D&D 5E Monster Mayhem: A Little Too Familiar (OOC)

hbarsquared

Quantum Chronomancer
It's been a long time since I've PbP'ed. Now, I actually have the time!

Through this guy together, though he's been rattling around in my head for years. I can edit as needed. 27 point buy, starting equipment (though I switched out a javelin for one of my martial weapons).

[sblock]Janus - Human Soldier Fighter
Str 16
Dex 9
Con 15
Int 14
Wis 13
Cha 11

AC 16
Great Weapon Fighting Style
Proficient: Athletics, Insight, Intimidation, Perception, Dragonchess

Unarmed +5 to hit, 4 damage
Greatsword +5 to hit, 2d6+3 damage
Javelin (30ft/120ft range) +5 to hit, 1d6+3 damage
[/sblock]

Fully developed background/personality forthcoming!
 

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KirayaTiDrekan

Adventurer
It's been a long time since I've PbP'ed. Now, I actually have the time!

Through this guy together, though he's been rattling around in my head for years. I can edit as needed. 27 point buy, starting equipment (though I switched out a javelin for one of my martial weapons).

[sblock]Janus - Human Soldier Fighter
Str 16
Dex 9
Con 15
Int 14
Wis 13
Cha 11

AC 16
Great Weapon Fighting Style
Proficient: Athletics, Insight, Intimidation, Perception, Dragonchess

Unarmed +5 to hit, 4 damage
Greatsword +5 to hit, 2d6+3 damage
Javelin (30ft/120ft range) +5 to hit, 1d6+3 damage
[/sblock]

Fully developed background/personality forthcoming!

Going to need some more info. See EarlyBird's post for an example of a more complete character sheet.
 

hbarsquared

Quantum Chronomancer
Janus Alderan
Lawful Neutral
Human Soldier Fighter


[sblock="Character Sheet"]
JANUS ALDERAN
Human (variant) Fighter 1
Soldier
Lawful Neutral
Lifestyle Poor

Physical Characteristics
Male, 32 years
Average height, fit
Grey, sad eyes, with brown hair

Personality Traits
I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
Live and Let Live. Ideals aren’t worth killing over or going to war for.
Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.

Medium Humanoid
Initiative -1
Speed 30ft
Passive Perception 16
Passive Investigation 19
Languages Common, Goblin

Str 16 (+3) save +5
Dex 8 (-1) save -1
Con 14 (+2) save +4
Int 14 (+2) save +2
Wis 13 (+1) save +1
Cha 10 (+0) save +0

AC 15 (chain mail)
HP 12 (1d10+2)
Proficiency +2

Proficiencies
All armor, shields.
Simple weapons, martial weapons
Vehicles (land), Dragonchess
Strength, Constituion saving throws
Athletics, History, Insight, Intimidation, Investigation

Acrobatics (Dex) -1
Animal Handling (Wis) +1
Arcana (Int) +2
Athletics (Str) +5 *
Deception (Cha) +0
History (Int) +4 *
Insight (Wis) +3 *
Intimidation (Cha) +2 *
Investigation (Int) +4 *
Medicine (Wis) +1
Nature (Int) +2
Perception (Wis) +1
Performance (Cha) +0
Persuasion (Cha) +0
Religion (Int) +2
Sleight of Hand (Dex) -1
Stealth (Dex) -1
Survival (Wis) +1

Soldier Background Feature Military Rank
Human (variant) Racial Feature Observant Feat (Wis +1)
Fighter Class Feature Great Weapon Fighting Style
Fighter Class Feature Second Wind

Equipment
Greatsword, longsword, dagger
(2) javelins, light crossbow, (20) crossbow bolts
Chain mail, common clothes
Backpack
- crowbar, hammer, (10) pitons, 50ft hempen rope, tinderbox
- dragonchess set
- (10) torches
- (10) rations, waterskin
9 gp 0 sp 0 cp
[/sblock]

[sblock="Combat Stats"]
COMBAT

Initiative -1
Speed 30ft
Passive Perception 16
Passive Investigation 19

AC 9 (without chain mail), 15 (chain mail)
HP 12 /12
Saves Str +5, Dex -1, Con +4, Int +2, Wis +1, Cha +0,F12

Unarmed Strike +5 to hit, 4 bludgeoning damage

Greatsword (two-handed) +5 to hit, 2d6+3 slashing damage
Longsword +5 to hit, 1d8+3 slashing damage
Longsword (two-handed) +5 to hit, 1d10+3 slashing damage
Dagger +5 to hit, 1d4+3 piercing damage
Javelin +5 to hit, 1d6+3 piercing damage

Dagger (thrown 20ft/60ft) +5 to hit, 1d4+3 piercing damage
Javelin (thrown 30ft/120ft) +5 to hit, 1d6+3 piercing damage
Light crossbow (80ft/320ft) +1 to hit, 1d8-1 piercing damage

1 /1 short rest Second Wind

2 javelins
20 crossbow bolts
10 pitons
10 torches
10 rations
1 waterskin

9 gp, 0 sp, 0 cp

[/sblock]
 
Last edited:

Charwoman Gene

Adventurer
Trevor Alwethshire
Human (Variant) Fighter 1
Noble LG
Strength 16 (+3)
Dexterity 10 (+0)
Constitution 14 (+2)
Intelligence 8 (-1)
Wisdom 12 (+1)
Charisma 14 (+2)
Trevor is the 6th son of a proud noble house, determined to live up to the examples of his brothers.​

[sblock=Appearance, Personality and Backstory]Age 19
Gender Male
Height 6'3""
Weight 250 lbs.
Hair Brown
Skin Fair
Eyes Brown

Description
A large ruggged man, Trevor has a jovial, friendly look about him.​

Traits
He always has a soft spot for meeting and making new friends.​
Hie has a deep loud voice, and a hearty laugh.​
Ideal
The strong should help and protect the weak.​
Bond
He longs to prove himself to his family.​
Flaw
Trevor is very helpful and wants to share his ideas... which are not the most thought out.​

Backstory
Trevor is the sixth son and ninth child of the Alwethshire family. His brothers and sisters are powerful warriors and wizards.​
Trevor has set out on his own, determined to prove himself in the world.​
[/sblock][sblock=Skills & Proficiencies]Proficiency Bonus: +2

Skills
  • Acrobatics +0
  • Animal Handling +3
  • Arcana -1
  • Athletics +5
  • Deception +2
  • History +1
  • Insight +1
  • Intimidation +2
  • Investigation -1
  • Medicine +1
  • Nature -1
  • Perception +3
  • Performance +2
  • Persuasion +4
  • Religion -1
  • Sleight of Hand +0
  • Stealth +0 Armor Disadvantage
  • Survival +1
Proficiencies
Armor All Armor, Shields
Weapons Simple Weapons, Martial Weapons
Tools Dice
Languages Dwarvish, Orcish, Common[/sblock][sblock=Combat]AC 17
Initiative +0
Speed 30 ft
Passive Perception +13
HP 12
Hit Dice 1/1
HD Type 1d10+2

Saving Throws
  • Strength +5
  • Dexterity +0
  • Constitution +4
  • Intelligence -1
  • Wisdom +1
  • Charisma +2
Attacks
  • Longsword melee +5 / 1d8+3 Slashing Versatile (1d10)
  • Handaxe Melee/ranged +5 / 1d6+3 Slashing [20 / 60] light, thrown
  • Net ranged +2 / Special [5 / 15] thrown
[/sblock][sblock=Features]Background: Noble(Position of Privilege)
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.​
Feats
Dual Wielder
  • +1 AC
Fighter Features
Second Wind
  • 1d10+1
  • 1/SR




[/sblock][sblock=Spellcasting]

[/sblock][sblock=Money and Equipment]Money
0 pp, 20 gp, 0 ep, 0 sp, 0 cp​
Carried
  • Chain Mail
  • Longsword (2)
  • Handaxe (2)
  • Clothes, FIne
  • SIgnet Ring
  • Scroll of pedigree
  • pouch
  • Backpack
  • Bedroll
  • Mess kit
  • Tinderbox
  • Torches (10)
  • Rations (10)
  • Waterskin
  • Rope, Hempen (50 ft.)
  • Net (5)
Carried Weight: 147
Carrying Capacity: 240
Heavily Encumbered: 160
Encumbered: 80
Push, Drag, Lift: 480
[/sblock][sblock=Notes][/sblock]
 
Last edited:

JustinCase

the magical equivalent to the number zero
Olliver from Damara

Olliver
CN lightfoot halfling charlatan bard 1

[sblock=Basic information]
Name: Olliver from Damara
Sex: Male
Race: Halfling (lightfoot)
Class/Level: Bard 1
Alignment: Chaotic Neutral
Size: Small
Type: Humanoid
Languages: Common, Halfling
Speed: 25ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 12

DEFENSE
AC:
14
Maximum HP: 9
Current HP: 9
Saves: Dexterity +5, Charisma +5
Note: Lucky (reroll a 1 on the d20 for attack roll, ability check, or saving throw; must use new roll); Brave (advantage on saving throws against being frightened)

OFFENSE
Melee:
Rapier +5 (1d8+3 piercing)
Ranged: Dagger +5 (1d4+3 piercing; thrown 20/60)
Note: Lucky (reroll a 1 on the d20 for attack roll, ability check, or saving throw; must use new roll)

STATISTICS
Str
8 (-1), Dex 16 (+3) , Con 12 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES
Halfling (lightfoot)
Ability scores: Dexterity +2, Charisma +1
Lucky: When you roll a 1 on the d20 for 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: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Languages: Common, Halfling

BACKGROUND FEATURES & PROFICIENCIES
Charlatan
Favorite scam: I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
Skill Proficiencies: Deception, Sleight Of Hand
Tool Proficiencies: Disguise kit, Forgery kit
False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Personality Traits: I make up songs about my friends that praise them for their bravery and intelligence - or mock them for messing up. I also lie about almost everything, even when there's no good reason to.
Ideal: Excitement. Can you steal the sleeping giant's pouch? Of course you can!
Bond: No matter how small I may be, I never back down from a bully.
Flaw: If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

CLASS FEATURES & PROFICIENCIES
Bard
Spellcasting: See below.
Bardic Inspiration: 3/LR. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes.

SKILLS (Proficient in bold)
+5 (dex) Acrobatics*
+0 (wis) Animal Handling
+1 (int) Arcana
-1 (str) Athletics
+5 (cha) Deception*
+1 (int) History
+0 (wis) Insight
+3 (cha) Intimidation
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+0 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion*
+1 (int) Religion
+5 (dex) Sleight of Hand*
+5 (dex) Stealth*
+0 (wis) Survival
[/sblock][sblock=Magic]
Spell save DC: 13
Spell attack: +5

Cantrips known: Minor Illusion, Vicious Mockery
Spells known: Charm Person, Healing Word, Tasha's Hideous Laughter, Sleep
Spell slots (1st): 2/2
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
A charming little halfling, Olliver dresses simply and never goes without a smile. He carries a rapier but is seldom seen wielding it, and often hums to himself or sings improvised songs about the people around him, usually resulting in happy faces.

BIO
Olliver from Damara, that's his real name, honest! He's got official documents to prove it and all. He's just being a helpful friend, lending a hand to people in need. That's what friends do, right?
[/sblock][sblock=Inventory]
COMBAT GEAR
rapier
dagger
leather armor

OTHER GEAR
diplomat's pack
lute
fine clothes
disguise kit
deck of marked cards
pouch

MONEY
15 gp
[/sblock]
 

KirayaTiDrekan

Adventurer
We have four characters so far...

Halfling Monk
Human Fighter
Human Fighter
Halfling Bard

We'll close recruiting with the fifth (maybe sixth) character. The group could definitely use a druid or ranger and/or a wizard or sorcerer. And, of course, a cleric could come in handy, too.
 




Mike291

Explorer
Dangar Stonecypher

Dangar Stonecypher

NG Mountain Dwarf Life Cleric 1

Name: Dangar Stonecypher

Sex: Male

Race: Mountain Dwarf

Class/level: Life Cleric 1

Alignment: Neutral Good

Size: Medium

Type: Humanoid

Languages: Common, Dwarvish, Draconic, Primordial

Speed: 25ft

Initiative: -1

Proficiency Bonus: 2

Passive Perception: 12

DEFENSE

Armor/Shield Chainmail, Shield

AC: 18

Maximum HP: 11

Current HP: 11

Saves: Wisdom +4, Charisma +2

OFFENSE

Melee: Warhammer +5

Ranged: Light Crossbow +1

Ability Scores: STR 16 (+3), DEX 8 (-1), Con 16 (+3), INT 10 (0), WIS 15 (+2), Char 10 (0)

RACIAL FEATURES & PROFICIENCIES

Ability Score Improvements: STR +2, Con +2, Darkvision, Dwarven Resilience, Smith's Tools, Stone Cunning, Dwarven Armor Training, Dwarven Weapon Training

Background Features Acolyte--Skills/Insight and Religion, Languages/Primordial and Draconic, Equipment/Holy Symbol, Prayer book, Incense sticks (5, Holy Vestments, common clothes, belt pouch with (15GP)

Shelter the Faithful feature

Personality Traits: I Idolize a particular hero of my faith, I am tolerant of other goodly religions

Ideal: I trust that my deity will guide my actions.

Bond: I would die to recover a relic of my faith

Flaw: I put too much trust in my temples hierarchy

CLASS FEATURES & PROFICIENCIES Heavy Armour Training, Life Domain, Disciple of Life, Spell casting

Spell Save DC: 12

Spell Attack Bonus +4

Cantrips Known: Resistance, Sacred Flame, Spare the Dying

Spell Slots:1st level (2)

Other Gear: Explorers Pack

Money 15gp
 

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