Wis 10 (+0)  Cha 16 (+3)

Alignment lawful good
Languages common, draconic, celestial, infernal 
Trait 

Draconic Ancestery: bronze

Breath weapon: Lightning, 5x30 line

Damage Resistance: Lightning

Background: Acoylte 

Proficiency (+2)
  Tools: 
  Saving Throws: Wisdom +2 Charisma +5
Skill Athletics, Medicine, Insight, Religion

Divine Sense 3/day

Lay on Hands 10 hp

Fighting style Dueling

Divine Smite
Spellcasting (Save DC 13, +5 to hit with spell attacks)
 
1st Level (2/day) -  Cure Wounds, Divine Favor, Heroism, Thunderous Smite

Rage 2/day +2 damage

Actions

Melee Attacks—Battleaxe +5 to hit, 1d8+5/+7 rage damage
Ranged Attack—Javelin +5 to hit, 1d6+3 damage
Equipment: Breastplate, shield, battleaxe, five javelins, explorer's pack, holy symbol,  a prayer book, 5 sticks o f incense, vestments, a set o f common clothes, and a belt pouch containing 15 gp

Story to Come soon!!!!

#207

mikelzap

Nov 03, 2014 13:26:15

Here is a neverwinter guard I made for my campaign to... discipline some of the players for fighting with weapons in city limits. I expanded on him more than I normally would a NPC because I started really liking the "Half-Orc/fighter" combination. Stats are rolled except for height/weight they are beefed up a lil because I'm the DM and I can do that! :D

 

Gro Smosh Blu-Smith

3rd level Half-Orc Fighter

Age: 26 Height: 6' Weight: 280
Eyes: left black, right green Skin: Gray, Hair: black

Armor Class: 19 (Chainmail, shield)
Hit Points: 22 (3d10)
Speed: 30 ft.

Str 18 (+4)  Dex 12 (+1)  Con 14 (+2)
Int  11 (-1)  Wis 11 (0)  Cha 11 (0)

Alignment: lawful
Languages: common and Orc
Background: Outlander
Personality Trait: I’m driven by a wanderlust that led me away from home.
Ideals: It is each person’s responsibility to make the most happiness for the whole tribe.
Bonds: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaws: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.

 

Proficiency (+2)
Armor: All
Weapon: Simple weapons and Martial weapons
Tools: Drum
Saving Throws: Strength +6, Constitution +4
Skill: Acrobatics, Animal Handling, Athletics, Intimidation, Survival


Fighting style: defense
Traits: Second Wind, Action Surge

Martial Archetype: Champion

Other Traits: Improved Critical, Relentless Endurance, Darkvision, Savage Attacks

 

Melee Attacks: Battleaxe +6 to hit, 1d8 Slashing
Ranged Attack: Handaxe (30/120) +6 to hit, 1d6 slashing damage
Equipment: Chainmail, shield, battleaxe, two handaxes, explorer's pack.

 

Backstory:

Gro was part of a Half-Orc town of bastard outcasts. His grandparents were exiled 53 years before his birth. His Grandfather was a blacksmith and traded often with Human settlements and took the name Smith as a way to create credibility.

Gro's father died before he could teach him the ways of smithcraft and Gro was less than adept to try himself. This was hard on Gro and he traveled to Neverwinter to find work and a purpose.

He found work in the Neverwinter guard service and protected the streets and adventurers from ruffians, bandits, goblins, and the like. This has been a good outlet for Gro as he's always felt he had some anger to take out on others.

#208

iserith

Nov 06, 2014 7:14:46

Counting 103 characters posted!

#209

BRJN

Dec 13, 2014 8:42:29

Erev’yn Meliamne

 

(L1 version posted above.)

 

5th-Level Wood Elf (Monk4/Rogue1)
Medium Male Humanoid

Armour Class 16 (Unarmored Defense)
Hit Points 29 (5d8+5)
Speed 45 feet

Sense Darkvision 60’

 

STR 13 (+1)   DEX 17 (+3)   CON 12 (+1)
INT  8 (-1)      WIS 17 (+3)    CHA 8 (-1)

 

Alignment Neutral Good
Languages Common, Elvish, Giant (or Draconic for HotDQ / RoT)

 

TRAITS
Background – Merchant Guild
    Feature: Guild Member
Racial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, Trance
Proficiency (+2)
   Tools: Cartographer’s Tools
   Weapons: longbow, shortbow, longsword, shortsword, simple weapons
   Saving Throws: STR, DEX
Class Features: Unarmored Defense, Martial Arts, Sneak Attack, Expertise, Thieves' Cant, Ki (save DCs 14), Unarmored Movement, Way of the Open Hand, Deflect Missile (1d10+7 HP), Slow Fall (20 HP)

Feat: Observant

 

SKILLS
Athletic +3, Acrobat +5, Insight (or Stealth) +9, Medicine +5, Perception +9, Stealth (or Insight) +5

Passive Perception  24  Passive Investigation 18

 

WEAPON ATTACKS
Shortsword (disassembled pair of scissors)
+6 to hit, 1d4+3 slashing
Unarmed strike
+6 to hit, 1d4+3 bludgeoning
Dart (knitting needles)
+6 to hit, 1d4+3 piercing, range (20/60)
 
EQUIPMENT
Cartographer’s Tools, Explorer’s Pack, Travellers’ clothes, 10 Darts, Shortsword, Letter of Introduction from Guild, Trinket: Gemstone / Lump of Coal, 15 GP on belt pouch

Special: the trinket is ki-sensitive.  Anybody who can see it as a gemstone (cut obsidian) has ki potential.  Anybody who sees it as a lump of coal, doesn't.  When Erevyn has ki to expend, the gem has several highlights within.

Magic Weapon: Brass Knuckles +1 (stats not included with Unarmed Strike above); description obvious

 

PERSONAL CHARACTERISTICS
Personality: Erev’yn ran the Original Marathon.  At need, he would do it again.  Getting information into hands capable of exploiting it, can be a matter of life and death.
Personality: Erev’yn can quote - or misquote - words of wisdom for almost any occasion.  One day he will attain the wisdom to craft his own pithy quotes.
Ideal: Erev’yn aspires to increase wealth – for himself, his suppliers, his customers, and the population in general.  This is not greed, which is the desire to possess wealth owned by others.
Bond: It is Erev’yn’s duty to locate qualified (ki-potential) youth to recruit to the monastery.  For now, this means "wear a necklace."
Flaw: Erev’yn despises a fair fight; better to ambush or outnumber, and destroy, your enemies.  "A fair fight" is usually destructive of resources, compared to a quick victory (or decision to avoid fighting).

 

DESCRIPTION

Standing 4 1/2 feet tall and weighing barely 100 pounds (small for an elf), Erev'yn sports lilac eyes, treebark-brown skin, and dark brown hair (which turns light brown when he has gotten too much sunshine).

 

BACKSTORY
Erev’yn is the son of a Weaver’s Guild member.  As a teen, he was picked to join a Merchant’s Guild.  His parents were pleased with this, seeing it as an improvement to his status in life.  The guild is legitimate and above-board; it also is used as cover by a monastery of devotees to Auppenser, the long-lost god of psionics and wealth.  The devotees became interested in him because he displayed signs of ki potential.  Ki is somehow related to psionics; the nature of the connection is still a matter of study and debate.  Erev'yn's talents make him a good scout for a travelling caravan.  (He is supposed to report back information, not fight dangers himself.)  Most guild members are aware of the devotees, but are not conversant with the nature or purpose of the organization; when asked members might reply 'they venerate Auppenser, the ancient god of plenty' .  Normal guild members seek to improve their lifestyle; the monks appreciate high quality and the finer things in life, but recognize that “all things in moderation” is the best life.

 

#210

ChrisCarlson

Nov 13, 2014 11:59:37

 

Le'thael, the Pallid Ghost

3rd-level Half-Elf (Rogue-1/Monk-1/Warlock-1)

 

Medium Male Humanoid
Armor Class  16
Hit Points  21 (3d8+3)
Speed  30 feet
Sense  darkvision 60-ft., passive perception 17
Str   8  (-1)     Dex  16 (+3)     Con  12 (+1)
Int  10 (+0)    Wis  16 (+3)     Cha  14 (+2)
Alignment  Lawful Neutral
Languages  Common, Celestial, Elvish, Fey


TRAITS
Background - Acolyte
        Feature: Shelter of the Faithful
Proficiency (+2)

        Armor: Light Armor
        Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords

        Tools: Forgery Kit, Thieves’ Tools
        Saving Throws: Dexterity, Intelligence.

 

RACIAL FEATURES

Darkvision

Fey Ancestry

Skill Versatility

 

CLASS FEATURES

Expertise*

Sneak Attack (1d6)

Thieves’ Cant

Martial Arts (1d4)

Otherworldly Patron: the Archfey

Expanded Spell List (faerie fire, sleep)

Fey Presence (DC 14)


SKILLS
Acrobatics +5, Athletics +1, Insight +5, Investigation +2, Perception* +7, Persuasion +4, Religion +2, Stealth* +7


WEAPONS

Elven Thinblades (shortswords)
+5 to hit, 1d6+3 slashing

Shortbow
+5 to hit, 1d6+3 piercing

Daggers
+5 to hit, 1d4+3 piercing 

Throwing Spikes
+5 to hit, 1d4+3 piercing 

 

SPELLS
Magic Ability: Charisma
MAM: +4
Save DC: 12
Cantrips: friends, minor illusion.

1st-level Spells (1 slot): hex, sleep.


EQUIPMENT

Traveler’s clothes, (2) elven thinblades, (2) daggers, (6) throwing spikes, shortbow, quiver (w/ 20 arrows), thieves’ tools, burglar’s pack, holy symbol, prayer book, vestments, (5) stick of incense, belt pouch with 15 gp.

 

PERSONALITY
Traits: “I quote sacred texts and proverbs in almost every situation.”

               “I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.”
Ideal: Faith. “I trust the church knows what is best. I have faith that my obedience will lead to a better world.”

Bond: “Everything I do, I do in the name of the church.”

Flaw: “Once I set upon a goal, I become obsessed with it. Sometimes to the detriment of everything else in my life.”

 

BACKSTORY

           Le’thael was born to an elven mother and human father nearly 40 years ago. Having no memory of his parents, he was taken in and raised by the high elf priests and monks of the church on Velanthomyr, the Golden Isle. The monks and priests of his order have always refused or avoided speaking to the circumstances surrounding his birth and subsequent adoption by the church.

           Early in his youth, it became apparent he was a uniquely gifted child. Even more striking given his "deluded" blood. Marked by the gods, Le’thael (meaning “Given of the Gods” in elvish) was soon swept into the Order of the Unseen to train, and later serve, as an esteemed Hand of the Gods. Even in such an exclusive and demanding faction as the Unseen, he continued to excel. His skills and dominance eventually earned him the nickname, the Pallid Ghost.

           Now, Le’thael serves as a clandestine agent of the church, eliminating problems and maintaining the status quo. The needs of the church demand it. And Le’thael knows only to serve. Unquestioningly.

#211

Plaguescarred4

Nov 24, 2014 18:41:21

Leugren wrote:
#212

iserith

Nov 25, 2014 8:20:42

Awesome, thanks!

 

And thanks to everyone who has contributed to this great resource!

#213

CaptainHedges

Nov 26, 2014 8:45:12

I have down loaded a few of these and plan on using them Thanks for doing such a good job I am just now getting back intyo d and d after a long hiedas.

#214

BoldItalic

Nov 26, 2014 23:30:02

An idea - suppose we rebrand this thread slightly and make it a repository, not only of new, unused, characters, but also a kind of Valhalla for characters that people have finished playing with but still love?

 

As in "Jack the Giant Slayer has reached 17th level and I've started a new character for this year's campaign but Jack is not forgotten and is still there on the internet" kind of thing ?

 

 

#215

BRJN

Nov 27, 2014 9:17:03

BoldItalic wrote:
#216

iserith

Dec 06, 2014 9:23:33

BoldItalic has been so kind as to review the existing characters and mark a few dozen of them as potentially legal for organized player in the Adventurers League. When everything has been doublechecked and verified, I will go back to the index on the first post and mark them as "AL Legal" so that organized play participants can quickly find a character they can use.

 

Starting with the bottom of this list (below), BoldItalic is checking each character. If another kind community member would like to start from the top, you guys can meet in the middle and cut the workload in half. If you'll be helping out, please let it be known!

 

Thank you to all for your assistance with this useful resource!

 

Barbarian

Brinan, 1st-level Human Barbarian (Hermit)
Komät the Swift, 1st-level Human Barbarian (Outlander)
Toruk Smells-blood, 1st-level Half-Orc Barbarian (Outlander)

 

Bard
Falsetto Jones, 1st-level Human Bard (Criminal)
Artun Felec, 1st-level Half-Elf Bard (Spy)
Kursh Lowtone, 1st-level Half-Orc Bard (Guild Artisan)
Baird, 1st-level Half-Elf Bard (Charlatan)

 

Cleric
Vadania Galanodel, 1st-level Wood Elf Cleric (Sage)
Marshal Heeling, 1st-level Human Cleric (Soldier)
Bree, 1st-level Stout Halfling Cleric (Acolyte)
Xia Wei, 1st-level Human Cleric (Acolyte)

 

Fighter
Leugren Torfaen, 1st-level Mountain Dwarf Fighter (Soldier)
Corrin Underbough, 1st-level Halfling Fighter (Folk Hero)
Alethra Bersk, 1st-level Human Fighter (Criminal)
Darius Amateus Nero, 1st-level Human Fighter (Criminal)
Selviyel the Forest Shadow, 1st-level Wood Elf Fighter (Folk Hero)
Sir Kerian Désol, 1st-level Human Fighter (Noble)
Imsh Il-Khan, 1st-level Half-Orc Fighter (Outlander)

 

Monk
Kyban, 1st-level Lightfoot Halfling Monk [Way of Shadow]
Kirin Ichiban, 1st-level Wood Elf Monk (Wanderer)
Rekish, 1st-level Dragonborn Monk (Folk Hero)
Ev'ryn Meliamne, 1st-level Wood Elf Monk (Outlander)

 

Paladin
Evandarr Thane, 1st-level Human Paladin (Folk Hero)
Syl "Glory" Moonwave, 1st-level Tiefling Paladin (Acolyte)
Darden Stubblefoot, 1st-level Lightfoot Halfling Paladin (Criminal)

 

Rogue
Chuck Dagger, 1st-level Human Rogue (Criminal)
Valemon, 1st-level Wood Elf Rogue (Criminal)
Dravos, 1st-level Human Rogue (Criminal)
Handsome Dan, 1st-level Human Rogue (Folk Hero)
Kezefiël, 1st-level Tiefling Rogue (Urchin)

 

Warlock
Maes, 1st-level Human Warlock (Criminal)
Laznabog Krimm, 1st-level Tiefling Warlock (Charlatan)
Hex Arcana, 1st-level Tiefling Warlock (Entertainer)
Diogeen "The Cliche" Callo, 1st-level Half-Elf Warlock (Criminal)

 

Wizard
Tark Stonefire, 1st-level Mountain Dwarf Wizard (Soldier)
Kreslin of the [Academy], 1st-level Human Wizard (Sage)
Jagan Makarius, 1st-level Lightfoot Halfling Wizard (Sage)
Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, 1st-level Rock Gnome Wizard (Sage)
Caulder Sunspire, 1st-level Mountain Dwarf Wizard

#217

BoldItalic

Mar 10, 2015 12:13:19

iserith wrote:
#218

Plaguescarred4

Dec 07, 2014 7:06:06

 

Ataway
3rd-level Human Wizard
Medium Female Humanoid

Armor Class 16 (mage armor)
Hit Points 21 (3d6)
Speed 30 ft.
Sense normal     
Str 07 (-2)  Dex 17 (+3)  Con 12 (+1) 
Int 18 (+4)  Wis 10 (+0)  Cha 06 (-2) 
Alignment neutral good
Languages common, giant, undercommon, durpari
Trait 
Background Hermit [Discovery]
   Life of Seclusion: I was partaking of communal living in accordance with the dictates of Oghma order.
   Personality Trait: I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
   Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit.
   Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
   Flaw: I am dogmatic in my thoughts and philosophy.
Proficiency (+2)
   Tools: herbalism kit
   Saving Throws: Intelligence +4, Wisdom +2
Skill Arcana +6, Investigation +6, Medecine +2, Perception +2, Religion +6
Feat Observant
Spellcasting (Save DC 14, Spell Attack +6)
   Cantrip (at will) -  acid splash, ray of frost, shocking grasp
   1st-level (4/days) - comprehend language, mage armor, detect magic, find familiar, identify, magic missile, shield, thunderwave 
   2nd-level (2/days) - suggestion, scorching ray
Arcane Recovery
Enchantment Arcane Tradition
Enchantment Savant
Hypnotic Gaze
Actions
Melee Attack— Shocking Grasp: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8 lightning damage and the target can’t take reactions until the start of its next turn. 
Ranged Attack—Ray of Frost: +5 to hit (range 60 ft; one creature). 
Hit:  1d8 cold damage and the target's speed is reduced by 10 feet until your next turn.
Equipment: sling + 40 bullets, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a scroll case stuffed full of notes from your Curna prayers, a winter blanket, a set of common clothes, an ornate scabbard that fits no blade you have found so far, an herbalism kit, and 5 gp

 

Ataway [atta-WAY] is a Durpari female native with long dark hair and eyes, facial tattoos and feathers she wears as customs of her people. Born in Durpar in 1471 DR, Ataway worships the Adama, the Durparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings, known as Curna, goddess of wisdom. Ataway embarked on pilgrimage to an Oghma temple in the Heartland, who is most notably known as, to enter its congregation and share knowledge for the sages of the Library of Curna. The Library of Curna in the Curna Mountains, also known as the Mountains of Wisdom in the Shining South holds the most prominent center of scholarship and worship of Oghma in the guise of Curna. Its contents are said to differ from Candlekeeps in that they focus more on current events, business, and naturalistic studies that Candlekeeps collection, whose strength is by far in historical works. Ataway is a shaman excelling in charm enchantment magic.

#219

Plaguescarred4

Dec 07, 2014 12:08:23

BoldItalic wrote:
(Reply to #217)

Akeisha

BoldItalic wrote:
#221

BoldItalic

Dec 07, 2014 14:25:19

Plaguescarred4 wrote:
#222

BoldItalic

Dec 07, 2014 14:42:34

Akeisha wrote:
(Reply to #222)

Akeisha

BoldItalic wrote:
#224

Echamil

Dec 08, 2014 18:42:43

Swanky Hank McArthur Esquire the IV
"Mac" to his friends.
1st-Level Half-Elf Rogue
Medium Male Humanoid
Armor Class: 14
Hit Points: 11 (1d8+3)
Speed: 30 Feet
Sense: Darkvision 60 ft., passive perception; 10
Str:   8 (-1)  Dex: 14 (+2)  Con: 16 (+3)
Int: 12 (+1) Wis: 10 (+0)  Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: Common, Elvish, Halfling.

 

Traits
Background - Charlatan
    Feature: False Identity
    Favorite Scheme: "I like to cheat at games of chances, using sleight-of-hand to pocket all sorts of goodies from my marks.
Proficiency: +2
     Armor: Light Armor
     Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords.
     Tools: Thieves' Tools, Disguise Kit, Forgery Kit.
     Saving Throws: Dexterity, Intelligence.

 

Racial Features
Darkvision
Fey Ancestry
Skill Versatility

 

Class Feature
Expertise*
Sneak Attack (1d6)
Thieves' Cant

 

Skills
Acrobatics +4, Athletics +1, Deception +7*, Insight +2,Perception +2, Persuasion +7*, Sleight of Hand +4, Stealth +4

 

Weapons
Melee--Shortswords (2): +4 to hit (reach 5ft.; one creature). Finesse, Light.
Hit: 1d6+2 piercing damage/ 1d6 piercing damage.
Melee--Clubs: +1 to hit (reach 5ft.; one creature). Light.
Hit: 1d4-1 bludgeoning damage.
Melee/ Range--Daggers (4): +4 to hit (reach 5ft; one creature). Finesse, Light, Thrown (range 20/60 ft.).
Hit: 1d4+2 piercing damage/ 1d4 piercing damage.
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 piercing damage.

 

Equipment
Studded Leather, Light Crossbow, Case of 20 Crossbow Bolts, 2 Shortswords, 4 Hidden Daggers, Club, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, and 50 ft. of Hempen Rope.), Thieves' Tools, Disguise Kit, Clothing (Common)*, Pouch containing 8 Gold Pieces & 1 Silver Piece.

 

*: Dyed dark blues and greys, includes a hood with a partial face mask, cloak.

 

Personality
      Personality Traits: Flattery is my preferred trick for getting what I want. I pocket anything I see that might have enough value.
      Ideals: Someday, people will tell legends of my accomplishments, whether they are true or not.
      Bonds: I owe everything to one man-- a dumb Rogue, who's rotting away in a whole, my dagger in his back.
      Flaws: I like to think of myself as a gift to any party. The others should treat me as such.


Backstory
Little bit of Flavor for the masses.
       Hank grew up as nothing more than a filthy commoner, who complained about his equally filthy and quite boring life of being a pig farmer. Most nights, he would spend his meager daily pay on a mug or two of ale, listening to tales of adeventurers who often passed through his small village. One night, after a badly played game of dice, Hank had finally had enough of his meaningless life. Always feeling like nothing more than a placeholder, a name in a pub, Hank finally took matters into his own hands.
       A few evenings later, pon walking home, he chanced upon the fellow who had played him out of his meager 2 Silver Pieces. Being as quiet as he could, Hank drove his only means of protection, 2 daggers, deep into the back of the Suave Rogue. Dragging him out into the wild, Hank stripped the dying man of his clothing, equipment and buried him partially alive with the daggers still lodged deep in the man's back.

       From that day onward, Hank told the dead man's adventures as his own, spreading rumors of a Suave rogue known through out the world as "Swanky Hank McArthur Esquire the IV,". He would lie, cheat, and con to get ahead, using his charming good looks to swindle.

 

-----

This Character should be legal by AL Standards. I used the starting wealth and standard array for stats.

-----

*Lil' backstory on Hank.

Hank was an NPC, in a campaign between myself a couple of friends. That was how he started out anyways. Originally, our DM at the time needed a name for a couple of characters who our (at-thetime) rogue was playing (cheating) against at Dice in a small pub, in a small inconsequential farming village we were passing through. After a few decent rolls, our Rogue (we'll call him Swarmy), had cheated 3 pig farming commoners out of about 15 SP. Nothing impressive, but he made a big deal out of it during break.

 

We at the table were growing of tired Swarmy, he was supposed to be playing a Neutral-Good rogue who stole from those who had robbed others for their wealth and power. We all guessed that the power went to his head. During a break, we as a group had a small discussion while Swarmy's player ran for Pizza. Upon returning to the game, the DM gave Swarmy plenty of chances to reflect on his swindling, and when Swarmy decided to spend the 15 SP on a night with a bar wench. We all agreed that we gave Swarmy plenty of chances. After a few days of downtime within the village, while the DM prepared for the next chapter of our collective adventure, a random NPC happened upon a drunken Swarmy one evening, attempting to privately do his bodily business in an alleyway. Hank of course got Surprise, a natural critical with both attacks, max damage on all 4 rolls plus an added "sneak attack", was all it took to take Swarmy down to 0, thanks to an early pub brawl already having tooken a small chunk of his over-all health points.

 

As swarmy's player sat there, partially mortified, partially growing angrier with each failed death save, swarmy was stripped, buried and left to die in a shallow, unmarked grave in a known goblin territory.

 

Thus, Hank, went from being an NPC to becoming Swanky Hank McArthur Esquire the IV, a rogue we heard many rumors of through out our travels.

Needless to say, Swarmy's player missed a few weeks, but eventually came back to play a character with a better attitude.

#225

Echamil

Dec 08, 2014 21:40:25

Can we add NPC's? I have an entire list of NPC's. Figure this will help the DM's who struggle with filling their world.

 

Hilda Greenhill
NPC Stout Halfling Commoner
Small Female Humanoid
Armor Class: 10
Hit Points: 4 (1d8)
Speed 25 ft.
Senses: passive Perception; 10
Str: 10 (+0) Dex: 12 (+1) Con: 11 (+0)
Int:  10 (+0) Wis: 10 (+0) Cha: 10 (+0)
Alignment: Lawful-Neutral
Languages: Common, Halfling

 

Racial Traits
Lucky
Brave
Halfling Nimbleness
Stout Resilience

 

Actions
Melee--"Cast-Iron Frying Pan" (Club): +2 to hit (reach 5ft.; one ceature). Light.
Hit: 1d4 bludgeoning damage.

 

Equipment
"Cast-Iron Frying Pan" (Club), Clothes (Common)*.

 

*: Earth-tone Blouse, floor length Skirt, Black Boots, dirty White Apron.

 

Personality:
      Personality Traits: I know a story relevant to almost every situation. I may stretch the truth for the sake of a good story.
      Ideals: No one should get preferential treatment before the law, and no one is above the law.
      Bond: Everything I do is for the common people.
      Flaw: I have a problem with Alcohol... There is never enough Ale.

 

Backstory
Flavor that can fit into any campaign.
      Hilda grew up in a small farming village. She was the only daughter, with nine older brothers. Life was simple for her growing up, filled with lackadaisical days. Reaching adulthood, Hilda married her childhood sweetheart, a jolly young human male named Edward Greenhill. Over the years, Hilda and Edward purchased a small inn along a major travelled stretch of road between two major cities, where they raised a small family. Edward manages the inn, while Hilda cooks and cleans.

 

----

This NPC can be used for any Campaign. Originally built for the Forgotten Realms.

---

 

Hilda is an NPC that sets herself a part. She came to be a couple months back, when a group I was playing with had stopped at an Inn that sat just north of the Triboar Trail, on the Sword Coast. The evening has been pretty quiet, our party just escaping out of a coastal storm that had manifested self earlier in the afternoon. Our party was exhausted from travel, and all we wanted to do was sit in front of a fire with something warm to drink. We were introduced to Hilda Greenhill, a sweet older halfling woman who managed the Inn with her husband, Edward. As a group, we probably spent a good half hour out of game time, just enjoying the Inn, roleplaying conversations with a few other patrons and a traveling provisioner. After an hour or two in-game, the DM decided that our characters were in need of sleep, the exhaustion and days of travel taking their toll on us. We were all enthusiastic to be able to sleep in an actual bed for the first time in almost 2 tendays time.

 

As a surprise, the DM decided that we would not get a full nights rest, only 4 hours of short rest. This didn't take care of our exhaustion, so the DM decided that Hilda and Edward would be able to take part of a night time encounter. It wasn't a particular difficult encounter, 8 goblins against a 4 member party, all at level 2. We were disadvantaged though.

 

If it wasn't for Hilda though, we would have been very hard pressed to finish the battle without quite a lot of issues. That trusty frying pan of her managed to scramble 2 goblins' brains and break the face of a third before we as the party were able to take even the first goblin out.

 

#226

PhyrexianKitsune

Jul 08, 2015 7:30:10

Here is a lovely little Necromancer in training for the list...

 

 

 

Alice Liddell

1st Level Human Wizard

Medium Female Humanoid

Armor Class: 12(15 with Mage Armor)

Hit Points: 7 (+1d4+4 with False Life)

Speed: 30ft

Senses: Standard

Str: 8 (-1) Dex: 14 (+2) Con: 13 (+1)

Int: 16 (+3) Wis: 9 (-1) Cha: 14 (+2)

Initative: +7

Passive Perception:  9

Alignment: Lawful Evil

Languages: Common, Draconic, Infernal

 

Traits:

Background- Noble

Personality Traits: I don't like to get my hands dirty, and I won't be caught dead in unsutiable acomidatons. If you do me an injury I will crush you, ruin your name and salt your fields, No one could doupt by looking at my regal bearing that I am a cut above the unwashed masses.

- Feature: Position of Privlage

- Ideal: Power (evil): If I can attain more power, nobody will tell me what to do.

- Bond: My loyalty to my sovrigen is unwavering.

- Flaw: In fact, the world does revolve around me.

 Proficiency Bonus- +2

Tools- Gaming Sets (Dragonchess)

Saves: Intelligence, Wisdom

Feat: Alert

 

Skills:

Arcana (+5)

Deception (+4)

Histrory (+5)

Investigation (+5)

Persuasion (+4)

 

Actions:

Melee Attack- Dagger:  +3 to hit
Hit: 1d4+1 piercing damage 
Ranged Attack- Dagger +3 to hit (range 20ft/60ft; one creature). 
Hit: 1d4+1 piercing damage

Ranged Attack Cantrip Spell- Chill Touch: +5 to hit (range 120ft; one creature)

Hit: 1d8 necrotic damage + target can't heal until the start of caster's next turn. If target is undead, it has disadvantage on attack rolls against caster until end of their next turn.

 

Spellcasting:

Spell Attack- +5

Spell Save DC- 13

Spellbook- 

Cantrips: Chill Touch, Minor Illusion, Prestidigitation

Lv 1: Detect Magic, False Life, Find Fammiliar, Mage Armor, Ray of Sickness, Sleep

Spells Prepared (4)- 

Lv 1: Detect Magic, Mage Armor, Ray of Sickness, Sleep

Spell Slots-

Lv 1: 2

 

Equipment:

Dagger, Arcane Focus (small black crystal), Scholar's Pack, Fine Cloths, Signent Ring, Scroll of Pedegree, Purse containing 25 gp

 

Backstory: 

 

Ruthless, power-obssessed and spoiled rotten, Alice is the embodiement of the worst qualities of the noble class.  Her father, lord Malchior Noctis Liddell was a powerful noble and court mage in one of the most powerful kingdoms in *insert world/setting name here.* His first, and only daughter, Alice was raised from day one to believe that she was better then everybody else and that she was entitled to rule over the massed. Pampered, spoiled and overindulged in the extreme, whatever she wanted, she got, and much to her father's pleasures she proved to excell in her studies. A naturally curious child, she was always wanting to know how things worked and things in the world where the way they are. So she often researched, but also tended to...experiment...on small animals. Alice's behavior as a small child was....sometimes troubeling to her family, to say the least. Initally our of curosity, she would take small animals found her family's palace whether it be mice or birds or whatever other creature was unlucky enough to stumble in and torture them, often in gruesome ways. She would claim it was because she wanted to know what would happen if she did x thing to the animal, and due to her very young age and lack of understanding her father, while somewhat troubled, decided that it was just a case of her curosity being misplaced. Deciding she needed a better outlet for her intelligent mind Malchior decided to start teaching magic. He started by teaching her the fundementals himself, training her the massive arcane labratory within his demiplane.... but as he grew more involved in the nation's politics and extraplanar affairs it became apparent he needed she needed a teacher that could work with her full time.

 

Thus, he sent her off to the world's most prestigous wizarding acadamy, trying to enroll her well before she reached the age at which students where usually allowing to enter the school, using both his influence as a powerful wizard and noble as well as her test results, which had proved on paper what he knew for a long time...that his daughter was a once in a lifetime child prodegy. This, combind with the significant influence Malchior had as a powerful noble lead to Alice being the youngest student ever to be admited to the academy, and she took like a fish to water when she began to study wizardry. However, while her studies kept her busy, they didn't rid her of her darker qualites as her father had hoped, but rather enhanced them. While skilled with them, Alice was quite...bored...by the typical paths of wizardry. While most students where conent in their lessons and did things like hang out and play games in their spair time Alice had a deep intrest in...darker lore. The school had a very low opinion of the "dark arts" and made things like fiend binding and espcially Necromancy out to be taboo, dangerous and magics that no budding spellcaster should pursue. This only proved to make Alice more interested in such magics. Curious as to "why" the school was saying such things where so bad, Alice sought out such lore while other students where relaxing. Using the cuteness that came with her young age, skill with words and natural charm she would often "sit in" on the study sessions of faculty and others that where allowed into the "adults only" section of the library. She would talk with them, get frendly with them and eventually became good friends with a paticular faculty member, Professor Charles Lutwidge. Charles Lutwidge was the school's leading expert on Necromancy, and as a result was mistrusted and disliked among his colleuges. He was deeply passionate about his specalized branch of magic and as a result the rest of the school saw him as...well...weird. In Alice, however, he had somebody who actually gave him the time of day. Somebody who liked talking with him, and whom he liked talking to. Alice, too, found his morbid sense of humor, dry wit, deep intrest in forbidden lore and the lovely, sometimes crazy stories and poems he wrote to be very entertaining. The two of them formed a close bond that you could call a friendship, though a deeply unusual one due to the age difference between the professor and Alice. 

 

Alice used this friendship as a means to an ends. Getting her hand on all kinds of necromantic lore courtesy of Charles was easy. He let her borrow all the forbidden books of dark lore in his name, all she had to do to check them out was claim that she was getting the books to deliever to the professor of necromancy and they let her pass. She filled her spellbook with all kinds of dark lore. Toyed, experimented, and became deeply wrapped up in the dark arts....and then, it all ended. The school had become....uneasy..about the connection between Charles and Alice, and came to believe that the relationship was one that was much more..depraved...then it actually was. The school banned Alice from speaking to Professor Charles Lutwidge, and he was promptly investigated. While they found no eveidence of the crimes they thought he was committing, they did find eveidence of others. Professor Lutwidge was in fact behind several missing students cases that happened a while back....the missing students found as vile, pulsating undead abominations floating in vats of sickly green liquid in Professor Lutwidge's private quarters. Even further, said hidden lab was full of notes...on a disease...a terryfying "biological weapon" that could spread like a disease turn masses of people into horrific undead monstrosities...when it was complete. Thankfully, it was not completed, and Professor Lutwidge was stripped of his position at the school and to be sent off to be charged for crimes in his own kingdom. which happened to be the same one Alice was from.

 

On the day that Professor Lutwidge was to be sent away to be tried, Alice got a message that her father was comming to see her with important news. Shocked, but intrigued, Alice met her father. He immedatly told her to get her things and leave with him, which she promptly did, but she questions his seirous and harsh mood. When they left the school, they didn't return home. Rather, they returned to....her father's demiplane, where she was surpised to see ex-professor Charles Lutwidge also waiting. He was scared stiff, and when Alice asked why he was here Malchior simply said "he has one last lesson to teach you" and with that he cast pointed his finger right at the professor and he dropped dead right before Alice's eyes, his body rotting at a rapid pace and transforming into a terrifying zombie. Malchior then turned to Alice and said "That, my daughter, was a spell called finger of death. It's considered one of the most powerful and dangerous spells a necromancer can learn. If you want to survive to learn it, you will do exactly what Mr Lutwidge didn't...be careful." Then Malchior told Alice the truth. He was himself, a specalist in the school of necromancy, but unlike Mr. Lutwidge hid his involvement with the dark arts. He claimed that he came to the study of the art out of curosity, but realized that it's applications could be helpful to his kingdom. He said that he, as the kingdom's foremost necromancer was doing things that the kingdom could not do in the open to forward the sovrigen's influence. Charles Lutwidge, he claimed, was a former student, and he was helping him desgine the aformentioned disease weapon to be used by their kingdom as a weapon of mass destruction to use against their enemies. He said, however, that Charles Lutwidge was not careful enough...he did not hide his activities well...he was, as Malchior said, smart, but a moron at the same time....but in Alice he saw qualites he lacked. He praised Alice's brillance in courting him for his secrects and befriending professors....and how despite her connection to him she was able to get the entire school to think she was a sweet, innocent little thing being taken advantage of by the professor rather then an acomplice to his deeds. He said she had what it took to, be like him, a shadow agent of the kingdom, doing the dark deeds that the more wholesome elements of the kingdom didn't have the stomach to do but none the less needed to be done. He then told her that the kingdom needed more people like her to gain and solidify power around the larger world, and to that end Malchior had decided now was the time for Alice to do what her father had always planned for her to do. Malchior told Alice that, as an adventurer she could pursue power and gain dark knowladge that could not be had in the acadamy or the courts of the kingdom. She could acssess dark tomes and find vile secrects no respectful person would dare touch in the dank, dark dungons of evil cuts and vile monsters. She could be both Malchior's hand, and the hand of her kingdom in the larger world, and Malchior stated outright that the King had told him he had an intrest in gaining more dark lore and black magic to use against enemies in secrect. As a result, Malchior asked Alice if she wanted to pursue the life of adventure, seeking out dark lore in dangrous places, gaining power and influence and defending her king, or go back to the acadamy where she could continue her life of being told what she can and can't study. Alice without hesitation chose the former, and with a generous purse as well as basic supplies provided by her father she set out into the larger world in the name of king, country and necromancy.

 

Adventure League Legality: 

Alice is actually Adventures League legal provided she is a member of either the Lord's Alliance or Zhentarim. From a fluff standpoint the Lord's Alliance is likely the best fit, though you can choose either-or if you wish to play her.

 

_______________________________________________________________________________________

 

Characters to Come:

 

Human Death Domain Cleric of Takahsis (Noble)

Dragonborn Oathbreaker Paladin (Acolyte)

Dragonborn Great Old One Pact Warlock (Sage)

Half-Elf Evoker Wizard (Soldier)

Human War Domain Cleric of Bahamut (Noble)

 

#227

Echamil

Dec 09, 2014 1:57:51

PhyrexianKitsune wrote:
#228

Echamil

Dec 09, 2014 13:34:27

Jeralia Merewyn
1st-Level Dark Elf (Drow) Sorceress
Medium Female Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points: 8 (1d6+2)
Speed: 30 Feet.
Sense: Superior Darkvision 120 ft., passive Perception; 11
Str:    8 (-1) Dex: 15 (+2) Con: 14 (+2)
Int: 10 (+0) Wis: 12 (+1) Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: Common, Elvish, Undercommon, Infernal

 

Traits
Background - Sage
   Feature: Researcher
   Specialty: Wizard's Apprentice
Proficiency: +2
   Armor: None
   Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers, Shortswords, Hand Crossbows.
   Tools: None
   Saving Throws: Constitution, Charisma

 

Racial Features
Darkvision
Keen Senses
Fey Ancestry
Trance
Superior Darkvision
Sunlight Sensitivity
Drow Magic
Drow Weapon Training

 

Class Feature
Spellcasting
Sorcerous Origin: Wild Magic

 

Skills
Arcana +2, Deception +5, History +2, Perception +3, Persuasion +5

 

Attacks/ Weapons/ Actions
Melee--Shortswords (2): +4 to hit (reach 5 ft.; one creature). Fienesse, Light.
Hit: 1d6+2 piercing damage/ 1d6 piercing damage.
Melee/ Range-- Daggers (5): +4 to hit (reach 5ft.; one creature). Finesse, Light, Thrown (range 20/60 ft.).
Hit: 1d4+2 piercing damage/ 1d4 piercing damage
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 piercing damage.
Range--Chill Touch: +5 to hit (range 120 ft.; one creature).
Hit: 1d8 Necrotic damage and the target cannot regain hit points until start of your next turn.
Range--Fire Bolt: +5 to hit (range 120 ft.; one creature).
Hit: 1d10 Fire damage and any flammable object hit by this spell ignites if it isn't being worn or carried.
Range--Magic Missle: (Range 120 ft.; One to three Creatures).
Hit: 1d4+1 force damage for each Dart. All three Darts can be used on one creature.

 

Spells
Magic Ability: Charisma
SAM: +5
Save DC: 13
Cantrips: Chill Touch, Dancing Light, Fire Bolt, Mage Hand, Minor Illusion.
1st-Level Spells (2-Slots): Mage Armor, Magic Missle

 

Equipment
Component Pouch, 2 Shortswords, Light Crossbow, Case of 20 Crossbow Bolts, 5 Hidden Daggers, Clothes (Traveler's), Robes, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rtions, Waterskin, and 50 ft. of Hempen Rope.), Ink (1 Ounce bottle), Ink Pen, 10 Parchments, Case for Parchments, Pouch with 12 Gold Pieces, 4 Silver Pieces, & 8 Copper Pieces.

 

Personality
      Personality Traits: I can stare down a hell hound without flinching. I was, in fact, raised by a Tiefling.
      Ideal: Knowledge is the path to power and domination.
      Bond: I will become the greatest Sorceress the planes have ever known.
      Flaw: I am slow to trust memers of other races, tribes, and societies.

 

Backstory
A little seasoning to add some Flavor
      The first time Jeralia ventured to the surface world from the Underdark, was a part of a small raiding party. Poised to attack a defenseless village, Jeralia joined her fellow Drow in senselessly slaughtering anything and anyone in her path. As the moon grew low, and bodies were plenty, Jeralia stood before an old women, hood drawn, standing in front of a little boy. Jeralia didn't know, couldn't have known, that she would be struck down by a powerful bolt of mystical electricity that made her entire body cry out in agony. An hour or so before dawn, and on the brink of death, Jeralia was left behind as the raiding party fled back into the Underdark--their raid successful. Jeralia suffered for almost a full tenday, before awakening in an unfamiliar bed, her wrists shackled. The woman who had struck her down, revealed herself to be a Tiefling Wizard, who felt a powerful potential in Jeralia, one that might never be fully utilized or even discovered.
      For 10 years, Jeralia was forced to apprentice under the Teifling Wizard. Forced to learn what she was taught, forced to help the Wizard. As time passed and changed, so did Jeralia. Her opinions of the world began to warp, differing from how she was raised to think. After the 10 years were up, Jeralia was free, free to choose her own path in life. She took was she had learned, and set out to find her place.

 

-----

Should be AL Legal. Used the Starting wealth and Standard Array.

-----

 

I know it is a drow, NO, it is not a Drizz't Rip-off. Yes, I know it has two shortswords. While I understand if I made a Drow Ranger that dual weilds scimitar's and wore bracers of blinding strike, than yes--you could say it was a rip off. Fact is, If every Drow was a rip-off of Drizz't Do'Urden, then every Dwarf Fighter would be a rip off of Bruenor Battlehammer, every GWF Human Barbarian would be a rip-off of Wulfgar and etc.

#229

PhyrexianKitsune

Jul 04, 2015 6:19:26

Back...now I have  re-posted Lilly, working by the actual rules.

 

 

 

 

Lilly Seraphis Calem IV (Goes by "Lilly")

1st Level Human Cleric of Bahamut

Medium Female Humanoid

Armor Class: 16 (Chain Mail)

Hit Points9

Speed: 30ft

Senses: Standard

Str: 15 (+2) Dex: 10(+0) Con: 13(+1)

Int: 10 (+0) Wis: 16 (+3) Cha: 14 (+2)

Alignment: Lawful Good

Languages: Common, Draconic, Celestial

 

Traits:

Background- Noble

Personality Traits: The common folk love me for my kindness and generosity, I take great pains to always look my best and follow the latest fashions. My favor, once lost, is lost forever.

- Feature: Position of Privlage

- Ideal: Respect (Good): Respect is due to me because of my position, but all people reguardless of their station deserve to be treated with dignaty.

- Bond: Nothing is more important to me then the other members of my family

- Flaw: I too often hear veiled insults and threats in every word addressed to me, and I am quick to anger.

Proficency Bonus- +2

Tools- Gaming Set (Dragonchess)

Saves- Wisdom, Charisma

Domain- War

 

Skills:

Athletics (+4)

History (+2)

Persuasion (+4)

Religion (+2)

 

Actions:

Melee Attack- Greatsword- +4 to hit 

Hit: 2d6 +2 slashing damage

Ranged Attack Cantrip Spell- Sacred Flame- +5 to hit (range 120ft; one creature)

Hit: 1d8 radiant damage, ignores cover

 

Spellcasting:

Spell Attack- +5

Spell Save DC- 13

Cantrips- Guidance, Sacred Flame, Thaumaturgy

Spells Prepared (4 + Domain)- 

Lv 1: Bless, Cure Wounds, Detect Magic, Guiding Bolt

Lv 1 Domain: Divine Favor, Shield of Faith

Spell Slots-

Lv 1: 2

 

Equipment: 

Greatsword, Chain Mail, Holy Symbol of Bahamut, Priest's Kit, Fine Cloths, 36gp

 

Backstory:

 

Scion of House Calem and loyal servant of the Dragon God Bahamut, Lilly is an examplar of the idealized image of the noble class. Born into a life of excess and luxery, Lilly never wanted for anything growing up and indeed in another life she may very well have become a spoiled brat; however in this one her father, Lucius Seraphis Calem III made very sure he would raise his daughter right. While her life was one of plenty, the materal excess in which she found herself was tempered by a rigerous, demanding and discipined household in which all knees bent at the name of Bahamut. Put through a challanging academic, spirtual and martial education Lilly's childhood was constantly filled with work despite her station. She was not worked to death, mind you; Lilly was allowed to have her fun, however Lucius always made sure that she knew the value of hard work and was constantly training her mind, body and soul to be a tool of Bahamut's justice in the world. As a child she proved to have a quick temper and be quite an assertive young lady, and as a result took naturally to the more martial side of her education. She was a passionate warrior, but one who's passion and rage where tempered by the discipline of father and her faith.

 

Indeed, Lilly was born and raised in her faith, as her father while a powerful lord was also himself a Cleric of Bahamut and former adventurer of some renown. Growing up, Lilly longed to hear tales of her father's adventures and know all the great things he did, yet for some reason he always give the same repply about the importance of living in the present and not dwelling in the past or future for too long. However, what Lilly didn't know was that her father was hiding something much larger from her. So as she grew older, she lived blissfully unaware, one foot in the lavish world of a young aristocraric socialite and the other in the austier serenity of the faith of Bahamut, and while the former was fun the latter ultimatly drew her in. At age 15 Lilly was offcially no longer an acolyte; she had become a full-fledged priestess of Bahamut, and had become quite the talk of the town as a result. While most praised her, there where hushed whispers and rummors that her unusually young induction was due to the politcal and financial clout of her father. To make matters worse, members of the church of Bahamut had been murdered, as well as two close friends of Lilly's,and rummors started to point to Lilly's father as the cause. Indeed, for quite some time, there had been acusations against Lucius that his growing detachment from the world around him was due to...darker persuits. Some even acused him to being under the influence of the cult of Tiamat, trying to bring down the faith of Bahamut from within due to the...intrest...he had seem to take in the dark faith. He spend hours pouring over tomes related to tiamat, muttered prayers to tiamate to himself while walking through hallways, and had even kept a holy symbol of Tiamat sitting in a dark corner of his study. Rummors floated all around and while the church mantained Lucius's goodness the court started to mistrust him. Two of Lilly's cherished friends where dead and the rest began to slowly peel away as her family name became shrouded in darkness and her father became...deeply distrusted. This hurt Lilly deeply, and she started becomming more...bitter. She struggled against anger and rage on an almost daily basis, and while she had always had a temper and had been an assertive young lady got now got worse. She started focusing deeply on her martial training to purge the anger at the sensless murder of her friends and the situation  with her father...and prayed to Bahamut daily for guidence. Her dreams, too, became increasingly dark, filled with chromatic dragons feasting on the flesh of metalic ones and even further her father locked in a bloody battle with Tiamat herself. She reached out to Bahamut, and got her answer. In her dreams, a silver dragon, a messinger of Bahamut, told her to confront her father openly and honestly, and voice her concerns to him...then..everything would become clear.

 

So Lilly confronted her father and he told her the truth. Like Lilly herself, he had been sent a message from Bahamut in his dreams and it was a clear one: an old enemy from his adventuring days was going to re-surface, and that he had feared that this enemy would one day target not only him, but his family as well. The enemy in question? A cultist of Tiamat who had mannaged to escape a near-death encounter with Lucian's party, and he assured Lilly that both the Church of Bahamut and he knew with 100% certanty that the murdered clerics where killed by the cult of Tiamat. Lucian, as a church inqusitor, was tasked with rooting out internal threats to the church and hidden evil and his new found "intrest" in Tiamat's faith was not due to their infuence but rather was out of duty, he was the one tasked with finding out who the hidden tiamat cultists that caused the murders where, and he was onto some very fruitful leads. So fruitful, in fact, that he feared it put his family in danger. Seeing the fact Lilly's friends where murdered shortly after the cult murders of Bahamut Clerics, Lucian had come to believe the cultists where sending a message to him that if penned, he believed would read something like this "Your daughter's next, inqusitor." Our of concern and love for his daughter, Lucian told Lilly that he had planned on sending her away from his household, but had yet to tell her. He apologized for not being more..open..about what was going on and his plans, but he said he was doing it for her own safty and well-being. At first, Lilly didn't want to leave, but then she realized she had no choice; the warnings of her God that had come to both her father and herself in dreams  could not be ignored, and her father had done much to prepare. So, that day Lilly was loosed onto the larger world, being given a position in the *insert faction of choice here*  due in no small part to her father's influence, and now is off to grow stronger and bring Bahamut's justice to a world that sorely needs it. 

 

 

Adventure League Legality:

 

Lilly is totally 100% adventure league legal, and can find her home among any faction she wants. From a fluff standpoint I think she would work best in either the Lord's Alliance or the Order of the Gauntlet, however, if you plan on playing her faction choice is yours in the end.

 

 

 

 

 

 

#230

Echamil

Dec 09, 2014 14:37:44

Skur Metalfang
1st-Level Goblin Cleric
Small Male Humanoid (Goblinoid)
Armor Class: 17/ 15
Hit Points 10 (1d8+2)
Speed: 30 ft.
Senses: Darkvision 60 ft., passive Perception; 11
Str: 10 (+0) Dex: 14 (+2) Con: 14 (+2)
Int:    8 (-1) Wis: 15 (+2) Cha: 11 (+0)
Alignment: Lawful-Evil
Languages: Common, Goblin

 

Traits
Background - Hermit
  Feature: Discovery
  Life of Seclusion: I retreated from my home after a life-altering event.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields, Heavy Armor*
  Weapons: All Simple Weapons, Martial Weapons*
  Tools: Herbalism Kit
  Saving Throws: Wisdom, Charisma
Disciple of War

 

Racial Features
Darkvision
Nimble Escape
Fast Movement
Hard Head, Big Teeth

 

Class Feature
Spellcasting
  Cantrips
  Ritual Casting
Divine Domain
  Domain Spells
War Domain
  Bonus Profiencies*
  War Priest

 

Skills
History +1, Insight +4, Medicine +4, Religion +1

 

Attacks/ Weapons
Melee--Warhammer: +2 to hit (reach 5 ft.; one creature). Versatile.
Hit: 1d8 Bludgeoning damage. (1d10 Bludgeoning damage)
Melee-Inflict Wounds (1st-Level Spell): +4 to hit (reach 5 ft.; one creature).
Hit: 3d10 Necrotic Damage.
Melee--Bite: +2 to hit (reach 5 ft.; one creature).
Hit: 1d4 Piercing Damage.
Melee/ Range--Handaxes (2): +2 to hit (range 20/60 ft.; one creature). Light, Thrown.
Hit: 1d6 Slashing Damage/ 1d6 Slashing Damage.
Melee/ Range--Daggers (5): +4 to hit (range 20/60 ft.; one creature). Finesse, Light, Thrown.
Hit 1d4+2 Piercing Damage/ 1d4 Piercing Damage.
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 Piercing Damage.
Range--Sacred Flame: +4 to hit (range 60 ft.; one creature).
Hit: 1d8 Radiant Damage on a failed Dexterity Saving Throw.
Range--Guidance Bolt (1st-Level Spell): +4 to hit (range 120 ft.; one creature).
Hit: 4d6 Radiant Damage. Next attack roll made against target has Advantage before the end of your next turn.

 

Spells
Magic Ability: Wisdom
SAM: +4
Save DC: 12
Cantrips: Guidance, Sacred Flame, Spare the Dying.
Prepared 1st-Level Spells (2-slots): Cure Wounds, Guidance Bolt, Inflict Wounds.
Domain Spells (War Domain) Divine Favor, Shield of Faith.

 

Equipment
Chain Shirt, Shield*, Warhammer, 2 Handaxes, 5 Daggers (1 Hidden), Light Crossbow, Case of 20 Crossbow Bolts, Explorer's pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Rations, 10 Torches, Waterskin, & 50 ft. of Hempen Rope.), Clothes (Traveler's), 10 Candles, Holy Symbol (Emblem)**, Herbalism Kit, Ink Pen, Ink (1 Ounce Bottle), Book, Fishing Tackle, Flask, Pouch (with 19 Gold Pieces, 8 Silver Pieces & 6 Copper Pieces.)

 

*:Metal "Heater Shield 4" (Zelda Type), The image of a bloody Axe carved into the front of the shield.

 

**: A bloody axe tattoo, the axe blade sits just behind the ear.

 

Personality
     Personality Traits: I misuse long words in an attempt to sound smarter. I blow up at the slighest insult.
     Ideals: The ancient traditions worship and sacrifice must be preserved and upheld.
     Bonds: My loyalty to Maglubiyet is unwavering.
     Flaws: I drink alcohol a little to often.

 

Backstory
Pinch of Flavor goes a long way.
     Skur Metalfang was an everyday, average and very ordinary Goblin. A part of a war camp that was attacked frequently by low-level adventurers, used as nothing more than swinging practice. Always surviving encounters by mere death-saves, only to be forced into another encounter shortly after. Over time, Skur began to resent his lot in life, wanting more than just to be fodder for some fool's fresh blade. After a particularly brutal encounter, which resulted in the loss of adventurer's life, Skur decided that he wanted to experience more in life.
   During one festive evening, skur gathered his armor and scimitar, before leaving the War Camp and his clan behind. After many tendays of traveling, careful to avoid adventurers and threats alike, Skur found himself a suitable uninhabitated cave. Making himself a home, Skur began to pray to his Deity, Maglubiyet, for guidance.
  Over the coming months, Skur began to train himself, reciting prayers that every goblin knew every morning, seeking guidance from Maglubiyet, until finally his answered were awarded. With that, Skur Metalfang set out, passing himself off as a gnome hidden under layers of clothing, acquiring equipment and journeying to find the companions that would help lead Skur Metalfang to his destiny.

 

-------

Not 100% sure this is AL Legal. I had to take two Racial Traits from Pathfinders, as I don't have the new DMG as of yet. This can be edited ever so slightly though to remove those.

I used the standard array for stats and the Racial Modifiers from 3.5. Again, these can be edited.

I didn't know whether to go with Goblin's Hit Dice or the Clerics. I decided to use Clerics but this can be edited if needed.

I used the Starting Wealth for Cleric.

Can be Lawful-Evil with Lord's Alliance.

 

Backstory is free to be changed as needed.

------

 

Skur was born from a Campaign in which everyone wanted to play monsters. The first part of the campaign consisted of us helping an Evil wizard, in traping a group of low-level adventurers within the Wizard's dungeon. From there, it went on in pretty much the same way any campaign would, except- we fought monsters AND advenurers + normal NPC's. The goal our campaign/ group was to help a demon lord rise to power and enslave the Humans, Dwarves, Elves, Halflings, etc. Skur just happens to be one of my favorites.

#231

BRJN

Dec 13, 2014 8:46:03
BoldItalic wrote:
#232

BoldItalic

Dec 13, 2014 16:51:56

BRJN wrote:
#233

Undrhil

Dec 20, 2014 21:22:25

How is a custom background not acceptable for AL?

#234

BoldItalic

Dec 21, 2014 0:05:37

Undrhil wrote:
#235

Rhenny

Dec 22, 2014 6:16:43

Brandle “Brand” Fizzwig           Human Fighter – Level 1      Medium Male Humanoid

 

AC: 19 (Scale Armor + shield)
HP: 12 (1d10+2 Con)
Speed: 30 ft (armored – Disadvantage on Stealth)
Initiative: +2
               bonus saves
Str   16       +3      +5
Dex 14       +2      +2
Con 14       +2      +4
Int    11         0        0
Wis  12       +1      +1
Cha 12       +1      +1

 

Alignment: Neutral Good                  Languages: Common, Dwarven
 
Background: Minstrel (I like to sing…even though I’m not so good at it)
Proficiency (+2)      Saving Throws: Strength and Constitution
 
Skills:  Athletics (Strength), Perception (Wis), Perform (Cha), Persuasion (Cha)
Tools:  musical instrument (lute), Mount (land)
 
Features: Protection Style (+1 to AC)  2nd Wind (1/rest gain 1d10+level hp), 
 
Attacks:
Longsword (s) or Warhammer (b)     +5   1d8+3   (or  1d10+3 2-handed)
Longbow (p)                                      +4   1d8+2   (150’/600’)
Dagger (p)                                         +5   1d4+3
 
Equipment:  scale mail, shield, longsword, warhammer, longbow, 40 arrows, a dagger, an old lute with a shoulder strap, a pouch, 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.   -- 2 gp and 8 sp
 
Background:  Brand always liked to write and sing songs even though he was not particular good at it.  Brand’s father taught him how to fight, but his mother always spent time with Brand, doting on him, calling him her “little bard”, which became ironic after Brand hit his teenage growth spurt (as he is now 6’ 5” tall – 245 lbs nearly 300 with armor).  Brand’s father disappeared 5 years ago (he believes he was abducted, but he may have just left him and his mother), and his mother lives at home, prematurely aging, nearly senile (it isn’t clear why she has suffered this affliction).   Brand decided to start adventuring partly to bring back tales to tell and sing to his mother, and partly to find out where his father had gone.   When he is not adventuring, he checks in on his mother who is cared for by a friendly neighbor, Ronna Gendry. 

 

Personality/Traits: Likes to sing, has a soft spot for mothers – Sensitive nature.

Ideals: Gain wealth to take care of mother and find Father.

Bonds: Mom and Ronna Gendry (Mom’s caretaker)

Flaws:  My desire to help my mother sometimes makes me blind to danger or deception.
 

#236

Plaguescarred4

Jan 03, 2015 10:22:49

 

Sambert Heatherhome
3rd-level Halfling Paladin
Small Male Humanoid

Armor Class 15 (studded leather)
Hit Points 24 (3d10)
Speed 25 ft.
Sense normal    
Str 08 (-1)  Dex 16 (+3)  Con 12 (+1)  
Int 10 (+0)  Wis 13 (+1)  Cha 16 (+3)
Alignment neutral good
Languages halfling, common
Trait 
Lucky
Brave
Halfling Nimbleness
Naturally Stealthy
Background Soldier [Military Rank]

   Specialty: Scout.
   Personality Traits: I can stare down a hell hound without flinching.
   Ideal: Live and Let Live. Ideals aren’t worth killing over or going to war for. 
   Bond: A druid named Windra saved my life on the battlefield. To this day, I will never leave a friend behind.
   Flaw: My hatred of the Zhentarim is blind and unreasoning.
Proficiency (+2)
  Tools: Three-dragon ante,  vehicle (land) 
  Saving Throws: Wisdom +3, Charisma +5
Skill Athletics +1, Insight +3, Perception +3, Persuasion +5
Divine Sense
Lay On Hands

Protection Fighting Style
Spellcasting  (Save DC 13, Spell Attack +5)
  1st-level (3/day) - bless, command cure wounds, ensnaring strike*, speak with animals*, thunderous smite
Divine Smite
Divine Health
Sacred Oath of the Ancient
Channel Divinity: Nature's Wrath, Turn the Faithless

Actions
Melee Attacks— Quaterstaff: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Sling: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning  damage 
Equipment: Studded leather armor, wooden shield, quaterstaff, sling, insignia of rank (scout), a trophy taken from a fallen enemy (black pirate flag from Zhentarim fleet adorned with a dragon's skull and crossbones, a set of bone dice, a set of common clothes, sandals, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, a daisy (holy symbol of Sheela Peryroyl) and a belt pouch containing 10 gp


Sambert [SAM-BURT] is a tall halfling with emerald eyes, long brown hair, and beard, a rarity among the Small Folk. He was born in 1461 DR in Corm Orp in the Sunset Vale, where a handful of buildings that make up the small road-hamlet seem unremarkable at first, but where hundreds of halfling burrows lie under the hills. Sambert has served 6 years as a scout for the militia of Corm Orp, acting as a sentinel watching the Sunset Vale and the plains surrounding the region called Sheeland by the Small Folk. After a clash with Zhentarim agents from Darkhold that left him fatally wounded, Sambert was rescued by Windra, a druid of Sheela Peryroyl the Green Wise Sister and halfling diety of nature and weather, and brought back to the Ladyhouse, her temple in Corm Orp where he recovered. He then decided to join the clergy first as a Green Son, then ascended up to the rank of Watchful Brother. To this day Sambert continue to help defend the Vale against his most hatred enemy, the Black network and look to eradicate the threat from Darkhold, which the Small Folk of Corm Orp have come to call Devouring Shadow.

 

 

About Randomization

This character was generated by randomization of the various traits and elements;

 

Name: [Sambert Heatherhome] = http://www.impossibleboulder.com/2013/04/halfling-name-generator.html 
Gender: 1d4 [2] = Male

Race: 1d10 [3] = Halfling
Halfling Subrace: 1d4 [1] = Lightfoot
Class: 1d12 [7] = Paladin

Sacred Oath: 1d6 [3] = Oath of the Ancient
Hit Points: 2d10 [11] = 11
Background: 1d20 [12] = Soldier
Soldier Specialty: 1d8 [2] = Scout
Gaming Set Proficiency: 1d4 [4] = Three-Dragon Ante
Personality Trait: 1d8 [5] = 
I can stare down a hell hound without flinching
Ideals: 1d6 [5] = Live and Let Live. Ideals aren’t worth killing over or going to war for
Bond: 1d6 [2] =
Someone saved my life on the battlefield. To this day, I will never leave a friend behind
Flaw: 1d6 [4] = 
My hatred of my enemies is blind and unreasoning
Starting Wealth: 5d4 [11] = 110 gp
Trinket: 1d100 [96] = A black pirate flag adorned with a dragon's skull and crossbones

#237

Jaini

Jan 11, 2015 23:18:40

 

BLACKEYE

1st Level Half-Orc Fighter

Medium Male Humanoid

Armor Class 15 (Chain Shirt)

Hit Points 12 (1d10)

Speed 30 ft.

Senses Darkvision 60 ft.

Str 10 (+0) Dex 14 (+2) Con 14 (+2)

Int  9 (-1) Wis 14 (+2) Cha 14 (+2)

Alignment Chaotic Neutral

Languages Common, Orc

 

 

TRAITS

Half-orc

  Relentless Endurance

  Savage Attacks

Fighter

  Fighting Style - Archery

  Second Wind

Background - Criminal

  Feature: Criminal Contact

  Specialty: Highway Robber

Proficiency (+2)

  Armor & Weapons: All

  Tools: Three Dragon Ante, Thieves' Tools

  Saving Throws: Strength, Constitution

 

 

SKILLS

Deception (+4), Intimidate (+4), Perception (+4), Stealth (+4), Survival (+4)

 

 

ACTIONS

Ranged Attack -- Longbow: +6 to hit (150/600; one creature)

Hit: 1d8+2 piercing damage

 

Melee Attack -- Shortsword: +4 to hit (reach 5; one creature)

Hit: 1d6+2 piercing damage

 

 

EQUIPMENT

Chain shirt, longbow, shortbow, shortsword, two daggers, 40 arrows, two quivers, dungeoneer's pack, thieves' tools, Three-Dragon Ante set, a glass jar containing lard with a label that reads “Griffon Grease,” 19 gp

 

 

PERSONAL CHARACTERISTICS

Traits: I don't pay attention to the risks in a situation. Never tell me the odds.

Ideal: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)

Bond: Something important was taken from me, and I aim to steal it back.

Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

 

 

BACKSTORY

Blackeye the half-orc archer is a dirty, no-good scoundrel; a weird, bumpy wart on the backside of your adventuring party that just won't go away. A highwayman and thief of dubious ability, Blackeye is nevertheless utterly convinced of his own superiority, and will not hesitate to inform everyone around him how amazing he is at all times. When not bragging about himself, he's making fun of everyone else. No situation is safe from his sarcastic commentary – no matter how sensitive or important. That being said, his colorful language and gregarious nature lends a certain appeal, should you share his total lack of decency.

 

In battle Blackeye cheers his every success, jeers every opponent's failure, and loyally – if begrudgingly – defends his allies. While loathe to follow orders, Blackeye will jump at any opportunity to demonstrate just how helpful, necessary, and wonderful his skills are. When things go wrong, he's more often confused than angry.

 

Long ago Blackeye accidentally shot his favorite arrow into some drow rogue, who ran off with it still stuck in her shield. He never managed to track her down, and to this day searches for his arrow. There's nothing special or magical about this particular piece of piercing projectile – it's just his favorite.

 

This character is AL-legal

#238

MadPuppy

Jan 15, 2015 12:59:30

Ollum Hammersong

 

Ollum Hammersong

1st level Mountain Dwarf Bard

Armor Class: 16

Hit Points: 10

Initiative: +2

Speed: 25

Darkvision 60'

 

STR:15 (+2) DEX:14 (+2) CON:12 (+1)

INT:10  WIS:10  CHA: 15 (+2)

 

Alignment: Chaotic Good

Languages: Common, Dwarvish

 

Traits

Racial:

  • Darkvision 60'
  • Dwarven resilience
  • Stone cunning
  • Brewer supplies
  • Medium Armor
  • Battle axe, hand axe
  • Warhammer, throwing hammer

Class:

  • Bardic inspiration (d6)
  • Ritual casting

 

Class/background features:

  • Disguise kit
  • Instruments (lute, Flute, Bagpipes)
  • Entertainer routines: Singer Storyteller, Instrumentalist

 

Proficiency: (+2)

  • Light & medium Armor
  • Longswords, Rapiers, short swords
  • hand crossbows
  • Simple weapons

 

 

Skills:

Acrobatics(+4), Arcana(+2), History(+2)[Stonecunning+4], Performance(+4), Persuasion(+4),

 

Weapon/armor

  • Studded Leather
  • Shield
  • Warhammer (+4) 1d8+2 (versatile: 1d10+2)
  • 2x hand axes (+4) 1d6+2

 

Spells:

-CANTRIPS: Vicious mockery, Minor Illusion

-1st LEVEL: Heroism, Charm Person, Dissonant Whispers, Healing Word

 

Equipment

  • Entertainers pack
  • Disguise  kit
  • Costume, Lute

 

 

Description

A dwarf with a trimmed short beard, not like the usual long and braided of other dwarfs. Wears a hat with feather pinned to the side. Wears comfortable but fashionable clothes. Often smoking either a pipe or cigar.

 

Personal Characteristics

Background: Entertainer

traits: I know a story relevant to every situation. I love a good insult, even one directed at me.

Ideals:  The World is in need of new ideas and bold action.

Bonds: I idolize the old dwarven hero Hamish Hammersong. I measure myself to his  deeds.

Flaws: I'll do anything to win fame and renown.

 

Favorite catch phrase's: (In my best Yosemitie Sam impersonation)

  1. You'll hear me hammer sing!
  1. It's Hammer Time!
  1. Ooooo I hates Goblins
  1. Any bow-legged yellow cowards gonna' slap hammers with me!
  1. Youn'z Elves are some long eared crazy galoots!

Favorite Songs

  1. Pour your brother one more round
  2. Seven Drunken' Nights

 

Background:

Ollum from an early age always loved the stories of old heroes. He would read every history, every Fable he could get his hands on. One particular Dwarf hero stood out to Ollum, Hamish Hammersong, a Dwarf who would soar into song and get the entire tavern singing along, A hero that would lay low any Threat with  Hard hits from his hammer, always ready with sharp wit and a song of the victory. At least that is how Ollum describes it….

Ollum wants desperately to be a famous hero just like Hamish. Often called a dreamer by his father, Ollum just smiles and says, that the world needs more heroes and "I will be one of them".

Having Collected history books of heroic tales, including the complete histories of Hammish (The Hammersong chronicles) . Ollum considers himself quite the expert on heroes. Dwarven especially, but is also familiar with Human, Elf, Halfling heroes as well. Try as he might to be a good dwarf and work in the clan forge or mine, Ollum just always dreams of leaving to the wider world and finding his own way.

After an evening of story telling and singing to the local clan a few of his younger friends started to tease him about his own tales of failed labor, another round of drinks served, and a mine not striking a vein. Taking it in stride Ollum simply said "Aye, to be sure I've places to see, wonders to behold, Dragons to slay, Maids to woo, and Artifacts to find." Laughing one of the friends suggested he find the missing Hammersong! Fabled artifact of the clan." I can and will do just that" he boldly claimed. To all he promised that night to return with the Hammersong or die trying. To a Dwarf the  raucous crowd cheered Ollum and drank a pint to wish the dreamer Ollum well and be on his way.

With this goal in mind It is time to go out to the wider world and make a name for himself, write his own tales, and sing his own songs.

 

The Hammersong

#239

Plaguescarred4

Jan 17, 2015 5:35:24

 

Saad Al-Amyr
1st-level Human Ranger
Medium Male Humanoid

Armor Class 16 (scalemail)
Hit Points 11 (1d10)
Speed 30 ft.
Sense normal    
Str 10 (+0) Dex 17 (+3)  Con 13 (+1)  
Int 12 (+1)  Wis 15 (+2)  Cha 08 (-1)
Alignment neutral 
Languages common, undercommon, dwarvish
Trait 
Background Outlander [Wanderer]
   Origin: Bounty Hunter
   Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
   Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
   Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
   Flaw: There’s no room for caution in a life lived to the fullest.
Proficiency (+2)
  Tools: Horn
  Saving Throws: Strenght +2, Dexterity +5
Skill Athletics +2, Insight +5, Investigation +3, Nature +4, Perception +4,  Survival +4, 
Humanoid Favored Enemy (human, dwarf)
Natural Explorer

Feat Grappler
Actions

Melee Attacks— Whip: +5 to hit (reach 10 ft.; one creature). 
Hit: 1d4+3 slashing damage
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+3 piercing  damage 
Equipment: Scalemail armor, whip, longbow + arrows, staff, a hunting trap, a glass eye, dwarf beard's scalp (a trophy from an animal i killed), horn, a set of traveler’s clothes, and a belt pouch containing 10 gp


Saad [SA-HAD] was born in 1453 DR in Keltar in Calimshan. He is a tall bronze-skinned man with a long black beard and hair usually kept under a red bandana. He wears scalemail under a long leather coat, and carries a longbow and whip, signature weapon of his now decimated clan, Al-Amyr. After his clan was all wiped out by brigands from the Black Raiders band, he became a mercenary and decided to travel. Saad is now a bounty hunter that tracks down fugitives and other wanted criminal throughout the Calim desert and surrounding lands. His last contract was Brock Ironfist, a dwarf rogue he hunted down up to the Moonsea.Saad highly value honor and will go as far as Sigil and even beyond to get a fugitive he has sworn to capture or kill. 

#240

Leugren

Jan 29, 2015 8:23:26

 

 

Shadai'hulan

4th-level Stout Halfling Barbarian [Path of the Totem Warrior]

Small Male Humanoid

Armor Class 16 (unarmored defense)

Hit Points 45 (4d12)

Speed 25 ft.

Senses Normal.

Str 14 (+2) Dex 16 (+3) Con 16 (+3)

Int 10 (+0) Wis 10 (+0) Cha 8 (-1)

Alignment Neutral

Languages Common, Halfling, Draconic

 

TRAITS

 

Background – Outlander

Origin: Tribal nomad

Feature: Wanderer – 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.  

Proficiency (+2)

Tools: Poisoner’s Kit

Saving Throws: Strength, Constitution

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Shields

 

SKILLS

 

Athletics +5, Perception +2, Stealth +5, Survival +5

 

ACTIONS

 

Melee Attack— +1 Quarterstaff (two-handed): +5 to hit (reach 5 ft.; one creature)

Hit: 1d8+3 piercing damage / 1d4+3 bludgeoning damage (one-handed 1d6 + 3)

Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature).

Hit: 1d6+2 piercing damage (thrown)

Blowgun: +5 to hit (range 25/100 ft.; one creature)

Hit: 1+3 piercing damage (ammunition, loading)

 

EQUIPMENT

 

a +1 quarterstaff, 4 javelins, a blowgun, 50 blowgun needles, 2 x serpent venom, a vivisection dagger, an explorer’s pack, a boa fang necklace, a tribal outfit, a shrunken goblin head, a belt pouch containing 10 gp.

 

explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side.

 

 

FEATURES

 

Lucky: When you roll a 1 on an attack roll, ability check, or 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.

 

Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

 

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.

 

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t wearing heavy armor:

 

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.

  • 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 your last turn.  You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.

 

Rages: 3

Rage Damage: +2

 

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.

 

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.

 

Path of the Totem Warrior:  The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.  Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

 

Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast senseand speak with animals spells, but only as rituals.

 

Totem Spirit - Bear (Reflavored to Boa): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

 

Feat - Polearm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits:

 

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.

  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

 

PERSONAL CHARACTERISTICS

 

Trait 1: I believe that I can absorb my enemies’ strength by consuming their vital organs.

Trait 2: Thinking is for other people. I prefer action.

Ideal: People. I'm committed to the people I care about, not to ideals. (Neutral)

Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.

Flaw: I am inflexible in my thinking.

Appearance: I have gray deadlocks festooned with the skulls of various small animals. My face and torso are covered with red tribal tattoos. I stand 3’ 2” tall and weigh 48 pounds.  My eyes are amber and I have slitted pupils. I have rich, copper-colored skin.

 

BACKSTORY

Show

Shadai’hulan was born to a tribe of jungle-dwelling halflings calling themselves the Tulteks.  For untold generations, the Tulteks survived in complete isolation on a dinosaur infested island off the coast of Maztica.  All of that ended when a group of Watedhavian explorers made landfall on the island.  Believing that these strangers were gods, the Tulteks offered them shelter and engaged in open trade with them.  

 

As the son of the chieftain, Shadai’hulan expressed a great deal of curiosity about the giant Waterdhavian sailing vessels moored off the shore of the island.  The Watedhavians obliged him by inviting him aboard one of their vessels.  In the meantime, a separate crew was exploring the ruins of an abandoned temple within the depths of the jungle.  Within the temple, they discovered a giant golden statue of a winged snake with two enormous rubies for eyes.  Unable to believe their good fortune, the Waterdhavians proceeded to clamber up the statue and pry out the eyes.  As soon as one of the eyes came free, a great tremor shook the island. Shadai’hulan was enjoying a tour of the Waterdhavian’s ship when the great Fire Mountain erupted without any warning, killing every living being on the island.  The crew of the ship reacted quickly, drawing up their anchor and sailing into the open sea as the island burned on the horizon.  

 

Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people.  The crew responded by clapping the little savage in chains, and then selling him to the fighting pits as soon as they arrived in Waterdeep.  Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone.  Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe.    

#241

Plaguescarred4

Jan 18, 2015 3:29:34

Leugren wrote:
#242

Leugren

Jan 18, 2015 20:16:01

Plaguescarred4 wrote:
#243

Leugren

Jan 24, 2015 3:20:25

cranulf-crownshield-dwarf.jpg

 

Cranulf Crownshield

4th-level Mountain Dwarf Paladin [Oath of Devotion]

Medium Male Humanoid

Armor Class 20 (plate and shield)

Hit Points 40 (4d10)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 16 (+3) Dex 10 (+0) Con 17 (+3)

Int 8 (-1) Wis 10 (+0) Cha 16 (+3)

Alignment Lawful Good

Languages Common, Dwarvish

 

TRAITS

 

Background – Soldier

    Specialty: Infantry

Feature: Military Rank – You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use.  You can also gain access to friendly military encampments and fortresses where your rank is recognized.  

 

Proficiency (+2)

 

Tools: Dragonchess, Vehicles (Land), Smith’s Tools

Saving Throws: Wisdom +2, Charisma +5

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Heavy Armor, Shields

 

SKILLS

 

Athletics +5, Intimidation +5, Persuasion +5, Perception +2

 

ACTIONS

 

Melee Attack— Warhammer: +5 to hit (reach 10 ft.; one creature)

Hit: 1d8+5 bludgeoning damage (versatile 1d10)

Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).

Hit: 1d6+5 piercing damage (thrown)

 

EQUIPMENT

 

plate armor, shield w/ holy symbol, a warhammer, a quiver of 5 javelins, an explorer’s pack, an insignia of rank, a set of common clothes, a belt pouch containing 10 gp.

 

explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.

 

FEATURES

 

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions.  You can see in dim light within 60 feet 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.

 

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

 

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

 

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.

 

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 

Dwarven Armor Training: You have proficiency with light and medium armor.

 

Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears.  As an action, you can open your awareness to detect such forces.  Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover.  You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity.  Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.  You can use this feature a number of times equal to 1 + your Charisma modifier.  When you finish a long rest, you regain all expended uses.

 

Lay on Hands: Your blessed touch can heal wounds.  You have a pool of healing power that replenishes when you take a long rest.  With that pool, you can restore a total number of hit points equal to your paladin level x 5.  As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.  Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it.  You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.  This feature has no effect on undead and constructs.

 

Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

 

Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. In addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.  The damage increases by 1d8 if the target is an undead or a fiend.

 

Divine Health: The divine magic flowing through you makes you immune to disease.

 

Spellcasting: You have learned to draw on divine magic through meditation and prayer to cast divine spells as a cleric does.

 

Preparing and Casting Spells: To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list.  When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.  Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

 

Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.

 

Spell Save DC: 8 + proficiency bonus + Charisma modifier = 13

 

Spell Attack Modifier: proficiency bonus + Charisma modifer = +5

 

Spells Prepared: Protection from Evil and Good, Sanctuary, Bless, Command, Cure Wounds, Shield of Faith, Thunderous Smite

 

Spell Slots: 3 x level 1

 

Oath of Devotion: The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.

 

Tenets of Devotion: Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets:

 

  • Honesty: Don’t lie or cheat. Let your word be your promise.

  • Courage: Never fear to act, though caution is wise.

  • Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.

  • Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.

  • Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.

 

Oath Spells: Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

 

  • Level 3: Protection from Evil and Good, Sanctuary

 

Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

 

Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

 

Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see you or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

 

 

PERSONAL CHARACTERISTICS

 

Trait 1: When I set my mind to something, I follow through no matter what gets in my way.

Trait 2: I can stare down a hellhound without flinching.

Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)

Bond: I would die to discover the whereabouts of an ancient artifact.

Flaw: I am dogmatic in my thoughts and philosophy.

Appearance:  Cranulf appears as a grizzled old dwarf with a hulking physique. He has a knot of long, white hair bound back with a steel clasp, and a braided white beard.  He has icy blue eyes, and his stony features bear the scars of many battles. Blue tattoos cover his face and scalp. He wears a gleaming suit of steel-blue plate mail with gold highlights. A golden hammer sparkling with electricity is emblazoned on his steel-blue shield--the symbol of the Stormhammers.

 

BACKSTORY

Show

A group prayer delivered by Cranulf right before entering Venomfang’s tower:

 

"Let us bow our heads in supplication to the All-Father:

Lord, I humbly beseech thee to look with favor upon these thine servants;

Though they wear the forms of halflings and elves and other prancin’ fairy folk,

In truth, their hearts are wrought of steel and stone as befits any true son of the mountain;  

Grant them the strength of arms to bathe in the blood of their enemies,

That the heavens might be festooned with the entrails of all who stand against them.

Hu-yah!"

 

Cranulf hails from the dwarven city of Strakheln nestled deep within the Titan Peaks. He is a veteran campaigner who served with the Stormhammers during the Skullcrusher Wars.  As a soldier, Cranulf saw more than his share of action against the endless waves of orcs and giants who hurled themselves against the impregnable Shieldwall which guards the northern approaches to the city of Strakheln. During one particularly brutal engagement, Cranulf was struck in the head by a large boulder lobbed over the parapets by a hulking one-eyed frost giant. 

 

As he lay in a deep swoon, Cranulf experienced a vision in which Moradin the All-Father appeared to him as a giant face on the side of a mountain.  In deep, mournful tones, the All-Father revealed the fate that awaited his children in years to come--the slow decline and the eventual extinction of the dwarven race until naught but the crumbling ruins of their once-mighty strongholds remained to mark their passing.  A crushing sense of despair settled on Cranulf then, but the All-Father revealed that all was not yet lost.  He exhorted Cranulf to seek out an artifact known as the Covenant Stone, upon which were graven the Seven Secrets of the Earth.  Armed with these secrets, the dwarves would reclaim their lost glory, ringing in a new golden age for the Children of Moradin--an age that would last for more than a thousand years.

 

When Cranulf came to, he found himself in a makeshift hospice surrounded by other injured dwarves.  The citizens of Strakheln were in the midst of a grand celebration to honor their final victory over the orcs and giants of the Skullcrusher horde.  Springing up from his cot, Cranulf immediately demanded an audience with the king.  Despite the protestations of the clerics who were tending him, he barreled his way through the city and into the Great Hall, interrupting the king at his celebratory feast.  His head swaddled in thick bandages, Cranulf repeated the dire pronouncements of the All-Father in feverish tones, insisting that the king must call for a grand crusade in order to recover the lost Covenant Stone.  A long moment of silence followed his extraordinary disquisition.  This was followed shortly by a tremendous roar as the entire assemblage of thanes and royals burst into peals of raucous laughter.  A crimson-faced cleric arrived moments later to escort Cranulf back to his cot, apologizing profusely to the gathered lords and ladies for the interruption.  

 

From that moment on, Cranulf became an object of pity and ridicule throughout the city of Strakheln.  As soon as he was well enough to travel, he gathered up his arms and armor, and silently bade farewell to the only home he had ever known.  Somewhere beyond the horizon lay the artifact known as the Covenant Stone, and Cranulf was determined to find it or die trying.

 

#244

iserith

Jan 22, 2015 12:39:28

Had a request on Twitter for more dragonborn pre-gens.

 

What kind of scaly monstrosities do you guys and gals have to post?

(Reply to #244)

Fake-Healer

iserith wrote:
#246

iserith

Jan 29, 2015 6:55:17

Fake-Healer wrote:
#247

Gwaithador

Jan 30, 2015 20:02:21

Krumden Kraw is excellent. The ballad is brilliant, it brings the character to life. Tell your DM you've gained an inspiration die!

#248

Plaguescarred4

Jan 31, 2015 7:07:48

 

#249

Fake-Healer

Feb 01, 2015 14:16:13

Torrind Drachmolik, the Steadfast of Helm.  3rd Level Dragonborn Cleric of Helm

Medium Male Humanoid

Amor Class 16 (Scale mail Armor and Shield)

Hit Points 19 (3d8)

Speed 30 ft.

Senses Standard

Str 16 (+3) Dex 10 (+0) Con 13 (+1)

Int 12 (+1) Wis 15 (+2) Cha 08 (-1)

Alignment Lawful Neutral

Languages Common, Draconic, and Goblin

TRAITS

Draconic Ancestry: Green

            Breath Weapon: DC11 Con save- 2d6 poison damage, 15’ cone

            Damage Resistance: Poison.

Background - Military

  Feature: Military Rank

  Specialty: Healer

Proficiency (+2)

  Tools: Playing Card Set (3 Dragon Ante), Vehicle (Land)

  Saving Throws: Wisdom, Charisma

 

SKILLS

Medicine (+4), Religion (+3*), Athletics (+5), Intimidate (+1)

 

ACTIONS

Melee Attack -- Spear +5 to hit (reach 5; one creature)

Hit: 1d6+3 piercing damage (versatile 1d8+3, Thrown-20/60)

 

Ranged Cantrip – Sacred Flame: Dex save dc12(60 feet;  one creature, no cover benefits apply)

Hit: 1d8 radiant damage 

SPELLS PREPARED

Cantrips Known: Sacred Flame, Light*, Spare the Dying, Thaumaturgy

1st Level Spells: Burning Hands, Detect Magic, Cure Wounds, Guiding Bolt

2nd Level Spells: Prayer of Healing

SPELL SLOTS

1st Level: 4

2nd Level: 2 

Channel Divinity: Turn Undead, Radiance of the Dawn

Divine Domain Ability: Bonus Cantrip*, Warding Flare

EQUIPMENT

Spear, Mace, Dagger, Priest’s Pack, Healer’s Kit, Holy Symbol of Helm, Insignia of Rank, Deck of Cards(3Dragon Ante), Set of Common Clothes, Belt Pouch, Scale Mail Armor, Shield, 5GP

 

PERSONAL CHARACTERISTICS

Traits: I face problems head on. A simple, direct solution is the best path to success.

Ideal: I do what I must and obey just authority. (Lawful)

Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Flaw: I obey the law, even if the law causes misery.

 

BACKSTORY

To be determined. 

#250

OrwellianHaggis

Feb 13, 2015 8:47:39

BoldItalic, was Ghesh reviewed? He's a barbarian/rogue/sorcerer multiclass, so I don't know if he's automatically unsuitable for AL, but I didn't see his name on your list.

#251

BoldItalic

Feb 13, 2015 9:52:29

OrwellianHaggis wrote:
#252

BoldItalic

Mar 11, 2015 3:54:15
Basic: No
Adventurers League: Yes (Complies with March 2015 V2 Rules)
Players Handbook: Yes

Picture of Brenelda Wanderdell

 

Brenelda Wanderdell

1st-Level Human Ranger
Medium Female Humanoid

Armour Class 14 (Leather Armour)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Normal
Str 14 (+2)   Dex 16 (+3)   Con 14 (+2)
Int 11 (+0)   Wis 14 (+2)   Cha 10 (+0)
Alignment Chaotic-Good
Languages Common, Gnomish, Goblin
Background Folk Hero

 

Proficiencies (+2)
Vehicles(Land)
Alchemist's Supplies
Saving Throws: Str, Dex

 

TRAITS & FEATURES
Rustic Hospitality
Favoured Enemies: Goblins and Hobgoblins
Natural Explorer: Grasslands

 

SKILLS
Animal Handling +4, Investigation +2, Nature +2, Stealth +5, Survival +4

 

ATTACKS
Two Shortswords  +5 to hit, 1d6+3/1d6 piercing  [finesse, light]
Longbow   +5 to hit, 1d8+3 piercing  [heavy, two-handed, ammunition, range(150/600)

 

EQUIPMENT (approx. 103 lb)
Leather Armour, Longbow, Quiver of 20 Arrows, Shortswords(2), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Alchemist's Supplies, Shovel, Iron Pot, Common Clothes, Red Headband, 10gp, A petrified mouse


PERSONAL CHARACTERISTICS
Traits: Brenelda will follow things through, whatever gets in her way, once she has set her mind on something. But, she gets bored easily. She is constantly asking: "When am I going to get on with my destiny?".
Ideal - Destiny. Nothing and no-one can steer her away from her higher calling.
Bond: Brenelda worked the land, she loves the land, and she will protect the land.
Flaw: Brenelda has a weakness for the vices of the city, especially hard drink.

 

Backstory

 

Brenelda was born and grew up on a farm near Overstone and she knows the surrounding countryside well.

 

She has an unusual birthmark on her right arm, shaped like a lion's paw. One day, whilst walking alone in the woods near her home, she met an angelic being who was sent by the goddess Eldath herself and who revealed that the lion's paw mark is a sign of divine favour. The angel pronounced that Brenelda had a great destiny as a guardian of the lands and a peacemaker between the peoples who dwelt there. As a result of this, she has became quite well-known in the locality and is treated with some awe by the people who live in and around Overstone.

 

Seeking to fulfil her destiny, she has become a ranger dedicated to preserving the lands and the flora and fauna from evildoers in general and invading goblins in particular. She believes that small bands of goblins have been infiltrating the district, scouting out the lie of the land as a precursor to a large-scale invasion from the north but she has yet to find convincing evidence of their presence locally.

 

Sometimes she is frustrated, feeling that she is achieving too little, and resorts to drinking. When she is in town, she frequents the Painted Goat alehouse in Overstone and boasts that she can drink any three men under the table. When drunk (as she frequently is), she is apt to stare into the bottom of her flagon of ale and make doom-laden pronouncements which disconcert the other drinkers because they believe she is a soothsayer.

 

Some people suspect that there is something going on between her and Wynlard, the innkeeper at the Painted Goat.

 

Brenelda worships at the temple of Eldath, the NG goddess of peace, in Overstone. Followers there are required to wear a red headband on holy days and to pray to the north at 7 o'clock every morning.

#253

Plaguescarred4

Feb 13, 2015 16:54:44

 

C-06
3rd-level Warforged Fighter
Medium Unisex Humanoid

Armor Class 22 (plate + shield)
Hit Points 28 (3d10)
Speed 30 ft.
Sense normal
Str 16 (+3)  Dex 13 (+1)  Con 15 (+2) 
Int 10 (+0)  Wis 12 (+1)  Cha 08 (-1)
Alignment lawful neutral
Languages common, gnomish
Trait 
Background Soldier [Military Rank]
  Specialty: Infantry
   Personality Trait: I can stare down a hell hound without flinching. 
   Ideal: Responsibility. I do what I must and obey just authority.
   Bond: I fight for those who cannot fight for themselves.
   Flaw: I obey the law, even if the law causes misery.
Proficiency (+2)
   Tools: Dragonchess set, vehicle (land)
   Saving Throws: Strenght +5, Constitution +4
Skill Athletics +5, Intimidation +1, Investigation +2, Perception +3
Composite Plating
Living Construct
Defense Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Champion Martial Archetype
Improved Critical

Actions
Melee Attack— Warhammer: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Javelin +5 to hit (range 30/120 ft; one creatures). 
Hit:  1d6 +3 piercing damage
Equipment: plate, Karrnathi shield (a trophy taken from a fallen enemy), warhammer, sheaf of 6 javelins, an insignia of rank stiched to an old military backpack, a tiny silver icon of a raven, a set of bone dice, explorer's pack: hempen rope 50 ft, tinderbox, 10 torchand a belt pouch containing 10 gp.

C-06 [C-ho-SIX] was manufactured sometimes in 986 YK in an underground House Cannith facility in Cyre, he doesn't know exactly when and where as Its memory was wpied out not to compromise House Cannith and the warforged building program  WBP-7713. He is a massive humanoid molded from a composite of materials—iron, glass, darkwood, and other organic material and has no physical distinction of gender, but is customized with a single large glass eye at the center of its head. A small silver tag C-06 is also burinated on his backhead. C-06 fought with Cyrian forces during the Last War but was lost in Karrnwood during a battle against Karrnathi. He was discovered inactive and half buried by a gnome artificer named Qwryin Dorfen during an expedition in Thrane in late 998 YK. Heavily damaged and rusted, C-06 was unearthed, dusted off, repaired and put back in operation by Qwryin. During the 2 years period he was refurbished, C-06 was also teached gnomish and how to play dragonchess, which he became remarkably good at. He recently left to adventure and discover Khorvaire on his own...

#254

Jaini

Feb 14, 2015 20:10:12

 

 

ERENE

1st Level Half-Elf Warlock

Medium Female Humanoid

Armor Class 15 (studded leather)

Hit Points 10 (1d8)

Speed 30 ft.

Senses Darkvision 60 ft.

Str  8 (-1) Dex 16 (+3) Con 14 (+2)

Int 12 (+1) Wis 10 (+0) Cha 16 (+3)

Alignment Neutral Good

Languages Common, Dwarvish, Elvish, Gnomish

 

 

TRAITS

Half-elf

  Fey Ancestry

Warlock

  Otherworldly Patron - Archfey

   Fey Presence

  Pact Magic

Background - Noble

  Feature: Position of Privilege

Proficiency (+2)

  Armor & Weapons: Light armor, simple weapons

  Tools: Dragonchess

  Saving Throws: Wisdom, Charisma

 

 

SKILLS

Acrobatics (+5), Arcana (+3), History (+3), Investigation (+3), Persuasion (+5), Stealth (+5)

 

 

ACTIONS

Ranged Cantrip -- Eldritch Blast: +5 to hit (120; one creature)

Hit: 1d10 force damage

 

Melee Attack -- Rapier (not proficient): +3 to hit (reach 5; one creature)

Hit: 1d8+3 piercing damage

 

 

SPELLCASTING

Save DC: 13

Cantrips Known: Eldritch Blast, Mage Hand

1st Level Spells (1/rest): Charm Person, Faerie Fire, Hex, Sleep

 

 

EQUIPMENT

Studded leather, rapier, two daggers, arcane focus (crystal), scholar's pack, fine clothes, signet ring, an invitation to a party where a murder happened,16 gp

 

 

PERSONAL CHARACTERISTICS

Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.

Ideal: It is my duty to protect and care for the people beneath me. (Good)

Bond: Nothing is more important than the other members of my family.

Flaw: I hide a truly scandalous secret that could ruin my family forever.

 

 

BACKSTORY

Erene Tremere is a teenage princess on the run. She is ostensibly the heir to an obscure kingdom in a North-Eastern land, but will fudge the details to anyone who asks. As noble privilege is still very useful to have, she keeps the signet ring of the Tremere family, but pretends the “T” insignia stands for whatever prominent family fits her story best.

 

Why is she running? Because running away from home is the only rational thing to do once you find out your parents are vampires. The Tremere family is well-respected by their subjects (albeit perceived as a bit eccentric) who kidnapped Erene as a small child and raised her as their own. Surely it was to facilitate some sort of dark ritual, but she doesn't know for sure why they did this. At any rate, when Erene discovered evidence of her “parents'” dark secret, she decided it was better to leave than find out.

 

Erene is not an only child – her two mortal brothers and sister also live in the Tremere manor, and her eldest sibling is currently seeking her out. She knows they are loyal to her “parents” but nonetheless loves them dearly.

 

Erene has been interested in magic since a young age, and using knowledge from her father's forbidden library she successfully made a pact with a fey patron. Her magical focus is a crystal embedded in a gauntlet worn on her left hand. She is currently learning to fence, but won't become proficient with the rapier until level 3 (pact of the blade).

 

This character is AL-legal

 

(Reply to #11)

Tarob76

Leugren wrote:
#256

Ravix

Feb 20, 2015 5:55:07

Ravix 

1st-level Human (Variant) Paladin
Medium Male Humanoid
Armor Class
 18 (chain mail 16 + shield 2)
Hit Points 12 (1d10 + 2 con)
Speed 30 ft.
Sense Normal    
Str 15 (+2)  Dex 10 (+0)  Con 14 (+2)
Int 8 (-1)  Wis 10 (+0)  Cha 16 (+3)
Alignment Lawful Neutral
Languages common, draconic

 

TRAITS

Paladin:

    Divine Sense

    Lay on Hands

Background - Solider

    Feature: Dragon Scholar

    Specialty: Officer

Proficiency (+2)

   Weapons: Simple Weapons, Martial Weapons 

   Armour: Light Armor, Medium Armor, Heavy Armor, Shields

   Tools: Gaming set.

   Vehicles: Land   

   Saving Throws: Charisma, Wisdom

 

FEATS

Polearm Mastery:

  • When you take the attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon.  The Weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.  
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke and opportunity attack from you when they enter your reach.

SKILLS

Athletics +4, Insight +2, Intimidation +5, Perception +2, Persuasion +5

 

ACTIONS
Melee Attacks— Quarterstaff: 
+4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 bludgeoning damage

Bonus Action— Quarterstaff:  +4 to hit (reach 5ft.; one creature0.

Hit: 1d4+2 bludgeoning damage
Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature). 
Hit:  1d6+2 piercing damage 

 

EQUIPMENT 

Arcane Focus(Quarterstaff), a shield(Holy Symbol), chain mail, a dungeoneers kit, a set of common clothes, a set of bone dice, a rank insignia(officer), and a belt pouch.

 

PERSONAL CHARACTERISTICS

Traits: “I can stare down a hellhound without flinching.” “I've lost too many friends and I'm slow to make new ones.”

Ideal: Greater Good - “I will mercilessly fight the greater evil by any means necessary.”

Bond: “The dragons destroyed everything I hold dear.  They killed my family and destroyed my home.  Left with a terrible scar of the near fatal wounds I sustained in the attack, I seek revenge.”

Flaw: “I have little respect for anyone who is not a proven warrior."  

 

 

Backstory

 

He seeks to destroy the dragon who destroyed his home, killed his family, and left him with a terrible scar. He spent many years studying dragons and has thus become a scholar, his sense of vengeance fuels his desire to learn all that he can so that he may one day slay the beast that took his family from him.  He quickly rose to the position of Officer in Baldur's Gate as a deadly tactician, ensuring many victories for the city.  He has now decided to become a Paladin, seeking to uphold an Oath of Vengeance against his deadly foe. He is not a noble paladin by any means, and will do whatever it takes to defeat his enemy, no matter what. Little does he know of the curious power that rests within...

 

Show

 

Build

 

Paladin 2 -> Warlock 4 -> Paladin +6 -> Sorcerer 8

 

2: Smites/Dueling Combat Style

3: The Fiend

4: Agonizing Blast/Devil's Sight

5: Tome: Shillelagh, Thorn Whip, Guidance

6: Sentinel

7: Oath of Vengence

8: +2 Cha

9: Extra Attack

10: Aura of Protection

11: Relentless Avenger (Half movement on OA that does not provoke OA)

12: Cha +2

13: Sorcerer Origin: Draconic (Gold/Fire)

14: Font of Magic

15: Metamagic (Quickened Spell) (Twinned Spell)

16: Elemental Adept(Fire)

18: Elemental Affinity

20: Resilient (Dex)

 

Spell slots @ 20: Four 1st/Three 2nd/Three 3rd/Three 4th/Two 5th/One 6th + Two 2nd level/per short rest 

Spells of note:  Paladin Smite Spells, Darkness, Hex, Armor of Agathys (lots of temp HP no concentration), Misty Step, Shield

 

#257

iserith

Feb 21, 2015 18:34:11

 

Doctor Yvana Stavemof

1st-level Human (Variant) Monk

Medium Female Humanoid
Armor Class
 15 (unarmored defense)
Hit Points 10 (1d8 + 2)
Speed 30 ft.
Sense Normal, passive Perception 14
Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 14 (+2)  Cha 10 (+0)
Alignment Neutral Good
Languages Common, Draconic, Elvish

 

TRAITS

Unarmored Defense

Martial Arts (d4)

Background - Hermit

    Feature: Discovery

    Life of Seclusion: "I retreated from society after a life-altering event."

Proficiency (+2)

   Weapons: Simple Weapons, Shortswords

   Armour: None

   Tools: Alchemist's Supplies, Herbalism Kit

   Saving Throws: Strength, Dexterity

 

FEATS

Magic Initiate (Cleric)

Cantrips: Guidance, Spare the Dying.

1st-level: Cure Wounds (1/day).

 

SKILLS

Acrobatics, +5, Insight +4, Medicine +4, Perception +4, Religion +3.

 

ACTIONS
Quarterstaff: 
+5 to hit (reach 5 ft.; one creature). 
Hit: 1d6 + 3 or 1d8 + 3 (versatile) bludgeoning damage.

Unarmed Strike:  +5 to hit (reach 5 ft.; one creature).

Hit: 1d4 + 3 bludgeoning damage.

Darts (10): +5 to hit (finesse, thrown, range 20/60 ft.; one creature). 
Hit:  1d4 + 3 piercing damage 

 

EQUIPMENT 

Quarterstaff, an explorer's pack, 10 darts, a scroll cast stuffed full of notes from your studies, a winter blanket, a set of common clothes, an herbalism kit, a blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking (trinket), 5 gp.

 

PERSONAL CHARACTERISTICS

Traits: “I feel tremendous empathy for all who suffer."

Ideal: Greater Good. "My gifts are meant to be shared with all, not used for my own benefit." (Good)

Bond: “My isolation gave me great insight into a great evil that only I can destroy."

Flaw: “I'd risk too much to uncover a lost bit of knowledge."

 

BACK STORY

Nearly struck down by a virulent disease when she came of age, Ivana Stavemof had fever dreams of a coming age of poison, disease, death, and despair. When she recovered, she left her village for the frigid mountains to seek wisdom whereupon, after a perilous journey that lasted four years, she found a ruined monastery once dedicated to the study of healing and medicine. There she found her calling as a practitioner of the healing and martial arts. She honed her skills and, seven years later, descended from the mountains with a mysterious blank book and the certain knowledge that it would someday lead her to the Staff of Asclepius - a holy artifact in the form of a serpent winding around a central rod which is the world's only hope to avoid a dark time brought about by the scrofulous cultists of the crone, Talona.

 

AL LEGAL.

#258

BoldItalic

Mar 11, 2015 3:53:06
Basic: No
Adventurers League: Yes (Complies with March 2015 V2 Rules)
Players Handbook: Yes

Portrait of Alwyn Oakheart

 

Alwyn Oakheart

1st-Level Rock Gnome Druid (Sailor)
Small Male Humanoid

Armour Class 14 (Leather Armour and Oaken Shield)
Hit Points 10 (1d8+2)
Speed 25 feet
Sense Darkvision
Passive Perception 14
Initiative +1
Str 12 (+1)   Dex 13 (+1)   Con 14 (+2)
Int 11 (+0)   Wis 15 (+2)   Cha 11 (+0)
Proficiency Bonus +2
Alignment Chaotic-Neutral
Languages Common, Gnomish, Druidic

 

FEATURES & TRAITS
Ship's Passage
Druidic
Darkvision
Gnome Cunning
Artificer's Lore
Tinker

 

PROFICIENCIES
Tools: Navigator's Tools, Vehicles(Water), Tinker's Tools, Herbalism Kit
Saving Throws: Int, Wis

 

SKILLS
Animal Handling +4, Athletics +3, Perception +4, Survival +4

 

ATTACKS
Oak Belaying Pin (Club)  +3 To Hit, 1d4+1 bludgeoning
Shillelagh (Cantrip) +4 To Hit, 1d8+2 bludgeoning Magic Weapon
Oak Javelin +3 To Hit, 1d6+1 piercing thrown, range(30/120)

 

SPELLCASTING
Magic Ability: Wis
Focus: Acorn Wand
MAM: +4
SaveDC: 12
Cantrips: Poison Spray, Shillelagh
Spells Per Day: 2
Spells Prepared (3) : Entangle, Healing Word, Purify Food and Drink (Ritual)

 

EQUIPMENT (90 lb)
Leather Armour, Oaken Shield, Oak Javelins (3), Oak Belaying Pin, Druidic Focus (Acorn Wand), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Silk Rope - 50ft, Lucky Dice, Common Clothes, Herbalism Kit, 4gp.
Trinket: A tiny oak musical ship model that plays a song you dimly remember from your childhood

 

PERSONAL CHARACTERISTICS
Traits: Alwyn works hard so that he can play hard when work is done, and he is steadfast and his friends know they can rely on him, no matter what.
Ideal - Freedom. The sea is freedom - the freedom to go anywhere and do anything.
Bond: Ruthless pirates murdered Alwyn's captain and crewmates, plundered his ship and left him to die. He will have Vengeance.
Flaw: Alwyn's pride will probably lead to his destruction.

 

Backstory

Alwyn is dedicated to the well-being of the oak forests that supply shipbuilders.

As he is wont to say: "A sailor who knows his oak is a sailor who stays afloat."

 

 

#259

iserith

Mar 12, 2015 6:55:34

 

Clawnan the Barbarian

1st-Level Dragonborn Barbarian (Outlander)
Medium Male Humanoid

Armor Class 13 (unarmored defense)
Hit Points 14 (1d12+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 15 (+2)
Int 12 (+1)   Wis 10 (+0)   Cha 9 (-1)
Proficiency Bonus +2
Alignment True Neutral
Languages Common, Draconic, Dwarvish

 

FEATURES & TRAITS
Draconic Ancestry (Bronze)

Breath Weapon (2d6 lightning, DC 12 Dexterity save for half)

Resistance to Lightning
Rage 2/day
Unarmored Defense

Tribal Nomad

Background Feature: Wanderer
 

PROFICIENCIES

Armor: Light armor, medium armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: Drums.
Saving Throws: Str, Con.

 

SKILLS
Athletics +5, Intimidation +1, Perception +2, Survival +2.

 

ATTACKS
Greatsword: +5 to hit, 2d6+3 slashing.

Greatclub: +5 to hit, 1d8+3 bludgeoning.
Javelin +5 To Hit, 1d6+3 piercing thrown, range(30/120).

 

EQUIPMENT

Two-handed sword, greatclub with many notches, an explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed (a preserved two-headed snake), a set of traveler's clothes, an iron holy symbol (trinket) devoted to Krom (an unknown god), and a belt pouch containing 10 gp.

 

PERSONAL CHARACTERISTICS
Traits: "I'm driven by a wanderlust that led me away from home."
Ideal - Glory. "I must earn glory in battle, for myself and my clan." (Any)
Bond: "I am the last of my tribe, and it is up to me ensure their names enter legend."
Flaw: "I am too enamored of ale, wine, and black lotus."

 

BACK STORY

"Slither came Clawnan the Barbarian, bronze-scaled, sullen-eyed, sword in hand, a dragonborn, a reaver, a slayer, with gigantic melancholies, and gigantic mirth, to tread the jeweled thrones of the Realms under his clawed feet."

 

AL Legal.

#260

Nod_Hero

Feb 23, 2015 12:53:56

My first attempt, please be gentle...

 

Attigus (Ferntwig) Xed


NICKNAMES: "Lost Branch" to family, "Hooter" or "Gus" to friends, "The Owl" to others

1st-level Forest Gnome Wizard
Small Male Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points:  8
Speed: 25 ft.
Sense: Darkvision 60ft    
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 17 (+3)  Wis 12 (+1)  Cha 8 (-1)
Alignment: Chaotic Good
Languages: Common, Gnome, Elvish, Small Beast

 

TRAITS
Gnome Traits:

     Gnome Cunning
     Natural Illusionist
     Speak With Small Beast
Wizard Traits:
     Spellcasting
     Arcane Recovery
     Ritual Casting
     Spellcasting Focus
Background: Forest Outlander (Nature/Herbalism variant)
     Feature: Wanderer

 

Proficiency (+2)
     Tools: Herbalism Kit
     Saving Throws: Intelligence & Wisdom
     Weapons: Daggers, Dart, Sling, Quarterstaff, Light Crossbow

 

SKILLS
Arcana (+5), Investigation (+5), Nature(+5), Survival (+3)

 

ACTIONS
(Spell Save DC: 13 Spell Attack: +5)
Ranged Attack—Fire Bolt: (range 150 ft; one creature, Hit:  1d10 fire damage)
Melee Attacks— Dagger: +4 to hit (reach 5 feet; one creature, Hit: 1d4+2 piercing damage) OR
Quarterstaff: +1 to hit (reach 5 ft.; one creature, Hit: 1d6-1 bludgeoning damage (1d8-1 bludgeoning damage if wielded in two hands)

 

EQUIPMENT
Dagger, Arcane Focus - Crystal, Explorer's Pack (backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torches, rations 10 days, waterskin), Staff, Hunting Trap, Wolf tooth, traveler's clothes, belt pouch, 10 gp

 

SPELLBOOK
Cantrips: Fire Bolt, Mage Hand, Mending (Racial: Minor Illusion)
First Level: Burning Hands, Identify(r), Find Familiar(r),  Mage Armor, Shield,  Sleep

PREPARED SPELLS
Burning Hands, Mage Armor, Shield, Sleep

 

COMPANION
Fizzwhistle: fey owl familiar (despite his many attempts, Attigus can't make Fizzwhistle take any form other than an owl. They've had plentiful arguments regarding the matter but Fizzwhistle is quite stubborn about it...)

 

PERSONAL CHARACTERISTICS
Personality Traits: "I’m driven by a wanderlust that led me away from home." & "I'm always picking up things, absently fiddling with them and sometimes accidentally breaking them."
Ideal: "Life is like the seasons, in constant change, and we must change with it."
Bond: "I (claim that I) am the last of my tribe, and it is up to me to ensure their names enter legend."
Flaw: "There's no room for caution in a life lived to the fullest."

 

DETAILS
height: 2'7"
weight: 40 lbs
age: 40 years
Skin: pale brown
Hair: scruffy, white hair and beard that explodes from his face
Apparel: green and brown traveler's clothes & well worn shoes and cloak

 

BACK STORY
Attigus Ferntwig is a bright and curious gnome that is always causing problems for his family. The question "why?" is the first response to anything asked of him and "how else?" is the first thing he thinks when he's told how to do something. His eagerness "to know" caught the attention of a village elder, whom was also a wizard, and Attigus was taken under his tutelage. It didn't take long for Attigus to become bored with the restrictive apprenticeship, so he would sneak off into the woods and experiment on his own. One of these experiments was noticed by a goblin tribe, and they followed him back to his village. The forest gnomes were able to drive off the goblins and wolves but Attigus was banished until he could learn patience and restraint. He took the name Xed to defy his clan and now wanders the Realms looking to discover what he can.

 

#261

FunkySpunk

Feb 26, 2015 21:01:08

I just think this thread is incredible. 

Thank you so much, everyone. 

This thread has given me so much inspiration for new ideas I want to try out. I really can't thank you guys enough. 

#262

SterlingRat

Mar 12, 2015 4:44:49

 

 

Name: Trey (Tredichee)

Male Human
Armor Class:
18 (Chain Mail and Shield)
Hit Points: 11
Speed: 30 ft.
Sense: Normal

Str 16 (+3) Dex 13 (+1) Con 12 (+1)
Int 8 (-1) Wis 8 (-1) Cha 16 (+3)
Alignment: Chaotic Good
Languages: Common, Dwarven

 

TRAITS
Varient Human Bonuses:

Bonus Points: Str & Cha +1
Skill: Perception

Feat: Shield Master
Paladin Traits:
Divine Sense

Lay On Hands

Background:

Soldier

Cook's Assistant

 

Proficiency (+2)
Tools: Land Vehicles, Dice
Saving Throws: Charisma & Wisdom
Weapons: Long Sword, Javelins

 

SKILLS
Athletics, Intimidation, Medicine, Perception, Religion

 

ACTIONS
Ranged Attack—Javelins +5 to hit, Range 30/120, Damage = 1d6 +3
Melee Attacks— Long Sword +5 To Hit, Damage = 1d8 +3
**Bonus; While using a shield, can Shove as a bonus action

 

EQUIPMENT
Chain mail, Shield, Longsword, 5 Javelins, Priest's pack, Holy Symbol, dice, common clothes, Insignia of rank, broken dagger.

 

PERSONAL CHARACTERISTICS
Personality Traits: I have a great love of simple pleasures. Good friends, bad girls, hot food and cold beer are holy pursuits.
Ideal: There is a spark of good in everyone.
Bond: I owe everything to Lord Killen and the Order of the Gauntlet
Flaw: Once someone questions my courage, I'll NEVER back down.

 

BACK STORY

Trey was orphaned shortly after learning to walk when the Order of the Gauntlet discovered a demonic cult run by his parents. Lord Killen, a noble with a fairly modest estate, was injured during the battle and left with only one leg. Due to the demonic nature of the injury and the time it took to get him to a healer, the leg could not be magically replaced and Lord Killen retired from field work to help train new warriors from his estate. As he and his wife had no children, Trey was sent with him to be raised.

 

So, with the exception of his very first year, Trey grew up at Paladin School. His first "toy" was a shield that he could barely lift and he learned how to give himself stitches before he learned to read. Cheerful to an extreme and always getting into mischief, he became quite popular within the order and rather well known. Even when Lord and Lady Killen started to have children of their own (the rest and a steady diet did Lord Killen more good than all the magical healing ever did), Trey was seen as a child of the Order, and nearly everyone that spent time training under Lord Killen became his Aunt or Uncle.

 

*Edit: Character Sheet Attached

** Edited with BI's corrections made - character sheet removed pending updates to it.

*** Edited to be legal with new AL Policy effective March 2015

#263

BoldItalic

Feb 27, 2015 9:40:13

SterlingRat wrote:
(Reply to #255)

RubenRybnikk

"Tarob76 wrote:
#265

roll4init

Mar 06, 2015 15:19:55

 

URIK REINHARDT

 

1st-Level Human Barbarian (Pirate)
Medium Male Humanoid
Armor Class 16 (unarmored + shield)
Hit Points 14 (1d12+2)
Speed 30 feet
Senses Normal
Passive Perception 12
Initiative +2
Str 16 (+3)  Dex 14 (+2) Con 14 (+2)
Int 08 (-1)  Wis 10 (+0) Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Neutral
Languages Common, Dwarvish


FEATURES & TRAITS
Shield Master
Rage 2/day
Unarmored Defense
Background Feature: Bad Reputation

 

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Navigator’s tools, vehicles (water)
Saving throws: Strength, constitution

 

SKILLS
Athletics +5, Intimidation +3, Perception +2, Stealth +3, Survival +2

 

ATTACKS
Battleaxe +5 to hit, 1d8+3 slashing - versatile 1d10+3
Javelin +5 to hit, 1d6+3 piercing - thrown, range(30/120)

 

EQUIPMENT
a shield, a battleaxe, four javalins, an explorer's pack, and a pouch with 48 gold coins.

 

PERSONAL CHARACTERISTICS

Trait:  To me, a tavern brawl is a nice way to get to know a new city.
Ideal:  The sea is freedom - the freedom to go anywhere and do anything.
Bond:  I was betrayed and left for dead by my crewmates, and I want to get my due.
Flaw:  Once someone questions my courage, I never back down no matter how dangerous the situation.

 

BACKSTORY
Born into a life of raiding costal villages, and loved every moment of it. One drink and one insult too many found him beaten and left for dead by his crewmates, thousands of leagues from home. He now lives the aimless life of an exile, doing odd jobs for coin as a hired blade for people who will never trust him. All he desires is the promise of adventure and battle, the chance to live agian.

 

(Just my take on a viking character)

 

edit: (and it seems I made a lot of little mistakes, I will fix them as I see them.)

 

edit2: should be good and AL legal. I took a quick read through the AL guide, but someone who actually plays AL may want to confirm. All in all it's probably not much different from most barbarians, but I notice in this edition and point buy there isn't going to be *too* much variance.

#266

BoldItalic

Mar 06, 2015 1:37:14

roll4init wrote:
(Reply to #266)

roll4init

Fixed it, thought it was 90 but i guess background dosn't count?

 

Was really trying to fit that chain shirt in even though he dosn't need it, for character reasons.  16/14/16/8/8/10 would probably be a better stat spread but I wanted to give him a reason to wear it.

#268

Echamil

Mar 06, 2015 18:03:53

roll4init wrote:
#269

Tarob76

Mar 06, 2015 20:26:09

 

 

Rawrk

1st-level Wood Elf Druid

Medium Huminoid


Armor Class 14 ( leather armor)
Hit Points 10 (1d8)
Speed 35 ft.
Senses Darkvision 60ft.    
Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 12 (+1)
Alignment chaotic good
Languages common, elvish, druidic, dwarven

 

TRAITS
Background - Outlander

    Feature: Wanderer

    Origin: Guide

Proficiency (+2)
   Tools: Flute
   Saving Throws: Wisdom, Intelligence

Wanderer

Darkvision

Keen Senses

Fey Ancestry

Trance

Elf Weapon Training

Fleet of Foot

Mask of the Wild
 

SKILLS 

Athletics +2, Perseption +4, Nature +2, Survival +4
 

ACTIONS
Ranged Attack—Dagger: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d4+3 piercing damage 

Cantrips: Restiance, Cure Wounds

Lvl 1 Spells: Thornwhip, Entangle, Jump

 

EQUIPMENT

quarterstaff, dagger, leather armor, Druidic Focus, backpack, bedroll, messkit, tinderbox, hunting trap,trophy from a dead owlbear, travelers clothes, belt pouch with 10g, 10 torches, 10 days of rations, waterskin, and hempen rope 50ft.

 

PERSONAL CHARACTERISTICS

Appearance: I have rich, copper-colored skin, and hazel eyes. I let my brown hair flow freely.

Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

Ideals: Change. Life is like the seasons, in constant change, and we must change with it.

Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaw: Violence is my answer to almost any challenge.

 

Backstory: 

 Rawrk was born and raised in a small forest village in the eastern High Forest. His family had remained near the ruins of the fallen Kingdom of Earlann. His father a great Archdruid remained in the desolate forest to maintain and protect on of the last remaining Circle of the Moon temples of Earlann. Rawrk began his lessons in the ways of the druid upon his 104th birthday. After 10 years of training he had learned enough from his father and soon after with the blessing of his family, he decided to leave the confines of his secluded home and explore the world. He spends the next 150 years visiting distant towns and great cities learning all that he can from the people he meets. 

  He now suffers from retrograde amnesia after a traumatic event involving a bit of curiosity and a prophecy protected by ancient and unintelligible magics. He was taken in when a monastery found him being feral in the wilderness. There they healed his wounds and sent him out to the world. One day, many years later in meditation he had a recollection of the prophecy and his role in it as a protector of the chosen. He soon hears that the chosen may have been found and sets out to join them as his destiny awaits.

(Reply to #268)

roll4init

Echamil wrote:
#271

Echamil

Mar 07, 2015 18:34:06

Myrlln
1st-Level Half-Elf Druid
Medium Male Humanoid
Armor Class: 11
Hit Points: 9 (1D8+9)
Speed: 30 Feet
Sense: Passive Perception; 15
Str: 14 (+2) Dex: 10 (+0) Con: 13 (+1)
Int: 13 (+1) Wis: 16 (+3) Cha: 10 (+0)
Allignment: Neutral
Languages: Common, Elvish, Sylvan, Druidic, Giant

 

Traits
Background - Hermit
  Feature: Discovery
  Life of Seclusion: I was searching for spiritual enlightenment.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields.
  Weapons: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, scimitars, sickles, slings, spears.
  Tools: Herbalism Kit
  Saving Throws: Intelligence, Wisdom

 

Racial Features
Darkvision
Fey Ancestry

 

Class Features
Druidic
Spellcasting
  Cantrips
  Ritual Casting

 

Skills
Animal Handling +5, Medicine +5, Nature +3, Perception +5, Religion +3, Survival +5

 

Weapons
Melee--Quarterstaff: +4 to hit (reach 5 ft.; One target). Versatile.
Hit: 1D6+2 Bludgeoning damage. 1D8+2 Bludgeoning damage.

 

Attack Spells
Range--Produce Flame: +5 To hit (range 30 ft.; One Target).
Hit: 1D8 Fire Damage.

 

Spellcasting
Magic Ability: Wisdom
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips: Produce Flame, Shillelagh

Level 1 Spells: Animal Friendship, Cure Wounds, Fog Cloud, Speak with Animals,

 

Equipment
Leather Armor, Wooden Shield*, Qaurterstaff, Common Clothes, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 Feet, Mess Kit, Tinderbox, Torches; 10, Rations; 10, Water Skin.), Druidic Focus; (Totem**), Herbalism Kit, Scroll Case; Stuffed full notes, Winter Blanket, 5 GP.

 

*: A Shield fashioned from the lid of an Oak Barrel.
**: A Totem fashioned out of the Tusk of a Dire Boar with several carvings depicting Oak Leaves floating above a waterfall plunging into a still pool.

 

Personality
   Personality Traits: I'm oblivious to etiquette and social expectations. I often get lost in my own thoughts and contemplations, becoming oblivious to my surroundings.
   Ideal: Live and Let Live. Meddling in the affairs of others only causes trouble.
   Bond: I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
   Flaw: I like keeping secrets and won't share them with anyone.

 

Backstory
   Myrlln was born to a Human woman, and raised as such during most of his life. After the death of his mother, Myrlln set out into the world to discover who he was, to find Spiritual Enlightenment..

 

--

This was just a quick 5 minute build on Merlin. I couldn't find a 5th edition set of stats for a "Young" Merlin, so I figured I would make one for a quick Pre-Gen. This was all done with the Quick-Build method.

#272

SterlingRat

Mar 10, 2015 7:05:16

At appears that, for the new AL season, we are no longer allowed to use "Max Starting Gold" to customize a new character's equipment - we are stuck with the starting equipment provided by Class & Background.

 

My characters posted here are no longer AL Legal. :-(

 

#273

BoldItalic

Mar 10, 2015 12:06:18

SterlingRat wrote:
#274

Echamil

Mar 10, 2015 19:16:14

It makes sense. The entire point of them being Pre-Gen is so that they are Quick to play. I think I am going to go through and do up a character for each class.

#275

BoldItalic

Mar 18, 2015 10:57:34

Temporary index deleted 2015-03-18.

The AL-legal pregens that were listed here, now have a green tick in the main index. Thanks to Iserith for maintaining this thread

 

#276

iserith

Mar 11, 2015 15:23:50

Tiny Mankind

1st-Level Goliath Barbarian (Outlander)
Medium Male Humanoid

Armor Class 14 (unarmored defense)
Hit Points 15 (1d12+3)
Speed 30 feet
Sense Normal
Passive Perception 11
Initiative +1
Str 16 (+3)   Dex 13 (+1)   Con 16 (+3)
Int 10 (+0)   Wis 8 (-1)   Cha 12 (+1)
Proficiency Bonus +2
Alignment Chaotic Good
Languages Common, Dwarvish, Giant.

 

FEATURES & TRAITS

Natural Athlete

Stone's Endurance

Powerful Build

Mountain Born

Rage 2/day
Unarmored Defense

Exile or Outcast

Background Feature: Wanderer
 

PROFICIENCIES

Armor: Light armor, medium armor, shields.

Weapons: Simple weapons, martial weapons.

Tools: Lithophone.
Saving Throws: Str, Con.

 

SKILLS
Athletics +5, Intimidation +3, Perception +1, Performance +3, Survival +1.

 

ATTACKS
Maul: +5 to hit, 2d6+3 bludgeoning.

Light Hammer: +5 to hit, 1d4+3 bludgeoning, thrown, range 20/60
Javelin +5 To Hit, 1d6+3 piercing thrown, range 30/120.

 

EQUIPMENT

Maul, light hammer, explorer's pack, four javelins, a staff, a hunting trap, a trophy from an animal he killed, a set of traveler's clothes, and a belt pouch containing 10 gp and a small, weightless stone block (trinket).

 

PERSONAL CHARACTERISTICS
Traits: "I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them."
Ideal - Greater Good. "It is each person's responsibility to make the most happiness for the whole tribe." (Good)
Bond: "My (new) clan is the most important thing in my life, even when they are far from me."
Flaw: "I remember every insult I've ever received and nurse a silent resentment toward anyone who's ever wronged me."

 

BACK STORY

Tiny is a stone giant, born stunted. At a shameful 8 feet tall, Tiny was mocked and bullied among the stone giants of the Cragnose clan. And so, one fateful day, Tiny left his mountain home for the lowlands of the Mankind, a race he had heard of only in myth and legend. He found them and, while they were fearful of him at first, his gentle nature and his delightful lithophone performances put them at ease. Soon he became a part of the community and adopted all humans as his clan, now calling himself Tiny Mankind.

 

AL Legal.

#277

SterlingRat

Mar 12, 2015 17:40:47

fixed the equipment on Trey again. Should be legal with the new rules now.

This character should also be AL Legal - you can check off the "cleric" blank now.

 

 

 

Nammu the First

1st-Level Human Knowledge Cleric (Guild Artisan)
Medium Male Humanoid
Armor Class 18 (w/shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +2
Str 9 (-1)   Dex 14 (+2)   Con 14 (+2)
Int 14 (+2)   Wis 15 (+2)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Neutral
Languages Common, Dwarvish, Elven, Draconic, Giant, Gnome

 

FEATURES & TRAITS
Spellcasting (Attribute = Wis. Save DC = 12. Spellcasting attack bonus = +4)
Cantrips: Guidance, Sacred Flame, Light.
1st Level: Bless, Healing Word, Sanctuary.
Knowledge Domain: Command, Identify.

 

PROFICIENCIES

Armor: Light armor, medium armor, shields.
Weapons: Simple weapons
Tools: Calligrapher
Saving Throws: Wis, Cha

 

SKILLS
Arcana (x2), History, Insight, Persuasion, Nature (x2), Religion
 

ATTACKS
Mace: +1 to hit, 1d6-1 (b)
Light Crossbow +4 To Hit, 1d8+2 (p) Range 80/320

 

EQUIPMENT
Mace, Scale Mail, Crossbow w/20 bolts, Priest's Pack, Shield & Holy Symbol, Letter of introduction, traveler's clothes, belt pouch w/15 gp, Calligrapher's supplies.

 

PERSONAL CHARACTERISTICS
Traits: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal: Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
Bond: I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.
Flaw: I judge others harshly, and myself even more severely.

 

BACK STORY
Nammu worked in Silverymoon as a scribe, making copies of legal documents and texts. He was called by Amaunator to travel and record the laws in various parts of the world.

#278

BoldItalic

Mar 12, 2015 5:57:30

 

Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Yes
AL Legal:              Yes, for EE Story Origin (Complies with V2 rules, March 2015)

Portrait of Schnella Crystalfist

 

Schnella Crystalfist

1st-Level Deep Gnome Sorcerer (Wild Magic Origin)
Small Female Humanoid

Armour Class 10 (no armour)
Hit Points 8 (1d6+2)
Speed 25 feet
Sense Darkvision 120 feet
Passive Perception 11
Initiative +0
Str 8 (-1)   Dex 11 (+0)   Con 14 (+2)
Int 15 (+2)   Wis 12 (+1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Gnomish, Undercommon
Background Entertainer  (Storyteller)

 

FEATURES & TRAITS
By Popular Demand
Wild Magic Surge
Tides of Chaos
Superior Darkvision
Gnome Cunning
Stone Camouflage

 

PROFICIENCIES
Tools: Disguise Kit, Viol
Saving Throws: Con, Cha

 

SKILLS
Acrobatics +2, Arcana +4, Performance +4, Persuasion +4

 

ATTACKS
Two Daggers +2 To Hit, 1d4/1d4 piercing finesse, light, thrown, range(20/60)
Light Crossbow +2 To Hit, 1d8 piercing two-handed, loading, ammunition, range(80/320)

 

SPELLCASTING
Magic Ability: Cha
Focus: Crystal
MAM: +4
SaveDC: 12
Cantrips: Dancing Lights, Mould Earth, Prestidigitation, Thunderclap
Spells Per Day: 2
Spells Known: Charm Person, Chromatic Orb

 

EQUIPMENT (77 lb)
Dagger(2), Light Crossbow, Bolts(20), Magic Focus (Crystal), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Viol, Love letter from an admirer, Costume, Blue Sash, Pair of Scissors, 15gp,

Trinket: A small box filled with different-sized buttons

 

PERSONAL CHARACTERISTICS
Traits: Schnella will settle for nothing less than perfection, but she gets bitter if she's not the centre of attention.
Ideal - Honesty. Arts should reflect the soul; it should come from within and reveal who we really are.
Bond: Schnella will do anything to prove herself superior to her hated rival, Krivi.
Flaw: Schnella will do anything to win fame or renown.

 

Backstory
Schnella is a popular entertainer in her part of the underdark and, after one particularly brilliant performance, an admirer gifted her a magic crystal. She soon discovered that it gave her uncanny powers of sorcery and now she uses her spells to liven up her entertainments. She worships at the temple of Leira, the goddess of illusions, and followers there are required to pray to the south at 10 o'clock every morning, to carry a pair of scissors at all times, and to wear a blue sash on holy days. The is travelling the upper world looking for new inspiration and tales of exotic places where few deep gnomes have ever been.

 

#279

SterlingRat

Mar 12, 2015 17:06:06

Should be AL Legal under the new March 2015 Rules

 

 

 

Hardwicke

1st-Level Half-Elf Rogue (Acolyte)
Medium Male Humanoid
Armor Class 13
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Darkvision
Passive Perception 15
Initiative +2
Str 10 (+0)   Dex 15 (+2)   Con 14 (+2)
Int 13 (+1)   Wis 12 (+1)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Lawful Good
Languages Common, Elven, Infernal, Celestial, Undercommon

 

FEATURES & TRAITS

Expertise (Investigation & Perception)

Sneak Attack 1d6


PROFICIENCIES
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
SKILLS: Arcana, Deception, History, Investigation (x2), Insight, Perception (x2), Nature, Religion
 

ATTACKS
Rapier: +4 to hit, 1d8+2 (p)
Shortbow +4 To Hit, 1d6+2 (p) Range 80/320

 

EQUIPMENT
Rapier, Shortbow and 20 Arrows, Burglar's pack, Leather Armor, two daggers, Thieves Tools, A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp

 

PERSONAL CHARACTERISTICS
Traits: I idolize a great fictional detective I once believed to be real, and constantly refer to that person’s deeds and example, even though I am aware they are all fictional.
Ideal: Charity. I always try to help those in need, no matter what the personal cost. (Good)
Bond: I would die to recover an ancient relic of my faith that was lost long ago.
Flaw: I am suspicious of strangers and expect the worst of them.

 

BACK STORY
Hardwicke was raised as an orphan in a Temple of Helm. He neither knows nor cares who his parents were; instead, he was raised reading stories from the great library kept at the temple and was particularly drawn to stories of The Great Detective. When he eventually came of age, he chose not to become a priest in the church. Though he cares a great deal for those servants of Helm, he doesn't believe his own path lies within the priesthood. Instead he sees himself working with the priesthood to enforce the laws, while not becoming a part of it; He wants to become a consulting detective.

 

** fixed my language issue

#280

iserith

Mar 12, 2015 8:19:37

I'll update the index more fully on Monday. Let me know who has made the cut. I may go with a green checkmark for characters fully compliant and a red one for characters that just need gear changes.

#281

BoldItalic

Mar 14, 2015 11:29:34

 

Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Yes
AL Legal:              Yes, for EE Story Origin (Complies with V2 Rules, March 2015)

 

Portrait of Wave Flute

 

(Reply to #281)

Akeisha

BoldItalic wrote:
#283

BoldItalic

Mar 14, 2015 14:22:21

 

Basic:                  No
Player's Handbook:      Yes
EE Player's Companion:  Not required
AL Legal:               Yes (Complies with V2 Rules, March 2015)
Portrait of Adrik Rumnaheim

 

#284

BoldItalic

Mar 15, 2015 8:44:56
Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Not required
AL Legal:              Yes (Complies with V2 Rules, March 2015)

 

Portrait of Shautha Narg

Shautha Narg

1st-Level Half-Orc Paladin
Medium Female Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 12 (1d10+2)
Speed 30 feet
Sense Darkvision 60ft
Passive Perception 10
Initiative +0
Str 17 (+3)   Dex 11 (+0)   Con 14 (+2)
Int 9 (-1)   Wis 10 (+0)   Cha 14 (+2)
Proficiency Bonus +2
Alignment Neutral-Good
Languages Common, Orc
Background Urchin 


FEATURES & TRAITS
City Streets
Divine Sense (three times/long rest)
Lay On Hands (5 points)
Darkvision 60 feet
Menacing
Relentless Endurance
Savage Attacks


PROFICIENCIES
Tools: Disguise Kit, Thieves' Tools
Saving Throws: Wis, Cha


SKILLS
Athletics +5, Intimidation +4, Persuasion +4, Sleight of Hand +2, Stealth +2


ATTACKS
Shortsword +5 To Hit, 1d6+3 piercing finesse, light
Spear +5 To Hit, 1d6+3 piercing thrown, range(20/60), versatile (d8)


EQUIPMENT (92 lb)
Chain mail, shield, shortsword, spear, holy symbol of Tyr, backpack, blanket, candles(10), tinderbox, alms box, blocks of incense(2), censer, vestments, day's rations(2), waterskin, small knife, map of Deadman's Marsh, pet mouse (Mee), memento of someone else's parents, common clothes, 10gp, a petrified mouse


PERSONAL CHARACTERISTICS
Traits: Shautha hides scraps of food and trinkets away in her pockets, and she bluntly says what other people are hinting at or hiding.
Ideal - Respect. All people, rich or poor, deserve respect.
Bond: Shautha owes a debt she can never repay to the Master of the Paladin Training College, who took pity on her.
Flaw: If Shautha is outnumbered, she will run away from a fight.


BACKSTORY
Shautha was a PO - a Professional Orphan - one of a small number kept by the Paladin Training College for would-be paladins to practise on, in Advanced Benevolence classes. It wasn't a bad life, she had the run of the college kitchens when not needed for classes and she befriended the mice who lived behind the kitchen ranges. Her special favourite was a white mouse called Mee and she liked to play at being a paladin and do Lay On Thumbs on him. There is an age limit for PO's, obviously, and not much of a career progression path, so when she was 12 she asked if she could become a real paladin. She had already picked up more about paladin-ing than most of the teachers, so she passed all the tests easily and was accepted straight away. She's 13 now, and ready for her first real adventure outside the college. She will be taking Mee with her.

 

#285

SterlingRat

Mar 17, 2015 4:41:11

 

Rankin

1st-Level Mountain Dwarf Rogue (Noble)
Medium male Humanoid
Armour Class 13
Hit Points 11 (1d8+3)
Speed 25 ft
Sense Darkvision (60')
Passive Perception 12
Initiative +2
Str 16 (+3)   Dex 14 (+2)   Con 16 (+3)
Int 10 (+0)   Wis 10 (+0)   Cha 10 (+1)
Proficiency Bonus +2
Alignment Lawful Neutral
Languages Common, Dwarvish, Gnomish

 

FEATURES & TRAITS
Position of Privilege
Dwarven Resilience
Dwarven Combat Training
Tool Proficiency (mason’s tools)
Stonecunning
Dwarven Armor Training
Expertise
Sneak Attack
Thieves’ Cant
 

PROFICIENCIES
Armor: Light armor (+ Medium Armor & Shields because it's great to be a Dwarf!)
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords (+ battleaxe, handaxe, throwing hammer & warhammer because Dwarves are awesome!)
Tools: Thieves’ tools (+ mason’s tools because all awesome Dwarves can build things)
Saving Throws: Dexterity, Intelligence
Skills: Athletics (x2), History, Intimidation, Perception, Persuasion, and Stealth (x2)
 


ATTACKS
Rapier To Hit = +5, Damage = 1d8+3 (p)
Shortbow To Hit = +4, Damage = 1d6+2 (s) Range (20/60)

 

EQUIPMENT
a rapier, a shortbow and quiver of 20 arrows, a burglar’s pack, Leather armor, two daggers, and thieves’ tools, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

 

PERSONAL CHARACTERISTICS
Traits: Despite my noble birth, I do not place myself above other Dwarves. We all have the same blood (and it's 90 proof)
Ideal: Dwarves. Blood runs thicker than water. (Any)
Bond: Nothing is more important than the other members of my Race (Dwarves)
Flaw: I secretly believe that everyone is beneath me (at least every Non-Dwarf. And "Secretly" might be wishful thinking on my part)

 

Backstory
If it's not Dwarven, it's CRAAAAP!

 

Rankin is a typical dwarf from a noble household. He has three older brothers and as tradition dictates, his eldest brother went into politics, the second went into the army and the third went into the Moradin's service. As the fourth son, he was permitted to take any path he wished with his life, and promptly made no decision at all. His one true passion and the only thing he dedicated himself to was the Dwarven sport, Tunnel Ball.

 

Tunnel Ball is a fairly simple team sport played by two opposing teams of three dwarves in a ten foot wide corridor. Goal lines are placed 100 paces apart, a leather bag full of sand is placed in the middle. Teams start in their own goal and at the sound of the hammer, try to get the leather bag into the other team's goal area. There are a couple rules about what is allowed and not allowed once inside the tunnel, and occasionally a referee will be assigned to important games, but usually there's no need. There just aren't a lot of rules that can be broken without being obvious; the main rules being no magic and no weapons.

 

So Rankin and his team, consisting of childhood friends Ketch and Darby, were extremely popular and played for the league championship. After the match was over and Rankin's team was victorious, one of the referees detected a magical effect on Rankin. Rankin was as surprised as anyone else and immidiately denied having anything intentionally cast on him, but the damage was done. Word of the infraction spread like a fire through the watching crowd of fans and gamblers and left a general brawl in it's wake. In the aftermath, though Rankin's statement that he knew nothing about any magic used before or during the match was verified as true by several clerics, he was disgraced and the title was taken away. To save his family's honor, he left his home to live on the surface.

#286

SterlingRat

Mar 19, 2015 4:41:46

Should be AL Legal. Sorry Iserith

Edit 1: Now the forum software has decided to delete the post I tried to edit. And it won't let me upload the pic

Edit 2: Apparently it's an IE issue. Chrome lets me show the image again. 

 

 

Sanasha

1st-Level Human Variant Wizard (Acolyte)

Medium Male Humanoid

Armor Class 12 (15 w/Mage Armor)

Hit Points 8

Speed 30 feet

Sense Normal

Passive Perception 13

Initiative +2

Str 10 (+0)  Dex 14 (+2)   Con 15 (+2)

Int 16 (+3)  Wis 12 (+1)   Cha 08 (-1)

Proficiency Bonus +2

Alignment Chaotic Good

Languages Common, Celestial, Dwarven, Elven

 

FEATURES & TRAITS

 

Additional Skill (Perception)

Feat: Keen Mind

Arcane Recovery

Spellcasting

Spells (Int Mod+Wiz Level Prepared):

0: Dancing Lights; Chill Touch; Minor Illusion

1: Burning Hands; Charm Person; *Mage Armor; *Magic Missile; *Shield; *Sleep

 

PROFICIENCIES

 

Armor: None

Weapons: Daggers, Darts, Sling, Quarterstaff, Light Crossbow

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Arcana, History, Insight, Perception, Religion

 

ATTACKS

 

Dagger: +4 to hit, 1d4+2 (p)

Chill Touch (Ranged Spell Attack): +5 to hit, 1d8 damage (necrotic), 120 Range

 

EQUIPMENT

 

Dagger, Arcane Focus (Crystal), Scholar’s Pack, Spellbook, A Holy Symbol, a Prayer Book, 5 sticks of incense, vestments, set of common clothes, belt pouch with 15 gold.

 

PERSONAL CHARACTERISTICS

 

Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen.

Ideal: Aspiration: I seek to prove myself worthy of Amaunator’s favor by matching my actions to his teachings. He means for us to be capable without his constant assistance, so I will learn to wield power without turning to him. I will make a weapon of myself in his name, not be a tax upon his power.

Bond: I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

Flaw: I overlook obvious solutions in favor of complicated ones.

 

BACK STORY

 

Sanasha is and always will be a loyal follower of Amaunator. However… he’s not the most diplomatic priest that ever was. He told his church elders that they were fools, that they learned nothing from Amaunator’s absence. The lesson to be learned is that Amaunator does not want worshipers who can’t take care of themselves, and yet when he revealed himself as an aspect of Lathander, they went right back to believing themselves holy when they ask Amaunator to deal with their every problem.


That’s how he ended up banished and called a heretic. No matter. Amaunator’s message is plain to see and Sanasha will follow Amaunator’s path to spread the light. Someday, he is sure he will return to his old temple and say “I told you so”, and he’s spent a year now working on the speech he will deliver when the time comes. He will continue to edit the speech whenever the chance comes; he’s always got it with him and spends countless hours pouring over each clever phrase and witty remark. He is also working on the translations, since a work of such importance will clearly need to be accessible by all civilized races. Sometimes he will practice for half the night when he thinks no one can hear.

 

Level 4: +2 Int
Level 8: Resilient (con)
Level 12: +2 Int
Level 16: Alert
Level 19: Spell Sniper

 

#287

Undrhil

Mar 17, 2015 21:58:08

 

Darthon Twice-Orphaned Thuliaga

 

1st-Level Goliath Wizard (School of Necromancy at level 2) (Sage)
 Medium Male Humanoid
Armor Class 10

Hit Points 9 (1d6+3)
Speed 30 feet
Sense Normal
Passive Perception 9
Initiative +0
Str 10 (+0)   Dex 10 (+0)   Con 16 (+3)
Int 14 (+2)   Wis 8 (-1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Giant, Primordial

 

FEATURES & TRAITS

Natural Athlete

Stone's Endurance

Powerful Build

Mountain Born

Arcane Recovery 1/day

Background Feature: Researcher
Sage background Specialty - Scribe

 

PROFICIENCIES

Armor:

Weapons: Darts, daggers, light crossbow, quarterstaff, slings

Tools: Herbalism Kit (Replaced one language from the Sage background in order to get training with the Herbalism Kit)
 Saving Throws: Int, Wis

 

SKILLS
 Arcana +4, Athletics +2, History +4, Intimidation +4, Investigation +4.

 

ATTACKS
Dagger: +2 to hit, 1d4 piercing, finesse, thrown, range 20'/60'

Chill Touch: +4 to hit, 1d8 Necrotic, target cannot regain hit points on hit; undead target has disadv. on attacks against me on hit, range 120'

Thunderclap: Spell Save DC 12, 1d6 thunder, Self (5' radius)

 

EQUIPMENT

A dagger, an arcane focus (gnarled tree branch wand), a spellbook, Herbalism Kit, a backpack with a book of lore, 1 ounce bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife, a bottle of blank ink, a quill, a small knife, a letter from a dead colleague posing an unanswered question, a set of common clothes, a belt pouch, a fragment of a beautiful song written as musical notes on two pieces of parchment.  5 gold pieces

 

PERSONAL CHARACTERISTICS
Traits: I like to boast that I have read every book in the world's greatest libraries.  I use polysyllabic words that convey the impression of great erudition.
Ideal - No limits.  Nothing should fetter the infinite possibilities inherent in all existance. (Chaotic)

Bond: My life's work is a series of tomes related to the Necromantic arts.

Flaw: Unlocking an ancient mystery is worth the price of a civilization.

 

BACK STORY

Darthon was born into a small tribe of Goliaths living along the Spine of the World.  They were nomadic, so Darthon has plenty of exposure to various other races and how they live.  He was different from the other Goliaths in the tribe, in that he had an insatiable appetite for book knowledge.  Whenever their travels took them near a town, he would scour the trashheaps for scraps of paper and books that he could read.  As he got older, he became bolder and actually started asking strangers for information about things that he had read.  He would ask about any subject that he could find information on.  He became rather intrigued in the Necromantic arts when a book he had found mentioned that there could be immortality obtained through the practice and rituals associated with Necromancy.  He has been looking into this more and more, focusing his more recent forays into libraries and stores into finding more necromancy knowledge.

 

Built to be AL legal.

 

Character sheet as PDF

Character spell sheet as PDF

 

#288

iserith

Mar 18, 2015 8:13:11

Index updated. Big thanks to BoldItalic for double-checking the starting equipment of characters to see if they are AL compliant. I have marked AL-legal characters with a green checkmark in the index. Please make sure to make a statement I can easily see to the effect that your characters are AL-legal (including starting equipment!) when posting. If I see no such statement, I will assume they are not and no checkmark for you!

#289

8wGremlin

Mar 22, 2015 23:53:33
Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: Yes (but only for one spell)
AL Legal:              Yes (Complies with V2 Rules, March 2015)

 

 

 

Shanks

Human (variant), Pirate (Sailor variant), Warlock - Pact of the Tome, Lawful Evil, Zhentarim

 

Shanks  Human (variant), Pirate (Sailor variant), Warlock - Pact of the Tome,  Lawful Evil, Zhentarim

 

 

 


Human (variant), Pirate (Sailor variant), Warlock - (Pact of the Tome), Lawful Evil, Zhentarim 
1st-Level Human
Medium Male Humanoid
Armor Class 15 (leather + Shield + Dex)
Hit Points: 10 hp
Speed: 30 feet
Senses: Normal
Passive Perception: 12
Initiative: +2
Str 12 (+1)  Dex 14 (+2) Con 14 (+2)
Int 10 (+0)  Wis 10 (+0) Cha 16 (+3)
Proficiency Bonus: +2
Alignment: Lawful Evil
Languages: Common, Infernal

 

FEATURES & TRAITS
Otherworldly Patron - The Fiend
  Dark One’s Blessing
Pact Magic

 

PROFICIENCIES
Armor:  Light armour + Medium armour (feat) + shields (feat)
Weapons:  Simple weapons
Tools:  Navigator’s tools, Vehicles (water)
Saving throws:  Wisdom, Charisma

 

SKILLS
Athletics (Str), Perception (Wis), Intimidate (Cha), Deception (Cha), Insight (Wis)

 

ATTACKS
Ranged Attack— Eldritch Blast: +5 to hit (range: 120; one creature)
Hit: 1d10 force damage
Ranged Attack— Light Crossbow: +4 to hit (range: 80/320; one creature)
Hit: 1d8+2 piercing damage
Melee Attacks— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage

 

EQUIPMENT
A belaying pin (club),
50 feet of silk rope,
A lucky charm: A nightcap that, when worn, gives you pleasant dreams
A set of common clothes
Belt pouch containing 0 gp
Trinket: A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
2x light crossbows
20 bolts
A component pouch
A scholar’s pack
Leather armor
Two daggers
Shield (bought with the 10 gp)

Note: 
Sell the crossbows, and scholar's pack, and daggers. buy an explorer's pack, get change.

 

FEATS
Moderately Armored

 

SPELLS
Cantrips:
  Eldritch Blast
  Create Bonfire (elemental evil)
Spells:
  Hex
  Armor of Agathys

 

FEATURE
Bad Reputation:
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

 

PERSONAL CHARACTERISTICS
Personality:  
  My friends know they can rely on me, no matter what
  I work hard so that I can play hard when the work is done
Ideal: Fairness. We all do the work, so we all share in the rewards
Bond: I'm loyal to my captain first, everything else second
Flaw: I can’t help but pocket loose coins and other trinkets I come across


BACKSTORY

 

"If you want to get anywhere in the Zhent, you have to start out as a Fang, That's the bottom of the pyramid, Serving as a Zhent thug, or sailor is a small price to pay to get to the glittering prizes at the top. The Zhentarim doesn't reward success with parades and medals, They offer material wealth, power and an outlet for the terrible urges that drive the greedy, the envious and the cruel. If that doesn't make the Zhentarim a dangerous opponent, nothing does!"

Shanks is a career Zhentarim, sailing the Sea of Fallen Stars. Shanks has created a name for himself a cruel natured thug, but loyal to the family that raised him from the slave pits, to work fight and climb the ranks of the Zhentarim. He is loyal to the core, but is merciless, cold and calculating.  It was him calling out in the dark that called to the fiend, and the pact was struck, to get him out of the slave pits and in to the ranks of the Zhent where he could prove to everyone that he has a place in the world, one of his own choosing, and his own destiny.

 

 

Short term objectives: get decent medium armour - Scale will boost Shank's AC to 18.

#290

BoldItalic

Mar 25, 2015 17:06:33

I'm about to post some new pregens that I've prepared as fall-back PCs for our first PotA session. I've written some scripts so that, at the same time as generating summaries formatted for pasting into here, the software exports filled-in character sheets using the new-season AL blank form. I'll attach the sheets as I post the characters. I'm still polishing the scripts but I think they are working well enough. If you look at the sheets and have any comments, feel free to PM me about them.

DDAL_EE_CharacterSheet_Rindlaf Elmpath.pdf

BoldItalic

Mar 25, 2015 17:26:54

 

Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: No
AL Legal:              Yes (March 2015 Rules)

 

Portrait of Rindlaf Elmpath

Rindlaf Elmpath

1st-Level Human Ranger
Medium Male Humanoid

Armour Class 16 (Scale Mail)
Hit Points 11 (1d10+1)
Speed 30 feet
Sense Normal
Passive Perception 14
Initiative +3
Str 14 (+2)   Dex 16 (+3)   Con 13 (+1)
Int 11 (+0)   Wis 15 (+2)   Cha 9 (-1)
Proficiency Bonus +2
Alignment Chaotic-Neutral
Languages Common, Elvish, Dwarvish, Orc
Background Outlander  (Exile)


FEATURES & TRAITS
Wanderer
Favoured Enemy (Orcs and Drow)
Natural Explorer (Grassland)


PROFICIENCIES
Tools: Shawm
Saving Throws: Str, Dex


SKILLS
Animal Handling +4, Athletics +4, Perception +4, Stealth +5, Survival +4


ATTACKS
Two Shortswords   +5 To Hit, 1d6+3/1d6 piercing   finesse, light
Longbow   +5 To Hit, 1d8+3 piercing   heavy, two-handed, ammunition, range(150/600)


EQUIPMENT (145 lb)
Scale Mail, Shortsword(2), Longbow, Arrows(20), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Staff, Hunting Trap, Trophy (from an animal you killed), Traveller's Clothes, Green Sash, Ivory Knife, Piece of Yellow Chalk, 10gp, A purple handkerchief embroidered with the name of a powerful archmage


PERSONAL CHARACTERISTICS
Traits: Rindlaf feels far more comfortable around animals than people, and he is driven by a wanderlust that has led him away from home.
Ideal - Change. Life is like the seasons, in constant change, and we must change with it.
Bond: Rindlaf's clan, tribe or family is the most important thing in his life, even when they are far from him.
Flaw: Rindlaf believes there is no room for caution in a life lived to the fullest.


Backstory
Rindlaf lives with his uncle (a ranger) and aunt (a druid) in a remote wilderness. Recently, they have become aware of an unlikely alliance between a renegade drow and a tribe of orcs, intent on plundering outlying farmlands. Rindlaf has been sent to town to warn the authorities and ask for soldiers to be sent but he has little idea of where to go or who to speak to, and his lack of social skills is holding him back somewhat.


Religion: Rindlaf worships at the temple of Silvanus, the Neutral god of wild nature, in Sunderfell. Followers there are required to wear a green sash on holy days, and to carry an ivory knife, and a piece of yellow chalk at all times.

 

DDAL_EE_CharacterSheet_Rindlaf Elmpath.pdf

 

DDAL_EE_CharacterSheet_Polrianna Copefont.pdf

BoldItalic

Mar 25, 2015 17:44:01

 

​Basic:                 No
Player's Handbook:     Yes
EE Player's Companion: No
AL Legal:              Yes, (March 2015 Rules)

 

Portrait of Polrianna Copefont

 

Polrianna Copefont 

1st-Level Human Cleric (Domain of War)
Medium Female Humanoid

Armour Class 18 (Chain Mail and Shield)
Hit Points 10 (1d8+2)
Speed 30 feet
Sense Normal
Passive Perception 12
Initiative +1
Str 14 (+2)   Dex 13 (+1)   Con 14 (+2)
Int 12 (+1)   Wis 15 (+2)   Cha 12 (+1)
Proficiency Bonus +2
Alignment Neutral
Languages Common, Gnomish
Background Soldier 


FEATURES & TRAITS
Military Rank (Sergeant in the Helmpath Stalwarts)
Spell Preparation - 3 Cleric spells
Ritual Casting
War Priest  (twice/day)


PROFICIENCIES
Tools: Vehicles(Land), Gaming Set (Dragonchess)
Saving Throws: Wis, Cha


SKILLS
Athletics +4, Insight +4, Intimidation +3, Medicine +4


ATTACKS
Warhammer   +4 To Hit, 1d8+2 bludgeoning   versatile (d10)
Javelin   +4 To Hit, 1d6+2 piercing   thrown, range(30/120)


SPELLCASTING
Magic Ability: Wis
Focus: Holy Symbol
MAM: +4
SaveDC: 12
Cantrips: Light, Resistance, Spare the Dying
Spells Per Day: 2
Domain Spells: Divine Favour, Shield of Faith
Spells Prepared: Create or Destroy Water, Detect Magic, Purify Food and Drink


EQUIPMENT (97 lb)
Chain Mail, Shield, Warhammer, Javelin(4), Holy Symbol, Backpack, Blanket, Candles(10), Tinderbox, Alms Box, Blocks of Incense(2), Censer, Vestments, Day's Rations(2), Waterskin, Rank Insignia, Combat Trophy, Gaming Set (Dragonchess), Common Clothes, Blue Scarf, 10gp, A vest with one hundred tiny pockets


PERSONAL CHARACTERISTICS
Traits: Polrianna is always polite and respectful, and she is full of inspiring and cautionary tales from her military experience, relevant to almost every combat situation.
Ideal - Nation. My city, my nation, and its people are all that matter.
Bond: Polrianna's honour is her life.
Flaw: Polrianna's hatred of her enemies is blind and unreasoning.


Backstory
Polrianna, known simply as Anna, came from a military family and joined up with the Helmpath Stalwarts where she was popular with the troops and was soon promoted to sergeant. This came to an end when she caught religion as they say, and she left her unit to train as a battle cleric. She is now attached to the temple in her home village where, in truth, she spends most of her time socialising with old friends. She misses the thrill of combat, though, and is beginning to wonder if she made the right career choice after all. There just aren't enough enemies around, are there?


Religion: Polrianna serves at the temple of Tempus, the Neutral god of war, in Amphail. Followers there are required to wear a blue scarf on holy days, and to pray to the west at 8 o'clock every morning.

 

DDAL_EE_CharacterSheet_Polrianna Copefont.pdf

 

 

DDAL_EE_CharacterSheet_Lady Sparky of Gravewell.pdf

BoldItalic

Mar 25, 2015 18:18:47

 

Basic:                  No
Player's Handbook:      Yes
EE Player's Companion:  Yes
AL Legal:               Yes, for the EE story line

Portrait of Lady Sparky of Gravewell

Lady Sparky of Gravewell

1st-Level Fire Genasi Sorcerer (Draconic Bloodline Origin)
Medium Female Humanoid

Armour Class 14 (no armour)
Hit Points 9 (1d6+2)
Speed 30 feet
Sense Darkvision 60ft
Passive Perception 11
Initiative +1
Str 9 (-1)   Dex 12 (+1)   Con 15 (+2)
Int 13 (+1)   Wis 12 (+1)   Cha 15 (+2)
Proficiency Bonus +2
Alignment Chaotic-Neutral
Languages Common, Primordial, Dwarvish, Draconic
Background Noble  (Knight)


FEATURES & TRAITS
Pedigree: Daughter of the Earl of Gravewell

Retainers: a factotum (Cliff), a lady's maid (Opaline) and a scribe (Ertha)
Dragon Ancestor (White Dragon, Cold damage)
Draconic Resilience
Reach to the Blaze
Darkvision (in shades of red)
Fire Resistance


PROFICIENCIES
Tools: Gaming Set (Dice)
Saving Throws: Con, Cha


SKILLS
Deception +4, History +3, Intimidation +4, Persuasion +4


ATTACKS
Two Daggers   +3 To Hit, 1d4+1/1d4 piercing   finesse, light, thrown, range(20/60)
Light Crossbow   +3 To Hit, 1d8+1 piercing   two-handed, loading, ammunition, range(80/320)
Produce Flame   +4 To Hit, 1d8 fire   ranged spell attack, range(30)
Chill Touch   +4 To Hit, 1d8 necrotic   ranged spell attack, range(120)


SPELLCASTING
Magic Ability: Cha
Focus: Rod
MAM: +4
SaveDC: 12
Cantrips: Chill Touch, Control Flames, Frostbite, Minor Illusion
Spells Per Day: 2
Spells Known: Disguise Self, Witch Bolt


EQUIPMENT (79 lb)
Dagger(2), Light Crossbow, Bolts(20), Magic Focus (Rod), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Fine clothes, Signet Ring, Scroll of Pedigree, Ivory Knife, Pair of Scissors, Prayer Beads, Red Sash, 25gp, A mummified goblin hand


PERSONAL CHARACTERISTICS
Traits: Sparky has a regal bearing. No-one could doubt that she is a cut above the unwashed masses, but she does not, despite her noble birth, place herself above other folk. She believes that we all have the same blood.
Ideal - Family. Blood runs thicker than water.
Bond: Sparky's loyalty to her sovereign is unwavering.
Flaw: By her words and actions, Sparky often brings shame to her family.


Backstory
There are not many people who are descended from an efreeti on their mother's side and a white dragon on their father's, but then there are not many people like Sparky, either. Perhaps it is fortunate for world that she is unique. Someone has stolen a piece of jewelry that she treasured, and she is touring the district looking for the thief. She hasn't decided, yet, whether to freeze him or fry him, or possibly both.


Religion: Sparky worships at the temple of Fasnu, the Neutral god of knowledge, in Gravewell. Followers there are required to carry an ivory knife, prayer beads, and a pair of scissors at all times, to wear a red sash on holy days, and to abstain from eating dried fish on Saturdays.

 

DDAL_EE_CharacterSheet_Lady Sparky of Gravewell.pdf

 

DDAL_EE_CharacterSheet_Parallel Reedstool.pdf

BoldItalic

Mar 25, 2015 18:29:45

 

Basic:                 Yes
Player's Handbook:     Not Required
EE Player's Companion: Not Required
AL Legal:              Yes (March 2015 Rules)

 

Portrait of Parallel Reedstool

Parallel Reedstool

1st-Level Stout Rogue
Small Male Humanoid

Armour Class 14 (Leather Armour)
Hit Points 8 (1d8)
Speed 25 feet
Sense Normal
Passive Perception 10
Initiative +3
Str 9 (-1)   Dex 17 (+3)   Con 11 (+0)
Int 14 (+2)   Wis 11 (+0)   Cha 13 (+1)
Proficiency Bonus +2
Alignment Neutral-Good
Languages Common, Halfling
Background Criminal  (Blackmailer)


FEATURES & TRAITS
Criminal Contact
Sneak Attack (1d6 damage)
Thieves' Cant
Halfling's Luck
Brave
Halfling Nimbleness
Stout Resilience


PROFICIENCIES
Tools: Gaming Set (Dragonchess), Thieves' Tools (Expertise), Cartographer's Tools
Saving Throws: Dex, Int


SKILLS
Acrobatics +5, Deception +3, Investigation +6 (Expertise), Persuasion +3, Sleight of Hand +5, Stealth +5


ATTACKS
Rapier   +5 To Hit, 1d8+3 piercing   finesse
Shortsword   +5 To Hit, 1d6+3 piercing   finesse, light
Two Daggers   +5 To Hit, 1d4+3/1d4 piercing   finesse, light, thrown, range(20/60)


EQUIPMENT (87 lb)
Leather Armour, Rapier, Shortsword, Dagger(2), Thieves' Tools, Backpack, Crowbar(2), Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Dark Clothes with a Hood, 15gp, A glass vial filled with nail clippings


PERSONAL CHARACTERISTICS
Traits: Parallel is perverse. The best way to get him to do something is to tell him that he can't do it, but he is always the first to note the locations of everything valuable - or where such things could be hidden - when entering a new place.
Ideal - Redemption. There’s a spark of good in everyone.
Bond: Someone he loved died because of a mistake he made. That will never happen again.
Flaw: Parallel has an unfortunate “tell” that reveals when he's lying.


Backstory
Parallel hails from the halfling village of Goodbottom but he can't go back there for certain reasons. He has been hanging out in Waterdeep for a while, keeping his ear to the ground and soaking up salacious gossip, hoping to put the squeeze on anyone in power with a guilty secret to hide (but not anyone too powerful, obviously). He thinks he might branch out and try his luck in the smaller villages, where people are more afraid of what their neighbours known about them. He sees himself as a public servant - after all, he only takes money from the guilty, and they deserve to pay, don't they?


Religion: Parallel formerly worshipped at the temple of Lenocorácilla, the Neutral goddess of trade, in Goodbottom. Followers there were required to pray to the south at 6 o'clock every morning, and he still keeps up the habit.

 

DDAL_EE_CharacterSheet_Parallel Reedstool.pdf

 

DDAL_EE_CharacterSheet_Flint Balderk.pdf

BoldItalic

Mar 25, 2015 18:41:43

 

Basic:                 Yes
Players' Handbook:     Not Required
EE Player's Companion: Not Required
AL Legal:              Yes (March 2015 Rules)

Portrait of Flint Balderk

Flint Balderk

1st-Level Hill Dwarf Fighter
Medium Male Humanoid

Armour Class 19 (Chain Mail and Shield)
Hit Points 13 (1d10+3)
Speed 25 feet
Sense Darkvision 60ft
Passive Perception 10
Initiative +1
Str 15 (+2)   Dex 13 (+1)   Con 15 (+2)
Int 10 (+0)   Wis 11 (+0)   Cha 12 (+1)
Proficiency Bonus +2
Alignment Lawful-Good
Languages Common, Dwarvish
Background Soldier 


FEATURES & TRAITS
Military Rank (Sergeant in the Broken Reach Defenders)
Second Wind
Fighting Style: Defence
Darkvision
Dwarven Resilience
Stonecunning


PROFICIENCIES
Tools: Vehicles(Land), Gaming Set (Playing Cards), Mason's Tools
Saving Throws: Str, Con


SKILLS
Animal Handling +2, Athletics +4, Insight +2, Intimidation +3


ATTACKS
Flail   +4 To Hit, 1d8+2 bludgeoning   
Two Hand Axes   +4 To Hit, 1d6+2/1d6 slashing   light, thrown, range(20/60)


EQUIPMENT (132 lb)
Chain Mail, Shield, Flail, Hand Axe(2), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Rank Insignia, Combat Trophy, Gaming Set (Playing Cards), Common Clothes, Brass Key, Pair of Scissors, 10gp, A rabbit’s foot


PERSONAL CHARACTERISTICS
Traits: Flint has lost too many friends. He is slow to make new ones, and he has a crude sense of humour.
Ideal - Greater Good. Our lot is to lay down our lives in defence of others.
Bond: Flint will never forget the crushing defeat his company suffered or the enemies who dealt it.
Flaw: Flint obeys the law, even if the law causes misery.


Backstory
Flint is a veteran of the Goblin War, the brutality of which left him with mental scars that time will never entirely heal. He travels from town to town, hiring on as a town guard or militiaman where he can, but never staying anywhere for more than a few weeks. What little money he earns, he soon spends on drink. It helps him forget, for a while. He has heard a rumour that gold has been found in the dwarf mines far to the east and there is work for mercenaries, guarding the shipments. He thinks he will make his way eastwards. It's as good a direction as any.


Religion: On his rare visits to his dwarven home in Lonely Barrow, Flint worships with his family at the temple of Shokmor, one of the dwarven gods of war. Followers there are required to carry a pair of scissors and a brass key at all times, and to give one sixth of their wealth to the temple.

 

DDAL_EE_CharacterSheet_Flint Balderk.pdf

 

(Reply to #290)

Echamil

BoldItalic wrote:
#297

BoldItalic

Mar 25, 2015 18:06:48

Echamil wrote:
#298

Echamil

Mar 27, 2015 21:09:31

 

Hasied Jassan
1st-Level Half-Elf Fighter
Medium (Fe)Male Humanoid
Armor Class: 13
Hit Points: 13
Speed: 30 Feet
Sense: Darkvision; 60 Ft., Passive Perception; 12
Str:   8 (-1) Dex: 14 (+2) Con: 16 (+3)
Int: 10 (+0) Wis: 10 (+0) Cha: 16 (+3)
Allignment: Chaotic-Neutral
Languages: Common, Elven, Orc

 

Traits:
Background - Charlatan
  Feature: False Identity
  Favorite Schemes: I put on new identities like clothes.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Heavy Armor, Shields
  Weapons: Simple Weapons, Martial Weapons
  Tools: Disguise Kit, Forgery Kit
  Saving Throws: Strength, Constitution

 

Racial Features
Darkvision
Fey Ancestry

 

Class Features
Fighting Style; Archery
Second Wind

 

Skills
Acrobatics +4, Deception +5, Perception +2, Persuasion +5, Sleight of Hand +4, Stealth +4

 

Weapons
Melee--Rapier: +4 to hit (Reach 5 ft., One Target) Finesse.
Hit: 1D8+2 Piercing Damage.
Melee--Shortsword: +4 to hit (Reach 5 ft., One Target) Finesse, Light.
Hit: 1D6+2 Piercing Damage.
Melee/ Range--Handaxes: +1 to hit (Range 20/60, One Target) Light, Thrown.
Hit: 1D6-1 Slashing Damage.
Range--Longbow: +6 to hit (Range 150/600, One Target) Ammunition, Heavy, Two-Handed.
Hit: 1D8+2 Piercing Damage.

 

Equipment
Leather Armor, Longbow, Arrows; 20, Rapier, Shortsword, Handaxes; 2, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 ft., Mess Kit, Rations; 10, Tinderbox, Torches; 10, Waterskin), Clothes; Fine, Disguise Kit, Con Tools; Deck of Marked Cards, Belt Pouch; (Containing 15 GP), Trinket; Old divination card bearing likeness.

 

Personality:
   Personality Traits: I lie about almost everything, even when there is no good reason to. I pocket anything I see that might have some value.
   Ideal: Independence. I am a free spirit--no one tells me what to do. (Chaotic)
   Bond: A powerful person killed someone I love. Someday soon, I'll have my revenge.
   Flaw: I can't resist swindling people who are more powerful than me.

 

Backstory
   Hasied Jassan began life in a cruel world, in 1342 DR. She was born to a woman who would never love her, in a world that would shun her, to a life that would ruin her. Growing up on the scorching streets of Calimport--Hasied learned that to survive; you had to lie, cheat and steal. This led to a pittiful life of cheating foreign merchant and dignitaries from their ill-gotten gains. During the Second Era of Skyfire, Hasied met a woman, a slave, with whom she fell deeply in love. Tymora's luck did not favor Hasied though, and she was forced to watch her beloved's public death at the hands of an Earthsoul Genasi Nobleman. Convinced there is a better life out there, Hasied fled from Calimport during the Rise of the Genasi, empty and broken inside with only the thought of her beloved fueling her actions.

#299

Echamil

Mar 30, 2015 17:46:50

Kruntch
1st-Level Half-Orc Barbarian
Male Medium Humanoid
Armor Class: 14
Hit Points: 15
Speed: 30 Feet
Sense: Darvision; 60, Passive Perception;
Str: 16 (+3) Dex: 13 (+1) Con: 16 (+3)
Int:  10 (+0) Wis: 12 (+1) Cha:   8 (-1)
Allignment: Chaotic-Neutral
Languages: Common, Orc

 

Traits
Background - Variant Entertainer: Gladiator
  Feature: By Popular Demand
  Entertainer Routines: Combat, Juggler, Tumbler
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields
  Weapons: Simple Weapons, Martial Weapons
  Tools: Disguise Kit, Musical Instrument; Flute
  Saving Throws: Strength, Constitution

 

Racial Features
Darvision
Menacing
Relentless Endurance
Savage Attacks

 

Class Features
Rage
Unarmored Defense

 

Skills
Acrobatics +3, Athletics +5, Intimidation +1, Performance +1, Survival +3

 

Weapons
Melee--Shortsword: +5 to hit (Reach 5 ft., One Creature) Finesse, Light.
Hit: 1D6+3 Piercing Damage.
Melee/Range--Dagger: +5 to hit (Reach 5 ft., One Creature) Finesee, Light, Thrown  (20/60).
Hit: 1D4+3 Piercing Damage.
Melee/Range--Trident: +5 to hit (Reach 5 ft., One Creature) Thrown (Range 20/60),  Versatile.
Hit: 1D6+3 Piercing Damage. 1D8+3 Piercing Damage.
Range--Javelin: +5 to hit (Reach 5 ft., One Creature) Thrown (Range 30/120).
Hit: 1D6+3

 

Equipment
Shortsword, Dagger, Javelin; 4, Trident, costume, Explorer's Pack; (Backpack, Bedroll,  Hempen Rope; 50 ft. Mess Kit, Rations; 10, Tinderbox, Torches; 10, Waterskin.), Favor of  Admirer; Trinket: (An Old Key), Belt Pouch; (Containing 15 GP).

 

Personality
   Personality Traits: I love a good insult, even one directed at me. I know a story  relevant to almost any situation.
   Ideal: Greed. I'm only in it for the money and fame. (Evil)
   Bond: I will do anything to prove myself superior.
   Flaw: Despite my best efforts, I am unreliable to my friends.

 

Background
  Kruntch, older than most beginning adventurer's, was born a slave. His mother, a human  woman captured by an Orc tribe, did not survive through Kruntch's birth. Born the bastard  half-orc child of the Tribe's Chief, there was no love lost when Kruntch was thrown into a  dark pit and forced to fight beasts for his meals and to survive. His entire life was  torturous entertainment for the Tribe. During his 23rd winter, nothing more than bones,  Kruntch was sold to a slave-trader, and forced to perform in "underground" arena-pits. The  bare knuckled, bloodied, kill or be killed life was all that Kruntch had ever known until  one evening, an unbridled rage compleed Kruntch to take the slave owners head between his  muscled hands, and squeeze. Since then, Kruntch has fled, trying to find a better life,  fighting to survive and make something out of it in the process.

#300

MadPuppy

Apr 05, 2015 11:33:50

 

1st-level Barbarian, Medium humanoid (human), chaotic Neutral

 

Armor Class 14 (16 with Shield)

Hit Points 14 (1d12 + 2)

Speed 40 ft.

 

   STR          DEX         CON

15 (+3)     14 (+2)     14 (+2)

   INT           WIS         CHA

8 (-1)      10 (+0)       13 (+1)

 

Saving Throws Str +4, Con +4

Skills Acrobatics +4, Athletics +4, Perception +2, Intimidation +3, Survival +2

Tool proficiency: Navigators tools, Vehicles (water)

Senses Passive Perception 12

Languages Common, Draconic, Orc

Challenge 1/4 (50 XP)

 

Equipment. A BattleAxe, 2 hand axes, Belay pin (club), an explorer's pack, 4 javalins, a Shield , 50' silk rope,  A silver tear drop earring (made from a dragons tears!), a set of common clothes, , and a belt pouch containing 10 gp.

 

FeatMagic Initiate (Sorcerer):

Cantrips: Shocking Grasp (1d8, adv. vs. metal armor), Fire Bolt (1d10 range attack)

1st level: Witch Bolt (1d12 range attack, concentration maintains 1d12 every round 30'range)

 

Proficiency. (+2) Fenris is proficient with light armor, medium armor, shields, simple weapons, martial weapons.

 

Rage. In battle, Fenris "The Feared" fights with primal ferocity, On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor:

  • He has advantage on Strength checks and Strength saving throws.
  • When he makes a melee weapon attack using Strength, he gains a +2 bonus to the damage roll.
  • He has resistance to bludgeoning, piercing, and slashing damage.

If Fenris is able to cast spells, he can't cast them or concentrate on them while raging. His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his  turn as a bonus action. Once he has raged twice, he must finish a long rest before he can rage again.

 

Unarmored Defense. While Fenris is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.

 

ACTIONS

BattleAxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 (1d10+2 two handed) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d6 +2 slashing damage.

Javalin. Melee or Ranged Weaopn Attack: +4 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 1d6 + 2 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Pirate

Feature. Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

 

Traits. 

I work hard so that I can play hard when the work is done. I stretch the truth for the sake of a good story.

Ideal. The Sea is freedom, freedom to go anywhere and do anything.

Bond. I was cheated out of my fair share of the profits, and I want to get my just due.  (bad reputation)

Flaw.  Once someone questions my courage, I never back down no matter how dangerous the situation

 

BACK STORY

known for the viciousness he showed to his vanquished foes, as well as his success in raiding many towns. Fenris has a sadistic, bloodthirsty streak that was predominant in his career. A feral combatant his rage leaves none without harm in his wake.  Will allow a tough opponent to strike him before he defeats them, baiting them and intimidating them in the process.

His reputation was further heightened on his last voyage. It was on this last raid that his latent magical abilities manifested with a surge of wild magic that sucked the life force out of the merchant galley Luscious Trader's crew and flooding Fenris with mighty temporary power.  In his rage he slew the remaining crew and a few of his own that got in his way.

The merchant galley "Luscious Trader" was heavily laden with treasure from the far reaches of Faerun's continent Kara Tur. Gold and Jewels that sparkled greater than the evening sky. His Pirate colleagues fearing the new magic from Fenris left him on a derelict "Luscious Trader" with no sail, a broken Rudder, and no treasure. With some luck a storm pushed the ship into A reef near the coast. It took all of his strength to reach the shore during the storm. Vengeance or a large portion of the treasure is all that will satisfy his rage.

Now few will take "the Feared" on as a crewman, thus Fenris has taken up adventuring, the thrill and danger is as great if not greater than pirating after all.

#301

Helaman

May 09, 2015 3:08:52

Thanks everyone for your efforts!

 

I appreciate the higher level characters. Any one have some high level clerics and wizards and rogues?

#302

Whir

May 09, 2015 20:26:22

BoldItalic wrote:
#303

Whir

May 10, 2015 13:31:58

This character requires the Player's Handbook and is therefor not basic. This character requires the Elemental Evil player's guide. This character is, to my knowledge, legal for Adventure League play.

 

Rette “Whirl” Renner

BACKGROUND (OUTLANDER — Feature: Wanderer; Origin: Guide)

 

Rette was born to a small tribe of nomads still clinging to their hunter-gatherer lifestyle. To them, her birth was neither auspicious or a portend of dark times -- all new life on the plains was honored and celebrated. As she grew, her tribe was winnowed by age, affliction, and accident. Finally her remaining family looked to civilization to fill their bellies and became guides and hunters for hire, bringing merchants and nobles safely across the great plains and keeping dangerous animals from the livestock of farmers.

 

Even before adulthood, Rette heard the call of the windsong of the great meadows and unbroken expanses of grasses of her childhood. When she was old enough, she would accompany her father when he led patrons across the Golden Seas, making and breaking camp for their charges and learning to harvest plants and animals for the materials they could yield. In just a few years, she would be leading her own groups.

 

Now of age, Rette has gone her own way, living free on the plains and enjoying the company of the beasts that dwell within. Her greatest joy is the feeling of the wind and sun on her face, though she finds the great storms that roll across the open ranges exhilarating and might be seen dancing naked in the gales, giggling like a child.

Personality Traits: I’m driven by wanderlust that led me away from home.
Ideal: Life is like the seasons, in constant change, and we must change with it.
Bond: An injury to the unspoiled wilderness of my home is an injury to me.
Flaw: I am slow to trust members of other races, tribes, and societies.

 

1st level Air Genasi Ranger

Medium Female Humanoid

Proficiency Bonus +2

Armor Class 16 (scale mail)
Saves Strength, Dexterity

Hit Points 12

Speed 30 ft

Sense Normal

Str 8 (-1) Dex 16 (+3) Con 14 (+2)

Int 10 (+0) Wis 14 (+2) Cha 13 (+1)

Alignment Chaotic Good

Languages Common, Primordial, Elven

 

TRAITS
Favored Enemy (Beasts)
Natural Explorer (Grasslands)
Unending Breath
Mingle with the Wind

 

SKILLS
Animal Handling (+3), Athletics (+1), Nature (+2), Perception (+4), Survival (+4)

 

PROFICIENCIES
Musical Instrument (shawm)

 

ACTIONS

Melee Attack— Shortsword: +5 to hit (reach 5 ft; one creature).

Hit: 1d6+3 piercing damage

Ranged Attack— Longbow: +5 to hit (range 150/600 ft; one creature).

Hit: 1d8+3 piercing damage

 

SPELLS

Cantrips: —

Prepared Spells: —

 

EQUIPMENT
scale mail, (2) shortsword, longbow, quiver ((20) arrow), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope) hunting trap, pouch, shawm, staff, trophy hawk feathers, traveler’s clothes, 4gp, 8sp, 20cp

 

DESCRIPTION

Rette is lean and her movement efficient. Her sky blue skin is often smudged with dirt and her wavy white hair seems to blow in a supernatural breeze even when indoors (and sometimes scatters grass seed as if of its own accord). Very fine crystals form at the nape of her neck and disappear into her scalp above and between her shoulders below.

 

Rette rarely wears her heavier armor, preferring to move unhampered among the grass of her home. She wears loose and simple but utilitarian clothing and no accessories save a bracelet adorned with hawk feathers on her left wrist. The bracelet was made by her mother from the bounty of Rette’s first wild hunt.

 

 
#304

Whir

May 10, 2015 16:02:09

This character requires the Player's Handbook and is therefor not basic. This character requires the Elemental Evil player's guide. This character is, to my knowledge, legal for Adventure League play.

 

Ahnric “Wet Feet” Delinn

BACKGROUND (SAILOR — Feature: Ship’s Passage)

Ahnric was born with sea blood, his sailor father would comment when someone asked about the lad’s strange skin and perpetual moistened state. Being the son of a sailor, Ahnric was often under the light supervision of his port-tethered mother and two flighty older sisters. He reveled in the tales his father told of the sea and felt its calling more strongly ever year.

 

When he was old enough, Ahnric took up a job with local fishers. His unique abilities made him popular with crabbers and clam divers and for a time he was paid well for his services, keeping his mother and sisters well above the wages of an average sailing man’s. During this time his sorcerous blood manifested and he learned how to control water and flames to great effect at his work and small emergencies at port.

 

 

After a one long day in the ocean, Ahnric came home to the news that the ship his father crewed had been attacked and sunk by raiders. Tears still streaming, somewhat unseen, down his face, he ran to the naval office and begged to be allowed to join the navy. Still too young, they turn him away. After that, for nearly a year, he begged every ship’s crew and captain for a job aboard their ship, and searched for more information on the raiders that sunk his father’s.

Now of age and two years at sea, Ahnric sails on the Pearly Princess, a merchant marine ship captained by a strong-willed half-elven woman named Diara Greenbeard. He is still searching for the raider captain Curmush Jawcracker to avenge his father’s death.

Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale.
Ideal: The sea is freedom—the freedom to go anywhere and do anything.
Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
Flaw: I can’t help but pocket loose coins and other trinkets I come across.

 

1st level Water Genasi Sorcerer

Medium Male Humanoid

Proficiency Bonus +2

Armor Class 11
Saves Constitution, Charisma

Hit Points 9 (1d6+3)

Speed 30 ft.; swim 30 ft.

Sense

Str 8 (-1) Dex 12 (+1) Con 16 (+3)

Int 10 (+0) Wis 14 (+2) Cha 15 (+2)

Alignment Chaotic good

Languages Common, Primordial

 

TRAITS
Sorcerous Origin (Wild Magic)
Acid Resistance
Amphibious
Call to the Wave

 

SKILLS
Arcana (+2), Athletics (+1), Perception (+4), Persuasion (+4)

 

PROFICIENCIES
Navigator’s Tools, Vehicles (water)

 

ACTIONS

Melee Attack— Dagger: +3 to hit (reach 5 ft; one creature).

Hit: 1d4+1 piercing damage

Ranged Attack— Light Crossbow: +3 to hit (range 80/320 ft; one creature).

Hit: 1d8+1 piercing damage

Ranged Spell Attack— Ray of Frost: +4 to hit (range 60 ft; one creature).

Hit: 1d8 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn.
 

SPELLS
Spell Save DC 12

Cantrips: Blade Ward; Control Flames; Ray of Frost; Shape Water

Prepared Spells: (1st level, 2 per day) Mage Armor; Ice Knife

 

EQUIPMENT
(2) dagger, light crossbow, case ((20) crossbow bolt), arcane focus (orb), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), belaying pin, (50’) silk rope, common clothes, pouch, a glass orb filled with moving smoke

 

DESCRIPTION

Ahrnic stands shorter than most of his mates, but is tough as nails and works through the driving rain of a sea squall without hesitation or complaint. His dark green skin seems to continually shed water and his black hair shimmers against the sun as though damp from a recent swim.

 

Ahnric keeps his clothing simple but durable to persevere under the demanding lifestyle of a sailor at sea. He keeps a nice set of clothes for evening at port, but swims nude (or in a loincloth depending on company). His arcane orb is in a pouch on his belt at all times and a dagger in his boot while on shore. He uses his smoky orb to break the ice with strangers put off by his appearance.

 

 
Shimmer Character Sheet 2nd Page.pdf

TanakaC

May 12, 2015 1:24:23

 

Charlotte "Shimmer" Moondew

1st-level Half-Elf Warlock

Medium Female Humanoid

Armor Class 14 (leather)

Hit Points 10 (1d8)

Speed 30 ft.

Stats   15 14 13 12 10 8  Racial Bonus CHA 2 DEX 1 CON 1

Str 8 (-1)  Dex 16 (+3)  Con 14 (+2)

Int 10 (+0)  Wis 12 (+1)  Cha 16 (+3)

Alignment Chaotic Neutral

Languages Common, Elven, +1 Language of Choice

Trait  Darkvision 60’;  Fey Ancestry; False Indentity; Awakened Mind

 

Proficiency (+2)

Tools: Forgery Kit, Disguise Kit

Saving Throws: Wisdom +3, Charisma +5

Skill: Deception +5, Insight +3, Intimidation +5, Nature +2, Perception +3, Sleight of Hand +5

 

SPELLS

Level 0; Eldritch Blast; Friends

Level 1; Hex, Armor of Agathys

 

ACTIONS

Dagger +5, 1d4+3 damage

Eldritch Blast +5, 1d10 damage

 

EQUIPMENT

Light Crossbow w/ 20 bolts, Arcane Focus (Strange Pendant),  Leather Armor, 2 daggers, quarterstaff,

Scholar's Pack, Dungeoneer's pack; Backpack, Water Skin, Tinder Box, Crowbar, Hammer, 10 Pitons, Set of Fine Clothes, Disguise Kit, Book of Lore, Bottle of Ink, Ink Pen, 10 Sheets of Parchment, Bag of Sand, Small Knife, Grappling Hook, 50ft Hemp Rope (Assumption, bought Dungeoneer Pack and Grappling Hook, 1 gp left)

 

PERSONAL CHARACTERISTICS

Appearance: Alabaster white skin, golden blonde hair, and cornflower blue eyes filled with flecks of gold. Charlotte Moondew enjoys the perfect blend of Elven grace and beauty with the lush voluptuousness of her human parent. With a natural penchant for standing out in a crowd, Shimmer has learnt to hone her social skills to a fine point, traversing the social landscape of both the noble courts and the criminal slums with ease. Her reputation varies from 'Elegant Lady' to 'Sought after Courtesan' or even 'that Wretched Harlot' depending on who you ask.

Background Charlatan [False Identity]

Favourite Scam: I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.

False Identity: Charlotte Moondew, highly sought after Courtesan who has the favour of any given noble at the time. (Signet Ring from Background)

Personality Traits:            Flattery is my preferred trick to getting what I want.;

I pocket anything I see that might have value.

Ideal: Independence. I am a free spirit— no one tells me what to do.

Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.

Flaw: I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

 

BACKSTORY

Ever since she’d put on that pendant she inherited from her grandmother, Shimmer had been getting thoughts and impressions from ‘somewhere’.

The insidious whispers whose meanings as just out of reach leaves Shimmer slightly off balance, as she strains to make sense of the sounds. So close, always so close, but understanding constantly eludes her.

Leaving her comfortable city life as a courtesan, Shimmer takes a journey out into the world thinking the quieter countryside could possibly allow her to focus on the whispers. Maybe she was right or perhaps something is leading her subconscious mind, but Shimmer is realizing she’s not just a simple courtesan anymore.

It wasn’t long before she discovered that she could push her thoughts onto other people….

 

Notes

*Character should be AL compliant*

*Pendant can come from various sources, it is basically her link to her Great Old One Patron though she has yet to discover it and doubles up as her Arcane Focus.

As a level 1 character, she is just learning that she has powers. The mental intrusions from her Patron and her background makes for a somewhat mentally unbalanced character whose doesn’t hesitate to manipulate others. Also leaves the ever present plot hook for the DM to yank on through her Patron*

Shimmer Character Sheet 1st.pdf
Shimmer Character Sheet 2nd Page.pdf

#306

Whir

May 16, 2015 20:26:30

TanakaC wrote:
#307

Leugren

Jun 09, 2015 14:17:36

Gwaithador wrote:
#308

Leugren

Jun 15, 2015 13:51:15

Vostyg Stragov

4th-level Mountain Dwarf Barbarian [Path of the Berserker]

Medium Male Humanoid

Armor Class 16 (breastplate)

Hit Points 45 (4d12)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 16 (+3) Dex 14 (+2) Con 16 (+3)

Int 8 (-1) Wis 12 (+1) Cha 10 (+0)

Alignment Chaotic Good w/ Chaotic Neutral tendencies

Languages Common, Dwarvish, Giant

 

TRAITS

 

Background – Outlander

Oirigin: Trapper

Feature: Wanderer – 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.  

Proficiency (+2)

Tools: Smith’s Tools, Leatherworker’s Tools

Saving Throws: Strength, Constitution

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Shields

 

SKILLS

 

Athletics +5, Intimidation +2, Perception +3, Survival +3

 

+4 on History checks used to determine the origin of stonework

 

 

ACTIONS

 

Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature)

Hit: 2d6+3 bludgeoning damage (2d6+5 if raging)

Melee Attack— Battleaxe: +5 to hit (reach 5 ft.; one creature)

Hit: 1d8+3 slashiing damage (1d8+5 if raging; versatile 1d10)

Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).

Hit: 1d6+3 piercing damage (thrown)

 

EQUIPMENT

 

breastplate, maul, battleaxe, steel knuckles, 4 javelins, an explorer’s pack, a hunting trap, a bearskin cap, a bearskin cloak, bearskin boots, bearskin gloves, a bearskin tunic, a belt pouch containing 10 gp.

 

explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side.

 

 

FEATURES

 

Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions.  You can see in dim light within 60 feet 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.

 

Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

 

 

Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.

 

 

Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.

 

 

Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

 

 

Dwarven Armor Training: You have proficiency with light and medium armor.

 

 

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.

 

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t wearing heavy armor:

 

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.

  • 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 your last turn.  You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.

 

Rages: 3

Rage Damage: +2

 

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.

 

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.

 

Path of the Berserker:  For some barbarians, rage is a means to an end--that end being violence.  The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.  

 

Frenzy: You can go into a frenzy when you rage.  If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).

 

Feat - Great Weapon Master: You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

 

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty on the attack roll.  If the attack hits, you add +10 to the attack’s damage.

 

PERSONAL CHARACTERISTICS

 

Trait 1: Lewd, crude, brazen, and boisterous, I am a borderline lunatic who is always spoiling for a fight.

Trait 2: I don’t like to bathe.

Ideal: Glory. Immortality is achieved through legends forged on the field of battle. (Neutral)

Bond: Those who fight beside me are those worth dying for.

Flaw 1: I have little respect for established authority; I measure people by their deeds, not their pedigrees.

Flaw 2: Once I start drinking, it’s hard for me to stop.

Appearance: Vostyg appears as a grizzled dwarf with a hulking physique. A narrow fringe of fiery red hair rings the broad expanse of his skull, merging just in front of his ears with a bushy red beard.  He has icy blue eyes, and his stony features bear the scars of many battles. A rank odor emanates from his body, drawing clouds of flies and midges. He has a sizeable gap between his two front teeth.

 

BACKSTORY

 

Vostyg is a force of nature.  Born and bred in the alpine mountains overlooking Rashamen, legends abound of his prowess as a trapper, warrior, and wrastler of bears. He harbors a special hatred for orcs, giants, and giantkin.  He enjoys wrastling bears, drinking vodka, splitting skulls, and squat dancing on tavern tables.  He journeyed into the west on the trail of a great spirit beast, a man-eating bear the size of a house named Old One-Eye who has managed to elude Vostyg for years.

 

 
#309

UltimaXeno

Jun 22, 2015 21:16:37

 

 

Image: http://ffxihaven.ffshrine.org/art/char-art/ff11-ca-chainmail.jpg

Name: Xain Kullen

Class-Level: Fighter 5

Background: Soldier

Race: Human (Variant)

Age: 19

Alignment: Neutral Good

Proficiency Bonus: +3

Strength: 18 (+4)

Dexterity: 16 (+3)

Constitution: 17 (+3)

Intelligence: 9 (-1)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Saving Throws: Strength (+7), Constitution (+6)

Skills: Animal Handling (+5), Athletics (+7), Insight (+5), Intimidation (+6), Perception (+5)

Passive Wisdom: 12

AC: 16 (chainmail)

Initiative: +3

Speed: 30 ft.

Hit points: 49

Weapons: Scimitar (ATK Bonus +7) (Damage: 1D6 + 4)

                    Shortsword (ATK Bonus +7) (Damage: 1D6 + 4)

                    Handaxe (ATK Bonus +7) (Damage: 1D6 + 4)

Proficiencies: All weapons and armor, smith's tools, playing cards, Vehicles (land)

Languages: Common, Dwarvish

Feats and Traits: Feat: Heavy Armor Master

                                  2 - Weapon Fighting Style

                                 Second Wind

                                 Action Surge

                                 Student of War

                                 Battle Master Archetype

                                 Superiority dice x4 (D8)

                                Maneuvers: Rally, Menacing attack, Riposte

                                Extra Attack x1

Personality: Kind, brave, protector

Ideals: To help end the chaos that has plagued this world

Bonds: Falcon Necklace, his guildmates

Flaws: Whenever I'm with a group and we face a powerful foe, I'm reminded of "that" day and my fear and anger take over causing me to lose focus sometimes, and it gets worse when I see an ally fall.

 

Backstory:

Show
 Xain was raised in a small town by his father, Kruz, who was a member of the local militia. His father taught him how to wield two swords. The town was called Chonail, and it was a simple trading town. Once Xain turned 18, he was able to join the militia and work alongside his father, around that time a large group of bandits had begun to attack merchants who were going and coming from the town. The Militia acted quickly and sent some men to deal with the bandits. It was a small group consisting of 12 members and 2 elites, among the members was Xain and the one leading the group was Kruz. The mission was meant to be a simple one, sneak into the bandit under the cover of night, set some camps on fire and slay the bandits while they panicked. However when they got the bandit camp, before they started to burn the camps, they noticed that none of the bandits were there. One of the elites then noticed a bright light coming from the town and as everyone turned to face the town, they quickly realised that it was on fire. They all rushed back to the town. When they got there, the town was ablaze, there were bodies on the floor, both civilians and militia members. Kruz quickly ordered some of the members to try to put out the fires and the rest to go with him to see if they could find any survivors, Xain went with his father. As they ran through the town trying to find survivors, they heard the sound of swords clashing. They saw that the militia were fighting the bandits and they quickly joined in. During the battle, the militia were being cut down one by one, soon the bandits leader, a half-Orc named Mikolash, appeared and proceeded to kill off the remaining members of the Militia. Kruz seeing no chance of victory, quickly gave the order to have all members retreat and all elites to cover their escape. Xain tried to stay and help his father, but Kruz refused. Kruz then told Xain to wait for him by the giant oak tree that was on the outskirts of the town, near the forest, he promised to join up with him there.. Xain hesitated for a bit, but reluctantly followed the order to retreat. As everyone retreated, Xain kept looking back, hoping to see his dad not far behind, but he didn't see him. After escaping the town, instead of seeing the members who stayed behind to try to put out the fire, what they saw were more bandits and their swords were covered in blood, behind them were the bodies of the other members, everyone quickly drew their blades and fought back. The bandits were highly skilled, killing so many militia members in no time, which caused everyone else to become dispirited, Xain however refused to give up and tried to rally everyone to continue fighting. In the end Xain was the only one to survive the battle, he had multiple cuts on him and was exhausted, but he had to keep the promise he made with his father. Xain stood and walked towards the giant Oak tree, when he got there his sat down next to it and fell asleep. He then woke up to a bright light, it was the sun and it was already high in the sky, Xain looked around him, but didn't see his dad. He looked over at the town, it was no longer on fire, he then got up and began to head towards the town. As Xain walked through the burned town, he saw the bodies of all his friends scattered through the streets. He finally reached the center of town and there he saw Mikolash's body, with his father's sword piercing through his chest, Xain looked around and saw his father lying down not far. Xain rushed over and called out to him, but he didn't respond. He got down on his knees and turned him over, there were multiple stab wounds on him and his left eye had been cut. Xain picked him up, carried him out of the town and spent the day burying his father. That night Xain went back to what was left of his home and slept in his room one last time, before setting out the next day. It's been 1 year since that tragic day, Xain is now a member of a small guild called the Black Falcons, which is lead by a man named Leon.
#310

MisterGrey

Jul 04, 2015 10:25:53

Kasier Windrivver

 

Kasier Windrivver

1st-level Rogue, Medium humanoid (human), chaotic good

 

Armor Class 14 (leather armor)
Hit Points 9 (1d8 + 1)

Speed 30 ft.

   STR          DEX         CON

12 (+1)     16 (+3)     13 (+1)

   INT           WIS         CHA

  14 (+2)      8 (-1)     16 (+3)

 

Saving Throws Dex +5, Int +4

Skills Athletics +2, Deception +7, Persuasion +5, Sleight of Hand +7, Arcana +4, Investigation +4

Senses Passive Perception 9

Languages Common, Dwarvish

 

Equipment. A rapier, a shortsword, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, navigator's tools, potion of healing, a diary written in a strange language (possibly celestial), and a letter that writes "you can come home any time you want".

 

Feat Lucky: Kasier has inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can also spend a luck point when an attack roll is made against you. Kasier regains his expended luck points when he finishes a long rest.

 

Proficiency. (+2) Kasier is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, water vehicles, navigator’s tools, and thieves' tools.

 

Epertise. Kasier doubles his proficiency bonus for any ability check made that uses Charisma (Deception) and Dexterity (Sleight of Hand).

 

Sneak Attack. Once per turn, Kasier can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn'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 He doesn't have disadvantage on the attack roll.

 

ACTIONS
Rapier Reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Dagger Reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage.

ShortbowRanged Weapon Attack: range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Pirate

Feature. Bad reputation

Traits. I’m a born gambler & I won’t pay attention to the risks in a situation. Also, I fall in & out of love easily. Can’t resist a pretty face.

Ideal. Freedom. The sea is freedom – freedom to go anywhere and do anything.

Bond. Someday I’ll own my own ship & chart my own destiny.

Flaw. I once satirized a noble who still wants my head. It was a mistake I’ll likely repeat.

BACK STORY

Kasier Windrivver was born in Mirabar, a mining city located on the northern Sword Coast. The city was occupied by 1600 shield dwarves who lived underground near their workshops, which produced metal goods for export in the region and beyond. The humans above would cooperate with the dwarves to handle the mining, move ore to the market & defend the city against magical threats. Kasier, as a boy, learned the basics of bartending from his mother, Sarah Montresor, who was the owner of The Emerald Nymph inn & tavern. Night after night, he could always listen in on legends of the exciting adventures of pirates. Sometimes the stories were so captivating that, when his mother wasn’t looking, he’d stop his chores altogether to sit with the locals & ask questions, especially when he’d heard rumors about his father, “Danny Windrivver”, & how he had supposedly found a way of traveling to the astral plane of Bytopia and discovered a vast otherworldly treasure.

One night, a rather extroverted fellow, calling himself “Mr. Shanks”, was spellbinding the whole inn with his tales. Thrill & astonishment could be seen in the eyes of almost every living soul huddled up around the man, but it still did not meet the excitement felt by Kasier. Recognizing his kindred spirit & raw determination for adventure, Mr. Shanks invited Kasier to accompany his crew and sail onboard his ship, The Greedy Atlantis, admitting to have known his father, Danny ‘Gunner’ Windwivver, and to being an experienced captain himself. Under Shanks’ tutelage, Kasier’s apt for piracy unfolded, whether it was in martial training or embezzlement, which to him was all just another adventure.

Then, there was a mutiny.

Captain Shanks’ first mate, Mr. Tobias “Dead Man” Edans, was the ringleader of the mutineers. “Dead Man”, now, captain Edans, revealed to Kasier that the original purpose for his recruitment was to use him as leverage to his father, Gunner Windrivver, in an attempt to extract the whereabouts of Gunner's treasure find in the outer plane of Bytopia, but the plan went awry when the captain had begun to go soft & refused to betray the boy.

Mr. Edans was the death of captain Shanks.

Kasier, infuriated, made it his lifelong goal to become the greatest pirate that ever lived, & uncover all the strange mysteries & secrets of the world.

#311

MisterGrey

Jul 04, 2015 10:29:56

Kasier Windrivver

 

Kasier Windrivver

1st-level Rogue, Medium humanoid (human), chaotic good

 

Armor Class 14 (leather armor)
Hit Points 9 (1d8 + 1)

Speed 30 ft.

   STR          DEX         CON

12 (+1)     16 (+3)     13 (+1)

   INT           WIS         CHA

  14 (+2)      8 (-1)     16 (+3)

 

Saving Throws Dex +5, Int +4

Skills Athletics +2, Deception +7, Persuasion +5, Sleight of Hand +7, Arcana +4, Investigation +4

Senses Passive Perception 9

Languages Common, Dwarvish

 

Equipment. A rapier, a shortsword, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, navigator’s tools, a potion of healing, a diary written in a strange language (possibly celestial), and a letter that writes "you can come home any time you want".

 

Feat Lucky: Kasier has inexplicable luck that seems to kick in at just the right moment. He has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can also spend a luck point when an attack roll is made against him. He regains his expended luck points when he finishes a long rest.

 

Proficiency. (+2) Kasier is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, and the following tools: Navigator’s tools, Water vehicles, and thieves' tools.

 

Epertise. Kasier doubles his proficiency bonus for any ability check made that uses Charisma (Deception) and Dexterity (Sleight of Hand).

 

Sneak Attack. Once per turn, Kasier can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn'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 He doesn't have disadvantage on the attack roll.

 

ACTIONS
Rapier Reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Dagger Reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage.

ShortbowRanged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

PERSONAL CHARACTERISTICS

Background. Pirate

Feature. Bad reputation

Traits. I’m a born gambler & I won’t pay attention to the risks in a situation. Also, I fall in & out of love easily. Can’t resist a pretty face.

Ideal. Freedom. The sea is freedom – freedom to go anywhere and do anything.

Bond. Someday I’ll own my own ship & chart my own destiny.

Flaw. I once satirized a noble who still wants my head. It was a mistake I’ll likely repeat.

BACK STORY

Kasier Windrivver was born in Mirabar, a mining city located on the northern Sword Coast. The city was occupied by 1600 shield dwarves who lived underground near their workshops, which produced metal goods for export in the region and beyond. The humans above would cooperate with the dwarves to handle the mining, move ore to the market & defend the city against magical threats. Kasier, as a boy, learned the basics of bartending from his mother, Sarah Montresor, who was the owner of The Emerald Nymph inn & tavern. Night after night, he could always listen in on legends of the exciting adventures of pirates. Sometimes the stories were so captivating that, when his mother wasn’t looking, he’d stop his chores altogether to sit with the locals & ask questions, especially when he’d heard rumors about his father, “Danny Windrivver”, who had supposedly found a way of traveling to the astral plane of Bytopia and discovered a vast otherworldly treasure hoard.

One night, a rather extroverted fellow, calling himself “Mr. Shanks”, seemed to be spellbinding the whole inn with his tales. Thrill & astonishment could be seen in the eyes of almost every living soul huddled up around the man, but it still did not meet the excitement felt by Kasier. Recognizing his kindred spirit & raw determination for adventure, Mr. Shanks invited Kasier to accompany his crew and sail onboard his ship, The Greedy Atlantis, admitting to have known his father, Danny ‘Gunner’ Windwivver, and to being an experienced captain himself. Under Shanks’ tutelage, Kasier’s apt for piracy unfolded, whether it was in martial training or embezzlement, which to him was all just another adventure.

Then, there was a mutiny.

Captain Shanks’ first mate, Mr. Tobias “Dead Man” Edans, was ringleader of the mutineers. “Dead Man”, now, captain Edans, revealed to Kasier that the original purpose for his recruitment was to use him as leverage to his father, Gunner Windrivver, in an attempt to extract the whereabouts of a certain hoard of treasure stashed away in the outer plane of Bytopia, but the plan went awry when the captain had begun to go soft & refused to betray the boy.

Mr. Edans was the death of captain Shanks.

Kasier, infuriated, made it his lifelong goal to become the greatest pirate that ever lived, & uncover all the strange mysteries & secrets of the world.

#312

Leugren

Sep 01, 2015 3:40:27

mog-magore.jpg

Mog’Magore

5th-level Goliath Barbarian [Path of the Totem Warrior]

Medium Male Humanoid

Armor Class 16 (breastplate)

Hit Points 55 (5d12)

Speed 30 ft.

Senses Normal

Str 16 (+3) Dex 14 (+2) Con 16 (+3)

Int 8 (-1) Wis 10 (+0) Cha 10 (+0)

Alignment Lawful Neutral

Languages Common, Giant, Dwarvish

 

TRAITS

 

Background – Outlander

Origin: Exile or outcast

Feature: Wanderer – 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.  

Proficiency (+2)

Tools: Bagpipes

Saving Throws: Strength, Constitution

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Shields

 

SKILLS

 

Athletics (Strength) +6, Intimidation (Charisma) +3, Perception (Wisdom) +3, Stealth (Dexterity) +5, Survival (Wisdom) +3

 

ACTIONS

 

 

Melee Attack— Halberd: +6 / +6 to hit (reach 5 ft.; one creature)

Hit: 1d10+3 slashing damage (1d10+5 if raging) /1d4+3 bludgeoning damage (1d4+5 if raging) (heavy, two-handed, reach)

Melee Attack— Battleaxe: +6 to hit (reach 5 ft.; one creature)

Hit: 1d8+3 slashiing damage (1d8+5 if raging; versatile 1d10)

Ranged Attack—Javelin: +6 to hit (range 30/120 ft; one creature).

Hit: 1d6+3 piercing damage (thrown)

 

EQUIPMENT

 

breastplate, halberd, battleaxe, 4 javelins, an explorer’s pack, a hunting trap, a yeti skin cloak, a cave bear claw amulet, a set of traveler’s clothes, a belt pouch containing 10 gp.

 

explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side.

 

 

FEATURES

 

Natural Athlete: You have proficiency in the Athletics skill.

 

Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.

 

                

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  Your carrying capacity is your Strength score multiplied by 30 (16 x 30 = 480 lbs.). You can push, drag or lift a weight in pounds up to twice your carrying capacity (960 lbs.).  While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.

                    

Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.

 

Extreme Cold: When the temperature is at or below 0 degrees Fahrenheit, a creature exposed to cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

 

 

High Altitude: Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long such a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments.

 

 

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.

 

 

Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.  While raging, you gain the following benefits if you aren’t wearing heavy armor:

 

  • You have advantage on Strength checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.

  • 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 your last turn.  You can also end your rage on your turn as a bonus action.  Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.

 

Rages: 3

Rage Damage: +2

 

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.

 

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.

 

Path of the Totem Warrior:  The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.  

 

Spirit Seeker: Yours is the path that seeks attunement with the natural world, giving you kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

 

Totem Spirit - Cave Bear: While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

 

 

Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.

 

 

Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor.

 

 

Feat - Polearm Master: You gain the following benefits:

 

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.

  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.

 

PERSONAL CHARACTERISTICS

 

Trait 1: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry yeti.

Trait 2: My recklessness once cost the lives of the people who depended on me; as a result, I prefer to think before I act.

Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Neutral)

Bond: I seek redemption in the eyes of my ancestors so that the spirits of the children who died by my negligence can finally be laid to rest.

Flaw: I have a bit of a deathwish.

Appearance: Mog’Magore is a young goliath of prodigious size with a hulking physique. He stands over 8 feet tall, and weighs 493 pounds.

 

BACKSTORY

 

Show

Mog'Magore was born into a clan of goliaths who dwelled among the loftiest peaks of the Spine of the World Mountains.  His father, Taebor, was chief of the Stormhammers, ruling the clan with an iron fist from his seat of power within the great hall of Skyreach.

 

When Mog'Magore reached his fifteenth name day, his father invited him to join the warriors of the clan on a mammoth hunt.  They were tracking a great herd through a mountain pass when they came across a pair of yetis picking over the bones of a long-dead rhemoraz.  A ferocious battle ensued in which several of the Stormhammer warriors were brutally slain before the yetis could be overcome.  Though it was Mog'Magore’s first true test in battle, the spirits of the ancestors were with him that day, enabling him to deal the killing blow to the last of the yetis just as it was about to gore his father.  In recognition of his son’s bravery, Taebor allowed him to claim one of the yeti pelts as his own that it might be fashioned into a cloak upon his return to Skyreach.  

 

 

As the Stormhammer warriors gathered themselves up, a withered crone appeared in a swirl of snow atop a high promontory overlooking the pass. Trembling with rage, she pointed an accusatory finger at the flayed corpses of the yetis, proclaiming that the Stormhammers had slaughtered her children, and that a similar fate would be visited upon their own.  As suddenly as she had appeared, the hag was gone, with another swirl of snow as the only sign that she had ever been there.

 

 

The Stormhammers returned to Skyreach several nights later only to be greeted by a chorus of wails. When Taebor demanded to know what had happened, one of the tenders stepped forth to inform him that an old hag had appeared within the great hall and spirited away all of the children of the Stormhammer clan. Uncertain of what to do, Taebor sought the council of the clan wiseman, an aging goliath named Shadrak the Wyrd.  The old man drew forth a set of rune-carved bones from the leather satchel at his side and cast them down upon the snow.  Through his arts, Shadrak discerned that the ancient crone was an ice hag, and that she had spirited the children back to her lair, a magical grotto situated deep beneath the surface of a mountain lake within the lee of a natural archway formed by two icy spires.

 

 

Taebor wasted no time in gathering his warriors and heading out towards the hag’s lair.  When they arrived by the shore of the lake, they saw that it was frozen. Taebor ordered the Stormhammers to set upon the ice with their picks and axes.  They soon carved out a hole broad enough for a goliath to fit through.  Taebor began to strip off his furs in preparation for the descent, but Mog'Magore stepped forth and spoke to him.  He argued that Taebor was far too important to undertake such a dangerous mission, and offered to go in his stead.  After a moment’s consideration, Taebor nodded his assent.

 

 

Promising success, Mog'Magore plunged into the frozen depths, swimming furiously to reach the bottom of the lake.  Just when he thought that his lungs would burst, he spied a faint blue luminescence emanating from the rocks somewhere off to his left. With a final effort, he swam towards the light, bursting through a magical barrier to spill onto the floor of an icy grotto.  

 

 

He was amazed to discover that he could breathe again.  Looking back towards the entrance, he noticed that a faintly shimmering field of force was holding back the lake water and preventing it from flooding the cavern in which he stood. He picked himself up and drew his axe, venturing deeper into the grotto and dreaming of the glory he would attain upon slaying the ice hag and rescuing the captives.  He did not have to travel far before he came upon the children of the Stormhammer tribe, huddled together in a wretched mass and bound in place with bands of ice.

 

 

Mog'Magore raised his axe and began to hack through the children’s bindings.  The din soon drew the attention of the hag, who emerged from her chamber and launched herself at Mog'Magore.  She was much stronger than she looked, and the goliath warrior found himself sorely pressed. Calling upon his ancestors, he swung his axe in a broad arc, cleaving the ice hag’s head from her shoulders.

 

 

At the moment of her death, a great roar shook the cavern, for with the hag’s passing, the magical barrier which held back the flood was unraveled, and the whole of the lake came pouring in.  Mog'Magore was savagely buffeted as the mighty torrent slammed him up against the walls and then drew him back out through the entrance to the cave. Barely conscious, he managed the long swim back up to the surface, where several strong pairs of hands drew him out of the water and onto the icy bank.   

 

 

The first thing he beheld when he opened his eyes was his father’s stern visage, his features fixed in a scowl of stony reproach.  Mog'Magore experienced a brief moment of confusion, but understanding quickly dawned on him as he remembered the fate of the drowned children.  Shamed to the core of his being, he explained what had happened and pleaded with his father for a quick death. Taebor silenced him with a gesture, proclaiming that a quick death would be a mercy to one who had failed the clan so egregiously  Instead, the chief declared that Mog'Magore would be sent forth into the great white waste with naught but his cloak and hunting knife, and that his name would never again be spoken aloud by the members of the Stormhammer clan on pain of death.

 

 

With the sentence passed, Mog'Magore set out from Skyreach for the final time. Sapped of his will to live, he wandered through the mountains for weeks, finally collapsing near a stand of ancient spruces.  As he lay there longing for death’s cold embrace, a swarm of white finches descended from the boughs of the trees above and set upon him with their tiny beaks, viciously pecking at his exposed flesh. As he flailed and swatted at the little fiends, they spoke directly into his mind:

 

 

“We are the spirits of the children who died by your negligence at the Lake of Broken Dreams.  Because we cannot rest, you will not be allowed to rest either--not until you have achieved redemption in the eyes of our ancestors. Gather yourself up and leave this place, for you will not find your doom here.”

 

  

Though he believed himself beyond redemption, Mog'Magore did as he was bid, if only to avoid further punishment from his tiny tormentors.  The spirits of the children have followed him ever since, alighting upon his shoulders and wheeling about his head, exhorting him unceasingly to achieve redemption by performing valorous deeds.  His wanderings eventually brought him beyond the mountains to the lands of the lesser folk, where he took up work as a caravan guard and monster hunter.

#313

Knight_Marshal

Sep 15, 2015 15:15:41

IMAGE(http://i85.photobucket.com/albums/k57/KnightMarshal/Anna-Valerius-hat.jpg)

 

"Raven"

1st-level Human Rogue

Medium Female Human

Armor Class 14 (leather)

Hit Points 10 (1d8)

Speed 30 ft.

Stats     15 14 13 12 10 8   Racial Bonus DEX 1 WIS 1

Str 10 (+0)  Dex 16 (+3)  Con 14 (+2)

Int 12 (+1)  Wis 14 (+2)  Cha 8 (-1)

Alignment Chaotic Good

Languages Common, Elven

Trait  Bonus Feat

 

Proficiency (+2)

Tools: Thieve's tools +5, Pan Flute

Saving Throws: Dexterity +5, Intelligence +3

Skill: Acrobatics +5, Arcana +5, Investigation +5, Perception +4, Sleight of Hand +5, Stealth +5, Survival +4

 

ACTIONS

 

Rapier +5, 1d8+3 damage

Hand Crossbow +5, 1d6+3

 

EQUIPMENT

Shortbow w/ 20 arrows,  Leather Armor, 2 daggers, Rapier, Belt Pouch with 10 gold coins, Thieve's Tools

Burgular's pack; Backpack, Water Skin, Tinder Box, Crowbar, Hammer, 10 Pitons, Set of Common Clothes, Map of Waterdeep, Bag of 1000 Ball Bearings, 10' of String, Bell, 5 Candles, Hooded Lantern, 2 Oil Flasks , Small Knife, 50ft Hemp Rope, 5 days Rations, Token from her family (necklace).

 

PERSONAL CHARACTERISTICS

Appearance: Raven stands at around 5' 7" tall and weights roughly 130 pounds. She is 19 years old and shows that she is well fit and coordinated by the way she moves. She keeps her namesake black hair rather long, but well taken care of. If given the chance she will dress rather well to further distance herself from her childhood of poverty.

Background Urchin

Personality Traits: I think anyone who is nice to me is hiding evil intent.

   I bluntly say what other people are hinting at or hiding.

   I sleep with my back to a hard surface, with all that I own embraced tightly in my arms.

Ideal: I'm going to prove that I am worthy of a better life.

Bond: No one else should have endure the hardships I've been through.

Flaw: I would rather kill someone in their sleep than fight fair.

 

BACKSTORY

"Raven" the name she goes by as she doesn't know her real name, grew up on the streets of Waterdeep. She does not know who her parents are, but she has a necklace given to her by a woman who ran the orphanage Raven grew up in. Raven did not like the other kids in the orphange and ran away when she was 9. She learned to do what she had to in order to survive including stealth in order to eat. She learned to survive alone or in small groups of other urchins until she came to the attention of a Half Elf woman who later turned out to be an agent of the Harpers.

 

She recognized potential in the young "Raven", so named as her hair is as black as a raven's feathers. She took Raven under her wing, so to speak, and raised her to be an agent of the Harpers like herself. Raven learned to be a hunter of undead, demons, devils and other forms of evil and learned to use her mind to see clues that others would miss and studied magical lore and theory as most of the beings that cause problems use magics of some sort. Now at the age of 19, she has left her mentor and friend and headed out into the world to find fame and fortune.

#314

Nod_Hero

Sep 24, 2015 22:38:25

Will this be saved to another website? It's too much good stuff to be lost in the void of the forum shutdown.