Your kick a@$ character!

Post/Author/DateTimePost
#1

warpiglet

Jan 28, 2015 19:06:36

 

Instead of argue about minutiae, I would love to hear about your favorite 5e character!  Backstory, classes, feats, accomplishments...

 

I need inspiration and excitement!  Fans only!  You got a gripe with the game or company?  Do it somewhere else!  Not once should we hear about ad hominem or straw man or other bs!  Let's hear about your character among fellow fans/---discuss!

#2

AaronOfBarbaria

Jan 28, 2015 19:20:06

I want to participate so bad, but circumstances have resulted in the 5th edition campaigns I just started being put on indefinite hold and other campaigns filling their places, so there hasn't been much in the way of any accomplishments to discuss as of yet.

 

Hopefully this thread will still be around in another couple weeks once their are some good stories to share.

 

For now, all I can really say is that I am incredibly excited to see where all of my players' characters go from here (I'm the DM, and rarely ever get to have a character of my own).

 

Tonight, in fact, should be the first session of one of our new campaigns. I remember that the characters made for it are a tiefling barbarian, a dwarven warlock, and a human cleric, but since we haven't started playing yet I can't really say much about them as characters (as opposed to vaguely recalled bits of stats).

#3

pukunui

Jan 28, 2015 19:23:40

Awesome thread idea. Thanks, warpiglet!

 

I'd like to think my current PC is kick ass, but I've only played her for one session so far, and that was mostly just roleplaying, so even though she's 14th level, I haven't had a chance to put her through her paces properly yet. Here she is: Xanthe Galanodel.

 

 

#4

iserith

Jan 28, 2015 19:40:17

Mucho Cerveza, El Luchador Barbuuuudo!

1st-level Hill Dwarf Fighter (Folk Hero)

 

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.

#5

warpiglet

Jan 28, 2015 19:52:47

Fun!  Let's get some more!

#6

Jenks

Jan 28, 2015 20:15:42

Iserith, that's freaking hillarious because my brother is currently playing El Toro Roho! The Half Orc Fighter Luchador. Specializes in grappling!

#7

JohnLynch

Jan 28, 2015 20:26:36

Technically not a 5th ed character (as I've only been DMing 5th edition). This was created due to the complaints on how difficult it was to create monks in this version of the game. He's very much inspired by Friar Tuck from Robin Hood, in that he's a big portly man who uses a quarterstaff. He joined the monastery to his god many years ago, but he never really settled into the monastic life. The abbots could not bring themselves to throw him out of the priesthood as his knowledge on the holy rites were impeccable, as was his mastery of divine prayers, with very few of the monks able to equal him. And so he was tasked to go on a pilgrimage to seek out people in need of help and to provide whatever assistance he could to them. Friar Featherby enjoys more than a few ales and whenever he settles into one spot for too long he quickly grabs the supplies he needs to start creating his own homebrew.

 

Detailed Character Sheet

Friar Featherby

Human Monk (Way of the Open Hand) 8, neutral good
-----------------------------------------
Armor Class 15
Hit Points 59
Speed 45 ft.
-----------------------------------------
STR 8  (-1) DEX 16 (+3) CON 14 (+2)
INT 10 (+0) WIS 16 (+3) CHA 10 (+0)
-----------------------------------------
Saving Throws Strength +2, Dexterity +6
Wisdom +6
Weapon Simple weapons, shortswords
Tools Brewer's supplies
Skills Acrobatics +6, Deception +3,
Insight +6, Persausion +3, Religion +3
Languages Common and Elven
Equipment A holy symbol, a prayer book, 5 sticks
of incense, simple robes, a set of common clothes,
a quarterstaff, an explorer's pack, 10 darts and
a belt pouch containing 15 gp
-----------------------------------------
Magic Initiate I know 2 cantrips and a 1st
level spell.

 

Lucky I have 3 luck points per day and can reroll
a d20 check before I know the result.

 

Resilient +1 wisdom and proficient in wisdom
saves.

 

Shelter of the Faithful My companions and I

get free healing at a shrine, temple or monastery

to my god. Those who worship my god will also

supply me with a modest living cost.

 

Martial Arts I use dexterity for monk weapons
and can replace my damage die with 1d6.

Ki-Empowered Strikes My kick counts as a
magical weapon.

 

Evasion When I would only take half damage on a
successful Dexterity saving throw I instead take
no damage on a pass and half damage on a fail.

 

ACTIONS
-----------------------------------------
Multiattack I can attack twice with a
quarterstaff as an action and then a kick
as a bonus action.

 

Ki I have 8 points I can spend per short rest
to perform flurry of blows, patient defense,
step of the wind or stunning strike.

 

Quarterstaff +6/+6; 1d8+3 bludgeoning damage
on each attack and open hand technique.

 

Kick +6; 1d6+3 bludgeoning damage and open
hand technique.

Stillness of Mind I am no longer charmed or
frightened.

 

Wholeness of Body Once per long rest I can heal
24 HP.

 

Flurry of Blows As a bonus action after I attack
I can spend 1 ki and make 2 kick attacks.

Patient Defense As a bonus action I can spend 1
ki to take the dodge action.

 

Step of the Wind As a bonus action I can spend 1
ki to take the disengage or dash action or double
the distance I can jump.

 

Stunning Strike After I hit someone with an attack
I can spend 1 ki point to make them make a
Constitution saving throw (DC 14) or become stunned
until the end of my next turn.

 

Deflect Missiles As a reaction I can spend a
reaction to reduce the amount of damage I take
from a missile attack by 1d10+11. If I reduce the
damage to 0 I can catch the missile if I have a
free hand and then I can spend a ki point to
make a ranged attack with the missile, adding +6
to the attack roll.

 

Slow Fall As a reaction I reduce the amount of
falling damage I take by 40 HP.

 

Open hand Technique The target must either make
a Dexterity save (DC 14) or be knocked prone, a
Strength save (DC 14) or get pushed 15 feet or
it can't take reactions until the end of my next
turn. I choose which effect when I make the attack.

 

Spellcasting My spellcasting ability is Wisdom (DC 14).

 

At-will Sacred flame, spare the dying

1/day Shield of Faith

#8

iserith

Jan 28, 2015 20:21:58

@ Jenks: Nice, does he have wings?

 

I also played a luchador fighter for a Lair Assault in 4e last year.

#9

Glimjack

Jan 28, 2015 21:56:54

I'm having a great deal of fun with my PC, Glimjack.

 

It all came together organically, so the role has been quite fun to play.

 

Before he became Glimjack he had another forgotten name and was a captain of the Cult of the Dragon who, whilst never particularly "moral" had his own set of beliefs. When was asked to kill the family of a local lord to sway him to the cults service, Glimjack refused to kill the children. This incensed Rezmir (a powerul figure within the Cult) who sent orders to Frulam Mondath (the local head of the Cult) that Glimjacks family be killed instead. He and his family were apprehended in their home by Bog Luck a half-orc heavy of the cult. He was forced to watch as his family was burned at the stake, before he in turn was also burned alive.

 

Amidst the pain and flames, time seemed to stop and the fire in front of his eyes parted to reveal a thin white-skinned man with golden eyes, This man said that he had intercepted the souls of Glimjacks family on the way to the after life, and he could restore them to Glimjack for a price. The man said that whatever the Cult of the Dragon was trying to do, it was against his interests, and he needed someone to stop them. He would restore Glimjack to life and grant him a measure of power with which to pursue two goals which fit neatly together, Glimjacks own personal vengeance and the prevention of whatever it was the Cult of the Dragon was trying to achieve.

 

Glimjack agreed and was returned to life. He awoke amidst the ashes, horribly disfigured and burn-scarred, but healed. He took the name Glimjack meaning "one who works at night:, and set about hunting down the Cult of the Dragon, and in particular, Frulam Mondath, Bog Luck and Rezmir.

 

Glimjack is now an 8th level Lawful Evil Infernal Pact of the Blade Warlock having played through Hoard of the Dragon Queen, and about to start Rise of Tiamat. He's successfully carried out his vengeance and now is going after his final goal of preventing the Cult of the Dragon from <spoilers>.

 

It's been great fun playing a complete bastard who's goals align completely with the rest of the party. I can play evil without acting against the party interests and having some fun interactions as we discuss tactics. It's a good case of evil being the catalyst for the partys heroic actions rather than detracting from them. For example generally when Glimjack suggests some horribly immoral act, such as murdering them in their sleep, the rest of the party don't want to be anything like Glimjack so they tend to go the extra mile to be good.

 

It's also great being a plate armour wearing caster who throws fireballs and wields a maul, and shrouds himself in darkness.

#10

CCS

Jan 29, 2015 0:22:52
Arthur Burrfoot, a humble 1/2ling baker, has come into the adventuring life most un-expectantly.... See, life was proceeding along perfectly fine. That is until several months ago when a gnome alchemist passed through town selling unknowingly contaminated elixirs. The effect of these faulty potions was turning their users into DOGS of various breeds. In Arthurs case, a mastiff. Anyways, the problem was contained, the transformed & very confused citizens rounded up, & the gnome set about brewing an antidote. The antidote worked on most of the afflicted and the gnome then began working on individual cures to various degrees of success. And time passes. And more time passes.... Fed up with still being stuck in the form of a dog, Arthur decides to take matters into his own paws & seek the aid of the areas Druid who will be visiting the nearby town of Greenest soon. ........ And thus it comes to pass that Arthur (and a small caravan containing the other normal PCs) arrive to find Greenest in flames, fight their way to the keep, & then help defend it's walls against hoards of kobolds and a blue dragon! The highlight of this being Arthur seizing the tip of the dragons tail (a crit hit!) as it swoops low over the walls enraged by a bards taunts & jeers (vicious mockery + a general Cha. Check from another PC) and nearly causing the beast to crash as a mouth full of scales are ripped off (the dragon ALMOST failed it's str. Check vrs Arthurs trip/knock prone effect!). ------ Unfortunately the druid that Arthur was counting on to turn him back to his original form was mortally wounded and could not perform the complete ritual. Before he died though he exacted a promise from Arthur to assume his duties, protect the people from this menace, and taught Arthur just enough to get him started on the path of being a Land Druid. ----------------------------------------------------------------------- So Arthur Burrfoot is a lv2 Land Druid with the acolyte background (to represent his hasty training & inheriting a few items of equipment). Unlike "normal" Druids his base form - for now - is that of a mastiff. When he changes form he can become another animal as oppropriate or his normal 1/2ling self. Yes, that means I'm not often casting spells, talking, doing things that require thumbs, etc etc etc.....
#11

warpiglet

Jan 29, 2015 8:14:27

Kovald the Wolf of No Clan

Kovald grew to adulthood in the United Clans of Iron Hold.  The merged kingdoms were comprised of a union (of what the humans termed) Hill and Mountain Dwarf clans, since the Age of Reordering.  Though the clans united in a time of catastrophe, the Kingdom prospered for centuries thereafter.  

Also prospering was the family of Kovalda family of locksmiths who were held in high regard.  This family was honored to know that their craft secured many Dwarventreasures ; to have ancient Dwarven treasures behind lock and key made by the family fostered respect.  Kovald learned the craft.

Already esteeming martial prowess as Dwarves do, the United Clans of Ironhold were joined in a time of turmoil; they were even more inclined to foster martial skill.  All males and females were expected to take up arms in time of need and as such, learned to make war as they learned their professions in equal measures.  To his father’s frustration and prideKovald was often the first to volunteer to go on patrols or other excursions requiring Dwarves to take up armssuch that his locksmithingand other obligations were often neglected.   Kovald was rarely seen without his chainmail unless at the forge.  

He became known for the crafty defense of his fellows in one ill-fated patrol however, and the clans respect for him grew.  It was said that his small group had been tracked by goblins and worgs for nearly a mile before setting a successful and lifesaving ambush for their pursuers.  

In the sorrowful years following the routing of the Iron Hold at the hands of the green dragon Zorza and her consort with the opportunistic and traditional malign enemies of the Dwarves, the clans attempted to survive in small enclaves outside of the hold.  Their sorrow was compounded by the knowledge that many of their treasures were scattered far and wide.  In dealing with the humans more than ever, some were shocked to see ancient Dwarven relics throughout the nearby duchies in the hands of outsiders.   The surviving sons of the still-living King decided  that such a dishonor could not stand.  They quietly recruited a group of brave Dwarves to begin raiding and taking back what was theirs by right.  Kovald was one of the first recruited due to his zeal and perhaps due to his knowledge of locks which may wrongly bar their treasures from them.

A variety of Dwarven heirlooms were recovered.  The axe Kovald carries was among them.  He recognized it as the large two-handed, bearded axe that had once belonged to DwarvenLord Tammin Redhelm (who perished in a goblin ambush several years prior).  Kovald decided the treasure needed to be named and styled it “The Reckoning” due to the tally marks some ancient Dwarf had carved into the back of  the axe head. Some heirlooms were recovered in darkness, by dint of bought information, picked locks and clevernessbut on several occasions battle was joined.  On one such occasion, lives were lost.  Kovald would never speak of this fight or any part he may have played in it.  The consequences were such that some of the Dwarven refugees in Freehold lost the support of men and great hardship ensued.  Eventually it was known to the shock of allthat Kovald was stripped of his clan name by one of the King’s sons who had quietly sponsored the reclaiming of Dwarvenwealth.  Kovald left in great sorrow, vowing to earn his place in the clan once again and to set right the wrongs of his own lord. He too felt great remorse for things that had happened.  At the heart of his loss was the routing of Ironhold and the scattering and murder of his people.  Why had it happened?  

In time, Kovald took out his frustrations on goblins and other wicked creatures in the area, becoming a frontiersmaand friendof the rangers.  But all the while, his warrior’s blood pumping, Kovald wanted to set things right.  The king’s son had been unjust.  The beasts that took the Ironhold deserved death.  And Kovald’s own soul needed cleansing.  He did not know how to accomplish these tasks.  Kovald drank the profits of his locksmithing for men and fought despair and anger.  In the recesses of his mind, he knew redemption was possible but it would require bold action.  And if he remained of no Clan, unable to build with his people, he would tear down what impeded them.  Perhaps that is what he was meant for he mused though it was not what he wanted.  Worth far more than gold or relics though, would be the repurchase of his name.  Until then, he vowed to fight the feuds of his people and set right which was wrong.  He called out the Dwarven gods and heard no reply. 

Increasingly, Kovald battles despair and anger in the company of ale and few others.  He looks for the means to set things right with decreasing selectivity as his travel into the keg continues.  What remains undiminished though is his anger and his sense of fairness.  If his must be the shortest straw, he still plans to improve the lot of his people and his land with the cost to him becoming less of a consideration.  

Kovald’s boldness in action is complemented by his distinctive appearance.  At nearly five feet tall and 170 lbs., the large tan-skinned, gray-haired mountain dwarf has unusually and unsettlingly light blue eyes, made more unusual by their contrast with his tan skin.  As a rule, Kovald wears a suit of chainmail at almost all times with supple leather boots.  Often he wears wolf furs about his shoulders with an accompanying woolen cloak.  In battle, Kovald generally but not always remembers to don his chainmail hood.  A ring of small well-crafted keys, heirlooms of his family, are often hung from his belt.

Kovald speaks with a rather thick Dwarven accent with many hard consonants.

It is unknown to most why Kovald was styled the wolf.  His distinctive appearance, tendency to wear wolf pelts or his craftiness in ambushes /raiding parties.  

 

Background: Custom

Skills: Stealth, Perception, Athletics (class), Survival (class)

Tool Prof:  Smith’s tools (racial), Thieves’ tools

Languages: Common, Dwarven, Goblin

Personality Trait 1: Thinking is for other people. I prefer action.

Personality Trait 2: When I set my mind to something, I follow through no matter what gets in my way.

Ideal: Fairness. No one should get preferential treatment before the law, and no one is above the law. 

Bond: My tools are symbols of my past life, and I carry them so that I will never forget my roots or my quest to be accepted in the clan again.

Feature:  Wanderer (memory for places. Geography, maps) and can find food and water for up to five people a day if the land offers resources 

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

#12

iserith

Jan 29, 2015 8:18:50
 
#13

bawylie

Jan 29, 2015 8:23:55

I'm a big fan of chuck. We need to either get that dude in a game or start writing shorts. 

#14

ChrisCarlson

Jan 29, 2015 8:33:19

Currently, I'm playing:

 

Leth'ael

Half-(high)Elf, Assassin/Shadow Monk/Archfey Bladelock

 

Leth'ael was born to a high elf mother and human father nearly forty years ago, though he has no memory of his parents. He knows only that he was taken in as an infant and raised by the high elf priests and monks of the church, on the Golden Isle of Velanthomyr, deep in the heart of the Whispering Sea. The priests and monks have been thus far steadfast in avoiding speaking to him regarding his parents, or of how he came to be adopted by the church.

 

At an early age, it became apparant that he was a uniquely gifted child. All the more striking given his "deluded" blood. Considered by some in the clergy, to be chosen by the Fates, Leth'ael (meaning "Given of the Gods" in elvish) was swept into the elite Order of the Unseen. There, despite objections from some for his impure lineage, he trained to become an esteemed Hand of the Gods. Yet even in such an exclusive and demanding faction as the Unseen, he continued to excel. His skills and dominance would eventually earn him such singular nicknames as the Pale Ghost, and the White Raven. Though his detractors would come to call him more derogatory names, like the Half-Blood Hand.

 

Leth'ael now serves as a clandestine agent of the high elven church, tasked with eliminating difficult problems and maintaining the status quo. The needs of the church demand it. And Leth'ael knows only to serve. Unquestioningly.

#15

iserith

Jan 29, 2015 8:35:25

bawylie wrote:
#16

ChrisCarlson

Jan 29, 2015 8:47:48

iserith wrote:
#17

alienux

Jan 29, 2015 12:22:14

So I've made a few 5E NPC characters that I really like to use in my games, but when I make a PC for myself that I plan on using more permanently, I'm going to base it off of the very first character I ever created when I first played the 1983 red box version of D&D. I don't have all of the new details fleshed out yet, but here's a scan of my original character sheet made on notebook paper (including bad spelling and some "custom" weapons that the DM allowed). I was about 11 at the time.

 

D&amp;amp;D Red Box (1983) character

(Reply to #17)

Pompadour64

alienux wrote:
#19

alienux

Jan 29, 2015 15:51:13

Pompadour64 wrote:
#20

warpiglet

Jan 29, 2015 17:20:26

So awesome

#21

Plaguescarred4

Jan 30, 2015 3:28:22

Here's two of my characters i play either online with members of this community or face-to-face with friends of mine. I really enjoy both in different ways. Mily is not updated she's now L3.

 

Mily Halfling Rogue

 

 

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. 

#22

Echamil

Jan 30, 2015 3:59:59

Here is a character that I originally intended to use purely for as an NPC. I was Dungeon Master at the time and the party had stopped at an Inn for the evening. I've always been fond of her an NPC, so the last time I was a player, she became a Player. Nothing really had to be changed other than her stats, but for the most part, she still uses a trusty iron skillet as a club to fight. She's gotten pretty good at it too.

 

Hilda Greenhill

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.

#23

arderkrag

Jan 30, 2015 12:10:00
warpiglet wrote:
#24

Pompadour64

Jan 30, 2015 13:58:07

My current character is a level 7 high elf rogue named Varis. Coming from a particularly afluent elven province, he prefers the finer things in life, like good wine and beautiful women. Known as a casanova type among his traveling companions, it is not uncommon for him to seek out the company of a fine (though he's not too picky) lady any chance he gets. Though vapidly charming and shallow on the outside, he harbors a secret from even his most trusted allies. To his friends he is but a simple ambassador's assistant who, until recently, worked a cushy job at a Giant embassy in the capital city of the region, but his travelling companions have noticed a particular set of skills he posseses that don't seem to match this seemingly soft background. Even though they've caught on to this inconsistency, they have yet to put the pieces together that he is in fact a spy working under cover for the elves. Despite still being rather young (only 140 years), he considers himself a prodigy in his field, and he feels this job was a waste of his ability. Because of this, he jumped at the first opportunity to put it in his rear-view mirror. Though his superiors were at first irked by his actions, they are slowly coming to realize that he is of greater use to them in the field. He is still, to some degree, bound to the orders of a higher authority, but now works more as a freelance agent with a team of allies to aid him. However, he is by no means the leader of this group and therefore must use subterfuge to manipulate his allies into helping him with various missions. Fortunately for him, his missions so far have lined up with the group's interests fairly well, but after growing closer wto them over these last few months, he does not look forward to the day when his loyalty to his newfound friends falls at odds with his duty to his kingdom. 

#25

BRJN

Jan 30, 2015 18:13:45

Echamil wrote:
#26

seti

Jan 30, 2015 21:04:24

I love my wife's PC.

 

He/she/it is a warforged built for lumberjacking. It somehow gained sentience (In my setting, warforged were built for labor and combat...Most just follow orders with little or no independat thought).

 

It's name is Finn, and it hasn't picked a gender*. Yet.

 

Finn started this journey by being bought as a woodcutter/land-clearer for an enderly homesteader. The guy died of natural causes, and Finn was stuck with an axe, and no idea what to do. So it buried the body, was persecuted, fled, and fought. Always with an axe. Finn calls this dead human 'father'.

 

We RPed the s#@t out of it, and Finn became a fighter...Then started taking levels in paladin.

 

Finn has lots of fun Commander Data-esque bouts with bourgeoning sentience. Emotions are a new thing for that PC.  It's been a lot of fun.

 

 

*In my homebrew setting, warforged are mostly property. Some are sentient, some show no signs of sentience,  and a revolution is brewing. Some decide to identify as men; some women. They rebuild thier bodies to suit their preference. Some embrace their gender-neutralness. Most face discrimination; from all sides. Even humanoids who traditionally hate each other will join forced to put down the mechanicals. It's a pivotal crossroads, really. Also, it hurts people like Finn to deal with others of its kind that honestly have no feelings, or thoughts beyond their programmed duties.

 

 

 

 

#27

CaptainPicard

Jan 31, 2015 16:36:58

I've only got one 5e character thus far, and no really good art for him.

 

Tusk

Half (?) Orc Barbarian, Wolf Totem Warrior reflavoured to be based on a stray hound

 

Tusk was raised on the streets of Stormgate, a nearly-lawless port city run by gangsters and warlords, a haven for criminals and filled with Orcs, Goblins, and others not welcome in civilized lands. He never knew his parents, or just how much of his blood is Human and how much is Orc, and has been by himself for as long as he can remember, with temporary friends drifting in and out of his life. He grew up in back alleys, fighting with stray dogs and other orphans for scraps of food.

 

As an adult, Tusk's face and body are completely covered with layer upon layer of scar tissue. He wears scavenged, ill-fitting clothing and boots that amount to little more than rags. His most distinctive clothes are a brown trenchcoat and matching fedora he took off a man he saw being murdered at the dock. The trenchcoat is covered in holes and tears, and coated in bloodstains, most of which Tusk doesn't know about or remember. The hat has a large hole in the front and out the back, where its original owner was shot before being dumped into the bay. Tusk's weapons consist of a pair of handaxes he stole off a dead thug, and a sledgehammer he found in a pile of garbage (we treat it as a maul).

 

Recently, Tusk has been crashing in the back room of the office of a Mr. Arthur Banks, Private Investigator, serving as a scary face and a panic button on his investigations in exchange for room and board. The pair can barely make rent on the office, and business has been as dry as Arthur's whiskey.

 

However, they recently started investigating a rash of disappearances at a local brothel, which led to a throwdown with some insane Death Cultists that had taken over the place, with Tusk taking out over a half-dozen Cultists on his own in a blind rage, leaving him barely standing at 1 HP even with the resistance from his rage, as Arthur got into a shootout with the leader in the sacrificial hall. Tusk and Arthur figured they were done with that, and were glad to have some money to make rent and some extra for drinking and gambling, but of course unknown cults are never over that easily, and the Death Cult did an all-out attack on the Gnome crime boss Inkpin's casino with a small army of skeletons, leading to yet another shootout between Arthur and the cultists on the upper levels, with guys on the chandelier and falling over the railing as they get shot and everything, as Tusk smashed broken skeletons through the gambling tables.

 

Problem is, now they trashed the casino, and they owe money to Inkpin.

 

Sadly this game kind of didn't go past these first few sessions, though.

(Reply to #17)

Azzy1974

alienux wrote:
#29

ORC_Cricket

Feb 01, 2015 23:17:26

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#30

Ramzour

Feb 02, 2015 0:19:45

Since I'm the DM, I'll tell you a little about the Heroes in my gaming group.

 

Jaster Starleaf, the Once-Dragon. A wood elf druid specializing in wildshaping. He died in a particularly nasty fight against an Ogre and a bolt of Lightning, but mysteriously hung onto the mortal world by becoming a ghost (I gave him the full MM Ghost ability set too). He traveled with the party for a while as a ghost, observing and watching, waiting for a sign. About a week after his ghosthood, the town of Phandalin was suddenly attacked by their old rival, Venomfang the green dragon. The Heroes fought Venomfang valiantly, but the dragon was mighty and the Heroes were losing. Jaster the Ghost Druid stood there helplessly as his companions were savaged by Venomfang. His Wizard friend was just about to be eaten whole when an idea struck him. Jaster flew directly in front of the dragon's face and unleashed his entire reserve of ghostly nature magic. "I want to possess the dragon", his player said. So I rolled the Charisma save. NATURAL 1!!!! Venomfang swallowed Jaster the Ghost Druid in one bite....but stopped attacking. "WAIT!" the dragon bellowed. "It is I, Jaster Starleaf! I have possessed the dragon and have complete control over it! Stop attacking!" His companions were very skeptical, thinking it was one of the green dragon's clever tricks. One-by-one Jaster convinced his companions of the truth by telling stories of adventures past. Jaster controlled Venomfang the Dragon for several days until finally releasing his grip on the dragon's soul. He was shunted out of the dragon's body and mind, but was returned to his mortal body! His Heroic actions saved the day and earned him a second chance at life. From then on he was Jaster Once-Dragon. As for what happened to Venomfang....well that's another story.......

#31

alienux

Feb 02, 2015 5:36:32

Azzy1974 wrote:
#32

warpiglet

Feb 02, 2015 17:41:47

I LOVE hearing about other people's ideas. Since they originate from "not MY brain" they are exotic and cool

#33

Pompadour64

Feb 03, 2015 12:42:35

I didn't particularly want to make a new thread just for this question, so I guess this a good place to ask. I've been toying with the idea of creating a Jedi-like character within the 5e system and have come across some interesting class abilities that would be really cool with such a character. They include the warlock's eldritch blast dealing "force" damage and an invocation to push enemies with the blasts, the suggestion spell, and the defensive duelist feat. What classes, mechanics, abilities, and/or spells would you use to make such a character come to life?

 

Also, have you ever created a character by starting with a model and working that model into this edition or some past edition?

#34

CCS

Feb 05, 2015 0:07:00
Joined a second 5e game, so: Introducing my 2nd 5e character! Mk.VI - A Warforged Fighter. (Great weapon fighting style). The 1st Warforged in the FR. Well, actually he's the 6th, but.... So having foreseen the coming of a great conflict, the gnomes have embarked upon several (crazy) weapons projects. One of wich is the creation of the Warforged. Unfortunately long before they could perfect the tech the Cult of the Dragon began their marauding, forcing the Mk.6 prototype (and a small npc support team) into the field. {My background: variant Nobel - knight. Gives me 3 non-combatent retainers ). They've joined up with a band of refugees - 2 1/2ling (bard & barbarian), a copper dragonborn, and a human Cleric and are making their way to Greenest..... my outstanding stats of note are: Intelligence 7 , Charisma 6. Everything else is a mix of 11s-14s. Like I said, the Warforged project is a long way from being perfected.... that said, the gnomes are realizing that A) somethings not quite right with the AI, B) their creation has the personality of a rock, C) most everyone they meet has trouble relating to this thing....
#35

iserith

Feb 05, 2015 5:34:11

Reposting these here because it's relevant and I already have this thread bookmarked for reference.

 

Here's an awesome Eberron party I just created having been inspired by the new rules. Expect to see a heist scenario involving these pulp heroes posted in the next week or so...

 

 

Tchotchke d'Cannith, human wizard 3 (guild artisan)

A scion of House Cannith excoriated for creating Colonel Clank after the Treaty of Thronehold

 

 

Colonel Clank, warforged fighter 3 (soldier)

The latest model of warforged, designed for command and ruthless efficiency

 

 

Billy Gruff, shifter rogue 3 (criminal)

The meanest second-story man in the business

 

 

The Visage, changeling bard 3 (charlatan)

Jack and Jill of all trades, Master and Mistress of Disguise