D&D 5E The Dwimmermount [OOC]

GreenKarl

First Post
So the 3 completed ones all look good. Nothing stands out but I will go over them later. Depending on when the rest have characters up and done we will be ready to start :)
 

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Charwoman Gene

Adventurer
Corwin
Human Rogue 2
Sage AL CG
Str 12 Dex 16 Con 12 Int 16 Wis 14 Cha 9

[sblock=Background]
Corwin is a young man who fancies himself a dashing adventurer. Youngest son of the Nelric family, leading merchant house in the city state of Azureholm, he was sent to the tower of Cronus the Blue, mysterious wizard who lived a few miles outside the city, as an apprentice. A bright and willing student, Corwin threw himself into study, searching knowledge. What Corwin seemed to lack was actual magical talent. He learned of the Dwimmermount while researching a lost spellbook’s location, a request from Korvath the Mighty, one of Cronus’s peer’s. The book is the last piece of an ancient set of spellbooks, and to the right collector, is nearly priceless. It was during this period he began corresponding with Mikel, who Corwin regards as quite the expert on the Dwimmermount.
Corwin grew up. Every year, his master would test him to see if he could cast even the most rudimentary cantrip, and fulfill his apprenticeship, so Cronus could find someone with more promise to teach. Corwin began sneaking around, fulfilling the bare minimum of his duties and spending his free time researching on his own. He was particularly taken for a while with the Master’s collection of clockwork devices. He taught himself the intricacies of mechanical work maintaining and repairing them. Between sneaking around a wrathful wizard, working on mechanical things, and searching through tome after tome, Corwin gained the basic skills of a competent burglar. He itched for freedom, as he felt that magic was just beyond his reach. Cronus told him he wished he could release him, but the bond is such that I cannot take on a new student until you can cast even a minor spell. Realizing he’ll never be free, Corwin escaped to seek his fortune. Eventually he heard the rumors of the Dwimmermount opening and tried to seek out Mikel, following his trail to Muntburg, where he now seeks companions to venture into the depths with.
[/sblock]
[sblock=Appearance & Personality]
Traits: He is awkward in speech but has problems holding his tongue.
Constantly in motion, he always seems to be playing with something in his hands.
Ideal: Finding out, “How does that work?”
Bond: Technically, he is still under bondage to his mentor, so there is a small bounty for his capture and return.
Flaw: His curiosity is completely out of control.

Hair: Blond
Eyes: Blue
Skin: Fair
Height: 5’6”
Weight: 120 lbs.
Age: 19

Description:
An athletic young man, he is on small height and slender build, unremarkable of face. [/sblock]

[sblock=Stats]
Str 12 (+1) Dex 16 (+3) Con 12 (+1)
Int 16 (+3) Wis 14 (+2) Cha 9 (-1)


SKILLS
Acrobatics +5
Animal Handling +2
Arcana +5
Athletics +3
Deception -1
History +5
Insight +2
Intimidation -1
Investigation +7 (Expertise)
Medicine +3
Nature +3
Perception +4
Performance -1
Persuasion -1
Religion +3
Sleight of Hand +3
Stealth +5
Survival +2


PROFICIENCIES
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ Tools (+4 Expertise), Tinker’s Tools
Languages: Common, XXXX

COMBAT
Init: +3
AC: 14
HP: 18
Hit Dice: 2d8
Speed 30
Size Medium
Passive perception 14
SAVING THROWS
STR +1 DEX +5 CON +1 INT +5 WIS +2 CHA -1
Attacks
Rapier(Main) +5 / 1d8+3 proficient, finesse
Short Bow +5 / 1d6+3 piercing; 80/320 proficient, two-handed
Dagger +5 / 1d4+3 piercing; 20/60 proficient, finesse, light, thrown, underwater

CLASS FEATURES / FEATS
Background (Sage) Feature : Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information com es from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might
rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Class:
Expertise (Thieves’ tools, Investigation)
Sneak Attack (1d6): Advantage, or another enemy in 5ft. Of target
Thieves’ Cant
Cunning Action: Dash, Disengage, Hide as bonus action

EQUIPMENT
Money:110 gp
Rapier
Shortbow and quiver of 20 arrows
Backpack
Bag of 1,000 ball bearings
10 feet of string
Bell
5 candles
Crowbar
Hammer
10 pitons
Hooded lantern
2 flasks of oil
5 days rations
Tinderbox
Waterskin.
50 feet of hempen rope
Leather armor
Two daggers
Thieves’ tools
Bottle of black ink
Quill
Small knife,
Letter from a dead colleague posing a question you have not yet been able to answer
Set of common clothes
Belt pouch
[/sblock]
 







TallIan

Explorer
Final (I hope) version of Magen is in the RG.

I've exchanged the light crossbow you get as a fighter for a heavy crossbow and 25GP (the difference). It fits my image better.
 

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