Jump to content

WEIRDER STUFF - PROJECT #3 - Whoa I rolled a 20!


WS ST

Recommended Posts

Sean has decided that with the introduction of several new players who have never played D&D before to create a second campaign so everyone needs to make up a new character for his new campaign.

Spoiler

note: this is an ooc project characters you  create here can be the one you use in the in game sessions or just a d&d character you want to make.

This project will reward 8 XP upon completion.

Using the D&D 5th Edition PHB (if you do not have access to that book go to https://www.dndbeyond.com/   it is free to use) or Pathfinder, create a 4th level Fantasy Character complete with Background.

Sean, if he wishes may add some additional requirements or limits to his campaign below.

This project will be open from 9/3 - 9/8. Just add your submissions here one per player.

Thank you.

 

Link to comment
Share on other sites

Okay, let's add some house rules (Or, just ignore them all and make what you like)

1 - Ability Scores: Modified Point Buy. All Ability Scores start at 8, you have 30 points to distribute as you wish on a 1-for-1 basis. Max Ability is 16 before Racial and/or Feat modifiers.

2 - Books: The PHB and Xanathar's Guide to Everything (I can hook you up).

3 - Class modifications: Instead of two set Saving Throw Proficiencies, choose any three. Start with Max Hit Points

4 - Additional bonuses: Start with 1 additional Feat, 1 additional Skill Proficiency, 1 additional Tool Proficiency, 1 additional Language Proficiency

5 - Other modifications: Sean is willing to work with his players if they really want something or to change something in a class or make a new archtype for their class. Try to be reasonable.

Setting

A planet of many continents and archipelagos, by consequence there are a variety of cultures (feel free to make any up). The Zafallan Empire, backed by a well trained and professional army, is expanding, though suffering domestic problems as noble families and merchant dynasties are striving for more power after being culled by the last Empress (possibly assassinated), and the new Emperor is establishing his power base.

PCs are resisting the empire on a large island that is littered with the remnants of an ancient, non human empire, or trying to ignore it, at least initially. Who knows where the game goes? They might like rule under the Empire. Meritocracy was a big thing under the Empress, but the nobles have delved deep and pulled strings - many officers now have their positions bought or traded for, causing the Imperial military some issues.

Oh, there are gods, but they don't grant spells or powers. Clerics, Druids, and Paladins are still things, but are classified as Arcane casters, with a different focus on their powers and spells. Clergy can be any class, just take the right background.

Link to comment
Share on other sites

Meldarion 'Dread' Delgath
Fighter (Champion) 4
Medium humanoid (human), Lawful Neutral (Personal Code of Honor)

Armor Class: 16 (Studded Leather, +3 Dex, +1 Two Weapon Bonus)
Hit Points: 58 (10,8,8,8 +24)
Speed: 30 ft.

STR 18 (+4) | DEX 16 (+3) | CON 18 (+4) | INT 12 (+1) | WIS 12 (+1) | CHA 12 (+1)
Saving Throws: STR +6, CON +6

Skills: *Acrobatics +5, Animal Handling +1, *Athletics +6, Deception +3, *History +3, Insight +1, Intimidation +1, Perception +1, *Persuasion +3, Survival +3

Senses: Passive Perception 11
Languages: Common, Dwarvish, Elvish

Actions:
Longsword Melee Weapon Attack
+6/+6 to hit, reach 5 ft., one target (1d8+4/19-20 slashing)

Longsword Melee Weapon Attack Two Handed
+6 to hit, reach 5ft., one target (1d10+4/19-20 slashing

Dagger Melee Weapon Attack
+6 to hit (+5 thrown), reach 5ft., one target (1d4+4/19-20 piercing), range 20/60

Feats: Dual Wielder, Tough

Abilities:
Fighting Style (Two-Weapon)
Second Wind (Heal 1d10 + Ftr Lvl 1/short rest)
Action Surge (Take one additional action on top of your regular action and a possible bonus action. Once used, this feature can't be used again until a short rest.)
Improved Critical (19-20 threat range with any proficient weapon)
Ability Score Improvement (4th +1 STR, +1 CON)

Background: Noble (Fallen)
Skills: History, Persuasion
Tools: Gaming Set
Languages: Elvish

FEATURE: POSITION OF PRIVILEGE
For whatever reason, Dread fell out with his family. He doesn't discuss it much. However using his noble upbringing and own personal magnetism and penchant for destroying any opposition in his way, he's acquired quite the reputation as one of the best mercenaries in The Crossing. People are inclined to think the best of him, but only when they need something. He won't be caught dead in high society, but his imposing presence generally convinces people to assume he has the right to be wherever he is. The common folk make every effort to accommodate him, but only to an extent and avoid his displeasure. Other people of high birth usually recognize him and treat him with grudging respect as a member of the same social sphere, mostly out of fear of who once was and who he's become. He can secure an audience with a local noble if he needs to.

Equipment: 2 Longswords, Studded Leather Armor, Gaming Set, Ragged Clothing, Signet Ring, Backpack (Bedroll, Mess Kit, Tinderbox, Torches (10), Rations (10 days), Waterskin, Hempen (10')), Riding Horse (Saddle, Saddlebags)

Wealth: 15pp, 50gp, 40sp, 100cp (241gp)

House Background:
The Delgaths are a rags to riches tale. Several generations ago they started off as nothing more than a three warrior brothers doing mercenary work for pay. Two of those brothers lived to have families of their own who in turn passes what they knew to their sons and daughters. From there a great line of warriors was born.

Today the Delgaths offer their services as highly skilled warriors, knights, cavaliers, and even mercenaries to champion the causes against threats against the Shelters, and most recently, the budding surface communities. Within the lodge of a Delgath estate, as soon as a child takes their first steps they are taken to the armory and placed in the center of the room where they wander about until they choose a weapon, always a sword. They believe the gods guide the hand of the infant, who is too young to realize what they are really doing. This is called the Rite of Selection, and if the Delgaths have a religious ceremony, this one is the most sacred and it's selection is never disputed. Once they touch their first blade, their training in combat begins the next day. When they are old enough to begin training with a real blade, the sword they selected during their rite becomes theirs and it is their to care for and train with from then on. The selected sword is the closest thing to a holy symbol most Delgaths possess.

Years of rigorous training yield a man or woman who is a true instrument of war and the greatest of Delgaths can be found as generals in armies or powerful retainers to nobles or Lords able to pay their price.

Some nobles refute that the Delgaths are a true noble bloodline, stating they are nothing more than an elite clan of mercenaries. However, what the family's lodges have done in defense of the Shelters and the people who dwell within them give this claim little weight as they are staunch defenders of the citizens and noble warriors.

There is no discrimination among the Delgath family. Men and woman are treated equally and all learn the blade the same way. Although the birthing rate within the family seems to be seven sons to every three daughters. Some view this as the god's way blessing (cursing) the family. The Delgaths do not marry outside of the family, meaning that those who wish to marry a Delgath must renounce their born name and title accept the Delgath name and all the duties and responsibilities that go along with it. Both men and women from outside the house are subjected to a series of physical tests and, of course, their sword arms are tested as well. Those who fail are turned away. Suffice it to say that not a lot of noble blood finds it's way to the Delgath lodges. Most of the spouses within the family are drawn from peasant stock, men and women with grit and determination.

Despite age or lineage, no Delgath is accepted by the other members of the family until they have participated in a true battle for the first time. Until then, they are seen and treated as children. The family has one weakness: they value martial skill over all other art forms. For this reason there are very little spell casters within a particular Shelter's Lodge. Paladins and Rangers are not unheard of among their numbers, but Eldritch Knights just don't exist. They are generally a straight forward lot who see the easiest way to victory is to simply meet your foe head on to see who is stronger. “When all you have is a hammer, everything looks like a nail.” is a common phrase used to refer to the Delgaths. No Delgath can claim the age old 'silver spoon' adage that seems to apply to nobles. Each are raised on hard work, hard times, and harder living.

Alignment: Most Delgaths are Lawful in some way, as they all adhere to the house's strict codes of honor in combat, but all alignments are possible. Despite this, however, even the most vile of Delgaths still seems to fight with some semblance of honor.

Personalities: The Delgaths are a loud, boisterous, and fun loving lot. They revel in combat, celebration of victories, and sharing stories of battles both 'historious and glorious' (as they would say). The house is a mesh between the Norse way of life and the finery of English nobility. Most argue they are nothing more than finely dressed barbarians, but never within earshot of them (and they kinda are).

To earn the respect of a Delgath is to earn the respect of the whole family and failure to live up that respect garners animosity from not one, but all. All Delgaths follow a code of honor, there is no written rule posted anywhere within the halls of their lodges, but as they are trained thy are taught to respect the sanctity of armed combat, to find their peace with the warrior spirits of old and to do their ancestors great respect by letting their conflicts be remembered through the ages. Even in the midst of a rage fueled brawl, a barbarian Delgath would not strike an unarmed opponent and would probably drop his weapon to make it a fair fight. A Cavalier/Knight Delgath may give their opponent ample time to prepare for the battle, or wait until the opponent is ready to properly defend against his attacks before making his strikes. It should be noted that this honor does not apply against spell casters. Sorcery, while not shunned, but does not follow the rules for honorable combat in the eyes of the Delgaths, and if used against one, all bets are off (and woe to the foe).

Sayings:
The Gods do not win battles for us. They help deserving warriors win them on their own.”
We are born to die, we live to be remembered.”
You are only as strong as the warrior next to you.”
Let it hurt. Let it go.”
If I am to die this day, then I would see that this day not pass quietly.”

 

Meldarion 'Dread' Delgath
Born the only son of Vargas Delgath, Meldarion (the elven word for 'beloved') never met his mother. He grew up as a Delgath was expected until the day he took his Rite of Selection. On that day, as he wandered the room something happened that no one was prepared for: Meldarion touched two blades at the same time, smiling and tapping them both afterwards. As a rule, Delgaths generally don't use two use two weapons at once (even their Rangers), as it's not necessary to need more than one blade to kill a foe.

For his father it was a matter of personal honor, no son of his would use two blades in combat, he would look weak requiring two weapons where most warriors only required one. However, the Rite of Selection was sacred, and if Meldarion touched two blades, then two blades are what he would be trained with. From that day on Meldarion and his father never got along. Bickering, fighting, arguing, it was a constant struggle for the young man to try and earn the acceptance of his father, and it never happened. As long as Meldarion wielded two blades in combat, in his father's eyes, he wasn't a true warrior.

Once his training was complete he took place in his first battle, a caravan skirmish leading from one of the Shelters to The Crossing in an attempt to open trade routes for those who didn't wish to leave the safety of the underground. All present in the skirmish agreed that Meldarion fought with the fury of a thousand soldiers that day (exaggeration is common in the retelling of a tale), and he was officially welcomed into the Delgath house as an equal.

It was on this night that his father, who had risen to a position of great power within the household, proclaimed that he was not, nor ever would be an equal. Delgaths did not use two swords in combat. All a warrior needed was as single blade and either his shield or a second hand on that blade to win any battle that came his way. A fight ensued between Meldarion and his father, with words being tossed back and forth across the mead hall. Both said things they'd come to regret but it was too late. Meldarion left their ancestral lodge within the Shelter close to The Crossing and wasn't seen again.

Since that night Meldarion has made quite a name for himself in The Crossing as a sellsword who can, and will, complete a contract. That fact that he has a moral compass seems to help his reputation quite a bit, as does the Delgath name. However, anger and rage at his father has turned him into something of a bitter, jaded brat. He's always angry, short with people, and has a reputation for both women and drink. The former has already earned him the ire of a noble and a merchant whose daughters he deflowered and didn't seem to care one whit about it. He's earned the moniker of “The Dread Delgath”, both for his witnessed fighting prowess, and his less than savory exploits. He doesn't seem to mind, however, since he hates that his real name is elvish and sounds 'flowery'. To that end, he's taken to just calling himself 'Dread'.

Personality:
Dread values strength, courage and honor above all other things.
Consistently bitter and depressed, Dread spends a lot of time drowning in women and booze.
Coming from a home of warrior women, he knows what women are capable of. There's nothing a Delgathian man fears more than a Delgathian woman.
Any problem can be solved with copious amounts of violence.

Link to comment
Share on other sites

I don't much like DnD 5th, so I went for Pathfinder. Diarmuir1.jpg:)

 

 

 

 

 

Vili Korvaski

 

"The secret to fencing consists of two things: to give and not to receive." - from Truths & Maxims of the Casimerro School 

From an early age, Vili had just one passion.

Well, maybe not just one: he is, after all, a Varisian. Dancing, talespinning, flirting and enjoyment of that which is best in life come very naturally to the youth. But his great passion, his consuming pursuit, is the dance and flicker and flash of the well-wielded blade. So talented did he prove that he won a prestigious competition and gained admission to the vaunted Orsini academy. There he flourished for several years, but a passionate affair with a young noblewoman led to a public incident, and his maestro and family both agreed to send him east, to study in the salles and gymnasia of lofty Taldor.

There he learned from the singular Casimerro school - rare in Taldor for it's single-minded focus on the rapier when most Taldoran's laud the use of the falcata and buckler. He learned the fleche, the Arrêt à bon temps, and the parrie pas four, and he took to the art and science of swordplay like a bird to flight. He also learned the other gentlemanly arts - courtesy, wit and fashion - adding a polish that his Taldoran mentors found the otherwise charming young Varisian to be lacking in.

His education was interrupted, however, by ties of blood. His cousin Thalonius, son of his uncle Iosefi, a moneylender in Korvosa who's largesse had been mostly responsible for Vili's expensive education, was accused of murder and due to be put to death on the word of a witness. Vili set sail immediately for Korvosa and set about proving his cousin's innocence, convincing the witness, a fisherman, to recant his testimony. Unfortunately the man died shortly after, leaving the case against his cousin to be abandoned rather than for the old man to be found not guilty. Thalonius was expelled from his college of the Art, and with his family still under a cloud, Vili is resolved now to seek out the villain responsible for his family's troubles.

Looks & Personality: (Charisma 17) A heart-melting smile, flashing white teeth and bright, alert golden eyes join with unruly, fine chocolate-hued hair and tan olive skin to cut a swathe through hearts everywhere the handsome young man walks. Usually polite and well-spoken, he possesses just enough rakishness to prevent easy dismissal as merely a pretty face, however.

He is fun-loving, quick to anger yet quicker to forgive, serious only when it comes to his scholarship of the sword and when confronted with cruel injustice. Whilst full of the brashness of youth, he has a keen mind and ready wit - his only true hubris being that he seldom backs down from a challenge of skill with the sword. Another weakness is with regard to the Fairer Sex - Vili is a sucker for a winsome smile and a pretty face, especially if the maiden in question is in trouble. This is balanced somewhat by the similar effect he himself has on females.

A friendly, courteous sort, he almost always greets strangers with a smile, friends with an embrace, and rivals with a provocative grin. Enemies are met with a tight-lipped smile and a flash of light that resolves into the tip of a well-crafted rapier.

Height: 5'11"
Weight: 165lbs
Skin: Olive
Eyes: Gold

Korvosa apartment: 100gp

Line of credit at Three Rings Tavern

Harrow Card: The Dance

 

Roll20 Character sheet, presented in order.

Link to comment
Share on other sites

Gloin Marbleson
Cleric 4
Medium humanoid (hill dwarf), Neutral Good

Armor Class: 18 (Chain Mail, +2 Shield)
Hit Points: 48 (8,8,8,8+16)
Speed: 25 ft.

STR 15 (+2) | DEX 12 (+1) | CON 16 (+3) | INT 12 (+1) | WIS 16 (+3) | CHA 12 (+1)
Saving Throws: Constitution +5, Wisdom +5, Charisma +3

Skills: Athletics +4, Insight +5, Medicine +5, Persuasion +3, Religion +3

Senses: Darkvision, Passive Perception 13
Languages: Common, Dwarvish, Elven, Halfling, Gnome

Actions:
Warhammer Melee Weapon Attack
+4 to hit, reach 5 ft., one target (1d8+2/20 bludgeoning)

Feats: Heavily Armored

Abilities:
Dwarven Combat Training
Dwarven Resilience
Dwarven Toughness
Divine Domain: Light
Warding Flare
Channel Divinity: Radiance of the Dawn [1/rest]
Ability Score Improvement (+1 Wis, +1 Cha)


Spellcasting:
Cantrips: Light, Mending, Sacred Flame, Spare the Dying, Thaumaturgy
Number of Prepared Spells: 7
1st level Spell Slots: 4
2nd level Spell Slots: 3

Spell Save DC: 13
Spell Attack Modifier: +5

Background: Acolyte
Skills: Insight, Religion
Tools: Herbalism Kit

FEATURE: Shelter of the Faithful
As a member of the clergy of Baldur, Gloin has the respect of the faithful, and can perform the religious ceremonies associated with Baldur. His good standing enables him and his companions to receive free healing and care at a temple of Baldur, as well as other support if not hazardous or excessive.

Equipment: Warhammer, Chain Mail, Explorer's Pack, Shield, Herbalism Kit, Holy Symbol, Prayer Book, 5 Sticks of Incense, Vestments, Set of Common Clothes.

Wealth: 11pp, 65gp, 130sp, 200cp (190 gp)

Background: Gloin Marbleson came from the dwarven heartlands in the Pratzen Mountains and the flanking hills and valleys. A cave-in claimed his parents when he was a few years old, and the priests of Baldur, the lord of the sun, beauty and fertility took him in. He was brought in the creed, taught its ways, not just as clergy, but one judged fit to channel the secrets offered to the dwarves by the Handsome Sun.

And as was long-accepted practice, such honored clerics went out into the world to uphold the light and life, aid the people and promote happiness. Gloin did this for well over a century, marking the shifts in the Zafallan Empire with growing unease. Their growing brutal nature and increase in victims led him toward the edges of their expansion, to the old fallen state of Dindreth where light, life and hope were quite imperiled.

And there the siege of Dindreth took place, and the Zafallan army surged over the city, looting, massacring and acting with inhumanity. The temple of Baldur was even violated. An enraged Gloin decided then that while the church itself had to remain neutral, the works of the Empire here were anathema to the faith. Gloin is now a member of the resistance, using his priestly status as a cloak for his work as a traveling insurgent communicating between cells.

Link to comment
Share on other sites

sQ0rrT6.png
Name
: Sonata Merryweather

Bard (College of Whispers) 4
Medium humanoid (half elf), Chaotic Good

Armor Class: 15 (Studded Leather, +3 Dex)
Hit Points: 36 (8,8,8,8 +4)
Speed: 30 ft.

STR 8 (+4) | DEX 16 (+3) | CON 12 (+1) | INT 14 (+2) | WIS 14 (+2) | CHA 20 (+5)
Saving Throws: Dex +5, Wis+4, Cha +7, Con +3

Skills: Persuasion +7, Deception +7, Perception +4, Insight +4, Investigation +4, Stealth +5

Senses: Passive Perception 12
Languages: Common, Elvish, Dwarvish, Draconic, Orcish
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Lute, Flute, Drum, Tool

Actions:
Rapier Melee Weapon Attack
+5 to hit, reach 5 ft., one target (1d8+3)

Shortbow Ranged Weapon Attack
+5 to hit, one target (1d6+3), range 60/120

Feats:
1 - Actor
4 - Resilient: Charisma

Abilities:
Darkvision 60'
Fey Ancestry - Adv vs Charm, Immune to magic sleep
Skill Versatility - Extra skill Proficiency
Languages - Common, Elvish, one more of choice

Spellcasting
Bardic Inspiration 5/5 (1d6)
Jack of All Trades
Song of Rest (1d6)
Expertise
Bard College: Whispers
- Psychic Blades - +2d6 psy damage on hit with weapon, 1/rnd, costs 1 Inspiration
- Words of Terror - Speak w/humanoid for 1 minute, target makes Wis save or is Frightened of me for 1 hr or until its allies are attacked/damaged. 1/rest

Spellcasting (CL 4, DC 14)
Slots: 1st - 4/4, 2nd - 3/3
Known
0 - Message, Mage Hand, Vicious Mockery
1 - Disguise Self, Dissonant Whispers, Healing Word, Thunderwave
2 - Invisibility, Suggestion, Phantasmal Force

Background: Faction Agent (Harpers, or similar group)
Skills: Insight, Investigation
Tools: None
Languages: Two of choice

FEATURE: Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Equipment:  Rapier, Studded Leather armor, Explorer's Kit

Wealth: 15gp

Background
Sonata was born to an elf and raised in the high courts of elven society. Despite her charm and good looks her mixed heritage meant she was always on the fringes, never let into the inner workings. She took that as a personal challenge though, and cultivated her magical gifts to help her ambitions. Eventually she was approached by the College of Whispers...and Sonata found what they had to offer intriguing. To be a predator hiding among the prey. To turn the endless frippery of the court, and the machinery of intrigue against them. That was about a year ago.

Since then Sonata has been spending her time living a double life. An up and coming courtier, and a cunning and clever adventurer. In each arena she seeks to gain influence and power, root out corruption, and force those in power to attend to their responsibilities as she sees them.

Personality:
Sonata wears her personality like a wardrobe, dressing for each situation as she sees will be most useful. Socially warm and compassionate, in combat cold and practical, and always with an undercurrent of introspectiveness...a person seeking to know themself, perhaps so as not to lose track of who she is amidst her many disguises and personas.

Link to comment
Share on other sites

The son of fiercely independent huntsmen, Ryoma always knew what he'd grow up to do in life. Be it beast or goblin, from a young age he's never shied away from a hunt, and takes pride in his skills. While still young, he's not so idealistic as he once was. His work protects others, and lets him live comfortably while meeting new people.   He never had interest in being a solider, preferring to live by his own rules, and his chosen profession is one that lets him do so.

Ryoma's known for being quite fit physically, and relatively taciturn, speaking little, as he's used to having to remain silent for extended periods during various hunts. He prefers to fight from range, though thanks to his training, he's more than capable of defending himself at close range.  Ryoma has few lasting attachments, as his parents were slain on a hunt not long after he became a huntsman himself.  While he mourned, he accepted that this was a part of life, especially for huntsman, and as such he tends to keep to himself, living frugally.  The rewards he makes from his various hunts go towards maintaining his gear, or saving to get something better.

 

Link to comment
Share on other sites

Clara had a hard time figuring out what character to make for the game, so Sean introduced her to the time-honored tradition of randomly rolling for things. She ended up with a Tiefling Wild Mage, something she never would have made herself due to the bloodline's chaotic effect on gameplay. Who knows? Maybe it'll help Clara learn to adapt more easily. 

Levis

Image result for tiefling woman

 

Abandoned by her parents almost immediately after birth, Levis grew up with every disadvantage: she was a poor orphan tiefling and early on in her life the wildly unpredictable nature of her magic became painfully obvious. She was handed around from orphanage to temples and back to orphanages until she finally struck out on her own in her young teens. She's never managed to make close bonds with others, always assuming that eventually they'll turn against her (and that it will probably be her fault). Despite her sadness, she tries to stay content with what she can do an knows that she's still far luckier than others.
 

 

Link to comment
Share on other sites

OOC: Stuff in Italics will be Cora's little handwritten notes all over the bundle of printed sheets she hands to Sean at some point.

IC: Kamala Drix, CG, Tiefling Fighter 4 Languages: Common, Infernal, Giant    Background: Acolyte (Shelter of the Faithful)

Personality: Quotes and misquotes sacred texts and proverbs of Kord in almost every situation. (Seems like a cool god.)

Ideal: We must help bring about the change the gods are constantly bringing into this world. (Love this random table.)

Bond: I would die to recover the ancient relics stolen by the Empire.

Flaw: My piety sometimes leads me to blindly trust those who profess faith in Kord ( Stupid Random Table. 😕 Going with it.)

Spoiler

e2f0ee577edba7c07a50bc0d8b8652e8.jpg

I know it's the wrong version of them, but I like the pic...

STR: 18 DEX: 12 CON: 16 WIS: 10 INT: 11 CHA: 16   Proficiency: +2 HP: 54 AC: 16

Attacks *Longsword, +6 to hit, 1d8+1d4+4 Slashing  *Light Crossbow, +1 to hit, 1d8 Piercing, Range 80, Loading 

Saving Throws *STR +6, DEX +1, *CON +5, WIS +0, INT +0, *CHA+5     Feat: Tough

Racial Traits: DV 60, Resistance to Fire, Thaumaturgy Cantrip, Hell Rebuke (1/long rest)

Class Traits: Protection Fighting Style, Action Surge (1/long rest), Brute Archetype (+1d4 damage)

Skills: Athletics, Perception, Insight, Religion, Survival   Proficiencies: All Armor, All Shields, Simple/Martial Weapons, Flute (Musical Instrument)

Gear: Chainmail, Shield, Longsword, Light Crossbow, Dungeoneer's Pack, Holy Symbol, Flute(Mother's Legacy, Maybe???)   Gold: 15

 Sean,

So. Yeah. Refugee orphan to the island from the country next door that got the axe from the Empire taken in the temple of Kord. Just a little too burned to commit to full paladin, but loyal to the creed none the less. Probably messed something up, but that's what practice practice practise is for... 

-Cora

 

Link to comment
Share on other sites

Name: Kethra Bloodmist Thunukalathi1cd5705af63f8b79f0ebd0846f150472.jpg
Class/Level: Barbarian 4
Alignment: Chaotic Good

Race: Gollam Tribeswoman (Goliath)
Age: 24
Gender: Female

Height: 7'6''
Weight: 305 lbs
Hair: Crimson
Eyes: Amber
Skin:  Dusky blue-grey

Appearance
A towering, broad shouldered Gollam woman with thick red hair tied back in a braid and her rare crimson Fatemarks vivid on her smooth, blue-grey skin. Attractive, but severe, her faintly glowing amber eyes stare with penetrating directness, her massive glaive always at hand.

Background
The second daughter of a traditional Gollam family from the Skybreaker mountains, Kethra went to find her own path in the port city of Stonetree after losing a challenge to her older sister for primacy. With her size and ferocity, if not for her limited acumen, she quickly made sergeant in the city guard and was well respected by the sizable Gollam minority that resided in Stonetree.

Then the Zafallan Empire arrived. The Archon of Stonetree capitulated, in return for being made Governor of Stonetree. At first, it was a reasonably smooth transition, but Kethra was incensed, especially as the policies of the Empire began being made manifest, specifically with the Gollam and other minorities being purged from the city, their property and surrounding lands being confiscated by noble officers.

In fury, Kethra lead a contingent of Gollam guardsmen - or rather former guardmens, as they had been discharged of their positions in the city guard - to eliminate the Governor and his imperial advisor. But while the great strength and size of the Gollam tribesmen wrecked havoc through the governmental palace, they were no match against the Imperial marines and legionaries. Few survived, fewer escaped, though Kethra was one.

Guilt-ridden for leading her comrades to defeat, Kethra Bloodmist fights a guerrilla war along with other disaffected against the occupiers of the city she called home, from her old home in the Skybreaker mountains, trying to raise allies among her tribesmen and other Gollam tribes in the mountains.

 

 

 

Spoiler

Hit Dice: 4d12+12
Hit Points: 60
Armor Class: 16 (10 + Dex + Con)
Initiative: +3
Speed:  30

Racial Traits
Ability Score Increase: Your Strength score increases by 1, and your Constitution score increases by 1.
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
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 DMG, and have Resistance to Cold damage.

Ability Scores
Strength 18 (+4)
Dexterity 16 (+3)
Constitution 17 (+3)
Intelligence 8 (-1)
Wisdom   12(+1)
Charisma  10 (+0)

Proficiency Bonus: +2

Saving throws 
Strength +6
Dexterity +5
Constitution +5
Intelligence -1
Wisdom +1
Charisma  +0

Background: City Watch
Feature - Watcher's Eye: Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Personality Trait: I can stare down a hellhound without flinching
Ideal - Independence: When people follow orders blindly, they embrace a kind of tyranny
Bond: Those who fight beside me are those worth dying for.
Flaw: My hatred of my enemies is blind and unreasoning

Skill Proficiencies
Acrobatics (Dex) +5
Athletics (Str) +6
Insight (Wis) +3
Intimidation (Str) +6
Perception (Wis) +3
Survival (Wis) +2
3

Passive Intelligence (Investigation): 9
Passive Wisdom (Perception): 13
Senses:

Tool Proficiencies
Leatherworker's tools

Languages 
Common, Gollam, Giant

Proficiencies
Light and Medium Armor, Shields, Simple and Martial Weapons

Class Features
Rage (3/+2 Dmg): 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, as shown in the Rage Damage column of the Barbarian table.


• You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.


Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

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.
Reckless Attack: Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense: At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't  be blinded, deafened, or incapacitated.


Archetype – Path of the Zealot
Divine Fury: While you're raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is radiant.
Warrior of the Gods:
At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole effect of restoring you to life (but not undeath), the caster doesn't need material components to cast the spell on you.


Feats
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 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.
Sentinel: You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:


• When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
• Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.


• When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Money
CP: 50
SP: 110
EP:
GP: 96
PP:
Gems/Jewelry/Art Objects:
Other:

Equipment
Explorer's Pack (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.)
A horn (to summon help)
A pouch


Weapons and Armor
Glaive (+6 to hit, 1d10+4/1d4+3 dmg; Heavy, Reach, Two-Handed)
2 handaxes (+6 to hit, 1d6+4 dmg; Light, Thrown [20/60])
4 javelins (+6 to hit, 1d6+4 dmg; Light, Thrown [30/120])
Longbow (+5 to hit, 1d8+3 dmg; Ammunition, Ranged 150/600, Heavy, Two-Handed)

Link to comment
Share on other sites

Image result for blonde rogue

Stor Mostana — Level 4 Human Rogue (Assassin)

STR: 10 (+0) | DEX: 17 (+3) | CON: 12 (+1) | INT: 14 (+2) | WIS: 11 (+0) | CHA: 12 (+1)
Saving throws:   STR: +0 DEX: +4   CON: +3 INT: +3 WIS: +0   CHA: +1

Initiative: +3   Speed: 30 Passive perception: 14   Size: Medium Proficiency bonus: +2 Gender: Female
Hit points: 36   Hit dice: 4d8
Armor: Studded Leather AC: 15

Melee weapons: 
Rapier (+5 to hit) 1d8+3 piercing damage
2 Daggers (+5 to hit) 1d4+3 piercing damage

Ranged weapons: 
Short bow (+5 to hit) 1d6+3 piercing damage   Range: 80/320 20 arrows
2 Daggers (+5 to hit) 1d4+3 piercing damage   Range: 20/60

Proficient skills: Acrobatics +5, Deception +4, Perception +2, Persuasion +5, Sleight of Hand +5, Stealth +7 (Expertise)

Non-proficient skills: Animal Handling +0, Arcana +2, Athletics +0, History +2, Insight +0, Intimidation +1, Investigation +2, Medicine +0, Nature +2, Perform +1, Religion +2, Survival +0

Languages: Common, Thieves' Cant, Rotherian 

Other proficiencies: Disguise kit, Poisoner's kit, Thieves' tools

Abilities: Expertise, Sneak Attack (2d6), Thieves' Cant, Cunning Action, Roguish Archetype (Assassin), Assassinate, Ability Score Improvement (4th level +1 Dexterity, +1 Constitution)

Equipment: Token, Common clothes, Dungeoneer's pack, Thieves' tools, Flask of Alchemist's Fire, Vial of Acid, Caltrops, Poisoner's Kit, Disguise Kit   

Background: Criminal (Burglar)
Personality: I am incredibly slow to trust. 
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 trying to pay off an old debt I owe to a generous benefactor.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Background
Stor grew up the daughter of a wizarding family in the city state of Rothera. The city sits on and controls a small island that has the same name as the city; if it ever had another, then it is lost to time. In Rothera, the mages rule by right of magical might, so everyone who can afford to study magic enters one of the many academies. 

The Mostanas had been part of the ruling class since the founding of the city. Stor’s parents were adamant that all their children join an academy, and they pointed all of their children at the predominant academy, Doston Academy of High Arts. 

From childhood, Stor resisted learning magic. It wasn’t that she couldn’t; she was quite intelligent. Her father was sure that she lacked the discipline for the Arts, while her mother decided that Stor refused to apply herself. Regardless of why -- and Stor never gave a reason herself -- Stor was sent to a farm on the island until she learned “what real hard work was”. 

She ran away almost immediately, showing back up at home. The places her parents left her grew more and more strict and harder to escape from, yet Stor always came home again. It became a joke to the servants, who even started to take bets on how long it would take to return. On and on it went--

Until Stor didn’t come home. Her family didn’t see her again, because this time she booked passage on a boat and left, determined to find her true destiny...

Link to comment
Share on other sites

Adelaide Baumann

9f29ea44e6c5a9735ece53bb1a0c0ff0.jpg

Name: Adelaide Baumann
Class/Level: Fighter 4
Alignment: Chaotic Good
Race: Human
Age: 25
Gender: Female
Height:
Weight:
Hair: Auburn
Eyes: Brown
Skin: Fair
Appearance

Background
Up until several years ago Adelaide was nothing more than a good daughter working the family farm with her parents, When the countryside began to rise up against the Duke Krause and is oppressive control and taxes, Adelaide urged restraint, but went unheeded. Then the Duke dispatched a small force to make an example of her small town to keep the rest in check. The townspeople, including some old veterans from campaigns decades ago, set forth to defend their town.

The battle was one-sided and the Duke's men began to get past the defenders, setting the town aflame and slaughtering any they found. Among the bodies, blood, fire and ashes of her small town, something was ignited in her soul. Taking up weapons of the fallen, she began to attack the Duke's men, turning them back and buying the defenders time to rally and drive back the Duke's men.

Adelaide was not done though. She had not started the fight, but she would damn well finish it. Leading the defenders of the town she gathered more from across the countryside. Along them, Ansle, an old veteran, took her under his wing and began to train her in the ways of the warrior. In a few weeks time they assaulted the Duk'e keep and Adelaide end to his rule by her own hand, birthing the legend of the farm girl turned hero of the people.

From there, Adelaide realized that there were many more in need of aid, and so when she completed her training under Ansle, she set forth to end tyranny and injustice whoever she could find it and lend aid to the downtrodden.

Hit Dice: 4d10 +16
Hit Points: 56
Armor Class: 19 (Full Plate + 2 Weapons) / 20 (Full Plate + Shield)
Initiative: +2
Speed: 30

Racial Traits
Ability Score Increase: Two different ability scores of your choice increase by 1.
Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice.

Ability Scores
Strength 18 (+4)
Dexterity 14 (+2)
Constitution 18 (+4)
Intelligence 10 (+0)
Wisdom  10 (+0)
Charisma   12 (+1)

Proficiency Bonus: +2

Saving Throws 
Strength +6
Dexterity +4
Constitution +6
Intelligence +0
Wisdom +0
Charisma +1

Background: Folk Hero
You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Feature – Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Personality Trait:
Ideal:
Bond:
Flaw:
Catch Phrase: 


Skill Proficiencies
Animal Handling (Wis) +2
Athletics (Str) +6
Perception (Wis) +2
Persuasion (Cha) +3
Survival (Wis) +2

Passive Intelligence (Investigation): 10
Passive Wisdom (Perception): 12
Senses:

Tool Proficiencies
Smith’s Tools, Vehicles (Land)

Languages 
Common, Dwarvish, Zafallan

Proficiencies
Light and Medium Armor, Shields, Simple and Martial Weapons

Class Features
Fighting Style – Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to Id10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.
   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17 th level, you can use it twice before a rest, but only once on the same turn.
Ability Score Increase: +1 Str/Con
Archetype – Path of the Champion
Improved Critical: Beginning when you choose this archetype at 3 rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Feats
Dual Wielder: You master fighting with two weapons, gaining the following benefits:
• You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
• You can use two-weapon fighting even when the one-handed melee weapons you are wielding are light.
• You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Heavy Armor Master: You can use your armor to deflect strikes that would kill others. You gain the following benefits:
• Increase your Strength score by I, to a maximum of 20.
• While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Money
CP: 50
SP: 100
EP:
GP: 136
PP:
Gems/Jewelry/Art Objects:
Other:


Equipment
Weapons and Armor
Fullplate (AC 18)
Shield (+2 AC)
2 Longswords (+6 to hit, 1d8+4 slashing dmg; versatile (d10))
2 Warhammers (+6 to hit, 1d8+ bludgeoning dmg; versatile (d10))
Heavy Crossbow (+4 to hit, 1d10+2 piercing dmg; Ammunition (range 100/400) heavy, loading, two-handed)

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...