D&D 5E Tall's PotA Campaign - RG

TallIan

Explorer
Post your character sheets here.

Please keep all other chat to the OOC thread.

Character Creation

Sources: An​y published WotC material is fine, [FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]No monstrous races.[/FONT]

27 Point buy.

Feats and Multiclassing are ok.

Starting with 6250XP (level 4). Max HP at level 1 then average or roll after that, players choice.

Standard starting equipment, but I'll consider some extra gear if you feel your character should have something and you can justify it.
 
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Trogdor1992

First Post
26a90c10965e6dbd0366dfbc3b4b48b5.jpg


Snikkelfritz Stonefist
Race: Svirfneblin
Class: Monk 3
Alignment: CG
Background: Guild Artisan(Cook's Guild)
STR: 12(+1)
DEX: 16(+3) [15+1R]
CON: 13(+1)
INT: 10(+/-0) [8+2R]
WIS: 14(+2)
CHA: 10(+/-0)
AC: 15
Initiative:+3
Speed: 35ft.(25/armor)
HP: 21
Hit Dice: 3d8
Proficiency Bonus: +2
Passive Perception: 10
Ki Points: 3
Ki Save DC: 12
SAVES:
STR: +3 DEX: +5
CON: +1 INT: +/-0
WIS: +2 CHA: +/-0
COMBAT OPTIONS:
-Unarmed Strike(CQC): +5 to hit, 1d4+3 damage
-Shortsword(CQC): +5 to hit, 1d6+3 damage, finesse, Monk Weapon
-Light Hammer(CQC): +3 to hit, 1d4+1 damage, thrown, range 20/60
-Quarterstaff(CQC): +3 to hit, 1d6/1d8+1 damage, versatile
-Light Crossbow(LDC): +5 to hit, 1d8+3 damage, range 80/320, 2-handed
-Sling(LDC): +5 to hit, 1d4+3 damage, range 30/120

LANGUAGES/PROFICIENCIES:

Languages: Common, Gnomish, Dwarvish, Undercommon
Armor: None
Weapons: Simple Weapons, Shortswords
Tools: Jeweler's Tools, Cook's Utensils
Skills: Acrobatics, Athletics, Insight, Persuasion
Saving Throws: Strength, Dexterity

EQUIPMENT:
--Baldric's Shortsword
--Quarterstaff
--Darts(10)
--Baldric's Sling
--Sling Bullets(40)
--Light Hammer
--Baldric's L. Crossbow
--Crossbow Bolts(20)
--Cook's Utensils
--Jeweler's Tools
--Thieves' Tools
--Herbalism Kit
--Baldric's Dice Set
--50ft. Hemp Rope(2)
--Rations(5)
--Bag of Ball Bearings(2)
--Vial(6)
--Chalk(3)
--Piton(2)
--Waterskin
--Signal Whistle(3)
--Flask of Oil(2)
--Animal Feed(3)
--Bedroll
--Ink Pen
--Bottle of Ink
--Sheet of Paper(14)
--Whetstone
--Baldric's Quiver
--Soap(2)
--Backpack
--Pouch(3)
--Scroll Case
--Pound of Tobacco
--Sealing Wax(2)
--Baldric's Flute
--Baldric's Signet Ring
--Baldric's Drinking Mug
--Baldric's Tobacco Pipe
--Earthshattering Blow Manuscript(1/3)
--Letter of Introduction to Cook's Guild
--Fine Clothes
--Traveler's Clothes
--Coin: 13gp, 82sp, 66cp

TRAITS/FEATURES:

Superior Darkvision, Gnome Cunning, Stone Camouflage, Unarmored Defense, Martial Arts, Ki, Unarmored Movement, Deflect Missiles, Monastic Tradition(Way of the Open Hand), Guild Membership(Cook's Guild)

MONASTIC TRADITION:

-Way of the Open Hand-
Open Hand Technique: Impose one of the following effects when hitting with FoB:
---DEX Save or knocked prone
---STR Save or pushed back 15ft.
---No Reactions until my next turn

KI FEATURES:

Flurry of Blows(1Ki), Patient Defense(1Ki), Step of the Wind(1Ki)

MOUNT:

--Type: Mastiff
--Saddle: Riding
--Barding: Leather

BACKGROUND:

--Personality Trait: I'm proud of what I've become- I've come from slavery to succeed and perhaps even surpass my master.
--Ideal: Freedom
--Bond: I owe my guild a great debt for forging me into the person I am today.
--Flaw: I'm quick to anger at any criticism, especially criticism of my master's work or teachings

THE HISTORY OF SNIKKELFRITZ

When he was barely an adult Snikkelfritz's village was raided by Drow slavers, and those who were not captured, were killed. Somehow these Drow managed to sell their slaves to buyers on the surface, and one such buyer was a Dwarf named Baldric Stonefist, who bought Snikkelfritz, and many other slaves as well, putting them to work in various taverns he helped keep running, as cooks, servers, and other help.
Snikkelfritz was different though, Baldric saw something special in the deep gnome, and he pulled Snik from his work after only a couple days, bringing him to his own home, where he taught Snik the art of cooking himself, helping him secure membership in the Guild.
Baldric taught Snik much more than culinary arts though, as Baldric had selected Snik for a reason, to be the sole recipient of his Martial Arts techniques. The two spent many years training together before Snik truly started to master 'The Way of the Stonefist', as Baldric called it, and yet even more years to come close to the skill of his master, when one day, Baldric grew very sick.
Baldric lay on his deathbed when he told Snik he was no longer the Svirfneblin he had once bought from the Drow in secret, but much more than that now. Baldric took him as his heir, giving him the Stonefist name to carry on, as well as the the knowledge of his ultimate move, the only one left for Snik to finally match his master's level of skill.
The legendary 'Earthshattering Blow' his master had always spoke of, but Snik had never thought to be true. It was true though, and now all Snik must do is locate the other 2 scrolls, as Baldric left him the first of the three when he died.

Sent from my HUAWEI Y536A1 using Tapatalk
 
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Yavathol

Explorer
Ilvellios Ilphelkiir, level 4 Wood Elf Monk
STR 10 DEX 19(+2 racial) CON 19 INT 10 WIS 16(+1 racial) CHA 9
Saving Throws: Str(+2), Dex(+6)
hp: 39
AC: 17
Passive Perception: 15

Hit Dice: 4d8(max 4d8)
Initiative: +4
Proficiency Bonus: +2
Alignment: CG
Skill Proficiencies: Acrobatics +6, Survival +5, Stealth +6, Insight +5, Perception +5
Tools: Disguise kit, Thieves' tools, Tinker's tools
Darkvision: 60' as dim light
Age: 40 Sex: Male Size: Medium Speed: 45
Languages: Common, Elvish

[sblock=Background]
Urchin
Traits: I ask a lot of questions. I sleep with my back to a wall, clutching my possessions.
Ideal: Change is the nature of things.
Flaw: Its not stealing if I need it more than someone else.
Bond: I owe my survival to the monks who took me in off the streets.
[/sblock]

[sblock=Abilities]
Fey Ancestry: adv charms, immune sleep
Mask of the Wild: hide when lightly obscured by weather
City Secrets: Fast out of combat city travel
Unarmored Defense: AC 17
Martial arts: When Attack, make one unarmed strike as bonus action
Ki:4 (short rest) bonus for two extra unarmed or Dodge/Dash/Disengage
Deflect Missiles: Reaction to reduce damage by 1d10+6
Radiant Sun Bolt: 1 Ki, bonus action for two additional attacks
Slow Fall: Reaction to reduce damage by 5*level
[/sblock]

[sblock=Attacks]
Quarterstaff:+6, 1d8+4 (versatile)
Unarmed Strike:+6, 1d4+3
Radiant Sun Bolt:+6, 1d4+3 radiant
[/sblock]

[sblock=Equipment]Quarterstaff, dungeoneers pack, set of common clothes, sling, thieves tools, 125 sp, 90ep, 3x azurite (30gp each), 1 healing potions, Amulet of Health (see post 1054)[/sblock]

[sblock=Description & Background] A unassuming elf who often hides his face and ears with the hood of his cloak, Ilphelkiir looks like a common peasant.
sqoxah.jpg

Image by http://garylaibart.deviantart.com/

When Ilvellios was a young elf in the Misty Forest, his little home village was wiped out by the green dragon Mornaugauth, with only a handful of survivors. He wandered the countryside and cities for some time, slowly growing to maturity as he tried to find his place in the world, before being taken in by an order of monks who saw his potential.
[/sblock]

[sblock=Players hook]
Madman at Haunted Keep: Brigands you used to travel with took a dark murderous turn. You know now that they occupy Rivergard Keep and you just happen to know a secret entrance to the keep.[/sblock]

[sblock=advancement]
Level 4 changes:
hp 21->27
+2 Dex => AC 16->17, Initiative +3->+4, Attacks +5->+6, Skills +5->+6, Dex Save +5->+6
Slow Fall (reaction to reduce damage by 5*level)
Ki 3->4
[/sblock]
 
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Charwoman Gene

Adventurer
Nariah Fairgrove

See here for updated sheet:
https://ddb.ac/characters/3845966/0TUoRM

Half-elf Warlock(Archfey) 4
Folk Hero/Charlatan CG

Strength 8(-1)
Dexterity 14(+2)
Constitution 11(+0)
Intelligence 14(+2)
Wisdom 14(+2)
Charisma 18(+4)
Nariah is a beautiful instrument of revenge against those that would harm women. She seeks to avenge her sister's murder.​

female-fantasy-characters-272.png

[sblock=Appearance and Personality]Gender Female Age 23
Height 5'3"" Weight 110 lbs.
Hair Red Skin Fair Eyes Green
A beautiful half-elf woman, exemplifying the best of both races, Nariah has a coldness to her eyes that betrays the hardened path she has had in life.​
Traits
I haven’t truly smiled since my sister died. I’m very good at faking them, however.​
Physical power is nothing compared to the wonders of the arcane.​
Ideal
Women should be free to be their own person, just as men are. Those in power who disagree must be dealt with.​
Bond
Nothing is more important that making Harald Grayspear pay.​
Flaw
She trusts women and their stories a lot more than she should.​
[/sblock][sblock=Backstory][/sblock][sblock=Stats]
Strength 8(-1)
Dexterity 14(+2)
Constitution 11(+0)
Intelligence 14(+2)
Wisdom 14(+2)
Charisma 18(+4)
Proficiency Bonus: +2

Skills
  • Acrobatics +2
  • Animal Handling +2
  • Arcana +4
  • Athletics -1
  • Deception +6
  • History +2
  • Insight +4
  • Intimidation +6
  • Investigation +2
  • Medicine +2
  • Nature +2
  • Perception +4
  • Performance +4
  • Persuasion +6
  • Religion +2
  • Sleight of Hand +2
  • Stealth +2
  • Survival +2
Proficiencies
Armor: Light
Weapons: Simple
Tools: Disguise Kit, Forgery Kit
Languages: Common, Elvish, Sylvan
AC: 14
Initiative: +2
Speed 30 ft.
Passive Perception: 14
HP: 23
HD: 4
HD Type: 1d8
Saving Throws
Str: -1
Dex: 2
Con: 0
Int: 2
Wis: 4
Cha: 6
Attacks
  • Dagger ranged/melee +4 / 1d4+2 Piercing [20/60] finesse, light, thrown
  • Shillelagh* melee +6 / 1d8+4 Bludgeoning magical
  • Eldritch Blast ranged +6 / 1d10+4 Force [120]
[/sblock][sblock=Features]Background: Folk Hero/Charlatan (Rustic Hospitality)
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.​
Warlock Features
Pact of the Tome
Learn three cantrips from any class.​
Agonizing Blast(Inv)
Add CHa bonus to Eldritch blast​
Mask of many Faces(Inv)
Disguise self at will​
Archfey Features
Fey Presence
As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.(Short/Long Rest)​
Half-elf Features
Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.​
[/sblock][sblock=Spellcasting]


Ability
Save DC
Spell Attack
Warlock
Charisma
14
6

Pact Magic Slots: 2
Slot Level: 2
Warlock Cantrips Known: Eldritch Blast, Prestidigitation, Minor Illusion, Light, Guidance, Shillelagh
Warlock Spells Known: Hold Person, Suggestion, Hex, Faerie Fire, Phantasmal Force
[/sblock][sblock=Equipment and Money]Money: 0 pp, 193 gp, 0 ep, 0 sp, 0 cp
Oak Staff
Backpack,
Book of lore,
Bottle of ink
Ink pen
10 sheets of parchment
Little bag of sand
Small knife.
Studded Leather
Dagger (2)
Set of fine clothes
Disguise kit
Signet ring of an imaginary duke
Belt pouch
Forgery kit
Bedroll
Belt pouch
[/sblock][sblock=Mini Stats]AC: 14 Init: +2
HP: 23 / 23 Hit Dice: 4 / 4 [1d8]Pact Magic Slots: 2
Slot Level: 2
[/sblock]
 
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Thateous

Explorer
[sblock=Thateous NG ♂ Elven Ranger]
[sblock=Appearance]
Size: Medium
Height: 6' 1"
Weight: 165 lb
Skin: Pale
Eyes: Green
Hair: Sandy
[/sblock]
[sblock=Ability Scores]
Strength 12 (+1) Save: +3
Dexterity 18 (+4) Save: +5
Constitution 12 (+1) Save: +1
Intelligence 12 (+1) Save: +1
Wisdom 15 (+2) Save: +2
Charisma 9 (-1) Save: -1
[/sblock]
[sblock=Essentials]
Total Hit Points: 39 (11+7+7+7+7)
HD: 5
Speed: 35 ft
Armor Class: 16 = 12 [Studded Leather] +4 [Dex]
Initiative modifier: 4 = +4 [Dex]
Languages: Common, Elvish
Rapier [+4 1d8+2, 2 lb, finesse, light, underwater, piercing]
[/sblock]
[sblock=Spells]

[sblock=Level 1]
Hunter's Mark
[/sblock]
[/sblock]

[sblock= Abilities]
Speed: Your base walking speed is 35 feet.

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Keen Senses: You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
[sblock=Outlander]
Specialty: Wanderer // Forester
[/sblock]

[/sblock]
[sblock=Skills]
Acrobatics 4 = +2 [Dex] +2 [Prof]
Animal Handling 2 = +2 [Wis]
Arcana +5 = +1 [Int] +2 [Prof] +2 [KWN CLC]
Athletics +0 = 0 [Str]
Deception +6 = +4 [Cha] +2 [Prof] +2 [Rogue]
History +3 = +1 [Int] +2 [Prof]
Insight +4 = +2 [Wis] +2 [Prof]
Intimidation =4 = +4 [Cha]
Investigation +3 = +1 [Int] +2 [Prof]
Medicine +2 = +2 [Wis]
Nature +5 = +1 [Int] +2 [Prof] +2 [KWN CLC]
Perception +2 = +2 [Wis] +2 [Prof] +2 [Rogue]
Performance +4 = +4 [Cha]
Persuasion +6 = +4 [Cha] +2 [Prof]
Religion -2 = +1 [Int] +2 [Prof]
Sleight of Hand +4 = +2 [Dex] +2 [Prof] +2 [Rogue]
Stealth +6 = +4 [Dex] +2 [Prof] +2 [Rogue]
Survival +2 = +2 [Wis]
[/sblock]
[sblock=Equipment]
Gold 10gp
Total 50 lb
10 lb Chain Shirt
10 lb Rations (1 day) x10
5 lb Water-skins x1
7 lb Bedroll
5 lb Rope (50', Hempen)
5 lb Backpack
2 lb Horn
[sblock=Carrying Capacity]
Light load: 70 lb. or less Medium load: 71-140 lb. Heavy load: 141-210 lb.
Push, Drag, Lift: 0 – 420 lb.
[/sblock]
[/sblock]
[/sblock]
 
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Azurewraith

Explorer
Here would be the mechanical skeleton once approved ill polish up character bits and wack it in RG


Gormok
Barbarian-Ancesteral Guardian
Variant Human
Hermit
HP55
Ac15
Prof +3
Stats
Str17+3
Dex14+2
Con16+3
Wis12+1
Int8-1
Cha8-1

Saves
Str 6
Dex 2
Con 6
Wis 1
Int -1
Cha -1

Attack
Halberd +6 1d0+3/1d4

Skills
Str +3
Athletics

Dex+2
Acrobatics
Sleight of Hand
Stealth

Int-1
Arcana
History
Nature
Investigation
Nature
Relgion*

Wis+1
Animal handling
Insight
Medicine*
Perception*
Survival*

Cha-1
Deception
Intimidation
Performance
Persuasion
Tools and Prof
Herbalist kit
Light.medium armour
Shields
Simple,martial weapons

Languages
Common
Elven
Dwarven

Items
Halberd
Two hand axes
4 Javlin
Herblism kit
Scroll case stuffed with notes
Winter blanket
Common cloths
Backpack
Bedroll
Mess kit
Tinderbox
10 torches
10days rations
Waterskin
50ft hemp rope
5gp


Abilities
Rage
3/l
While raging, you gain the following benefits ifyou aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain leveis as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.

Unarmoured Defence
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. Vou can use a shield and still gain this benefit.

Danger sense
You have advantage on Dexterity saving throws against effects that you can see, sue h as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Extra attack

fast movement
Extra 10ft move when not wearing heavy armour.

Ancesteral Guardians
While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early ifyour rage ends
Feats
Pole arm Master

When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage. While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack
from you when they enter your reach.
ASI
Str +1 Dex +1

Bio
Gormok grew up in a secluded village that venerated its ancestors as gods, Gormok could see these ancestors causing him to be a awkward child often staring off into the distance talking to himself claiming he was speaking to lost ancestors. Talking to the dead lead to a awkward childhood where kids avoided or worse tormented Gormok and the adults thought he was making it up for attention.

As Gormok became if age he heard tell from his ancestors about something bad happening within the world that Gormok could stop with his unique gifts and they set him on the path of he hero. Being only 18 and never being outside his village, along with being naturally simple caused his travels to be interesting, Gormok was constantly being taken advantage of and not knowing it eventually finding a home with some "Tax collectors" for the crown who set up a roll road until they tried to correct a toll from the wrong orcs.

Physical description
Gormok stands around 6ft with a stocky build, his eyes are pale green and his head is shaven. His body is adorned with tatoos telling the story of his life which so far consists of birth and working for the King as a tax collector.

Gormok wears simple cloths that match his simple nature a grin is usually plastered across his face as he considers everyone a friend.
 
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