D&D 5E CB's Stonefast Rogues' Gallery

Forged Fury, Fulgrim Ironfist, LN Male Mountain Dwarf Wizard 2
HoJo, Eldon Tosscobble, CN Male Lightfoot Halfling Rogue 1 w/ ranged weapons
Skarsgard, Colden Moor, LN Male Human Fighter 2
Rabbage, Meriene "Guide" Amascient, NG Female Wood Elf Cleric 1 w/ longsword
tuxgeo, Guran Glimnode, NG Mountain Dwarf Rogue 2
Strahd_Von_Zarovich, Roscoe High-hill, CG Stout Halfling Barbarian 2
Kobold Stew, Father Spec, LG Human Knowledge Cleric 2
 
Last edited:

log in or register to remove this ad

Skarsgard

Explorer
BASICS
Name: Colden Moor
LN Human (Illuskan) Fighter 4 (Battlemaster)
Background: Criminal (Hired Killer)
Hit Points: 41 (3d10 Hit Dice) Current: 18
HD Expended: 3
Sup Dice Used: 1

AC: 18 (Chain mail + Shield)
Experience:

Feat:
4. Ability Score Improvement Str +2

CHARACTERIZATION
Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
Ideal: Honor. I don’t steal from others in the trade. (Lawful).
Bond: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaw: I have a “tell” that reveals when I’m lying.

ATTRIBUTES
STR 18 (+4)
DEX 13 (+1)
CON 16 (+3)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

PROFICIENCY
Proficiency Bonus: +2
Armor: All armour and shields
Weapons: All simple and Martial
Tools: Thieves Tools, Dice
Languages: Common, Goblin
Saving Throws: Strength & Constitution
Skills: Deception, Stealth, Athletics, Insight

COMBAT STATS
Initiative: +1
Melee attack: +6
Melee damage: +4 (+6 from dueling)
Thrown attack: +6
Thrown damage: +4 (+6 from dueling)
Ranged attack: +1
Ranged damage: +1

BATTLE MASTER
Manouvers:
1. Feinting attack - expend one superiority die and use a bonus action on your turn to feint, choose one creature within 5 feet of you as your target. You have advantage on you next attack roll against that creature. If the attack hits, add the superiority die to the damage roll.
2. Riposte - when a creature misses you with a melee attack, use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, add the superiority die to the damage roll.
3. Trip Attack - when you hit a creature with a weapon attack, expend one superiority die to attempt to knock the target down. Add the superiority die to the damage roll, and if the target is Large or smaller, it must make a Strength save. On a failed save, you knock the target prone.
Superiority Dice: 4d8 Used: 1
DC: 13

RACE
Size: Medium
Speed: 30 feet

CLASS
Fighting Style: Dueling
Second Wind
Action Surge (1/day)

EQUIPMENT
Warhammer
Chain Mail
2 Handaxes
Shield
2 Daggers
Heavy Xbow + 20 bolts
Gaming set - Dice
Bedroll
2 sacks
Dungeoneer’s Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Belt Pouch Containing 10 gp 5 sp, 50 cp

BACKGROUND
From Waterdeep, Colden spent many of his early years living on the streets making his way with strength, the ability to outlast his opponents and an iron code. He killed his first man at 14 for a gold laden purse and discovered the ability to kill without remorse was a quality others would pay for. He received training to improve his skills as a killer. After three years as a hired killer he refused to kill a mark and was encouraged to leave Waterdeep to prevent any retaliation.

His travels have led him to Luskan where he hopes to ply a more honest trade.

Pale and fair like most of his race, Colden stands just over 6 feet tall with a heavy-set frame. His blond hair is cropped close and his beard is closely trimmed but not styled. A small scar runs down his left cheek.
 
Last edited:

HoJo

First Post
Eldon Tosscobble

CN Male Lightfoot Halfing Rogue 1
Hieght 2’9” Weight 38lbs
Hair: Black Eyes: Pale Blue

Background: Criminal

Hit Points: 9 (1d8+1)
AC: 15

XP 0

Traits: (1) I always believe in taking time to do things right instead of rushing into a poor result. “Slow is steady, steady is smooth, smooth is fast”
(2) I would rather make a new friend than a new enemy.
Ideal: A life in slavery (including addictions) is not a life worth living. Those who are truly free make their own decisions and blaze their own path.
Bond: I have an absolute soft spot for children.
Flaw: I care to much about what others think of me.
Example I know I am a thief but, I am absolutely not a common thief.
Criminal Specialty: Burglar

Ability Score
Str: 11
Dex: 17
Con: 12
Int: 14
Wis: 8
Cha: 13

Proficiencies: Bonus: +2
Armor: Light
Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ Tools, Three Dragon Ante (card game).
Languages: Common and Halfling
Saving Throws: Dex and Int
Skills: Acrobatics, Deception, Perception, Persuasion, Sleight of Hand, and Stealth.
Expertise: Thieves tools,

Gear:
Trinket: small lock with no apparent key hole
Studded Leather 45gp
Three Card Ante Set 1gp
Thieves’ Tools 25gp
Rapier 25gp
Bed roll 1gp
Burglar’s Pack (16 gp). Includes 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.
3 dagger
Pouch with 40gp 1ep

Racial Traits
Size: Small
Speed: Your base walking speed is 25 feet.
Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: Can hide behind medium size creatures or larger.

Class Features
Expertise (Proficiency bonus doubled for to skills or Thieves tools) Thieves Tools and Stealth
Sneak Attack (1d6)
Thieves’ Cant

Offense:
Rapier
Attack +5 Damage d8+3

Dagger
Attack +5 Damage d4+3

Background
Eldon Tosscobble was the son of Ander and Bree Tosscoble. They lived on the shire until Eldon was 7. That is when Ander went on an adventure with a group of humans and he fell in love with human cities. The Tosscobles moved to Baldur’s Gate and opened a locksmith shop. Ander partnered with a woman named Gwen who he had met on his adventure. When Eldon was 15 his parents were killed in an apparent robbery of the shop. Gwen raised Eldon from then on. Gwen was a burglar and taught Eldon the trade.

7 years passed before Eldon learned that it was Gwen who killed his parents because she believed that the family had a treasure hidden away (a story Ander told her to impress her). Having no real evidence that she killed his parents Eldon then planned a heist and had Gwen take the fall. She managed to escape the authorities so Eldon fled to Luskan in order to hide from her.
 

tuxgeo

Adventurer
Guran Glimnode, NG Male Mountain Dwarf Acolyte Rogue 4 Thief

Sheet updated 15 March, 2015, to enumerate the contents of Guran's mason tools set.
Sheet updated 26 Sept. 2015 to include statement of current Hit Points.
Current HP (9 Oct 2015): 31 (Full HP after level-up)
Sheet updated 4 Nov. 2015 to reflect damage taken from poison gas in the ice storm room:
Current HP (4 Nov. 2015) 20 (=31-11)
Current HP 31 (full) Guran took no damage in the ice storm room.)
Guran still has "Inspiration" that he has not used, received for roleplaying during a long rest in the ossuary room. (Used up 17 Nov 2015 when attacking an orc in the room with the drow and the floating orb.)
Current HP 27 (13 Nov 2015) (Guran took 4 points of piercing damage from the floating-eye thing)
Current HP 19 (17 Nov 2015) (Guran took 8 points of slashing damage from the final orc before it died)
Current HP 28 (19 Nov 2015) Guran received 9 points of healing from Father Spec's magic healing spell)



Current HP 24 (24 Nov 2015) (Guran took 4 points of piercing damage from a crossbow quarrel)



Guran Glimnode (player: "tuxgeo") (Speech color Medium Blue: )

Changes from 3rd level to 4th level:
(1) +7 Hit Points -- 5 (average of d8) + 2 (CON modifier) -- up from 24 to 31
(2) +1 Hit Die: now 4d8 instead of 3d8
(3) "MAGIC INITIATE" feat (Cleric), in lieu of Ability Score Increase:
• Learn two Cleric Cantrips: Light and Spare the Dying
• Learn one 1st-level Cleric spell: Healing Word (1st-level only, 1/Long rest)
(4) XP was 1140 at 3rd level; not updated yet

BASICS:
Name: Guran Glimnode
Description: NG Male Mountain Dwarf Acolyte Rogue 4 Thief
Age: 49
Height: 4' 5"
Weight: 185 lbs.
Speed: 25 feet
Experience: 1140 XP
AC: 15 (= 13 Chain Shirt + 2 DEX bonus)
Maximum HP 31 (L1: 8 + 2 CON; Levels 2, 3, and 4: add 5 + 2 CON)
Hit Dice: 4d8
Initiative Bonus: +2
Passive Perception: 15

PROFICIENCIES:
Proficiency Bonus: +2
Languages: Common, Dwarven, Giant, Gnomish
Armor Proficiencies: Light and Medium armor
Weapon Proficiencies:
(race) battleaxe, handaxe, light hammer, and warhammer
(class) Simple weapons, hand crossbows, longswords, rapiers, shortswords
Saving Throws: DEX, INT
Skill Proficiencies: Athletics, Insight, Investigation, Perception, Religion, Stealth
Tool Proficiencies: Mason's tools, Thieves' tools

RACIAL:
Race: Dwarf
- Ability Increase: +2 CON bonus
- Darkvision; also, Advantage on Saves vs. poison, & resistance to poison damage.
- Weapon Proficiencies: battleaxe, handaxe, throwing hammer, and warhammer
- Artisan Tool Proficiency: MASON'S TOOLS
- Stonecunning: double Prof. bonus to INT (History) checks about stonework
- Languages: Common and Dwarven

Subrace: Mountain Dwarf
- Ability Increase: +2 STR; also, Proficiency with light and medium armor

ATTRIBUTES:
Ability Scores: [Point Buy Array: 14-14-13-12-10-10]
[7 points] STR 16 (+3) (= 14 + 2 Racial)
[7 points] DEX 14 (+2)
[4 points] CON 14 (+2) (= 12 + 2 Racial)
[2 points] INT 10 (+0)
[5 points] WIS 13 (+1)
[2 points] CHA 10 (+0)
===========
[= 27 points]

BACKGROUND:
Acolyte- Proficiency in INSIGHT, RELIGION, & 2 Languages: GIANT & GNOMISH

CLASS:
Rogue
- Armor: Light armor
- Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
- Tool Proficiencies: Thieves' tools
- Saving Throw Proficiencies: DEX, INT
- Skill Proficiencies: ATHLETICS, INVESTIGATION, PERCEPTION, STEALTH
- Expertise: Double the proficiency bonus for: Insight, Perception
- Sneak Attack: Once per turn, you can deal extra damage to one creature that
you hit with a weapon attack using a finesse or a ranged weapon, if:
(a) you have advantage on the attack roll; or
(b) another enemy of the target is within 5 feet of it, that enemy isn't
incapacitated, and you don't have disadvantage on the attack roll.
- Thieves' Cant: You know the secret language used by thieves.
- Cunning Action: 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.
This action can /*also*/ be used to make a Dexterity (Sleight of Hand) check,
or to use your Thieves' Tools to disarm a trap or open a lock, or to take the
Use an Object action. (New uses are given by "Fast Hands" archetype feature.)

Roguish Archetype: Thief
- Fast Hands: (see "Cunning Action" above)
- Second-Story Work:
You gain the ability to climb faster than normal; climbing no longer costs you
extra movement.
In addition, when you make a running jump, the distance you cover increases by
a number of feet equal to your Dexterity modifier.

- ABILITY SCORE INCREASE: (Substitute "Magic Initiate" feat (Cleric) instead)
-> Cantrips known: Light, Spare the Dying
-> Spells Known: Healing Word (cast at 1st level only, 1/Long rest)


* ATTACKS (LEVEL 4) *

-> Shortsword (piercing; Finesse)
1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA)

-> Dagger (piercing, melee or thrown; Finesse)
1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, either melee or thrown)

-> Handaxe (slashing, melee or thrown)
1d20+5;1d6+3 (#_REMEMBER_# 2d6 SA, thrown only)

-> Light hammer (bludgeoning, melee or thrown)
1d20+5;1d4+3 (#_REMEMBER_# 2d6 SA, thrown only)

-> SNEAK ATTACK
2d6
(increased from 1d6 at 3rd level according to "The Rogue" table)


=SKILL BONUSES=
Code:
Bonus Skill
===== =====
+2    Acrobatics (DEX)
+1    Animal Handling (WIS)
+0    Arcana (INT)
+5    Athletics (STR)    [Proficient: +3 STR, +2 Prof.]
+0    Deception (CHA)
+0    History (INT)
+5    Insight (WIS)    [Proficient: +1 WIS, +4 Prof. (EXPERTISE)]
+0    Intimidation (CHA)
+2    Investigate (INT)    [Proficient: +0 INT, +2 Prof.]
+1    Medicine (WIS)
+0    Nature (INT)
+5    Perception (WIS)    [Proficient: +1 WIS, +4 Prof. (EXPERTISE)]
+0    Performance (CHA)
+0    Persuasion (CHA)
+2    Religion (INT)    [Proficient: +2 Prof.]
+2    Sleight of Hand (DEX)
+4    Stealth (DEX)    [Proficient: +2 DEX, +2 Prof.]
+1    Survival (WIS)

Traits:
(1) I tend to compensate for my average intelligence by using my strength.
Raised in a temple to Moradin, I was kept busy with manual labor because
my mediocre aptitude for religious training made me a less likely candidate
for the clergy than other, quicker pupils. I ended up learning more in the
streets and shops behind the temple than I did "between pulpit and pew."
(2) Also, I was charged with helping to rebuild the worship of Moradin in
the north, where a real priest or cleric would have no congregation and no
temple building, but where a devout dwarf who openly worships Moradin might
slowly be able to lead others to do the same through sheer force of example.
Ideal: "Pertinacity": I keep hoping that that word means more than I have been
lead to believe, and that the timely application of our energies in the
right directions, pertaining to the right subjects, and in the right places
at the right times, will make for a better world for dwarves to live in.
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: I am at least as comfortable with instant opportunism as I am with
Moradin's Law. (This does mean that my "sheer force of example" might not
be quite as "sheer" as those who bestowed my religious charge might like.)

Equipment:
Starting Wealth for the Rogue class is 4d4*10 GP, so that's 160 GP maximized

Code:
GP    LBS.  DESCRIPTION
===   ====  ===========
50    20    Chain Shirt: AC 13 + DEX modifier (maximum 2)
2     1     Dagger: 1d4 piercing; Finesse, light, thrown (20/60)
5     2     Handaxe: 1d6 slashing; Light, thrown (20/60)
5     2     Handaxe: 1d6 slashing; Light, thrown (20/60)
2     2     Light hammer: 1d4 bludgeoning; Light, thrown (20/60)
10    2     Shortsword: 1d6 piercing; Finesse, light
2     4     Clothes, traveling  
10    0     Explorer's Pack (backpack, bedroll, mess kit, tinderbox,
              10 torches, 10 days rations, waterskin; 50 feet of hempen rope
5     1     Holy Amulet of Moradin, worn on a chain outside of armor
1     2     Pouch (2 each)
10    8     Mason's tools 
[Edit: this set of Mason's tools contains: 
• Chalk (5 pieces @ 1 cu each) 
• Hammer, sledge (2 GP; 10 lb.)
• Spikes, iron (10) (1 GP; 5 lb.)
• Cold chisel
• mason's square
• plumb bob
• pointed trowel
• 80-foot roll of twine] 
25    1     Thieves' tools
===   ===
127   45 (plus whatever an Explorer's Pack weighs)

(33 GP left in bottom of pack)
(10 GP, 25 SP, 40 CP in coin pouch taken from Dumb Orc, Room 11)



Keeping old update material from 2nd to 3rd level here:
Sheet updated 26 May, 2015, to update Guran to 3rd level.

Guran updated to 3rd level as of 26th May, 2015. Changes are:
(1) +7 Hit Points -- [= 5 (average of d8) + 2 (CON modifier)] -- up from 17 to 24
(2) +1 Hit Die: now 3d8 instead of 2d8
(3) "THIEF" Archetype
(4) "Fast Hands" feature
(5) "Second-Story Work" feature
(6) "Sneak Attack" becomes 2d6 instead of 1d6
(7) XP up to 1140
 
Last edited:

Forged Fury

First Post
Fulgrim Ironfist, Brewer of Things Arcane & Mundane

BASICS
Name: Fulgrim Ironfist
LN Male Mountain Dwarf Abjurer 4
Background: Sage (Alchemist)
Hit Points: 30/30 (4d6 Hit Dice) (Arcane Ward: 11/11)
AC: 15 (Scale Mail + Dex)
Initiative: +1
Passive Perception: 11

CHARACTERIZATION
Traits: I… speak… slowly… when talking… to idiots… which… almost… everyone… is… compared… to me. Surprisingly, as a result, I am horribly, horribly awkward in social situations.
Ideal: The path to power and self-improvement is through knowledge.
Bond: I’ve been searching my whole life for the answer to a certain question.
Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.

ATTRIBUTES
STR 14 (+2)
DEX 12 (+1)
CON 16 (+3)
INT 16 (+3)
WIS 12 (+1)
CHA 8 (-1)

PROFICIENCY
Proficiency Bonus: +2
Armor: Light & Medium
Weapons: Battleaxe, Dagger, Darts, Handaxe, Light Crossbow, Sling, Quarterstaff, Throwing Hammer, & Warhammer
Tools: Brewer’s Supplies
Languages: Common, Draconic, Dwarven, & Goblin
Saving Throws: Intelligence & Wisdom
Skills: Arcana (INT), History (INT), Investigation (INT), & Medicine (WIS)

RACE
Size: Medium
Speed: 25 feet, not reduced by Heavy Armor
Darkvision: Within 60’, Dim Light becomes Bright Light & Full Darkness becomes Dim Light
Resilience: Advantage on Saving Throws vs. Poison and Resistance to Poison Damage
Stonecunning: Double proficiency bonus for Intelligence (History) checks concerning stonework

CLASS
Arcane Recovery: After short rest, regain (1/2*Wizard Level) in expended spell slots 1/Day
Ritual Spellcasting: Given 10 minutes, can cast ritual spells without prep or spell slot
Abjuration Savant: Time and cost to add Abjuration spells to spellbook are halved
Arcane Ward: Cast 1st+ Abj = Ward w/(WizLev*2)+Int Mod HP. Recharge Ward HP w/Abj Spell Lev*2

SPELLCASTING
Spell Attack Modifier: +5
Spell Save DC: 13
Spell Slots: 4/3/-/-/-/-/-/-/-
Cantrips Known: Blade Ward, Fire Bolt, Mage Hand, Prestidigitation
Spells Prepared: Absorb Elements, Invisibility, Magic Missile, Maximilian's Earthen Grasp, Mirror Image​, Shield, & Sleep
Spellbook
1st: Absorb Elements, Alarm, Comprehend Languages, Detect Magic, Identify, Magic Missile, Shield, Sleep, & Thunderwave
2nd: Invisibility, Maximilian's Earthen Grasp, & Mirror Image

EQUIPMENT (127/195 Carry Weight)
Warhammer
Scale Mail
Spellbook
Crystal Arcane Focus
Brewer’s Supplies
Stonefast Visitor's Log
Mysterious Key
Dungeoneer’s Pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Belt Pouch: 1GP, 10SP, & 50CP

BACKGROUND
Originally hailing from the Ironfist Stronghold located in the Sword Mountains close to Waterdeep, Fulgrim's early years mirrored those of most dwarfs. He learned the basics of combat to defend the Ironfist Stronghold from attack by orcs and trolls as well as learning a craft; in his case, the time-honored dwarven tradition of brewmaster. His dedication to his trade, however, would lead him off the normal path of dwarven custom.

In studying the various recipes for ale and other liquid pleasantries, Fulgrim uncovered several magical formula for potions which caught his attention. In researching these formulae, he discovered that a number of Ironfist clansmen had left the clan years before to pursue the study of alchemical and magical liquids, a practice that was frowned upon by the Ironfist Clan. The last known location of this band of pariahs was Stonefast, a dwarven outpost located in the Spine of the World. In addition to his discovery of this secret history, Fulgrim found a spellbook and crystal arcane focus left behind by the dwarven wizards.

Gathering his tools and equipment, Fulgrim departed the Sword Mountains and has made his way to Luskan, a small community located at the northernmost end of the Sword Coast, to try to uncover the secrets of his ancestors. Lodging at The Cutlass, the wizard was surprised to discover that the High Captains of Luskan were funding an expedition to find the location of Stonefast and uncover its secrets.

DESCRIPTION
Standing a thumb over four and a half feet, Fulgrim is armored in a full suit of scale mail. His skin is lightly tanned as if he had recently taken a long journey and been exposed to the sun. His head is bald, the unfortunate side effect of brewing and sampling a new alcohol distilled from an uncommon mushroom. His steel-grey goatee, however, staved off the mycologically-induced alopecia and remains in all its glory. To cover his baldness and keep out the elements, Fulgrim wears a russet colored hood that keeps most of his face in shadow. Armed with a trusty dwarven-forged warhammer, the wizard cuts a rather martial figure.

OOC: Current Stat Block
HP: 28/30 (Arcane Ward: 4/11)
AC: 15
Spell Slots: 3/1
Spells Prepared: Absorb Elements, Invisibility, Magic Missile, Maximilian's Earthen Grasp, Mirror Image​, Shield, & Sleep
 
Last edited:

Rabbage

First Post
Meriene

Basic Goodies
Name: Meriene "Guide" Amascient
NG Female Wood Elf Cleric 1
Background: Folk Hero (Overthrew Laws)
Hit Points: 10 (1d8)
AC: 16/18 (Chainmail/With Shield)
Experience: 0

Personality Goodies
Trait 1: I misuse long words in an attempt to sound smarter.
Trait 2: I judge people by their actions, not their words.
Ideal: There is no good in pretending to be something I'm not.
Bond: I have a family, but I have no idea where they are.
Flaw: The tyrant who rules my land will stop at nothing to see me killed.

Attributes
STR 14 +2 (7 pts)
DEX 10 +0 (0 pts, +2 racial)
CON 14 +2 (7 pts)
INT 10 +0 (2 pts)
WIS 16 +3 (9 pts, +1 racial)
CHA 10 +0 (2 pts)

Proficiency
Proficiency Bonus: +2
Armor: Light, Medium, Heavy, Shields
Weapons: Simple, Longsword, Shortsword, Longbow, Shortbow, Martial
Tools: Smith's Tools, Vehicle (Land)
Languages: Elvish, Common
Saving Throws: Wisdom, Charisma
Skills: Religion, Medicine, Handle Animal, Survival, Perception

Race
Size: Medium
Speed: 35' (Racial +5', Armor Str Req Met)
Darkvision: 60' Dim is bright, Dark becomes dim
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage vs Charm Effects, Immunity to sleep from magic effects
Trance: Only require 4 hrs of sleep a day
Elf Weapon Proficiency: Longsword, Shortsword, Longbow, Shortbow
Fleet of Feet: 35' Base land Speed
Mask of the Wild: Attempt to hide during natural events with weather phenomenon

Class
War Domain Proficiency: Proficient with Martial weapons and Heavy Armor
War Priest: From 1st level, your god delivers bolts of inspiration to
you while you are engaged in battle. When you use the
Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to
your Wisdom modifier (a minimum of once). You regain
all expended uses when you finish a long rest.

Attacks
+4 Melee
+2 Range

Spells
Spell Attack Mod: +5
Spell Save DC: 13
Spell Slots: 2 1st Level
Cantrips: Guidance, Sacred Flame, Thaumaturgy
Prepared Spells: Shield of Faith*, Divine Favor*#, Cure Wounds, Sanctuary, Healing Word, Guiding Bolt
Available Slots: 2
*= Domain Spell
#= PHB Spell




Equipment


Chain Mail 75g
Shield 10g
Longsword 15g
Mace 5g
Javelin (3) 1.5g
Dungeoneer's Pack 12g
Bedroll 1g
Blanket .5
Caltrops (3) 3g
Healer's Kit 5gp
Potion of Healing 50gp
Common Clothes .5
Sealing Wax .5
Ball Bearings (2) 2g
Manacles 2g
Oil (5) .5
Lantern, Hooded 5g
Belt Pouch (2) 1g
Holy Symbol (Engraved in left gauntlet) 5g

Total 189.5

Leftover 5g 5s

Description
Meriene is tall for an elven woman, standing a few inches over six feet, and her frame is more filled out than lithe. She looks to have done a fair amount of hard labor during her life, building muscles you wouldn't expect elves to use. She wears a set of chainmail which has obviously seen better days but it still holds up. On her belt there is a longsword, of elvish descent and kept in very good condition, and a holy symbol, also of elvish descent in much rougher condition. Her hair is a pale white blondeish color, and the skin she does reveal is just as pale as her hair. Meriene never reveals her face, instead wearing a ivory colored mask made of Alabaster. It marks her as a traitor to the throne in her home of Auckney. But through that mask pierce sky blue eyes with such fire, one should be afraid to ask what fuels them.

Background
Meriene used to be one of the most beautiful women in her town of Auckney. She had left her home in an elven community and settled down with her husban, Geoffrey. Within their first year of marriage they had a daughter, Emile, who was the light of both of their lives. She did clerical work, taking care of villagers and providing healing for the community. She was friends with the whole town. This was the highlight of Meriene's 200 years of life. They lived happily for many years until the nobility made some changes in hierarchy.

The new King decided to start an increased tax rate. Something most families were struggling to meet. Another year passed and the bellies of the nobles grew fatter as the waists of the poor started to be unable to hold up their pants. This continued over many years, until most families were either starving to death or unable to pay. The King emerged from his castle of gold to address the people, threatening to start taking children if dues were not paid. Something Meriene could not stand for.

Over the next couple minutes, life gets hazy, but from accounts of the event a rage took over Meriene. She charged forth wielding the power of her god to light the king ablaze, she jumped atop him and kept punching, kicking, biting. It was a gruesome attack, leaving her face as scarred from the fire as the body of the king. She was dragged off and placed in irons. She spent many weeks in a dungeon, not knowing the outcome of what she had done. When she was finally brought to light, it was for her execution. The peasants watching, did not sit idly for this however. They started rioting. The acting ruler grew afraid. And in an attempt to make peace with all, he offered to exile Meriene instead of executing her. He placed an Alabaster Mask in her hands, warning if she should ever come back to this village, her family would be the first to die and at her eyes, but if she left now they would be protected. Downtrodden but greatful for her life and her families safety. She left, gathering a few possessions and saying her goodbyes.

The next few years were tough. She forsook Torm for letting everything go so poorly for her and her family, and took on mercenary work. She traveled far and wide. Slowly understanding why she had been put through such a terrible predicament. It took her a long time to call back on her god, and only after seeing many other friends fall at the hands of foes.

Her most recent mercenary job has brought her to Luskan, looking for more work. She stops in at a temple to make the proper appeasements, and ask for forgiveness in the eyes of the Torm. After praying and making offerings for awhile, she sets forth for the nearest inn, stumbling upon a sign reading "The Cutlass." She opens the door just in time to notice a Help Wanted ad.


Read more: http://www.enworld.org/forum/showthread.php?392090-5e-CB-s-Stonefast-OOC-FULL/page2#ixzz3M1ddKiW0
 
Last edited:

Roscoe High-hill — Halfling Barbarian 4

Roscoe High-hill — Level 4
Ability scores: STR: 16 (+3) DEX: 16 (+3) CON: 14 (+2) INT: 8 (-1) WIS: 10 (0) CHA: 13 (+1)
Saving throws: STR: +5 DEX: +3 CON:Stout Halfling Barbarian +4 INT: -1 WIS: +0 CHA: +1
Initiative: +3 Speed: 25 Passive perception: 10 Size: Small Proficiency bonus: +2

Hit points: 41 (7+Con mod each level) Hit dice: 4d12 (used 2)
Wounds: 13 (Dragon breath)

BASICS
Name: Roscoe High-hill
CG Male Stout Halfling Barbarian 3
Background: Outlander (Hunter-gatherer)
AC: 17 (Unarmored Defense[10+Con] + Dex + Shield)
Initiative: +3
Passive Perception: 9
Experience: 0

CHARACTERIZATION
Traits: I once ran twenty-five miles without stopping to warn to my clan of an approaching orc horde. I’d do it again if I had to. I’m driven by a wanderlust that led me away from home.
Ideal: Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic).
Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw: I am too enamored of ale, wine, and other intoxicants.

ATTRIBUTES
STR: 16 (+3) ; DEX: 16 (+3) ; CON: 14 (+2)
INT: 8 (-1) ; WIS: 10 (0) ; CHA: 13 (+1)

SAVING THROWS:
STR: +5 DEX: +3 CON: +4 INT: -1 WIS: 0 CHA: +1

PROFICIENCY
Proficiency Bonus: +2
Armor: Light and medium armor, shields.
Weapons: simple and martial weapons
Tools: Bagpipes
Languages: Halfling, Common, Elvish
Saving Throws: Con and Str
Proficient Skills: Athletics +5, Intimidation +3, Nature +1, Survival +2
Non-proficient skills: Acrobatics +3, Animal Handling 0, Arcana -1, Deception +1, History -1, Insight 0, Investigation -1, Medicine 0, Perception 0, Perform +1, Persuasion +1, Religion -1, Sleight of Hand +3, Stealth +3

RACE
Size: Small
Speed: 25 feet
Lucky - reroll a natural '1'
Brave - advantage on saving throws vs. being frightened.
Halfling Nimbleness - You can move through the space o f any creature that is o f a size larger than yours
Stout Resilience - advantage on saving throws vs. poison, and you have resistance vs. poison damage.

CLASS
Rage (3 Rages, +2 damage) - resistance to damage, advantage on Strength checks and Strength saving throws.
Unarmored Defense - w/o add CON mod to the AC. (Rage 2/3)
Reckless Attack - When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until
your next turn.
Danger Sense - advantage on Dexterity saving throws against traps and spells.
Primal Path - Path of the Totem warrior:
* Spirit seeker - cast beast sense and speak with animals as ritual.
* Totem Spirit (bear) - While raging, you have resistance to all damage except psychic damage.

EQUIPMENT (wealth=48gp)
Shield, 4 Javelins (Thrown 30/120, 1d6), Short sword (Finesse, 1d6+3)
Explorer's pack, Hunting trap, Animal trophy (Deer and Bear fang), Traveler's clothes.
 
Last edited:

Kobold Stew

Last Guy in the Airlock
Supporter
Male-Cleric-With-Mace.jpg

Father Spec Thomson, consulting investigator

[sblock=Father Spec, Level 4]
LG Human Knowledge Cleric
Level 4

Abilities:
STR 10 (0)
DEX 14 (+2)
CON 10 (0)
INT 16 (+3)
WIS 18 (+4) (ASI level 4)
CHA 8 (-1)

Size M
Speed 30
AC 18 (14 +2 dex + 2 shield)
Init +2
Hit Points: 23 (4d8)

Proficiency bonus: +2
Proficiencies: light and medium armor, shield, simple weapons
Saves: WIS, CHA
Skills: Insight, Religion, Arcana, History (double), Nature (double), Perception, Investigation
Tools: thieves’ tools, forgery kit
Languages: Common, Goblin, Giant, Undercommon

Attacks:
Rope of Arachnea, 1d20+4 to hit, 1d4+2 slashing damage, reach (10')
Dagger, 1d20+4 to hit, 1d4+2 piercing damage
Sacred Flame, DC 14 Dex save or 1d8 radiant

Background (trait): (custom) Detective

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (included above)

Class abilities:
* Spells (4 x level 1 slots, 3 x level 2 slots)
-- cantrips: light, guidance, sacred flame, mending
-- level 1: cure wounds, inflict wounds, sanctuary, purify food and drink (+command, identify)
-- level 2: calm emotions, silence, prayer of healing, hold person (+augury, suggestion)
* Domain: Knowledge
* Channel Divinity (1/rest)
-- turn undead
-- knowledge of the ages (proficiency in skill or tool in for 10 min)

Feats
* Observant:
-- +1 int (included above)
-- can read lips
-- +5 to passive Wis (Perception) and Int (Investigation)

Skills
+2 (dex) Acrobatics
+4 (wis) Animal Handling
+7 (int) Arcana (double proficiency)
+0 (str) Athletics
-1 (cha) Deception
+7 (int) History (double proficiency)
+6 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation Passive: 20
+4 (wis) Medicine
+5 (int) Nature
+6 (wis) Perception Passive: 21
-1 (cha) Performance
-1 (cha) Persuasion
+5 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth (disadvantage in armour)
+4 (wis) Survival

Characteristics:
Personality: somewhat stuffy and acts more bothered than he is
Ideal: the truth is often found in the centre of a mystery
Bond: wants to care for his elderly mother.
Flaw: his magic should benefit those who acknowledge his god

Equipment:

* scale mail (50, 45)
* shield (10, 6)
* holy symbol, amulet (5, 1)
* crowbar (2, 5)
* traveller's clothes (2, 4) x 2
* hourglass (25, 1)
* backpack (2, 5)
* holy symbol, emblem on shield (5, -)
* 50' silk rope (10, 5)
* steel mirror (5, .5)
* bedroll (1, 7)
* forgery kit (15, 5)
* thieves' tools (25, 1)
* rations (8 days) (4, 16)
* belt pouch with 5gp

* bag of holding (see below)
* Dagger from Colden.
* rope of Arachnea (100' length of silk rope, magical)
-- weapon (above)
-- prof (Athletics) +2 when using it
-- sticky (can be used unusually) but vulnerable to fire.


[/sblock]
[sblock=Father Spec, Level 3]
LG Human Knowledge Cleric
Level 3

Abilities:
STR 10 (0)
DEX 14 (+2)
CON 10 (0)
INT 16 (+3)
WIS 16 (+3)
CHA 8 (-1)

Size M
Speed 30
AC 18 (14 +2 dex + 2 shield)
Init +2
Hit Points: 18 (3d8)

Proficiency bonus: +2
Proficiencies: light and medium armor, shield, simple weapons,
Saves: WIS, CHA
Skills: Insight, Religion, Arcana, History (double), Nature (double), Perception, Investigation
Tools: thieves’ tools, forgery kit
Languages: Common, Goblin, Giant, Undercommon

Attacks:
Mace, 1d20+2 to hit, 1d6 bludgeoning
Crossbow, 1d20+4, 1d8+2 piercing
Sacred Flame, DC 13 Dex save or 1d8 radiant

Background (trait): (custom) Detective*

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (included above)

Class abilities:
* Spells (4 x level 1 slots, 2 x level 2 slots)
-- cantrips: light, guidance, sacred flame
-- level 1: cure wounds, inflict wounds, shield of faith, command
-- level 2: suggestion, calm emotions
* Domain: Knowledge
* Channel Divinity (1/rest)
-- turn undead
-- knowledge of the ages (proficiency in skill or tool in for 10 min)

Feats
* Observant:
-- +1 int (included above)
-- can read lips
-- +5 to passive Wis (Perception) and Int (Investigation)

Skills
+2 (dex) Acrobatics
+3 (wis) Animal Handling
+5 (int) Arcana
+0 (str) Athletics
-1 (cha) Deception
+7 (int) History
+5 (wis) Insight
-1 (cha) Intimidation
+5 (int) Investigation Passive: 20
+3 (wis) Medicine
+5 (int) Nature
+5 (wis) Perception Passive: 20
-1 (cha) Performance
-1 (cha) Persuasion
+5 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth (disadvantage in armour)
+3 (wis) Survival

Characteristics:
Personality: somewhat stuffy and acts more bothered than he is
Ideal: the truth is often found in the centre of a mystery
Bond: wants to care for his elderly mother.
Flaw: his magic should benefit those who acknowledge his god

Equipment:

* mace (5gp, 4 lbs)
* scale mail (50, 45)
* light crossbow (25, 5) and 40 bolts (2, 3)
* shield (10, 6)
* holy symbol, amulet (5, 1)
* crowbar (2, 5)
* traveller's clothes (2, 4) x 2
* hourglass (25, 1)
* backpack (2, 5)
* holy symbol, emblem on shield (5, -)
* 50' silk rope (10, 5)
* steel mirror (5, .5)
* bedroll (1, 7)
* forgery kit (15, 5)
* thieves' tools (25, 1)
* rations (8 days) (4, 16)
* belt pouch with 5gp

[/sblock]
[sblock=Father Spec, level 2]
LG Human Knowledge Cleric 
Level 2

Abilities:
STR 10 (0)
DEX 14 (+2) 
CON 10 (0)
INT 16 (+3)
WIS 16 (+3)
CHA 8 (-1) 

Size M
Speed 30
AC 18 (14 +2 dex + 2 shield)
Init +2
Hit Points: 13 (2d8)

Proficiency bonus: +2
Proficiencies: light and medium armor, shield, simple weapons, 
Saves: WIS, CHA
Skills: Insight, Religion, Arcana, History (double), Nature (double), Perception, Investigation
Tools: thieves’ tools, forgery kit
Languages: Common, Goblin, Giant, Undercommon

Attacks:
Mace, 1d20+2 to hit, 1d6 bludgeoning
Crossbow, 1d20+4, 1d8+2 piercing
Sacred Flame, DC 13 Dex save or 1d8 radiant

Background (trait): (custom) Detective*


Race abilities
* Variant Human: extra skill, feat, +1 dex/wis (included above) 

Class abilities:
* Spells (3 x level 1 slots)
-- cantrips: light, guidance, sacred flame
-- level 1: cure wounds, inflict wounds, shield of faith, command, identify
* Domain: Knowledge
* Channel Divinity (1/rest)
-- turn undead
-- knowledge of the ages (proficiency in skill or tool in for 10 min)

Feats
* Observant:
-- +1 int (included above)
-- can read lips
-- +5 to passive Wis (Perception) and Int (Investigation)

Skills
+2 (dex) Acrobatics
+3 (wis) Animal Handling
+5 (int) Arcana
+0 (str) Athletics 
-1 (cha) Deception
+7 (int) History
+5 (wis) Insight 
-1 (cha) Intimidation
+5 (int) Investigation Passive: 20
+3 (wis) Medicine
+5 (int) Nature
+5 (wis) Perception Passive: 20
-1 (cha) Performance
-1 (cha) Persuasion
+5 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth (disadvantage in armour)
+3 (wis) Survival

Characteristics
Personality: somewhat stuffy and acts more bothered than he is
Ideal: the truth is often found in the centre of a mystery
Bond: wants to care for his elderly mother.
Flaw: his magic should benefit those who acknowledge his god

Equipment

* mace (5gp, 4 lbs)
* scale mail (50, 45)
* light crossbow  (25, 5) and 40 bolts (2, 3)
* shield (10, 6)
* holy symbol, amulet (5, 1)
* crowbar (2, 5)
* traveller's clothes (2, 4) x 2
* hourglass (25, 1)
* backpack (2, 5)
* holy symbol, emblem on shield (5, -)
* 50' silk rope (10, 5)
* steel mirror (5, .5)
* bedroll (1, 7)
* forgery kit (15, 5)
* thieves' tools (25, 1)
* rations (8 days) (4, 16)
* belt pouch with 5gp

* bag of holding (contents listed below)

[sblock=Custom background]
Detective
Skills: Perception, Investigation
Tools: Thieves’ tools; forgery kit
Equipment: as Criminal
Feature: False Identity (as Charlatan)[/sblock]
[/sblock]

[sblock="contents of the Bag of Holding"]
Please let me know if I've missed anything!

* an almost never-ending stream of supplies. Greatsword, trail rations... even a chest! Nodding, he returned the items to the sack and added the glaive, vestments, and the book the dwarf had secured form the pedestal at the closed entrance. (IC 283)
* 667 sp of tithes (IC 295)
* mini cask of beer (IC 315)
* (big axe -- being used by...) (IC 577)
* ten gold coins and--when he counted--25 silver and 40 copper pieces (IC 577)
* two books (IC 826)
* brass tube (IC 897) -- filled with poison gas
* three empty small glass vials, a clay mug, and an extra waterskin, once filled with healing potion or vomit-indcing poison (unlabelled) (IC 937, 1218)
* a brick of soap. And a boar bristle brush, a tub of what smelled like scented talc. (IC 934)
* twenty gold and five silver pieces (IC 1037)
* mace and light crossbow and 40 bolts (IC 1043)[/sblock]
[sblock=rope]ROPE OF ARACHNEA: Uncommon, requires attunement. This 100' length of silk rope weights ten (10) pounds and is found in the lair of a giant spider where the webbing has had time sufficient enough to imbue sticky qualities in the weave of the rope. The rope grants a bearer attuned to it: 1) proficiency in Athletics checks made when using the rope is determinative of outcome, to a maximum proficiency bonus of +2; and 2) proficiency in wielding the rope as a whip weapon (1d4 slashing damage with the finesse and reach properties). Additionally, the rope is sticky; knots tied with the rope adhere better than normal, and the rope may be used in myriad ways (e.g., to create patterned drawings on walls, to fasten the rope in place along a path, and other creative methods as dictated by the rope's bearer and agreed to by the DM) where common rope would fail. Finally, the webbing contained within the rope's weave make it particularly susceptible to fire damage; the rope is Vulnerable to fire damage (double damage if lit on fire, no saving throw (if applicable)). The rope has an aura of the transmutation school of magic.

Rope described IC 1062; attuned IC 1078
[/sblock]

15 damage (IC 1110)
13 cured (IC 1131, 1132) - 2 HD spent, Level 1 spell slot.
Level 2 spell slot.(IC 1182)
13 damage -- down to 8 and unconscious -- IC 1260, 1263.
healed for 4 -- conscious and at 12 -- IC 1276.
53 points cold damage (!!) -- -41. Insta-kill!
 
Last edited:

Remove ads

Top