D&D 5E Monster Hunters Rogue's Gallery


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Neurotic

I plan on living forever. Or die trying.
Andor Anande de Andrade

don Andor Anande de Andrade
Half elf bard 19 / Cleric of Aerdrie Faenya 1

[sblock="Attributes rolled"]
Attributes for epic bard: 2D6+6 = [3, 4]+6 = 13
2D6+6 = [2, 3]+6 = 11
2D6+6 = [4, 5]+6 = 15
2D6+6 = [4, 6]+6 = 16
2D6+6 = [4, 2]+6 = 12
2D6+6 = [3, 5]+6 = 14



STR 11 +1 (racial)
CON 15 +1 (Resilient) +2 (16th lvl ASI)
DEX 13 +1 (racial) +2 (8th lvl ASI) +2(12th lvl ASI) +2(19th lvl ASI)
INT 12
WIS 14
CHA 16 + 2 (racial) +2 (4th lvl ASI)
[/sblock]
[sblock=IMAGE]
Andor Anande de Andrade.jpg
[/sblock]


Resilient (Con) (bonus 1st level)
Lucky (4th level)
Inspiring leader (8th level)
Healer (12th level)
Alert(16th level)
Defensive Duelist (19th level)


Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Half elf)
Init: +7 (+4 dex +3 Jack of all trades)
Senses: Darkvision (60 ft.)
Passive Perception: 24

DEFENSES
AC: 21 (16 mithral half-plate +1, +5 Dex)
HP: 11 (8 +4 Con) + 19 x (6 +4) = 202
Saves: Strength (+1), Constitution*(+10), Dexterity (+5), Intelligence (+1), Wisdom (+8), Charisma (+11)
Special Defenses: Advantage vs Charm, Immune to magical sleep

OFFENSE
Speed: 30ft
Melee:
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach

Ranged:
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Net 1 gp — 3 lb. Special, thrown (range 5/15)

ATTRIBUTES
Str 12 (+1), Con 18 (+4), Dex 20(+5), Int 12 (+1), Wis 14 (+2), Cha 20 (+5)

SKILLS: 2 background (Deception, Stealth), 2 half elf (Perception, Athletics), 3 bard (Persuasion, Performance, Arcana), 3 expertise (History, Insight, Sleight of Hand)
Gaming set, Thieves tools
Double on 4 (Stealth, Athletics, Perception, Performance)

[sblock="Skills"]
SkillAttribModProfTotal
AcrobaticsDEX+4+3+7
Animal HandlingWIS+2+3+5
ArcanaINT+1+6+7
AthleticsSTR+1+12+13
DeceptionCHA+5+12+17
History INT+1+6+7
InsightWIS+2+6+8
IntimidationCHA+5+6+11
InvestigationINT+1+3+4
MedicineWIS+2+3+5
NatureINT+13+4
PerceptionWIS+2+12+14
PerformanceCHA+5+12+17
PersuasionCHA+5+6+11
ReligionINT+1+3+4
Sleight of HandDEX+5+6+11
StealthDEX+5+12+17
SurvivalWIS+2+3+5

[/sblock]

[sblock=FEATURES]
Half elf
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light normally apply.
Languages: Common, Elven, ??

Spy
Criminal Contact
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 g

Bard
Spells known:
0 1 2 3 4 5 6 7 8 9
4 4 3 3 3 3 2 2 1 1

Spell save DC: 8 + 6 +5 = 19
Bonus action inspiration: 1d12 CHA/short rest
Jack of all trades: +3 to ability checks that don't include proficiency
Song of rest: HD +1d12 on short rest

College of Lore
Expertise: choose four proficiencies, gain double prof bonus
5 ASIs
Font of inspiration: regain inspiration on short rest
Countercharm: action: advantage on saves vs fright or charm
Magical secrets: 2 spells at 6th, 2 spells at 10, 2 at 14 and 2 at 18

LORE BARD
gain 3 proficiencies
Cutting words: reaction to expend BI subtract from attack, ability check or damage (doesn't work if cannot hear or cannot be charmed)
Peerless skill free action: expend BI to add to ability check


0: Mage Hand, Minor Illusion, Prestidigitation, Vicious Mockery
1: Charm Person, Dissonant Whispers, Faerie fire, See Invisibility
2: Heat Metal, Mirror Image, Phantasmal Force, Misty Step (SECRET 6)
3: Fear, Hypnotic Pattern, Dispel Magic, Aura of Vitality (SECRET 6), Counterspell (SECRET 10)
4: Bestow Curse, Compulsion, Greater Invisibility
5: Animate Objects, Dominate person, Hold Monster, Destructive Wave (SECRET 10), Maelstrom (SECRET 14)
6: Eyebite, Mass Suggestion, Planar Ally (SECRET 14)
7: Forcecage
8: Dominate Monster, Maze (SECRET 18)
9: Foresight, Wish (SECRET 18)

[sblock=Tempest cleric]
Heavy armor and martial weapon proficiencies

Cantrips: Light, Sacred Flame, Thaumaturgy
Domain Spells:
1: Fog cloud, Thunderwave
Prepared:
1: Bless, Command, Guiding Bolt, Healing word

Wrath of the Storm
You can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw (DC 16). The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. 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.
[/sblock]

[/sblock]

Traits: I always have a plan for what to do when things go wrong.
Ideal: People deserve to be treated with dignity and respect...or destroyed utterly if guilty.
Bond: I sponsor an orphanage to keep others from enduring what I was forced to endure
Flaw: I like keeping secrets and its hard for me to share them.


[sblock=EQUIPMENT]
Anstruth harp VR A -> Control weather, cure wounds (5th level), wall of thorns,
Fly, invisibility, levitate, protection from evil and good

STAFF OF THUNDER AND LIGHTNING Staff, very rare (requires attunement) - 10 000
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

HELM OF COMPREHENDING LANGUAGES (U) - 500
PIPES OF HAUNTING Wondrous item, uncommon - 6000
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

WAND OF SECRETS Wand, uncommon - 1500
The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.

WAND OF MAGIC DETECTION U - 1500
While this polished agate is on your person, you gain a + 1 bonus to ability checks and saving throws.

Javelin of lightning U - 1500

Mithral half-plate (800 mithral + 1500 (+1) half-plate AC 16


10 000 - staff
500 - helm
250 - Healers kit proficiency
6 000 - pipes
1 500 - wand
1 500 - wand
1 500 - Javelin
2 300 - armor
---------
23 550

Antitoxin (vial) 50 gp —
Bedroll 1 gp 7 lb
Holy water (flask) 25 gp 1 lb. x2
Kit, herbalism 5 gp 3 lb.
Kit, healer’s 5 gp 3 lb. x2
Magnifying glass 100 gp —
Manacles 2 gp 6 lb.
Mirror, steel 5 gp 1/2 lb.
Potion of healing 50 gp 1/2 lb.
Robes 1 gp 4 lb.
Signet ring 5 gp —
Acid (vial) 25 gp 1 lb.
Alchemist’s fire 50 gp 1 lb.
Net 1 gp 3 lb. x6
-------------------
360gp

TOTAL: 23 910gp
REMAINING: 1000gp; 900sp;

Total Weight: 95lbs

[/sblock]


[sblock=Description and History]
Affik was born to elven father, Landanis Anande, a bard, veritable library of elven lore and human mother, Seraphina Zephir, a priestess that followed Akadi, Queen of Air, travelling all over the world, seeing new sights and meeting new people. When the elf caught her eye she remained for some time there, her wonderlust temporarily forgotten. She took to elven version of her goddess very quickly (as the elves saw it). The child further delayed her and she grew restless as humans are want in their short years. Before Landanis considered the change in his life, the child grew. When Andor was ten, Seraphina finally persuaded Landanis to travel with her. Big part of that was his limited knowledge of other cultures. Her insatiable curiosity about new places and freedom finally took hold in his soul and they travelled where the wind took them. They took to life in a caravan of gypsies, living in a cart, entertaining where they could, moving out of the gypsi caravan when it suited them to be recognized as something more then thieves and entertainers.

Sleeping at local nobles castle, with gypsies caravan parked in the backyard, they were awoken that night by the screams and crying. Several guards and servants ran around confused as to what was happening until one after another started attacking each other. This continued for some time afflicting several gypsies too. Some time after it started from the castle emerged several feral figures that hunted down those still standing around or running from the castle. Affiks parents tried to run out of the castle and away into the night. They were swarmed and promptly killed in front of terrified child's eyes by having their throats bitten open and their life blood drained by the hunters. Strangely, they just held onto the child without harming him.

Finaly, regal figure in midnight blue robes with fire motiffs and red symbol in front strode out of the gate carrying limp body of a child. Scanning the scene in front if the gate, figure purposefuly strode toward Affiks location. As it neared it became clear it's a unearthly handsome man with pale complexion. He called to Affik and unaware that he obeyed until he was outside Andor came.

Dropping dead child in front of him he spoke:
"Ovo je osveta za ono što sam postao zahvaljujuci svom pretku. De Andradi su zaboravili prokletstvo svoje obitelji i imali više od jednog djeteta kako bi nastavili lozu. Umjesto da mi dopuste da uzmem dijete odlucili su satrti lozu. Neka tako bude. Nijedan de Andrade nece živjeti ako ja, Fyrrlan Redspike de Andrade saznam za njega!"

Words were unfamiliar to Affik, but their meaning clear in his mind.

It seems that lords knew something was coming for them as they killed they own children and then themselves seconds before this creature came.

Then he bit into Affiks neck and drank bringing him to the brink of death. Whole affair lasted for the night. Nobody survived the event. Affik was brought within the castle over the day and he woke weak and helpless later during the day. After sunset he witnessed raising of his parents and other that perished that night and their feeding upon helpless villagers that were kept alive for this purpose. After everyone but Affik were dead whole entourage dissapeared into the night, leaving Affik with Andor de Andrade's body, words of the message forever etched into his mind.

Affik felt strangely dettached from whole affair. There was no crying, no pain, no joy, no nothing.

In the morning he carried the boy's body outside to provisionaly burry it and headed toward nearest town. As the wind outside touched him, it swirled, clean, purify, angry. It strengthened and grew into localized whirlwind and Affik felt pain as never before, cleansing cleaning, stripping away corruption left by the touch of the vampires. He collapsed and when he woke, saddness from the loss and thoughts of revenge were raging inferno within him. He swore vengeance and the storm answered. The lightning burned noble boy body Affik carried leaving only small ring in a pile of ashes. Affik took that signet ring and assumed the identity of Andor Anande de Andrade. Knowing that sooner or later, vampire that slew his parents will hear about him and hopefuly come to claim him.

He came into the temple of Talos, fury, storm and vengeance, as an orphan willing to learn, to avenge the light that was taken from his life. The catastrophy was soon discovered and the bodies of the slain blessed and burned and castle abandoned as cursed.

Andor was left somewhat gray of skin, some of his earlier memories and skills deleted from his memory by life draining touch of a vampire replaced by the words and image of slaughter and Fyrrlan Redspike, being he realized later was an elder vampire. Relatively short time afterwards, the boys original upbringing took over and senseless violence and destruction of the Talos priests grated on his sensibilites. After risking his life to save a village against his former comrades, he returned to the teaching of his mothers faith, still in its elven guise.

Free spirit of the young man took him from one place to another until he happened onto a bardic college, a great library in which he lost himself for a time, learning, honing the broad knowledge of his father into applied knowledge of people, their motivations, knowledge about undead, monsters that preyed upon the world of men, but also softer skills of influencing the people with music, dancing...magic if needed. He learned what he could about the vampire, researched the words that he heard that fateful night.

The words echoed in his mind now translated in common language as he translated the language of his nemesis:

"This is the revenge for what I became thanks to their ancestor. De Andrades forgot the curse of their family and had more then one child to carry on the line. Instead of letting me have the extra child they decided to end the line here and now. Let it be so. Let it be known that no de Andrade will live if I, Fyrrlan Redspike de Andrade know about him!


He kept traveling around, helping people fend off various spirits, monster or fellow men as he could. He formed small groups of like minded individuals showing himself an Inspiring Leader of men. In time, as he grew older and wiser, with more then one close brush with death, he settled (somewhat) into the great city in the service of a powerful noble. In the city, his skills grew as he expanded his contacts, now organized into a network as he remained at one place for longer time. After ten years of such service, occasional foray into forbidden libraries (stealing the knowledge) or negotiating entrance into closed ones through his contacts or his lords influence, Andor realized two things. First, the humanity is loosing the battle as small minded, sheltered nobles and officials closed their own security ever tighter around themselves without taking the offensive against the outside threats. And second, knowledge is power. His contacts ofter warned him about various strange events or threats before they became apparent to common populace and he took it upon himself to prevent them from becoming anything more. In time, he grew both rich and powerful enough to be recognized and due to his powerful patron he was known to city nobles too. When one of his warnings and his direct action prevented new born babe being exchanged for a changling and when he revealed dark cult blooming among dissenchanted women of the city, he was made a noble and he took the name of de Andrade.

Andor learned to be cautious with his knowledge. He became somewhat jaded, but still tries to find the best in people. Hard lines and salt-and-pepper hair show his experience, too light, too intense eyes betray his heritage. And that same experience led him to hard earned lesson: have a plan for every eventuality, every plan needs a failsafe.

Over time, he heard about several other powerful individuals visiting the city or its environs, each having its own strengths, each fighting loosing battle against the tide of evil even encountering some of them on the field. He decided to take the fight back out of the protected cities and into the wild. Looking for a mage, he went into city guild and asked to see their most powerful adventuring mage. Traveling to the residence of an elven palading living in the nearby wood, he fell into an ambush and was saved by diminutive flying faerie which nevertheless vanquished her foes with effiency and power that bellied her small stature. After some back and forth, all the individuals in question agreed to form Iustitia Legio (Justice Legion) forming a council of the new order with elven paladin offering his forest home as orders headquarters. Being close to the city and yet outside of it, it was perfectly positioned. And with such powerful protector as Arcturus Rime, there was little chance of it being overrun by occasinal wondering monster.
s
[/sblock]
 
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Shayuri

First Post
Seelia Nishnocket
Chaotic Good Paladin 11/Warlock 9
Background: Entertainer (Gladiator)

Saves
+4 Str 9
+16 Dex 20 (+1 racial +1 level +1 feat)
+16 Con 20 (+3 feat +2 belt)
+5 Int 10
+14 Wis 16 (+1 lvl +4 feat)
+16 Cha 20 (+2 racial, +2 lvl)

HP 250
AC 21 (10 + 5 dex +3 mage armor +3 shield)
Prof Bonus +6
Init +5
Exp: 0

Race
-------
PIXIE
+2 Charisma, +1 Dex
Fey Ancestry (adv vs charm, immune to magic sleep)
Innate Spellcasting
- You know the cantrips Dancing Lights and Druidcraft
- You can cast Detect Evil/Good 1/day

Size: Tiny
- Cannot use heavy or versatile weapons
- Disadvantage with weapons that are not light, unless using both hands

Walking Speed 20
Fly Speed 40 (winged)
- Can only fly in space twice as wide as you are high, to accomodate wingspan.
- Cannot fly in medium or heavy armor, or armor you are not proficient in.
- Armor and backpacks must be specially made (costing 50% more than usual gear) to allow flight while wearing.
- If you take damage while flying, make a Con save at DC of 10 or half damage taken, whichever is greater. You fall unless you succeed this save.

Pixie Dust - 1/short rest pixie uses bonus action to throw dust on another creature within 30 feet. Within 10 minutes that creature may use a bonus action to fly up to 60'. The dust's effects end after this flight.
Shrink Object - 1/short rest, a pixie may use action to shrink an unattended object down to Tiny size. It retains all properties and damage, but Small or larger creatures treat it as improvised if they try to use it.

Class
-------
Paladin
Divine Sense - 5/day
Lay on Hands - 55HP/long rest
Fighting Style - Duelling
Spellcasting
Imp Divine Smite - +1d8 radiant to all melee attacks, +2d8 radiant 1st lvl slot, +1d8 per additional level
Divine Health - Immune to disease
Sacred Oath
- Oath of the Ancients
Channel Divinity
- Nature's Wrath - Target within 10' makes Str or Dex (it's choice) save or is restrained. Save repeats at end of each turn.
- Turn the Faithless - Can turn fey and fiends.
Extra Attack
Aura of Protection: +5 to saves 10'
Aura of Warding: Resistance to all damage from spells 10'
Aura of Courage: Immune to fear 10'

Warlock
Otherworldly Patron - Fey
- Fey Presence (Charm or Frighten creatures in a 10x10 area adjacent to you 1/rest, DC 18)
- Misty Escape (use reaction to turn invisible and teleport 60 when damage is taken 1/rest)
Pact Magic
Invocations
- Devil's Sight (see normally in darkness, inc magical, to 120')
- Armor of Shadows (mage armor at will)
- Beast Speech (Speak with Animals at will)
- Eldritch Sight (detect magic at will)
- Misty Visions (Silent Image at will)
Pact Boon - Familiar (Sprite)

Proficiencies
--------------
Weapons: All simple, all martial
Armor: All Armor, and shields
Tools: -
Saves: Wisdom, Charisma, Constitution, Dexterity

Feats
------
B Defensive Duelist
4 Resilient: Constitution, +2 Wis
8 Lucky, +1 Dex, +1 Wis
4 Mobility, +2 Con
6 War Caster, +2 Cha
8 Resilient: Dexterity, +2 Wis

Skills
-------
Athletics +5
Persuasion +11
Acrobatics +11
Performance +11

Languages
----------
Common
Sylvan

Spellcasting DC 19
Paladin
Slots
1 - 4, 2 - 3, 3 - 3

Prepared (10+6)
1 Ensnaring Strike, Speak with Animals, Shield of Faith, Divine Favor, Heroism, Compelled Duel, Cure Wounds
2 Moonbeam, Misty Step, Lesser Restoration, Protection from Poison
3 Plant Growth, Protection from Energy, Dispel Magic, Revivify, Aura of Vitality

Warlock
Slots 2 (5th level)

Known (10)
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion
1 Armor of Agathys, Expeditious Retreat, Hex
2 Darkness, Mirror Image, Suggestion, Phantasmal Force
3 Hypnotic Pattern
4 Greater Invisibility
5 Hold Monster

Cash: 1100

Weapons
--------
Scimitar of Speed +2, +13 atk, 1d6+9 Slashing, 1d8 radiant (Bonus action to make single attack)

Armor
------
Shield +1, +3 AC, 1500


Gear
------------
Belt of Dwarvenkind, 6000
Ring of Warmth, 1000
Brass Horn of Valhalla, 8400


Lantern of Revealing, 5000
Handy Haversack, 2000
 
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TallIan

Explorer
Allanon
Lawful Neutral Warlock 20
Background: Outlander (Exile)

HP: 162 HD: 20d8
AC: 18 (10 + 4 Dex + 3 Arm + 1 Misc)
Prof Bonus: +6
Init: +3
Exp: 0

[SBLOCK=Abilities]
STR: +0 (Save +0) – (11 = 11 Base)
DEX: +4 (Save +4) – (18 = 13 Base + 1 Racial + 4 ASI)
CON: +2 (Save +9) – (14 = 13 Base + 1 Feat)
INT: +1 (Save +1) – (13 = 13 Base)
WIS: +1 (Save +7) – (13 = 13 Bqse)
CHA: +5 (Save =11) – (20 = 17 Base + 1 Racial + 2 ASI)[/SBLOCK]

[SBLOCK=Features]
Race
-------
Human (Variant)
Gain 1 Skill
Gain 1 Feat

Outlander Feature
Skills: Athletics and Survival
Musical Instrument:
Language
Wanderer: Always remember the layout of a region’s geographical features and can usually find food and water for 6 people.

Warlock Features
Otherworldly patron: Great Old One
Awakened Mind
Entropic Ward
Thought Shield
Create Thrall
Pact Magic
Pact Boon: Pact of the Chain
Mystic Arcanum (6th; 7th; 8th; 9th)
Eldritch Master

Eldritch Invocations:
Ascendant Step
Agonizing Blast
Beguiling Influence
Devil’s Sight
Master of Myriad Forms
Misty Visions
Voice of the Chain Master
Witch’s Sight

ASI’s and feats
0: Ritual Caster (Wizard)
4: +2 CHA
8: +2 DEX
12: +2 Dex
16: Resilient (CON)
19: War Caster [/SBLOCK]

[SBLOCK=Proficiencies and Skills]

Proficiencies
Weapons: Simple
Armor: Light Armour
Tools: -

Skills (*denotes proficient)
*Athletics +6
Acrobatics +4
Sleight of Hand +4
*Stealth +10
Arcana +1
History +1
Investigation +1
Nature +1
Religion +1
Animal Handling+1
Insight +1
Medicine +1
*Perception +7
*Survival +7
*Deception +11
*Intimidation +11
Performance +5
*Persuasion +11

Languages
Common
Elven
Draconic [/SBLOCK]

[SBLOCK=Spellcasting]
DC 19
Slots 4/4 (5th Level)

Known (15)
0: Eldritch Blast, Mage Hand, Friends, Prestidigitation
1 Arms of Hadar, Hex
2 Darkness, Mirror Image, Hold Person
3 Dispel Magic, Fly, Vampiric Touch
4 E’s Black Tentacles, Banishment, Dimension Door
5 Dominate Person, Telekinesis, Hold Monster

Mystic Arcanum
6 Mass Suggestion
7 Plane Shift
8 Feeblemind
9 Foresight

Rituals in Book
1 Detect Magic, Identify, Tenser’s Floating Disk, Unseen Servant
3 Leomund’s Tiny Hut, Phantom Steed, Water Breathing
5 Contact Other Plane[/SBLOCK]

[SBLOCK=Equipment]
Cash: 2330GP

Weapons
Mace +1
Rod of the Pact Keeper +3
Dagger x 2

Armor
Studded Leather +1
Cloak of Protection

Gear
Brooch of Shielding
Periapt of Proof Against Poison
Potion of Invisibility x 2
Potion of Superior Healing x 3
Ritual Book
Dungeoneer’ Pack
Hunting Trap
Travelers Clothes
Belt pouch
[/SBLOCK]

[SBLOCK=Companions]
Familiar
Eolande (Sprite)
AC 15 (leather)
HP 2 (1d4)
Speed 10ft, fly 40ft

STR 3 (-4) DEX 18(+4) CON 10 (0) INT 14(+2) WIS 13 (+1) CHA 11(0)
Skills: Perception +3 Stealth +8
Senses passive perception 13
Languages: Common, Elvish, Sylvan

Actions
Longsword +2 to hit 1S dmg
Shortbow: +6 RNG 40/160 1dmg DC10 con save or be poisoned 5 or less to sleep
Heart sight
Invisibility

Riding Horse
[/SBLOCK]

[SBLOCK=Background]
Trait: I watch over my friends
Ideal: Greater Good
Bond: I will bring terrible wrath down upon the evil doers who destroyed my homeland
I am slow to trust

Allanon’s village was destroyed by monsters when he was still very young, leaving him orphaned. A kindly village couple took him in and together they moved on to a farmstead, only to have that destroyed too. This marked a theme in Allanon’s childhood, never able to settle for long periods until some unspeakable thing destroyed what they had built.

Until one day in teens when Allanon was out foraging. He came across a strange humanoid. With only the shape of a human, the creature had no features to speak of. Fearful at first, Allanon found himself overcome with calm and approached the being. It warned of an impending attack and offered Allanon the power to slow it and allow his latest village to get to safety, if only Allanon would not follow them and instead use his new powers to fight these monsters.

Fleeing back to his village Allonon raised the alarm, as the villagers gathered their things to flee Allanon found he had new magical powers that he could use to fight back some of the beasts, but not all. All the villagers were saved, but Allanon found future rescues harder.

Few people were willing to listen when an outsider brought warning. More often than not he was seen as the threat he warned against. Over time Allanon learned that deception and manipulation were better than honesty. His powers grew and he found like-minded people who sought to hold back the tide. None could match his growing power and Allanon found he could push back some attacks, at least for a while.

Recently he has found some fellow monster hunters who could, in their own way, match him in power. Between them they could perhaps truly take the fight to the enemy.[/SBLOCK]
 
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Leif

Adventurer
Arcturus Rime, Elf Paladin20

[being re-made post crash, somewhat slowly]
[sblock=Stat Rolls]
St 13
In 09
Ws 13
Dx 13
Cn 13
Ch 13

So, at 20th level, those would be:

St 18 +4
In 09 +0
Ws 13 +1
Dx 13 +1
Cn 13 +1
Ch 18 +4
[/sblock]

St 18 +4 [w/ Belt, 23, +6]
In 09 +0
Ws 13 +1
Dx 13 +1
Cn 13 +1 [w/ Amulet, 19 +4]
Ch 18 +4


AC: 23
HP: 14+[19*11] = 223
HP: 147 [w/ Amulet 223] + 25 temp HP= 172 [w/ Amulet 248]
Damage Sustained:

Proficiency Bonus: +5

We started with a freebie item of Very Rare rarity or less, and 25,000gp to buy items from the Sane Magic Item price list.

Belt of Frost Giant Strength [23, +6]

Other Magic items:
Amulet of Health RARE 5000 (Makes Con 19) [8000]
Plate Armor +1 RARE 5000 * [1500]
Shield +2 RARE 5000 [6000]
Bastard Sword +2 RARE 5000 [4000] [+11 Att, 1-10+8 damage]
Bow +1 UNCOMMON 500 [1000] [+3 Att, 1-8+3 damage with magic arrows]
Arrows +1, 20 UNCOMMON 500 [1000]
Quiver of Ehlonna UNCOMMON 500 [1000] [holds 20 +1 Arrows and 20 normal arrows]
Boots of Elvenkind UNCOMMON 500 [2500]


SKILLS


FEATS


MUNDANE EQUIPMEMT


MONEY
 
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