CG's Dragon of Icespire Peak -- Heroes and Miscellany

Charwoman Gene

Adventurer

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TallIan

Explorer
Rorik

Rorik Human (V) Fighter 1 LN AC 16 HP 12 Speed 30ft Str 16 (3) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 14 (2) Cha 10 (0)AttacksGreatsword +5 2d6+3SShortsword +5 1d6+3SRay of Frost +4 1d8C* Human (Variant)
Increase two ability scores by one (STR, INT)
Gain 1 feat: Magic initiate
Gain 1 skill: Athletics
Languages: Common and one extra

Fighter
HD: 1d10 HP:12
Armour Proficiencies: All Armour, Shields
Weapon Proficiencies: Simple, Martial
Saves: STR, CON
Skills: Insight; Perception
1 - fighting style: Great Weapon Fighting
1 - Second Wind

Soldier: Infantry
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
 
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face_02_by_sandara-da383qz.jpg


Name: Bella Mulfield
Race: Halfling; Class/Level: Celestial Warlock-1; Background: Criminal (modified)
Alignment: Neutral Good; Proficiency Bonus: +2
Passive Perception: 12, Passive Investigation: 14
Hit Dice: 1d8+1; Spent HD: None

Strength: 8 (-1)
Dexterity: 16 (+3), Stealth: +5, Thieves' Tools: +5
Constitution: 12 (+1)
Intelligence: 13 (+1), Investigation: +3
Wisdom: 10 (+0), SAVES: +2, Perception: +2
Charisma: 16 (+3), SAVES: +5, Intimidation: +5

Combat
Speed: 25 ft​
Initiative: +3​
AC: 13​
HP: 9/9; TEMP: 0​
Spells: 1/1​
Healing Pool: 2/2d6​
Eldritch Blast: +5 1d10 force 120 ft​
Daggers: +5 1d4 piercing 20/60 ft; finesse, light, thrown​
Proficiencies
Languages: Common, Halfling​
Tools: Thieves' Tools, Playing Cards​
Armor: Light armor​
Weapons: Simple weapons​

Background: Criminal (Blackmailer)
Skills: Perception, Stealth​
Criminal Contact: I know a guy.​

Race: Halfling (Lightfoot)
Abilities: +2 Dex, +1 Cha​
Lucky: Reroll 1s on attack rolls, ability checks, and saving throws.​
Brave: Advantage on saves versus fear.​
Nimbleness: Move through creatures of Medium or greater size.​
Naturally Stealthy: Can hide when hiding behind a Medium or bigger creature.​

Class: Warlock (Celestial Patron)
Skills: Intimidation, Investigation​
Spells: Attack: +5, DC: 13​
Cantrips: Eldritch Blast, light, Prestidigitation, sacred flame
Spells Known: charm person, comprehend languages, cure wounds, guiding bolt,​
Spells per Rest: 1 (1st level)​
Patron: The Celestial​
Bonus spells:light, sacred flame, cure wounds, guiding bolt​
Healing Light: 2d6 Pool of healing, heal someone within 60 feet from the pool as a bonus action (up to 3d6 at a time). Pool resets after a long rest.​

Equipment
Leather Armor (10 gp, 10 lb)​
Light Crossbow, 20 bolts (25 gp, 5 lb)​
2 Daggers (4 gp, 2 lb)​
Dark common clothes, w/hood (5 sp, 3 lb)​
Thieves' Tools (25 gp, 1 lb)​
Deck of cards (5 sp)​

40 gp​

Background
Bella grew up in a somewhat wealthy household as a middle child to her parents, Ebon and Sora Mulfield, where she studied the family business diligently under her mother and used her business acumen to start giving loans to friends of her friends, for "simple" interest. Her loan sharking eventually led her into blackmailing, though, she never blackmailed her loan victims, instead using them to give her targets for the blackmail. Her parents kicked her out when they discovered her operation. Cut off and unused to living on the "streets" (it was a forest) she prayed for help from anyone who could help. She heard a voice in the forest, and wary of fey ignored it for a while until she came upon an injured man in the forest. She rushed to pick his pockets but instead, as she touched him, a warm arcane magic flowed from her to him, healing him. Awed by what happened, she turned over a new leaf, dedicated to helping others, or is she just milking her helpers ability in trade for power?​

Starting Money: 4d4*10 110

----

If someone wants to be the person Bella heals in the woods, that could be a good hook. Presumably, you will have saved Bella's live since that event and we consider each other even on the life debt scale.
 
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Steve Gorak

Adventurer
Ulrik
Sex:
Male
Race: Human
Class/Level: Barbarian 1
Alignment: Neutral good
Size: Medium
Type (Subtype): Humanoid (human)
Init: +2
Senses: -
Passive Perception: 10

Defense
AC
15 (0 armor + 2 dex + 3 Con)
HP 15 (1d12 + 3 con)
Saves: Strenght, Constitution

Offense +2 proficiency, +3 str melee/+2 dex
Speed: 30ft
Melee/ranged:
Maul +5 attack, 2d6+3 B, heavy, two handed
Hand axes (2), +5/+5, 1d6+3/1d6 S, light, thrown ranged (20/60)
Javelin +5 attack, 1d6+3 P thrown (30/120)


Feat
Great weapon master
  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Statistics* denotes proficiency
Str 16 (+3) Save +5* (9 points, +1 racial)
Dex 14 (+2) Save +2 (7 points)
Con 16 (+3) Save +5* (9 points, +1 racial)
Int 8 (-1) Save -1 (0 points)
Wis 10 (+0) Save +0 (2 points)
Cha 8 (-1) Save -1 (0 points)

SKILLS Proficiencies in bold: 2 barbarian, 2 background, 1 human

Mod Attribute Name of Skill
+2 (dex) Acrobatics
+2 (wis) Animal Handling - from background
-1 (int) Arcana
+5 (str) Athletics - from class
-1 (cha) Deception
-1 (int) History
+0 (wis) Insight
-1 (cha) Intimidation
-1 (int) Investigation
+0 (wis) Medicine
-1 (int) Nature
+2 (wis) Perception - from class
-1 (cha) Performance
-1 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth - from race
+2 (wis) Survival - from background

tools
carpenter's tools
vehicles (land)

Languages: Common, orc

Racial Features: human
Bonus feat: great weapon master
Bonus skill: stealth
Bonus language: orc

Background: Folk hero
One type of artisan’s tools: carpenter's tools
vehicles (land)
Feature: Rustic Hospitality
Since you come from the ranks o f the common folk,
you fit in am ong them with ease. You can find a place
to hide, rest, or recuperate am ong 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.


Class Features: barbarian
  • Hit Dice: 1d12 per level + CON modifier
  • Armor Proficiencies: Medium armor, shields
  • Weapon Proficiencies: Simple weapons, martial weapons
  • Tool Proficiencies: none
  • Skill Proficiencies: Perception, Athletics
  • Saving Throws: Strenght, Constitution
  • Equipment: TBD
  • Feature: Unarmored defence (add constitution modifier to AC)
  • Feature: Rage 2x/long rest
    When raging:
    • advantage on strenght checks and saves
    • extra damage: +2 (need to use str to attack)
    • resistance to bludgeoning, piercing, and slashing damage

Equipment
Combat Gear:

  • one maul
  • two handaxes
    An explorer’s pack:
  • four javelins
  • backpack [5 lbs]
    • 50' hempen rope [10 lbs]
    • bedroll [7 lbs]
    • mess kit [1 lb]
    • tinderbox [1 lb]
    • torches (x 10) [10 lbs]
    • rations, per day (x 10) [20 lbs]
    • waterskin, full [5 lbs]
      Background Gear:
    • A set of artisan’s tools (carpenter),
    • a shovel
    • an iron pot
    • a set of common clothes, and a
    • belt pouch containing 10 gp


    Money: 10 gp [0 lbs]

    Carrying Capacity: 240 lbs
    Push/Drag/Lift: 480 lbs (Speed is 5ft)

    Description
    Gimlak is a grim looking human. His black beard is now long and unkept, and so is his hair. He has dark eyes, and a serious demeanor. He has a tatoo of an eagle on his left eye and cheek, and his arms also bare tatoos typical of his home village.

    Personality Trait: I judge people by their actions, not their words
    Ideal: Freedom. Tyrants must not be allowed to oppress the people.
    Bond: I have lost everything. I now protect those who cannot protect themselves.
    Flaw: The tyrant who rules my land will stop at nothing to see me killed

    Background
    Gorn once had a peaceful and happy life. He was an apprentice carpenter, and his wife and two children were the apple of his eye. This is when life was simple. He was bright, talkative, and was a respected member of the community, in a small village in the Eyelin Hills.

    This was before the orcs came. Those monsters came, destroyed the village, and killed or enslaved those that could not escape. Gimlak fought back ferocously with the village militia, but they were too strong. The beasts killed his family, and with some survivors, he fled to the forest. There, he joined a resistance group, and harrassed the invaders for a few years or so. This gave the common folk that had survived some hope, and he made a name for himself.

    Unfortunately, hope is not something the orcs wanted. They were attacked at night, and were unprepared. Again a survivor, he was brought to the Orc mines as punishment and torture. Over the last seven years, his body grew strong while his mind grew weak. The flame of hope for revenge still burned, but time was taking its toll. He mostly kept quiet, but would save some of his food for those that needed it more than he did. He helped others when he could, but the orcs didn't give him much of a chance.

    Utill she came, the she-elf, and freed him as well as a few others. He fled, vowing to one day avenge himself.
 

FitzTheRuke

Legend
Fitzhugh Cavendish Male Human Charlatan Rogue Level 1
Alignment:
Chaotic Good Diety: None

AC 14 (Leather)
HP 9/9
THP 0/0
Hit Dice: 1/1 at 1d8+1
Speed: 30 feet
Passive Perception: 13

Str 12 (+1) Dex 16 (+3) Con 12 (+1) Int 11 (+0) Wis 8 (-1) Cha 14 (+2)

Actions:
Rapier
+5 for 1d8+3p
Dagger +5 1d4+3p (Thrown 20/60) 2/2
Shortbow +5 1d6+3p (Range 80/320) Arrows 20/20
+ Sneak Attack +1d6 Damage

Saving Throws: Dexterity +5; Intelligence +2

Skills
Acrobatics (Dex) +3
Animal Handling (Cha) -1
Arcana (Int) +0
Athletics (Str) +1
Deception** (Cha) +7
History (Int) +0
Insight (Wis) -1
Intimidation (Cha) +3
Investigation* (Int) +2
Medicine (Wis) -1
Nature (Int) +0
Perception** (Wis) +3
Performance* (Cha) +5
Persuasion (Cha) +3
Religion (Int) +0
Sleight of Hand* (Dex) +5
Stealth* (Dex) +5
Survival (Wis) +1

Proficiencies
Light Armour;
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons;
Disguise Kit, Forgery Kit, Thieves' Tools;

Languages
Common, Elvish, Thieves' Cant
Race Features (Variant Human)
Bonus Feat (Actor):
You gain +1 CHA, you have advantage on Deception and Performance checks when trying to pass yourself off as a different person, and you can mimic the speech of another person or the sounds made by other creatures that you have heard (for at least 1 minute).

Rogue Features
1: Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
1: Expertise: Your proficiency bonus is doubled for any ability check you make for Deception and Perception (2 chosen).
1: Thieves' Cant: You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Backstory: Fitzhugh Cavendish (Fitz) is a lovable rogue. He's a highwayman by profession, but his genuine love for everyone he meets makes it hard for him to do the wrong thing for very long. He'll happily rob a wealthy and arrogant merchant, but he's not about to take the last copper from a beggar. He's also something of a method-actor, and when he's in trouble with the law, he likes to impersonate a guard, watchman, or official. If an interesting case comes up while he's pretending to be a lawman, well, he'll do his best to solve it.
Background: Charlatan
Background Feature (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.
Equipment
Leather Armour & Common Clothes
Rapier & Daggers (2)
Shortbow & Arrows (20)
Backpack& Blanket
Mess Kit, Waterskin & Rations (5 days)
Tinderbox & Candle
Hooded Lantern & Oil (2 hours)
Rope (50' Hemp) & Pitons (10)
Crowbar & Hammer
Bell & String
Ball Bearings (1000)
Disguise Kit
Thieves' Tools
Purse (15gp)
 
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