D&D 5E [Rogues Gallery] The Fifth City

KirayaTiDrekan

Adventurer
This is the character thread for my The Fifth City play-by-post. Players, please post complete characters here. Any DMs eyes only information should be behind an sblock.
 

log in or register to remove this ad

Hannerdyn

Explorer
Tseg'Rhal

Tseg'RhalView attachment TsegRhal.xlsx


Vitals





























Name -Tseg'Rhal


Class -

Cleric


Skin -Brown/Gold
Age -
20

Gender -Male



Domain -
Knowledge
Eyes -Gold


Height -5' 11"
Race -
Dragonborn

BackgroundHermit

Hair -Scaly


Weight -183 lbs

































Level -
1









Alignment -Neutral Good








Experience -0



























Proficency -+2




























































Abilities
Score

Bonus

Save


Combat













Strength -14

+2





AC -

16

HP -
8






Dexterity -11

+0





Initiative -+1

Temp -







Constitution -10

+0





Speed -
30












Intelligence -13

+1























Wisdom -15

+2

X





Hit
Damage







Damage


Charisma -14

+2

X


Spear
+4
1d6+2

Sacred Flame
1d8




















Hit
Damage







Damage


Passive Perception -12







Mace
+4
1d6+2

Breath Weapon
2d6



































Skills


Bonus







Features













History



+4







Draconic Ancestry (Bronze)








Insight



+4







Light Armor













Persuasion


+4







Medium Armor












Religion


+4

























Medicine


+4

























Investigation

+3


























































Tools





























Herbalism Kit

+2


























Background:

[sblock]When he heard the blast it was distant, or at least it seemed distant. He was having a third or maybe a fourth or fifth drink with Leftenent Or’Kade from the galleon V’Nar’s Tribute and as was often their habit they were arguing politics in a gentle, good-natured manner that Rhal enjoyed and sought out when their ship came to port. It wasn’t often that his duties as ship’s medic and the Leftenent’s crossed enough for a conversation, and they both were glad for the time.

To this day, try as he might Rhal cannot remember what they were talking about. It seems so unimportant now, just as the explosion seemed so unimportant to him then.
With so many ships at port it could have been anything; firing warning shots at goblin ships, target practice, a faulty fire, even an unfortunate collision. He and Or’Kade kept to their debate.
Then there was shouting and still Rhal ignored the sounds. It was only when they pronounced his name at the door and Or’Kade gave him a look of surprise that he paid attention. Rhal turned and he saw the naval marshals at the front of the tavern. They held irons and expected him to get in them. He asked what this was all about, but they told him firmly he was arrested and he could save his words for the tribunal.


He was in a cell for mere days. When they pulled him out it was from complete darkness to stand before three hooded dragonborn he had never seen before. They pronounced him guilty of rigging explosives to the V’Nar’s Tribute with predetermined malice to destroy the ship and damage the fleet. His punishment was pronounced quickly – just as his eyes adjusted to the lamplight – exile. He was to leave Na’Aern by skiff and return only on certitude of death.


So leave he did, taking first shelter with the dwarves and finally sailing on to the Fifth City, where he hoped to meet more like him, more dragonborn heaved from their island for no more than speaking against the current regime. It was three years before he made it to the Fifth City, or anywhere like civilization.


Thrown off by a storm he landed well off the coast of any island known to him, known to any map he had seen (and he had seen a few). He called the island Ma’Chade, after his mother, as for a long while it cared for him. He spent three years on that island in solitude, reading his books and ruminating on their meaning, rooting and fishing for food, fighting off the occasional lost goblin pack. Though at first he felt he was lost, he came to understand a great peace there on Ma’Chade and he went from trying to repair his skiff to leave to making it into a shelter and living as a recluse for a while.


It was a good life, but its time was fulfilled after three summers and Rhal made preparations to sail again. This time he consulted all his knowledge and sailed to the Fifth City.[/sblock]

Appearance:
[sblock]Tseg’Rhal’s scales are dark brown with gold at their edges. His jaw is long and firm, lined with jagged scales like a saw-tooth. His head is crested with sharp plates and two black horns that reach back, above his head and curl down and forward over his shoulders. His eyes are the same color as the gold worn areas of his scales.


Rhal is broad and strong under his grey cloak and belted robes, though he is not particularly tall. His habit of keeping his face under a hood makes him seem shorter than he is. There is a hint of metal underneath if you look for it. He carries a spear and shield easily as if the weapon were nothing more than a walking-stick.[/sblock]


Personality:
[sblock]Rhal takes some time to warm to you, though when he does he is gregarious and oddly positive for a dragonborn. He does enjoy a good debate, to the point that though he may not notice it he has offended his conversation partner. He has trouble reading others, particularly those of other races.[/sblock]
 
Last edited:

Fenris

Adventurer
Korgon Wolfgrin

2e00c3c33cdbb826eeec500173a600c0.jpg

Height 6’ 5”; Weight 250# ; Hair: Blond ; Age 21; Patron Deity:
Sex: Male Race: Human Class: Barbarian Level:1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +2; Passive Wisdom ( Perception) 12
Languages : Common, Goblin

AC 15,
HP 15 (HD: 12 + 3 Con)
Saves: Strength and Constitution
Death Saves:
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None

Abilities Str 16, Dex 14, Con 16 , Int 9, Wis10, Cha 12
Combat Stats:
Racial Traits: Ability scores increase each by 1, one extra language
Background: Sailor
Skill Proficiencies: Athletics and Perception
Tool Proficiencies: Navigator’s Tools, Vehicles (Water)
Equipment: Belaying pin (club), 50 feet silk rope, lucky charm (wolf’s ear), set of common clothes, belt pouch with 10 gp
Feature: Ship’s Passage
Personality Trait: To me, a tavern brawl is a nice way to get to know a new city
Ideal: Freedom: The sea is freedom – the freedom to go anywhere and do anything
Bond: Those who fight beside me are those worth dying for.
Flaw: My pride will probably lead to my destruction. I am always confident in my abilities, until the last challenge I am not up to.
Class Features:
Proficiencies:
Armor: Light, medium and Shields
Weapons: Simple, martial
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Rage: 2 rages per long rest
+2 Rage damage
Advantage on Str checks and Str saving throws
Resistance to piercing, bludgeoning, and slashing damage
Unarmored Defense: AC = 10+Dex+Con when not wearing armor. Shield OK

Skills :
Acrobatics
Animal Handling
Arcana
+5 Athletics P
Deception
History
Insight
+3 Intimidation P
Investigation
Medicine
Nature
+2 Perception P
Performance
Persuasion
Religion
Sleight of Hand
Stealth
+2 Survival P

Equipment:
Greataxe (1d12 slashing, heavy, two-handed)
2 Handaxes (1d6 slashing, light, thrown range 20/60)
4 javelins (1d6 piercing, thrown range 30/120)
Explorer’s Pack


Background: Korgon was born on a remote island in the lands of the old Human Tribe Herger (placeholder) in the Human archipelago. He grew up fishing and sailing until he was old enough to head out raiding and trading. Like so many who live on the islands, the sea was freedom and promise. And of course a ship was the key that freedom. So Korgon had to learn to work on the ship, and make repairs. Tradition dictated that a young warrior’s first vessel had to be built in part by the warrior. Raiding is not permitted under King Santiago, however the Herger humans have been using raiding to supplement fishing for generations and it is a hard habit to eliminate. These days they mostly raid into the Unaligned islands so as not to invoke the ire of the King. The Royal navy usually turns a blind eye to these raids, not the least in part due to the fearsome reputation as warriors the Herger have.
Korgon did do some raiding, but also trading. The Herger are well known for their ivory jewelry and timber, both of which are in demand in the Fifth City. Korgon was entranced by his first trading visit to the Fifth City. The size of it, the people, all the buildings. By his third visit he decided to stay. There is always work for a strong back in the Fifth City. It didn’t hurt that Korgon could fight and sail. He found plenty of opportunity to work as a sailor, a hired sword or stevedore.
He was making a good living, if not an easy one. Then he saw HER. He didn’t know who she was but knew she was the most beautiful woman he had ever seen. He started to follow her through the crowd but lost her. The next day he waited and waited, but she did not return. The following day though she did and he was ready. He pushed and dodged his way through the crowd as he sought to catch up with her. She entered a building just as he was about to reach her. He stopped and looked up at the building, it was one of the governors buildings. He shrugged and entered. There she stood talking to a man behind the desk, she turned, smiled at him and said “Oh are you here to sign up as well? My name is Amisi” And so Korgon entered into the service of the governor, on his special squad for the highest of motives, a beautiful woman.
Appearance: Korgon is a tall, fair fair-haired man. Like many of the Herger, he has broad shoulders and is well muscled. His should length hair, falls freely around his face, with a blond beard, streaked with red. He received his moniker of Wolfgrin during his raiding days. Korgon always has a smile and is quick with a jest or a laugh. But he has this unnerving tendency to grin all the time, even as he enters battle. And it is the same grin. One of his shipmates remarked that he grinned like a wolf and that you didn’t know if he was going to laugh or bite.
 

Scotley

Hero
Felix Reeve Human Rogue

Felix Reeve

Male Human
Rogue 1 0 exp.
Alignment: Neutral Good
Height: 6'1”
Weight: 150 lbs
Hair: Brown
Eyes: Brown
Age: 19
Patron Deity: ?

STR 12(4)
DEX 16 (9 +1 Race)
CON 12 (4)
INT 13 (4 +1 Race)
WIS 10 (2)
CHA 12 (4)
HP 9 (8+1Con)
AC 14 (15 when dual Wielding)

Proficiencies (Bonus +2)
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity. Intelligence
Skills: Acrobatics, Insight, Investigation, Perception, and Stealth plus Arcana and History
Feats: Dual Wielder
Sneak Attack: 1d6
Expertise: Thieves' Tools and Investigation
Background: Sage
Languages: Common, Elven, Draconic, Dwarf, Thieves Cant

[sblock=Gear]
Leather Armor, Rapier, Short Sword, Short Bow, 20 Arrows, two daggers, thieves' tools, Burgler's Pack,
Ink, Quill, small knife, letter (from sage background), common clothes, belt pouch[/sblock]

[sblock=Appearance:] Felix is lean and wiry. His hair and eyes are brown and he is a good looking lad just reaching manhood. His clothes are clean and well-made and he usually wears leather armor and swords on his hips. He has surprisingly serene aspect for one so young. He slowly scans his surrounding taking in everything then lapsing into periods of deep thought. [/sblock]

[sblock=Personality:] Felix is always trying to solve puzzles and mysteries. Even as a small child his favorite toys were the blacksmiths' puzzles his father kept on his desk. He was well educated but only excelled at subjects with problems to solve. Other subjects soon lost his interest. In recent years he has developed an obsession with Poker and other games of skill. He loves the mystery of knowing who's bluffing and who really has good cards. Of guessing what's in other players hands and making the right moves. Unfortunately, he has lost more than a little money learning these games. His father and others worry he gambles too much. He is honest and forthright in his dealings and always willing to help out a person with a mystery.[/sblock]

[sblock=Background:] Felix is one of the earliest inhabitants of the Fifth City. His father, Jasper, is one of the builders. He grew up as the city was being constructed. His mother, Amelina, vanished with the Fourth City. His father fears to leave the city as he worked on the two previous cities and both encountered problems while he was away. He has been a good father and secured his son a position with the city's constabulary where his skills at solving mysteries have been useful. Felix knows the ins and outs of the city well and loves it here. He finds the various unusual inhabitants and constant political tussle intriguing and keenly observes the actions of the different races as the jockey for position and influence. When not working he is often found at the public houses and common spaces of the city people watching or gambling. [/sblock]
 
Last edited:

Jessic

First Post
My character is now complete. It took awhile to get the format how I wanted it, but I tried to make it resemble the NPC stat blocks. This allows me to have easy access to all the information, and the DM can quickly glance over the needed information. Anyone is free to use my format - just replace the details with your own.

Duna Rose
Bard 1
Human (female)
Lawful good

Armor Class 15 (studded leather, shield)
Hit Points 11 (1d8 +3)
Speed 30 ft.
Senses passive Perception 14
Languages Common, Infernal, Elvish
Initiative +1
Proficiency +2, (!) indicates proficiency

StatScoreSaveSkill
Str8 (-1)-1Athletics (!) +1
Dex12 (+1)+3 (!)Acrobatics (!) +3, Stealth +1
Con16 (+3)+5 (!)
Int8 (-1)-1Arcana -1, History -1, Investigation -1, Nature -1, Religion -1
Wis14 (+2)+2Animals +2, Insight +2, Medicine +2, Perception (!) +4, Survival (!) +4
Cha16 (+3)+5 (!)Deception +3, Intimidation (!) +5, Performance +3, Persuasion (!) +5
[sblock=Features, Equipment]Human (variant). Age 25, Size Medium, +1 to Con, +1 to Cha, Proficient in Perception, Resilient (Con) Feat
Background (outlander). Proficient in Athletics and Survival. Proficient with water vehicles, Knows Draconic.
Bard skills. Proficient in Acrobatics, Intimidation, and Persuasion.
Proficiencies. Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, drum, horn, pan flute, water vehicles

Equipment. Studded leather, Shield, Rapier, 4 Darts, Traveler’s clothes, Backpack, Hooded lantern, 5 flasks of oil, Tinderbox, 5 days of rations, Waterskin, Drum, Horn, Hempen rope 50ft., 2 sacks, 2 Healer’s kits, Pouch with 10 gold, 5 silver, 8 copper.
[/sblock]

[sblock=Actions]Vicious Mockery. Ranged Spell Attack: hits if target can hear, range 60 ft., one target. Hit: Target must make a DC 13 Wisdom saving throw, taking 2 (1d4) psychic damage and has disadvantage on the next attack roll it makes before the end of its next turn.
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Dart. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Bardic Inspiration (Recharges after a Long Rest). Use a bonus action to choose one creature other than yourself within 60 ft. of you who can hear you. That creature gains one Bardic Inspiration die, a d6, but can only have one die at a time. Within the the next 10 minutes, the creature can roll the die and add the roll to one ability check, attack roll, or save. The creature can wait until after it rolls the d20 before rolling the Bardic Inspiration die, but before success or failure is determined by the DM. You can use this feature a number of times equal to your Cha modifier (3). The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
[/sblock]

[sblock=Spellcasting]Spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks).
Bard spells prepared:
Cantrip (at will): light, vicious mockery
1st level (2 slots): cure wounds, feather fall, sleep, thunderwave

Spell Descriptions

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.

Vicious Mockery
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Cure Wounds
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Feather Fall
1st-level transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 ft. of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Thunderwave
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increase by 1d8 for each slot level above 1st.
[/sblock]

[sblock=Background]Trait. My trust is hard to earn, but once gained, I am by your side through thick and thin.
Ideal. Sharing goodness with everyone is my goal. I strive to help those most in need.
Bond. Protecting my friends is more important to me than my own life.
Flaw. I am easily taken advantage of once my trust is gained.

Duna Rose, a fair-skinned human, has the most vivid, straight, blue hair, invariably kept in a ponytail. Cheerful, yet untrusting, Duna is of average height with an exceedingly athletic build. Clad in fitted studded leather, she carries a rapier and shield on either side of her, with a small drum hanging on her belt. An overflowing backpack strapped behind her shows she is ever prepared.

Even though Duna was born into riches, she was an outcast from the start, ever teased for her abnormal hair color. While still a young child, renegade mages attacked her home, where Duna was captured and sold into slavery. A Tiefling family purchased Duna, forcing her to clean the Cowardly Dragon, an inn located on a trading island near the outskirts of the Tiefling Republic. Daily beatings were her primary motivator, leading to a countless string of failed escape attempts. Living among Tieflings, though, allowed Duna to learn fluent Infernal.


Years later, a brothel ship captain, by the name of Marsk Edden, noticed her unique hair, and purchased Duna from the Tiefling family, locking her in his ship. Combined with the vastness of the open ocean, threat of beatings kept Duna compliant. Marsk profited off her, sailing from island to island. Aboard, Duna learned to pilot a ship by watching crew members.


One stormy day, Goblin raiders burned and sunk the ship. Duna was thrown overboard, but managed to grab a floating piece of the hull. For days, she floated on the currents, using her clothes and pieces of wood as a makeshift rudder. Exhausted, starved, and sunburned, Duna noticed an island astonishingly appear on the horizon. Unfortunately, the current ran around the island. Duna chose to swim for shore, fearing returning to sea. However, her limbs tired quickly, and she found herself sinking below the surface. Darkness overcame her soon after.


Duna awoke to the sound of birds and the smell of fish. She later learned fishermen had seen her swimming and rescued her. In the fishing village of Gull, located on a small island, Duna found peace for the first time. Few people laughed at her unique looks, and Duna made friends with her rescuers. She met Rin, a resident Bard, whom she apprenticed under, learning the ways of the Bard and the power of the arcane. Living in a fishing village made Duna resilient, taught her survival skills, and refined her endurance.


After years among kind people, finding happiness, and learning bardic ways, Duna is confident in her abilities and herself. Blue hair is her pride. A lifetime of abuse makes it hard for Duna to trust others, but once she does, she would put her life on the line for a friend. However, she is unlikely to notice if someone she finally trusts were to deceive her. Duna has been shown goodness, which she has set out to share with everyone.

[/sblock]
 
Last edited:

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
http://dnd.wizards.com/articles/features/unearthed-arcana-waterborne-adventures


Markus Martenes Stiles XIII

Height: 5’ 10”; Weight 150# ; Hair: ; Age ; Patron Deity:
Sex: Male; Race: Human Class: Wizard Level:1
Alignment: Chaotic Good Size: Medium Type: Humanoid
Init +2; Passive Wisdom ( Perception) 12
Languages : Common, Elven, Dwarven, Goblin, one more

AC 12,
HP 8 (HD: 6 + 2 Con)
Saves: Intelligence and Wisdom
Death Saves:
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None

Abilities Str 11, Dex 14, Con 14, Int 16, Wis14, Cha 10
Combat Stats:
Racial Traits: Ability scores increase each by 1, one extra language
Background: Corps of Magi
Skill Proficiencies: Investigation and Insight
Tool Proficiencies: Navigator’s Tools, Vehicles (Water)
Equipment: Corps of Magi Emblem, black gloves, a set of fine clothes, and a belt pouch containing 15 gp
Feature: The Corps is Mother; The Corps is Father

The Corps looks out for their own and you can expect assistance in legal matters within reason. In addition, a different set of laws apply to you in human territories and your voice holds weight among non-Corps lords, merchants, and military.


Personality Trait:
Ideal:
Bond:
Flaw:
Class Features:
Proficiencies:
Armor: None
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Intelligence and Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Spellcasting
Arcane Recovery

Skills :
+2 Acrobatics
+2 Animal Handling
+5 ArcanaP
+2 Athletics
+0 Deception
+5 HistoryP
+4 InsightP
+0 Intimidation
+5 InvestigationP
+2 Medicine
+3 Nature
+2 Perception
+0 Performance
+0 Persuasion
+3 Religion
+2 Sleight of Hand
+2 Stealth
+2 Survival

Spellcasting:
Cantrips: Known: 4 (Acid Splash, Dancing Lights, Light, Prestidigitation,)
Spell Slots per spell Level: 4 1st
Spellbook: [6] 1st level spells (Burning Hands, Detect Magic, Identify, Mage Armor, Magic Missile, Thunderwave)
Equipment:
Quarterstaff
Arcane focus
A spellbook
Scholars pack or Explorer’s pack


[sblock=Background]Everyone remembers the war with the elves, few know the true cost. The humans, led by King Santiago were brought nearly to their knees when the secret of the elves was finally revealed: A force of fighters taught in the arcane arts. Knights of their own merit, They make their own rules. The Humans made a counter force . . .. . .The Eldrich Knights were formed. A copy of what the Elves had: Knights that fought Martially and with arcane might.


At birth he was given a name, a name of his family, but that was forgotten as his powers manifested at the age of 7 when he caught a field on fire where he and his father were looking to till after letting it fallow for a year. At the very least he cleared the brush out without his father toiling over a flint and steel. As a plus, they were alone, no one saw them, So he was able to be brought home with a story of a lightning strike from a freak storm. though the thought of the bow speaking a word and fire from his finger, well, and where did he hear that word? Was it in the tavern the other night? Those dark clad men in the corner speaking low? Maybe he heard them when he wandered the tavern floor.


The same men were found at the tavern that night, His father ad he brought themselves after steeling their mettle and approaching the strangers. His father interrupted ad what was hoped to be an opportune moment with the clearing of his throat. The strangers listened attentively and the all went to a room. That night his family were spirited away and he was inducted in to the secret order of magi, and was given a new name to a new family. Marcus Stiles XIII was born.


Student Neuvoux for 7 years then apprentice neauvaux the first year, freshman, the sophomore, Junior and now Graduated Senior Apprentice. Along the way he learned the laws of the king and would use his knowledge and logic to investigate possible infractions of the law of magi. He was given the side title of junior investigative Barrister as well.[/sblock]

Burning Hands, Detect Magic, Mage Armor, Magic Missile

Cantrips:
Acid Splash

Dancing Lights

Light

Prestidigitation

Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice
spellcasters use for practice. You create one of the
following magical effects within range:
• create an instantaneous, harmless sensory effect: a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three o f its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Level 1
Burning Hands
3d6 damage in 15 ft cone; dex save for half

Detect Magic
dur: Conc up to 10 minutes; sense auras within 30 feet and what school

Identify
material component: pearl 100 gpv; Learn about a magic items properties, how to use it, if attunment is needed, how many charges it has and other things [pg 94 of pdf]

Mage Armor
duration: 8 hours; gives ac 13 + dex mod

Magic Missile

range 120 feet; damage 1d4+1


Thunderweave

Each creature in a 15 foot cube originating from you must make a con save. On a failed save each creature takes 2d8 damage plus gets knocked back 10 feet. On a sucsessful save it is half damage and not pushed back.
[/sblock]
 
Last edited:

pathfinderq1

First Post
Lenya (a bit strangely for an elf, she does not claim a name for either her Clan or her Fane)


Wood Elf; female
Fighter 1/Rogue 0/Ranger 0
Background: “Acolyte”
Alignment: Neutral Good (strong Lawful tendencies)
Languages: Common, Elven;

Ability Scores:
STR 10/CON 14/DEX 17/INT 10/WIS 15/CHA 8

Saves:
STR +2/CON +4/DEX +3/INT +0/WIS +2/CHA -1


AC 15 (Studded leather= 12; DEX +3)
HP 12 (10+2)

>Proficient SKILLS:
Acrobatics +5; Athletics +2; History +2; Perception +4; Religion +2

>Non-proficient SKILLS:
Animal handling +2; Arcana +0; Deception -1; Insight +2; Intimidation -1; Investigation +0; Medicine +2; Nature +0; Performance -1; Persuasion -1; Sleight of hand +3; Stealth +3; Survival +2

RACIAL ABILITIES (Wood elf):
>Medium size; base speed 35 feet
>Darkvision 60’
>Fey ancestry
>Trance
>Mask of the wild
>Weapon training: proficient with shortsword, longsword, shortbow, and longbow.

CLASS ABILITIES (Fighter 1):
>Saving throw proficiencies: STR, CON
>Armor/Weapon Proficiencies: All armor, shields, simple weapons, martial weapons
>Fighting style: archery (+2 bonus to attacks with ranged weapons)
>Second wind: Use bonus action to heal 1d10+1 hit points (resets on short or long rest)

[sblock= Background: "Acolyte"]

Background proficiencies: Religion; History (replaces Insight); 2 tools (replaces 2 languages)- fletcher’s tools, seamstress/tailor’s tools

Background feature: Shelter of the faithful (Anla-shok)

>Trait 1: I always act polite and respectful, no matter who I dealing with (and no matter what I think of them). I remain calm and serene (at least outwardly), even in the face of disaster.

>Trait 2: I have spent so much time in the temple (and among scholars) that I have little experience dealing with people in the outside world.

>Ideal: “I am Anla-shok. We walk in the dark places no others will enter. We stand on the bridge and no one may pass. We live for the One, we die for the One.”

>Bond: Those who fight beside me are those worth dying for (both others of the Anla-shok, and those who stand with us when we face the trials that Valen predicted)

>Flaw: I judge others harshly, and myself even more so. (How can any of us, truly, measure up to the standard of Valen, or be worthy of his wisdom and strength?) [/sblock]

[sblock= Equipment]
>Studded leather armor
>Longbow
>Arrows (60)
>Backpack
>Traveler’s clothes (2 sets)
>Shortsword
>Dagger
>Quiver (x3)
>Bedroll
>Tinderbox
>Waterskin
>Whetstone
>Belt pouch
>Mess kit
>Rations (4 days)
>Torches (x2)
>7 cp; 5 sp; 1 gp

>To buy in the future: Seamstress/tailor kit, fletcher's kit, spare daggers, more arrows
[/sblock]

Description: [sblock] At a first glance, Lenya seems like a timid little mouse of a woman, the sort of person that just naturally slips past all but the most careful attention- both unthreatening and unworthy of notice. She is quite small and slender, even by elven standards, with pale skin and light grey, nearly colorless, eyes; her hair is pale blond and cut very short, nearly shaved- this is quite unusual among the elven folk. She dresses in simple clothing, mostly in shades of grey- even her armor is covered in cloth so that it appears to be a close-fitting hooded jacket (though perhaps a bit bulky for her small frame). She tends to be quiet and calm, and does not raise her voice- in social situations she seems timid, nearly fading into the woodwork. Except for her weapons, it might be easy to mistake her for a servant of some sort, or perhaps a minor clerk. The only jarring notes are the bowcase and large quiver strapped to the side of her pack- and the fact that she is, to a truly careful observer, utterly calm even in the face of disaster… [/sblock]


History: [sblock] Lenya was born into the elven Worker caste, on a small and fairly remote island. Like many of her kin, she worked at the large monastery that was the island’s most notable feature, serving the needs of the Religious folk there. For several years, she tended to the simplest of menial tasks, but like all of the Workers, she took her turn on guard atop the monastery’s walls with a ready bow in case of rogue goblins or other raiders. After a while she was assigned as a personal attendant to one of the monastery’s older residents, a priestess who was widely renowned for her knowledge of the elven prophet Valen. Lenya grew to know the legends of Valen, which seemed to speak to her very soul. Over the years, her mistress had many visitors- while they were supposedly other scholars, many of them were obviously hardened warriors. In time, Lenya began to recognize some of these regular visitors, and often spoke with them about the legends of Valen. In time, her mistress finally passed away. For a brief time, Lenya was adrift and purposeless… Then she left the monastery and island that had been her home, to seek out some of the folk who had visited her mistress so regularly. And when she found them, she found a new home, and a new purpose, in the secretive order known as the Anla-shok (an ancient elven term). While she was too old to begin training in their secretive arts, her devotion was quite clear- and the order was too small to discard such a willing ally. After a time, she was sent out into the world to observe- and to prepare for what Valen had warned them was coming…
[/sblock]
 
Last edited:

Queenie

Queen of Everything
Amisi A.jpg

Amisi Amasticia
Height 5’ 8”; Weight 130# ; Hair: Strawberry Blond ; Eyes: Blue; Age 18; Patron Deity:

Sex: Female Race: Human Class: Sorceress Level:1
Alignment: Chaotic Good Size: Medium Type: Humanoid

Init +2; Passive Wisdom (Perception) 9
Languages : Common, Dwarvish, Elvish, Sylvan

AC 12, touch 12, flat-footed 10
HP 7 (HD: 6 + 1 Con)
Saving Throw Proficiencies: Constitution, Charisma
Speed 30ft.
Proficiency Bonus: +2
Special Actions
Combat gear: None

Abilities: Str 9, Dex 15, Con 13 , Int 15, Wis 9, Cha 16

Racial Traits: Ability scores increase each by 1, one extra language
Background: Noble
Skill Proficiencies: History, Persuasion
Tool Proficiencies: gaming set
One language of your choice
Equipment: One set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp

Personality Traits: Flirty, Prissy
Ideal: Independence: I am ready to experience the world on my own
Flaw: I can be naive about people’s intentions.

Class Features:
Spellcasting:
Sorcerous Origins: Wild Magic
Wild Magic Surge: 1st lvl spells or more, roll a d10, one a 1 roll for Wild magic. At Discretion of DM (not after every spell)
Tides of Chaos: Gain Advantage on attack, save or ability check per Long rest or Surge
Proficiencies: Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion


Skills :
Acrobatics
Animal Handling
+4 Arcana P
Athletics
Deception P
+4 History P
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
+5 Persuasion P
Religion
Sleight of Hand
Stealth
Survival

Spells:
Cantrips Known: 4, Spells Known: 2
Spell Slots per Spell level: 2

Spells Known:
0 level:

Blade Ward
Fire Bolt
Light
Prestiditation

1st level:
Magic Missle
Witchbolt

Equipment:
120 gp
Light Crossbow
20 bolts
2 daggers
Explorer’s Pack
Backpack
Bedroll
Mess Kit
Tinderbox
10 Torches
10 Days of Rations
Waterskin
50 feet Hemp Rope
Arcane Focus – Amethyst amulet given as a gift at birth


Amisi’s Background[Sblock]
Amisi was born to a merchant and his wife in the Marros Colony. Their family bought and sold fabrics from all over the islands, bringing them to the Fifth City to trade. Amisi lived a comfortable life and of course had the finest of everything she desired, including many beautiful dresses and expensive jewelry. Until of course it was her turn to be tested, and she had the gift, or the curse, as her parents called it.

Amisi was brought to the academy in the Fifth City to be trained in her skills. She proved quite adept and was one of the best in her group, so one of the more experienced teachers took her for a personal student. Rumors swirled about an inappropriate relationship between her mentor Ironheart and herself but to Amisi they just had a friendly camaraderie.

After she aged out, she rebelled a bit by conforming to the letter, but not spirit of the law. She wears black of course as she must, though colorful clothes would be her preference. Amisi challenges the law by wearing beautiful, form fitting dresses and corsets, but as always in black. She always tries to look her best in every situation.
[/sblock]
 
Last edited:

perrinmiller

Adventurer
Castagyr, Dragonborn Paladin

FafnirAvatar.jpg


Character Name: Castagyr
Gender/Race: Male Dragonborn (Gold)
Age: 18
Class: Paladin
Role: Heavy Damage Dealing Melee, Leader

Character Sheet

Description:
Castagyr was a tall and muscular looking humanoid with golden scales. He walked upright on powerful looking legs, and his strong arms had claws at the end of his fingers. His eyes were blue and despite his fearsome looking dragon visage, there was a peaceful looking expression about it. There were several little horns about his head and eyes, the large ones on the top ticking straight back behind him. Despite looking like a dragon, he still wore the clothes and trappings of a typical humanoid person.

Personality:
Castgyr was a kind hearted and patience person at times. While most of his life he has been the physically strongest one around, he never had to prove it and instead was taught to be mentally strong instead. He believes in honor and keeping his word. He sees himself as a protector of the weak and defender of the innocent. He doesn't try to preach these believes, preferring instead to lead by example instead. However, he doesn't agree that evil can be redeemed and often feels that battle will be inevitable. For those he is not forgiving and will take it upon himself to be judge and executioner if necessary. he swore an Oath of Vengeance upon those tieflings that killed his family.

~ "Despite my noble birth, I do not place myself above other folk. We all have the same blood."
~ "It is my duty to respect the authority of those above me, just as those below me must respect mine."
~ "My loyalty to my sovereign is unwavering."
~ "I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger."


Background:
Most of Castagyr's immediate family was killed during a tiefling raid at the end of the war. The lands his family was sworn to protect, ravaged and pillaged. His mother survived under the protection of an aging uncle that lost an arm in the wars. When the young dragonborn was hatched, he was raised on the stories his uncle told. That bastard tiefling pirate (his uncle's description) was still alive and treated like a noble for his years of service.

The young dragonborn was fostered by a cousin of his uncle, hoping he would be taken into service and trained. His mother went along and stayed on the estates, but his training was among the warriors. His fostering relative was the younger brother of G'Kar. Upon reaching his adulthood, he had the promise of great potential as a warrior. However his mother's influence had tempered him and he was not consumed by vengeance at all costs.

His fostering father sent him on to the Fifth City, hoping the ambassador would have some use for the golden scaled lad. If nothing else, he might just run into the tiefling noble that had been responsible for pillaging the family estate.
 

Dr Simon

Explorer
Veer Kotto, Tiefling Bard

Veer is an atypical tiefling, the son of a minor house in the House of Lords with entirely too much compassion for the political life of the Hundred Lands. In a bid to get rid of this embarrassment, Veer's father managed to get him assigned as an aide to Ambassador Mollari and shipped off to the Fifth City. Mollari's position is something of a joke in the Royal Court and so this was relatively easy to arrange, despite House Mollari being an old and once respected House that once would probably have ignored House Kotto entirely.

All of his life, Veer has been belittled, ridiculed or ignored but despite this he has never lost his inner core of optimism and kindness, only now he lacks confidence in his own abilities. His natural tiefling association with magic is strong, and he is quick to pick up new skills and languages. Despite his stuttering and awkward demeanour, just sometimes he finds the right thing to say to inspire and encourage others.

Veer is a not an imposing figure, physically. Moon-faced and slightly pudgy, an apologetic stoop to his stance and with small horns for a tiefling, he dresses in the typical opulent clothing of the Hundred Lands but on closer inspection the clothes are slightly old and worn, quite often slightly unkempt and awakward where he has missed a button whilst putting them on. Yet somehow his friendly nature wins people over.

Class Bard (aiming for College of Lore). Veer is not a musician; his bardic abilities are through oratory rather than song.
Background Noble.

Ideals: Everyone should try to get along, nothing good ever comes of fighting and arguing.
Bonds: Veer is loyal to Ambassador Mollari, first, and the Hundred Lands, second, and will overlook or excuse quite a lot of their misdemeanours.
Flaws: Veer lacks confidence in himself, and is quick to defer to others.

[sblock=Game Stats]

Str 10 (+0) (2pts)
Dex 10 (+0) (2pts)
Con 12 (+1) (4pts)
Int 14 (+2) (5pts +1)
Wis 14 (+2) (7pts)
Cha 16 (+3) (7pts +2)

Speed 30ft.
Darkvision 60 ft.
Resistance fire
Languages Common, Elven, Infernal

Thaumaturgy cantrip

Bard 1
Hit Die 1d8 (9)

Saves Dex +2, Cha +5

Proficient Skills Arcana +4, History +4, Insight +5, Investigation +4, Persuasion +5
Proficient Tools Lyre, Lute, Pipes, Three-Dragon Ante set

Weapons Shortsword (Coutari) +2, Dagger +2
Armour leather armour

Bardic Inspiration (1d6 x3)

Cantrips Known blade ward, friends, thaumaturgy
Spells Known
1st level (2/day) - comprehend languages, cure wounds, heroism, identify
[/sblock]
 
Last edited:

Remove ads

Top