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Post by Golurkcanfly on Sept 23, 2014 14:32:00 GMT -6
Please store your character sheets here and update when needed.
Name: Morlius Thythus Gender: Male Race: Tiefling Age: 23 Class + Level: Warlock 2 Background: Guild Artisan (Merchant Variant) Alignment: TN
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HP: 17 STR: 8 DEX: 12 CON: 14 INT: 13+1 WIS:10 CHA:15+2
Proficiency Bonus: +2 Save Proficiencies: Wisdom and Charisma Skill Proficiencies: Persuasion, Deception, Arcana, Insight Weapon Proficiencies: Simple Armor Proficiencies: Light
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AC: 11 (+1 DEX) Initiative: +1 Speed: 30 ft
Attacks:
Light Crossbow (1d6+1 Piercing) Dagger (1d4+1 Piercing) Handaxe (1d6-1 Slashing) Handaxe (Thrown) (1d6+1 Slashing) ---
Special Abilities:
Otherworldly Patron: Great Old One Awakened Mind Fire Resistance Darkvision
Invocations:
Armor of Shadows Agonizing Blast
Spells/Cantrips:
Cantrips:
Thaumaturgy Eldritch Blast Mage Hand
1st-Level:
Dissonant Whispers Hex Charm Person
Spells Slots:
1st-Level: 2
Spell Save DC:
13
Spell Attack Bonus:
5
Feats:
Known Languages: Common, Dwarven, Infernal, Draconic
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Gear and Inventory:
Traveler's Clothes (Equipped) Backpack (Equipped) Pouch (Equipped) Crystal Arcane Focus (Equipped) Merchant's License (In pouch) 2 Daggers (Equipped) 1 Torch (In Backpack) Tinderbox (In Backpack) 10 Pitons (In Pouch) 10 Days of Rations (In Backpack) Hammer (In Backpack) Crowbar (In Backpack) Waterskin (Equipped) Rope (Strapped to Backpack)
Money: 15 gp Carried Weight: 51 lbs
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Business: Maps, books, scrolls, and charts Personality Traits: I don't part with money very easily and will haggle tirelessly to get the best deal possible. I also tend to mess with other people for fun, but only when it won't hurt them in the long run. Bonds: The forgotten knowledge bestowed upon me is my life, and it must be fed. Ideals: People need to work together, even if it is just as a means to an end. Flaws: I tend to cause people around me to mistrust me. Appearance: (Include Height and Weight): 5'7" 160 lbs. He has a somewhat lean stature, and most of his weight is in his lower back because of a spiny red tail that trails behind him. His skin is a dark red and somewhat scaly, but its more like its cracked than lizard scales along with feeling like stone. He has rigid spikes on the back of his shoulders and on the back of his calves, along with some on his jawline. His ears are angular and rigid, and he has no distinguishable lips from a far distance. He has bright yellow eyes with no iris or pupils to speak of, and his nose has several ridges as it stretches down his face. His hair is somewhat long, black, and fairly raggedy, and his horns are a blackened red which extend far from his face and are almost like antlers. Here's a crude picture: i.imgur.com/pl3smsE.jpg?1 Backstory: Born in a large city in the small desert continent north of the main landmass, he grew up like a mostly normal kid, but had few friends because of his fiendish bloodline. Nevertheless, he grew up fairly well-off for a commoner because his father was a very shrewd businessman, which me took after greatly. After he matured, he left and traveled to various villages selling basic supplies along with many maps and books. He entered a pact with a Great Old One, which one he does not know, when he read a book containing a ritual of ultimate power. To be fair, it was in the cooking section of the library he was in at the time. He burned the book at the behest of his new patron, with one vague mission: to learn. Any Allies/Organizations: Merchant's Union
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Post by SwordMasterEX on Sept 23, 2014 15:11:14 GMT -6
Name: Elkas Caesura Gender: Male Race: Half-Elf Class + Level: Level 1 Bard Background: Entertainer Alignment: Chaotic Good
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HP: 9 STR:9+1 (10) DEX: 15+1 (16) CON: 12 INT: 10 WIS: 10 CHA: 15+2 (17)
Proficiency Bonus: +2 Save Proficiencies: Dexterity and Charisma Skill Proficiencies: Acrobatics, Performance, Historian, Persuasion
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AC: 13+1 (Leather) Initiative: +3 Speed: 30
Attacks: Rapier (1d8 piercing +3) Dagger (1d4 piercing +3)
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Special Abilities: Spellcasting, Bardic Inspiration, Instrumentalist, Darkvision, Advantage vs Charm, Immune to magical sleep, +2 extra skill proficiencies
Spells: Charm Person Thunder Wave Feather Fall Healing Word
Cantrips: Dancing Lights Vicious Mockery
Spells Slots: 2
Spell Save DC: 13
Spell Attack Bonus: 5
Feats:
Known Languages: Common, Elven
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Gear and Inventory: Rapier equipped, Leather Armor equipped, Dagger, Disguise kit, Costume, Silk Hat Favor, Lute, Kantele, Backpack (all items not equipped in backpack save the lute) Money: 15gp Carried Weight: (Too tired to calculate)
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Personality Traits: "I can handle a spindle as great as any Elf." "My mother did always complain that I followed too much in my father's footsteps."
Bonds: Collaborator, He works well with other entertainers.
Ideals: He wants fame, To spread a message of peace
Flaws: Drunkard, He's fine without it, but once he starts he doesn't know when to quit.
Appearance: Age-29, Weight-145, Height-5'8" Unsaturated lavender hue for skin tone, pointed ears, Bright emerald eyes, Black almost abyssal hair cutting off at his shoulders kept straight and neat, his face is round and feminine and his eyes are sharp and his physique is like that of an anime character in that he is slim but has well defined muscle tone. He is proportioned evenly with his legs about as long as his torso.
Backstory: Elkas was not born of a union of love, but of a passing fancy between an Elvish noblewoman and a traveling priest of Olidammara whom adventured as a Bard, not that either of them new this about each other. At the time she was visiting the royal court he was playing in. He piqued her interest with a mythical tale of Bravado, amused her with his rendition of an Elven melody and enchanted her with a hauntingly beautiful song. He left two days later continuing his aimless journey. Elkas' mother soon went back home with her retainer's as she felt ill. After Elkas' birth, his mother decided to keep him in secrecy as his pure elven blooded half brother was already the official heir to the house's title. A nursemaid claimed him as hers for official records, but he was raised in the palace and taught in the elven arts and magic by a professor of the Bard College. When he was 25, he set ought on his own adventure taking only two outfits, enough gold for travel fair and a red silk hat with a golden feather in the trim made for him by the nursemaid. He wound up spending all his money in the first two towns he visited. As it turns out his taste in wines were a tad too expensive, and he didn't know how to budget his gold. Quick to adapt, he began playing music and performing tricks to pay his way through his endeavor. Recently in his campaign to explore more of the world he has seen a few plays credited to his father's name. He yearns to make music wondrous enough to swoon even elven woman, but now he also aspires to be a renowned playwright, along with his original goal to sample life in all regions of the world. He journeys to find the inspiration that will spark his magnum opus and thus follows traveling parties he deems interesting.
Any Allies/Organizations: House Galanodel/Hometown, Though they can't provide support that's too direct.
Other Important Details: Doesn't have a good relationship with his half brother. He makes his own clothes. His birth name is Elven, but only a select few people know it.
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Post by HHDeception on Sept 23, 2014 15:43:59 GMT -6
Name: Ezekiel Incarnatzia Gender: Male Race: Human Age: 30 Class + Level: Level 2 Cleric Background: Sage/Acolyte Alignment: LG --- Stats and Proficiencies: HP: 15 STR: 10 DEX: 12 (+1) CON: 14 (+2) INT: 14 (+2) WIS: 16 (+3) CHA: 13 (+1)
Proficiency Bonus: +2 Save Proficiencies: Wisdom, Charisma Skill Proficiencies: Insight, Medicine, Nature, Religion, Arcana, History --- AC: 14 Initiative: 0 Speed: 30 feet
Attacks: Mace: 1d6 Bludgeoning Crossbow: 1d8 piercing, ammunition (range 80/320), loading, two-handed
--- Special Abilities: Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see 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 any 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
Channel Divinity: Knowledge of the Ages As an action, you gain temporary proficiency in one skill or tool.
Cantrips: Light Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (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 colored 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. GuidanceDivination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Sacred FlameEvocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spell Slots: 3 x 1st Level Spells Prepared Today: Command (Domain)1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Identify (Domain)1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Cure Wounds1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Bless1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. Guiding Bolt1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 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. Sanctuary1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V,S,M (a small silver mirror) Duration: 1 minute
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from are effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Spell Save DC: 13 Spell Attack Bonus: 5 Feats: Spell Casting Divine Domain: Knowledge Known Languages: Common, Halfling --- Gear and Inventory: - Mace (E) - Covered shield bearing Holy Symbol (E) - Light Crossbow w/20 bolts - Holy Symbol Mask - Leather Armour - Bottle of Ink and Quill - Prayer Book - Hand drawn picture of suspects - Empty bottle - Pouch - Vestments - Common Clothes (E) Money: 12 gp 5 sp Carried Weight: 45 lbs.
--- Personal Details: Personality Traits: Always optimistic, Loves a mystery Bonds: Life debt to his faith Ideals: Self Improvement Flaws: Can obsess over his goals
Appearance: Short for his age. Not muscular but in shape. Dirty blonde hair kept moderately short, with fair skin. Usually travels in plain clothes, favouring lighter colours and garments with hoods. Doesn't wear his church mask unless he want to make a statement. His features are generally unremarkable Backstory: Originally an upper-class scholar of magic, he held the ways of the church in great disdain. When his family was attacked and killed by a bandit cell for their wealth, he lost everything. He desperately sought revenge for years, but could never find his assailants. The mystery taunted and eluded him, driving him to near madness. Having spent all of his resources, he was left destitute, and had no choice but to turn to the church for salvation. The church took him in, and over the years they healed him body, mind, and spirit. He approached the faith by studying it, transferring his experience in academia from magic to that of his deity. He eventually developed an understanding of his deity unlike any other in his church, and ascended to becoming a cleric.
But when evidence of the attack on his estate resurfaced, he couldn't resist digging deeper. Leaving the church, he investigates once more, always telling himself that this isn't for vengeance, it's for enlightenment.
Any Allies/Organizations: Cleric of Rao, respected within his religious community.
Other Important Details: His mace is covered in a weathered woody cloth, which he uses as a walking stick. His shield is similarly wrapped and placed simply over his pack. You wouldn't be able to tell he's a cleric by looking at him. When he wants to be recognized, he'll wear his mask.
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Post by AlmosDug on Sept 23, 2014 16:37:10 GMT -6
Name: Aranno Amaodel (if I understood what I read, this family name should mean Moon Flower)
Child Name: Sinnal
Gender: Male
Race: Wood Elf
Age: 121 years old
Class + Level: Level 2 Rogue
Background: Criminal
Alignment: Chaotic Neutral
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Hit dice: 1d8 per level
HP: 13
STR: 10
DEX: 15 + 2
CON: 10
INT: 13
WIS: 12 + 1
CHA: 13
Proficiency Bonus: +2
Weapon Proficiencies: Simple weapons, shortsword, longsword, shortbow, longbow, hand crossbow, rapiers
Armor Proficiencies: Light
Save Proficiencies: Dexterity, Intelligence
Skill Proficiencies: Perception, Deception, Stealth, Sleight of Hand, Investigation
Tool Proficiencies: Thieve's tools, Dragonchess set
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AC:
13 (+1 Leather Armor)
Initiative: +3
Speed:
35 feet
Attacks:
Dagger (1d4 +3 piercing)
Rapier (1d8 +3 piercing)
Shortbow (1d6 +3 piercing)
Sneak attack: Once per turn, when you hit a creature with a Dexterity-based attack and you have advantage on the attack roll, you can deal an extra 1d6 damage to your target. You don’t need advantage if another enemy of the target is within 5 feet of it and isn’t incapacitated. You can’t deal the extra damage, however, if you have disadvantage on the attack roll
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Special Abilities:
Darkvision
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance
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.
Expertise. When you make a Dexterity (Stealth) check or a check using thieves’ tools, your proficiency bonus is doubled. This benefit is included in your Stealth skill bonus.
Thieve’s Cant
Criminal Contact
Cunning Action . Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action
Feats:
Known Languages:
Common, Elvish
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Gear and Inventory (Include equipped items, and label as equipped): One rapier(2 lb.)(E), two daggers(2 lb.)(E), one shortbow(2 lb.) with 20 arrows(1 lb.)(E), leather armor(10 lb.), thieves’ tools(1 lb.), a crowbar(5 lb.), dark common clothes with a hood (3 lb.)(E), (a backpack, 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.) - 46.5 lb.
Money:
15 gp
Carried Weight: (out of your total)
72.8/150
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Personality Traits:
"I want to die, but I don't intend to make it easy. Earn my blood, and you will have my thanks."
"Nostalgia dulls my generally pleasant mood. Almost makes the world seem to slow around me, though I slow with it. Looking at the leaves falling, I think, 'how nice it all used to be. If only I could've stayed.'"
Bonds:
His father-in-law and brother-in-law hunt him for what he did, and he thinks of them as one of the few worthy enough to kill him.
Ideals:
Enjoyment in the face of danger, Endings.
Flaws:
Insatiability. Frequently and violently drunk.
Appearance:
5'5" and 118 lbs. Shaggy black hair falling evenly around his head, barely not in his eyes. His dark brown skin is accentuated by symmetrical, dark green tattoos up and down his body, though not on his face. His face is scarred along the right side of his jawline from one of his brother-in-law's arrows, and his travels have worn him down to a very thin state, noticeable in his cheeks.
Backstory:
Aranno lived a quiet life at first, working as a fisherman alongside his sage wife. He didn't care much for his job, or his wife's, and mostly went through the motions out of a sense of responsibility. He hardly cared about losing his job when the lake dried up, but still felt obligated to provide for his wife. So he joined with some small-time thieves nearby, smuggling whatever needed to be smuggled. Allured by the dangers he faced, he killed his wife to cut ties, and left for a bigger city, nearly dying on the way. After joining with a thieves’ guild there, he found that even these new, constant risks could not sate him, and moved onto another city. The cycle is still repeating, the sorrow caused by the dissatisfaction taking its toll on him. He seeks pleasure wherever he can find it, but hopes that death will prove worthy enough to take him soon, before his fun completely fades away.
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Post by The Big Cheese on Sept 24, 2014 9:29:30 GMT -6
Name: Nergui of Belgunot Gender: Female Race: Half-Orc Class + Level: Paladin 2 Background: Knight (Variant) Alignment: Lawful Neutral
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HP: 20 STR: 17 DEX: 10 CON: 15 INT: 8 WIS: 10 CHA: 14
Proficiency Bonus: +2 Save Proficiencies: Wis/Cha Skill Proficiencies: Intimidate, Athletics, Insight, History, Persuasion
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AC: 16 (18 w/ Shield) Initiative: +0 Speed: 30ft
Attacks:
Greatsword: 2d6 Slashing, Heavy Javelin: 1d6 Thrown, Range (30/120)
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Special Abilities: Darkvision 60ft, Menacing, Relentless Endurance, Savage Attacks, Divine Sense, Lay on Hands, Great Weapon Fighting, Spellcasting, Divine Smite
Spells/Cantrips:
1st Level: Bless, Command, Compelled Duel, Cure Wounds, Detect Evil and Good, Detect Magic, Detect Poison, Divine Favor, Heroism, Protection from Evil and Good, Purify Food and Drink, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite
Spells Slots: 1st: 2 2nd: 0 3rd: 0 4th: 0 5th: 0
Spell Save DC: 12
Spell Attack Bonus: 4
Feats: None
Known Languages: Common, Orcish, Elven
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Gear and Inventory: Greatsword -equipped- Shield -equipped- Javelin x5 -equipped- Chainmail -equipped- Fine Clothes Backpack Bedroll Mess Kit Tinderbox Torches x10 Rations x10 Waterskin Hemp Rope, 50' Holy Symbol Token of Affection Scroll of Pedigree Dice Set
Money: 10gp Carried Weight: 147lbs.
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Personality Traits: Belligerent Under Fire, Generous Donor Bonds: Loved by Women Ideals: Defender of the Downtrodden Flaws: Deeply Conflicted
Appearance: 6'2, 214lbs. She has long dark hair and hazel eyes, under a considerably small brow for one of orcish ancestry. Her skin is a grayish hue although with a very healthy tone. She has a tall and broad stature, that at a distance may be hard to diffetentiate from masculine and feminine and her arms are liberally coated in battle scars of which she has enormous pride.
Backstory: Born of an uncanny affair between the patriarch of the human clan Belgunot and an unknown Orcish mistress, Nergui was raised within the confines of human society until a time at which she could be sent to the clergy's care. Finding her behaviour too unruly to reside amongst the nuns, Nergui's father and stepmother searched tirelessly for a place their daughter could live away from those who would scorn her. That place, as fate would have it, found them when one day a knight resting in their estate took a liking to Nergui and brought her in as a squire. She exceled in her training, learning discipline far sooner than any would expect of one with orcish blood and upon reaching adulthood struck out as a knight on her own. Although the nobility of her community gradually came to accept her truly benign nature as fact, Nergui still often suffers from discrimination and vows to end prejudice if not by rational argumentation then by righteous punishment.
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Post by GX1997 on Oct 26, 2014 19:19:38 GMT -6
Name: Reyna Gender: Female Race: Human Class + Level: Barbarian, 1 Background: Outlander Alignment: CN
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HP: 25 STR: 16 DEX: 14 CON: 16 INT: 10 WIS: 12 CHA: 9
Save Proficiencies: Strength, Constitution Skill Proficiencies: Athletics, Survival, Nature, Perception
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AC: 15 Initiative: +2 Speed: 30
Attacks:
Maul: 2d6 + 3 bludgeoning Handaxe: 1d6 + 3 slashing (Thrown 20/60) Javelin: 1d6 + 3 piercing (Thrown 30/120)
--- Known Languages: Common, Giant, Goblin
Special Abilities: Rage Unarmored Defense Reckless Attack Danger Sense
Musical Instrument Proficiencies: Flute ---
Gear and Inventory: Traveler's Clothes (equiped) Handaxe x2 (equiped) Maul Javelin x4 Waterskin Backpack Bedroll (attached to backpack Hempen Rope 50' (attached to backpack) Rations x10 Torches x10 Mess Kit Tinderbox Staff Hunting Trap Dragon Talon on a Leather Necklace
Money: 10 gp Carried Weight: 114/240
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Personality Traits: I once ran 25 miles without stopping to warn my clan of an approaching Orc horde. I'd do it again if I had to.
I will not rest or return to my clan until I am sure I can complete the ritual and gain the elder's favor, so that one day I will lead the clan instead of one of my sisters.
Bonds: My clan and it's well-being are the most important things to me.
Ideals: Though I feels I am not yet ready to take on the role that is expected of me by the clan, it is still my responsibility, and so I must accept my role.
Flaws: I only accept what I have been taught is best for my clan, even though it may mean sacrificing what is best for me.
Appearance: Height - 6'7" Weight - 166 lbs. Straight, long red hair, large green eyes, a smaller nose, and a heart shaped face. Slightly less curvy than the other members of her clan.
Backstory: Like the rest of her clan, she and the other girls in her generation were first taught how to hunt and survive in the wild. As a young teenager, her generation took over as the clan's form of military, during which time they defended the small village, and prepared themselves for what would come next, in only a few years; their rite of passage, their coming of age.
Recently, the time for each young woman of her generation to set out on their own journeys came. Depending on the results of their journeys, when they return to their clan, they will be judged by what they accomplished, and that judgement will determine what they do for the rest of their lives. Their fates hinge on that moment. Reyna is determined to do better than everyone else, even if it costs her dearly. The first things that she may lose are her pride and her honor, and who is she without those two things?
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