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Sir Harold of Maccuswell, called the Upright

10th-level Human Fighter

Medium Male Humanoid
Armour Class 21 (Plate+shield+Class ability)
Hit Points 118 (10d10+50)
Speed 30 feet
Sense normal
Str 20 (+5)   Dex 14 (+2)   Con 20 (+5)
Int 16 (+3)   Wis 13 (+1)   Cha 13 (+1)
Alignment Lawful Good
Languages Common, Elven, Dwarvish


TRAITS
Background - Noble (Knight)
   Feature: Retainers
Proficiency (+4)
   Tools: Playing Cards, Gaming Set
   Saving Throws: Strength, Constitution
 

Fighting Style(s): Defense, Dueling

  • +1 AC when wearing armour
  • +2/damage with 1-handed melee weapon

Second Wind

Action Surge

Extra Attack (2/turn)

Indomitable

 

Archetype: Champion

  • Improved Critical

  • Remarkable Athlete

  • Additional Fighting Style

SKILLS

Animal Handling +5, Athletics +9, History +7, Intimidation +5


WEAPON ATTACKS

Lance
+9 to hit, 1d12+5 piercing (mounted, reach, special)

Longsword

+9 to hit, 1d8+5 slashing (versatile d10)

 

EQUIPMENT

lance, longsword, plate armour, steel shield, explorer's pack, 2 sets of fine clothes, signet ring, warhose (w/barding)

 

PERSONAL CHARACTERISTICS
Traits: No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Bond: I will face any challenge to improve my knightly fame and prowess.
Flaw: I will never back down from a fight, no matter how hopeless.
 

BACKSTORY

Sir Harold comes from a long line of knights, generations of which were members of the Order of the Golden Hammer. Third son of a minor Cormyrian noble, he will, barring catastrophe, never inherit the ancestral lands around Maccuswell.  Therefore he sought a life of errantry, riding forth alone save for his servants into the wide world. There he seeks to test himself in battle with evil foes of any type, but especially those who might recognize his armorial bearings, to wit: Quarterly Or and Gules, an Eagle displayed Sable. Thus does he gain renown.

 

He is also a champion jouster and tournament combatant, traveling the Sword Coast and inland as far as Cormyr to compete in gallant tournaments where he gains renown by showing not merely his fighting prowess but his noble grace and chevalrie.

 

Sir Harold always speaks formally and in High Speech: "I deem this quest to be one of great peril. Let not thine heart be troubled, however, for thou hast the strength of mine arm to carry through thine object." "Prithee, sirrah, take thou this my token, that all men might know thou hast my esteem in all things." He will dedicate all combats to a "fair maiden," the nearest around, regardless of the lady's rank or family (or, indeed, if she is in fact a maiden). He rather enjoys sarcastically saluting enemy women and dedicating his fight to her, just before he tramples her evil accomplice under his warhorse's hooves.

 

If he encounters a foe who can recognize his heraldry, he will challenge it, heedless of his peril. It is only through skil - with a generous helping of luck - that he has survived this long. (See 1st Ed AD&D Cavalier class. )

 

NB: If used as an NPC, the PCs might meet Sir Harold defending a bridge or ford against all comers, purely for the joy of combat. One of his shields will hang from a tree near the bridge or ford with a sign calling upon all beings of noble spirit and bravery to clang thereupon in challenge. 1d4 minutes after sounding the gong, Sir Harold will appear on the other side of the obstacle, fully armed and caparisoned as in the picture above. Sir Harold bears good folk no ill will, and will joust a plaisance with good folk for sport, until one combatant is unhorsed. Then he will suggest fighting a plaisance on foot to counted blows, usually five. After the combat, he will insist on entertaining his opponent (and party) at his pavilion, serving food and wine to the accompaniment of his minstrel retainer, who will have made up a song about the "epic battle." If he wins in combat a plaisance, he will good-naturedly insist on a "ransom" or "prize" for his lady - a bunch of wildflowers picked from the roadside will do, and will be fed to his beloved warhorse mare, Lady. If he loses, he will insist on paying his ransom handsomely, with a purse of gold appropriate to his opponent's level. He will "fight down" to the level he encounters; as he fights for the joy of it, he has no interest in pummeling a 4th-level character into the dirt. See the Aurthurian legends and Victorian ideals of chivalry for more information. 

 

Retainers:

  • Eadric Fitzsimon, his young squire, who tends to the camp and equipment. [Human Fighter2] Eadric is the second son of a nobleman of lesser lineage than Maccuswell who dreams of being a knight and living on in story.
  • Evarayan Amarillis, his minstrel and public-relations expert. [Moon Elf Bard2] Evarayan is teaching Sir Harold to play the lute, and has been for three years. Progress is so painfully slow that it can safely be said to never have started, for Harold's scarred and calloused hands are ill-suited to the delicate frets. But he tries hard and bears the elf no ill will for his lack of progress.
  • Both retainers share camp duties. Neither will fight except in the most extreme of circumstances.

This space intentionally left blank.

 

Nimil'hel Allynwyn
3rd-level High Elf Wizard
Medium Female Humanoid

Armor Class 16 (mage armor)
Hit Points 17 (3d6)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 10 (+0)  Dex 16 (+3)  Con 13 (+1) 
Int 16 (+3)  Wis 12 (+1)  Cha 08 (-1) 
Alignment lawful good
Languages elvish, common, sylvan
Trait 
Keen Sense
Fey Ancestry
Trance
Background Soldier [Military Rank]
   Specialty: Cavalry
   Personality Trait: I’ve lost too many friends, and I’m slow to make new ones.
   Ideal: Good. Our lot is to lay down our lives in defense of others.
   Bond: Those who fight beside me are those worth dying for.
   Flaw: My hatred of my enemies is blind and unreasoning.
Proficiency (+2)
   Tools: One type of gaming set (dragonchess), vehicles (land)
   Saving Throws: Intelligence +5, Wisdom +3
Skill Arcana +5, Athletics +2, Intimidation +0, Investigation +5
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) -  acid splash, blade ward, mage hand, ray of frost
   1st-level (4/days) - alarm, comprehend language, detect magic, identify, mage armor, magic missile, sleep, thunderwave,  
   2nd-level (2/days) - invisibility, scorching ray 
Arcane Recovery
Abjuration Arcane Tradition
Abjuration Savant
Arcane Ward (HP 9)
Actions
Melee Attack— Shortsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 piercing damage
Ranged Attack—Acid Splash: +5 to hit (range 60 ft; one or two creatures). 
Hit:  1d6 acid damage
Equipment: shortsword, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small packet filled with pink dust, an insignia of rank, a trophy taken from a fallen enemy (a bracer), a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp

Nimil'hel [KNEE-my-L] was born in 1299 DR in Leuthilspar on the mysterious island of Evermeet. She has a long beautful bronze hair and eyes, which contrast with her silver head circlet. Nimil'hel learned the art of bladesong at a early age, and dreamed of becoming a bladesinger one day, so she devoted herself to arcane magic very early on. Being adept with both swords and spells, Nimil'hel served as a unicorn knight in Queen Amlaruil's unicorn rider cavalry many decades before Araya, her majestic unicorn, was slayed by invading sahuagin forces. She was then affected as a War Wizard at the Tower of Sun until she got to the rank of coronal guard after what she was sent to the mainland to look over remaining elves, and observe humankind and the weave.

Plaguescarred wrote:

 

Nimil'hel Allynwyn

 

Another awesome PC, Yan.    Do you make the PC and find the art, or do you find the art and then make the PC?   Just curious.   I think I'm going to try the latter. 

A Brave Knight of WTF - "Wielder of the Sword of Balance"

 

Rhenny's Blog:  http://community.wizards.com/user/1497701/blog

 

 

Thanks Rhenny! I usually make PC and find art for it last, then modfy equipment or appearance accordingly.

 

Droword
5th-level Half-Elf Warlock
Medium Male Humanoid

Armor Class 15 (studded leather armor) 
Hit Points 38 (5d8)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2) 
Int 10 (+0)  Wis 12 (+1)  Cha 18 (+4) 
Alignment lawful evil 
Languages elvish, common, abyssal, infernal 
Trait 
Fey Ancestry
Background Guild Artisant [Guild Membership]
   Business: Woodcarver
   Personality Trait: I’m well known for my work, and I want to make sure everyone appreciates it. 
   Ideal: Good. Freedom. Everyone should be free to pursue his or her own livelihood. 
   Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
   Flaw: I’m quick to assume that someone is trying to cheat me.
Proficiency (+3)
   Tools: Woodcarver’s tools
   Saving Throws: Wisdom +4, Charisma +7
Skill Acrobatics +6, Arcana +3, Deception +7, Investigation +3, Perception +4, Persuasion +7,    
Pact Magic (Save DC 15, Spell Attack +7)
   Cantrip (at will) -  eldritch blast, guidance, mage hand, prestigitation, produce flame, vicious mockery
   3rd-level (2/days) - armor of agathys, darkness, fireball, hypnotic pattern, invisibility, mirror image 
Invocations agonizing blast, devil's sight, repelling blast
Fiend Otherwordly Patron
Tome Pact Boon
Dark One's Blessing
Actions
Melee Attack— Dagger: +6 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Eldritch Blast: +7 to hit (range 120 ft; one creature). 
Hit:  1d10+4 force damage and can push the creature up to 10 feet away from you in a straight line.
Equipment: studded leather armor, dagger, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, component pouch, book of shadows, a small  an idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it, a small crystal eye (arcane focus)woodcarver’s tools, a letter of introduction from Phlan's Woodcarvers Guild, a set of traveler’s clothes, and a belt pouch containing 15 gp

Droword [Dro-WORD] was a commoner and a reputed member of Phlan's Woodcarvers Guild, well known for his fine oak coffins woodwork in town and former owner of Droword's Woodshop on Steel Avenue. This was until it burned down for inexplicable reasons on Kythorn 2nd of 1486 DR. His neightbors had already remarked a shift in Droword's appearance and behaviors seeing him act strangely and loose half his weight and all his body hair while his skin turned pale but it recently got out of hands and many suspect he put fire to his own shop in a crazed night. But Droword is not crazy, something forced or compelled him to do it. All began when he found a jade idol of a winged devil and started to have wild nightmares. In one of those dreams he was contacted by an otherwordly entity with whom he forged a pact with uncertain terms. Droword struck a deal with Hutijina powerful baatezu noble Duke of Hell on baator in the service of Mephistopheles, which closely resembles a pit fiend with a deep rust-red hue hide bathed in crackling lightning and electricity, but is actually a greater, higher-ranking being. He started to understand alien languages and collect obscure informations for Hutijin in a tome called the book of shadow - a fiendish codex written in infernal and abyssal - in exchange for great powers. Droword disappeared from Phlan's streets after having been approached by the Zhentarim, an unscrupulous shadow network of thieves and spies and just recently resurfaced brandishing an hand in which a glass eye is fixed to which supposedly Hutijin can see by, and is rumored to now work for the Black Network.

Are these characters all Adventurers League ready?

sliceoffruit wrote:

Are these characters all Adventurers League ready?

 

I wouldn't count on it without checking them against AL guidelines first.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

At last count, we're at 84 characters! Thanks to all who have contributed characters to this valuable resource.

 

I'd still like to hit that benchmark of 100 PCs, so only a few more to go! Let's see what you got!

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

sliceoffruit wrote:

Are these characters all Adventurers League ready?

Most of mine are, and some even have a faction.

Erizel (Warlock) is AL ready and her faction is Harpers

 

My Sith Knight, Sorceress would be AL compliant, after modifying her alignment. Her faction would be the Zhentarim, which hypothetically could be the Hidden Empire/ Invisible Empire where she is a Red Knight.

sliceoffruit wrote:

Are these characters all Adventurers League ready?

 

The Sorceress character (Althaea Ilphelkiir) that I submitted to this thread is definitely not Adventurer's League compatible. I designed her specifically for 'normal/general' campaign use only.

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

 

Xanjesika
 

8th-level Dark Elf Druid(Circle of the Moon)
Medium Female Humanoid
Armor Class 13 (leather armor)
Hit Points 51 (8d8)
Speed 30 ft.
Sense superior darkvision 120 ft.     
Str 12 (+1)  Dex 14 (+2)  Con 12 (+1)
Int 10 (+0)  Wis 17 (+3)  Cha 13 (+1)
Alignment neutral
Languages elvish, common, druidic, dwarf,

 

Trait

Keen Sense

Fey Ancestrry

Trance

Sunlight Sensitivity

Drow Weapon Training


Feats: Sentinel

Background
   Outlander
   Origin: Outcast  
   Personality Trait: "I feel far more comfortable around animals than people."
   Ideal:  "The natural world is more important than all the constructs of civilization."
   Bond: "An injury to the unspoiled wilderness of my home is an injury to me,"
   Flaw:  "Don't expect me to save those who can't save themselves. It is nature's way that the strong
                thrive and the weak perish."
Proficiency (+3)
   Saving Throws: Int +4, Wis +6

 

Skill: Athletics +4, Survival +6, Nature +4, Perception +6,    

 

Druid Magic (Save DC 14, Spell Attack +6)
   Cantrip (at will) - Produce Flame, Shillelagh, Guidance,
   1st-level (4/day) - Speak with Animals, Cure Wounds,
   2nd-level (3/day) - Barkskin, Hold Person,
   3rd-level (3/day) -  Speak with Plants, Water Breathing, Call Lightning, Dispel Magic,
   4th-level (2/day) - Polymorph, Ice Storm, Conjure Woodland Beings,

 

Wildshape

Combat Wildshape

Circle Forms

Primal Strike

 

Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4+2 piercing damage
Ranged Attack—Produce Flame: +6 to hit (range 30 ft; one creature).
Hit:  1d8 fire damage

 

Equipment: leather armor, dagger, waterskin, component pouch, bed roll, pouch containing 15 gp

 

History
Xanjesika's mother fled the Underdark while she was pregnant with Xanjesika.  Her mother came out of the mountain range known as The Spine of the World and made her way into the Lurkwoods.  She was in the throes of labor when a Ranger named Taerik Bladestorm discovered her.  Taerik assisted the Drow and after several hours of labor, Xanjesika was born.  Her mother held her, calling her Xanjesika right before she died.  Taerik took Xanjesika to a Druid he knew of, Agatha Ravenshield.  Agatha was an older woman who lived by herself in a cabin in the Lurkwoods.  Agatha listened to the story Taerik told and agreed to take care of the baby.  For the next 50 years Agatha cared for the child.  She trained Xanjesika in the ways of the Druid as it would give her a fair chance of surviving in the world.  Xanjesika excelled in her training even though she was young.  By the time Agatha died, Xanjesika was a full fledge Druid.  The last thing Agatha told her was to stay in the woods and be wary of strangers. After her death, Xan left the cabin and lived in the woods.  For the next 50 years, Xan flourished in the woods but she was always interested in what lay beyond them. Her natural curiosity drove her to want to explore. Maybe it is time she found out what lies beyond.

Caulder Sunspire

 

Caulder Sunspire

1st-level Mountain Dwarf Wizard

Medium Male Humanoid

Armor Class 16 (scale mail)

Hit Points 9 (1d6)

Speed 25 ft.

Senses Darkvision 60 ft.

Str 14 (+2) Dex 14 (+2) Con 16 (+3)

Int 14 (+2) Wis 8 (-1) Cha 10 (+0)

Alignment Neutral

Languages Common, Dwarvish, Primordial, Draconic

 

TRAITS

 

Background – Sage (Alchemist)

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 comes 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.

Proficiency (+2)

Tools: Alchemists’ Supplies.

Saving Throws: Intelligence, Wisdom

Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Battleaxe, Handaxe, Throwing Hammer, Warhammer.  

Armor: Light Armor, Medium Armor

 

SKILLS

 

Arcana +4, History +4*, Investigation +4, Religion +4

* Stonecunning: Any History check made to determine the origin of Stonework is +6 instead.

 

ACTIONS

 

Melee Attack— Warhammer: +4 to hit (reach 5 ft.; one creature)

Hit: 1d8+2 bludgeoning damage (versatile: 1d10)

Ranged Attack—Fire Bolt: +4 to hit (range 120 ft; one creature).

Hit: 1d10 fire damage

 

SPELLCASTING

 

Cantrips: Fire Bolt, Light, Mage Hand

Spells Prepared: Burning Hands, Shield, Detect Magic(r), Sleep, Find Familiar(r), Identify(r)

Spell Save DC: 12

Ritual Casting: You can cast a wizard spell as a ritual if the spell has the ritual tag and you have the spell in your spell book.  You don’t need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.

 

EQUIPMENT

 

A rod (arcane focus), scale mail, a warhammer, a spellbook, a scholar’s pack, a waterskin, 10 days of rations, a set of common clothes, and a belt pouch containing 10 gp.

 

scholar’s pack contents: a backpack, a book of alchemical lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

 

 

PERSONAL CHARACTERISTICS

 

 

Traits: “I … speak … slowly ... when talking … to idiots … which … almost … everyone … is … compared … to me.” “I’m convinced that people are trying to steal my secrets.” "I am a dyspeptic bastard, owing partly to my natural disposition, and partly to a gastro-intestinal disorder known as Dumathoin's Curse."

Ideal: Knowledge. “The path to power and self-improvement is through knowledge.” (Neutral)

Bond: “My life’s work is a series of tomes related to a specific field of lore.”

Flaw: “I am obsessed with knowledge for its own sake, and I am blind to the practical consequences of my research.”  “I speak without really thinking through my words, invariably insulting others”

Appearance: “My face is frozen into a beetle-browed scowl as the result of nerve damage suffered during a lab explosion.  A small pair of pince-nez perch at the end of my nose. I am completely bald, with a wispy white beard.  I am 4’2” tall, and weigh 145 lbs.  I believe that I am over 200 years old, but I lost count some time ago, having much more important things to occupy my thoughts.”

 

BACKSTORY

 

At an unusually early age, Caulder was admitted to the dwarven college of Khaval Krognyte as a distinguished fellow due to his revolutionary work in the field of alchemy.  Among other things, Caulder is usually credited with the invention of Alchemist's Fire. In his obsession to devise a much more potent form of Alchemist’s Fire, he eventually began to delve into forbidden lore.  After a tremendous explosion rocked his lab, the Provosts’ Council learned that he was conducting secret experiments involving arcane magic, and he was dismissed from the institution.  Chafing under the constraints imposed upon him by his closed-minded brethren, Caulder left Citadel Adbar and traveled to Candlekeep in order to continue his research unimpeded.  His efforts eventually took him into the field in search of rare reagents and obscure tomes, and also in an effort to further his understanding of the arcane arts.  He firmly believes that the key to unlocking the secrets he needs in order to complete his research lies with mastery of the arcane arts.

 

Awards and Distinctions: Caulder was voted "Most Likely to Blow Up Half of Faerun" by his colleagues at Khaval Krognyte.

 

Quest - Caulder's Clinging Conflagration:  I am researching  a powerful new spell the idea for which was conceived during my earliest days as an academic when I was trying to fabricate a new and improved version of Alchemist's Fire.  When completed, the spell will coat all targets in its area of effect with a flaming gel that sticks to the skin and burns for as long as a minute.  I am constantly in search of rare reagents and obscure tomes that might assist me with my research.  The list of books and reagents that I am hoping to acquire is fairly lengthy, and includes such odds and ends as the gizzard of a fire drake, the spleen of a lava mephit, the heart of a salamander, the eye of a magmin, and Otmer's Treatise on the Alchemical Properties of Oozes.

 

 

Quest - Caulder's Cataclysmic Conflagration: My true magnum opus will be a new spell called Caulder’s Cataclysmic Conflagration, which involves splitting tiny magical particles in order to unleash vast amounts of energy into the universe.  I’m not quite sure how much energy will be released, and quite frankly, I am not overly concerned about it.  The furtherance of my research is the important thing!

 

 

Bat Familiar (Iorgo; named after the brilliant dwarven alchemist Iorgo Fireshard)

 

Tiny beast, unaligned

Armor Class 12

Hit Points 1 (1d4 − 1)

Speed 5 ft., fly 30 ft.

STR DEX CON INT WIS CHA

2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)

Senses blindsight 60 ft., passive Perception 11

Languages

Challenge 0 (10 XP)

Echolocation. The bat can’t use its blindsight while deafened.

Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

 

Can we get this stickied?

bawylie wrote:

Can we get this stickied?

Seconded.

Leugren wrote:
bawylie wrote:

Can we get this stickied?

Seconded.

Minuted.

 

 

... Ok, fine, "thirded"

Founder and figurehead of Just Say Yes!

Member of LGBT Gamers

Odds are, if 4-6 people can't figure out an answer you thought was obvious, you screwed up, not them. - JeffGroves
Which is why a DM should present problems to solve, not solutions to find. -FlatFoot
A game is a fictional construct created for the sake of the players, not the other way around. If you have a question "How do I keep X from happening at my table," and you feel that the out-of-game answer "Talk the the other people at your table" won't help, then the in-game answers "Remove mechanics A, B, and/or C, add mechanics L, M, and/or N" will not help either.

Let's get it to 100 PCs and I'll ask Dragonette if she thinks it's cool to sticky here or in another forum.

 

So 14 more PCs...

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

 

JAMS ULRIK

 

4th-level Mountain Dwarf Bard of Valor

Medium Male Humanoid
Armor Class  15 (Breastplate)
Hit Points  35 (4d8+12)
Speed  25 feet
Sense  darkvision 60-ft., passive perception 10
Str 16 (+3)     Dex 12 (+1)     Con 16 (+3)
Int  10 (+0)     Wis   8  (-1)     Cha 16 (+3)
Alignment  Lawful Neutral
Languages  Common, Dwarvish


TRAITS
Background - Entertainer
     Feature: By Popular Demand
Proficiency (+2)
     Instruments: Bagpipes, Drum, Horn, Lute
     Tools: Smithy’s Tools
     Saving Throws: Dexterity, Charisma.

 

RACIAL FEATURES

Dwarven Resilience

Dwarven Combat Training

Dwarven Armor Training

Stonecunning

 

CLASS FEATURES

Spellcasting

Ritual Casting

Spellcasting Focus

Bardic Inspiration

Jack-of-All-Trades

Song of Rest

Expertise*

Combat Inspiration


SKILLS
Acrobatics* +5, Athletics +5, Intimidation +5, Performance* +7, Stealth +3.


WEAPONS

Greataxe-Lute
+5 to hit, 1d12+3 slashing  heavy, two-handed

Handaxes
+5 to hit, 1d6+3 slashing  light, thrown (20/60)

Dagger
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)

 

SPELLS
Magic Ability: CHA
MAM: +5
Save DC: 13
Cantrips Known: mending, prestidigitation, vicious mockery.

1st-level Spells Known: bane, heroism, sleep, thunderwave.

2nd-level Spells Known: shatter, suggestion.

EQUIPMENT

Breastplate armor, greataxe-lute, (2) handaxes, dagger, set of traveler's clothes, entertainer's pack, costume, aleskin, favor from an admirer, belt pouch with 15 gp.

 

PERSONALITY
Traits: I love a good insult, even one directed at me. And I get bitter if I'm not the center of attention.
Ideal: Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
Bond: I idolize a hero of the old tales and measure my deeds against that person's.
Flaw: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
 

BACKSTORY

The legendary dwarven skald, Danzig Ulrik, passed away over a hundred years ago. On that day, his son Gunner Ulrik, mourned so deeply that he began to recite an epic dirge. The song was so powerful that it lasted nearly seventeen years without stopping. It was during the fifteenth year of that legendary recital that he conceived a son of his own, Jams. The day of his birth saw the completion of his father’s dirge. For having seen the birth of his son, Gunner passed away as well. It has been said by some that that legendary dirge, sung by his father, still echoes in the dwarf bard’s blood…

 

During his performances, he uses multiple prestidigitations to great effect, amplifying and distorting the sound of his greataxe-lute, as well as to conjure minor pyrotechnic displays and flashes of light. It has also become a fairly common sight, at the conclusion of his set, for Jams to smash his instrument on the ground. Sometime later he will use his mending cantrip to repair it.

“The only time you look in your neighbor's bowl is to make sure that they have enough. You don't look in your neighbor's bowl to see if you have as much as them.” - Louis C.K.

 

3rd-level (Variant) Human Fighter

Medium Female Humanoid
Armor Class 13 (18 with mage armor and shield)
Hit Points 25 (3d10+3)
Speed 30 feet
Senses normal
Str 8 (-1)   Dex 16 (+3)   Con 12 (+1)
Int 16 (+3)   Wis 10 (+0)   Cha 13 (+1)
Alignment Neutral
Languages Common, Elvish, Draconic, Dwarvish, Gnomish, Halfling.


TRAITS
Background - Guild Artisan (Calligrapher, scribe, scrivener)
   Feature: Guild Membership
Proficiency (+2)
   Tools: Calligrapher's supplies
   Saving Throws: Strength, Constitution
Fighting Style: Dueling

​Second Wind

Action Surge

Archetype: Eldritch Knight

     Bonded Weapons (2)

     Spellcasting

Feat: Linguist

     +1 Int

     +3 languages

     Create ciphers (DC 18 to decipher)

 

SKILLS

Acrobatics +5, Athletics +1, Insight +2, Investigation +5, Persuasion +3


WEAPON ATTACKS

Letter Opener (bonded rapier)
+5 to hit, 1d8+5 piercing

Hole Punch (bonded light crossbow)

+5 to hit, 1d8+3 piercing (range 80/320)

 

SPELLS
Magic Ability: INT
MAM: +5
Save DC: 13
Cantrips Known: mage hand, poison spray

1st-level Spells Known (Slots - 2): comprehend languages, mage armor, shield

 

EQUIPMENT

traveler's clothes, rapier, light crossbow with 20 bolts, shield, calligrapher's supplies, a letter of introduction from the Guild of Lettered Men, explorer's pack, belt pouch containing 15 gp and a silver skull the size of a coin (trinket).

 

PERSONAL CHARACTERISTICS
Traits: I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist.
Ideal: Aspiration. I work hard to be the best there is at my craft.
Bond: I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
Flaw: I'm never satisfied with what I have - I always want more.
 

BACKSTORY

The first female agent of the Guild of Lettered Men, Lucida Blackletter is an expert in linguistics, ciphers, arcane magic, and martial study. She was top of her class at the University-Temple of Ioun and graduated with the distinguished title of Eldritch Knight-Errant. A struggling economy brought on by the boom-and-bust cycle of adventurers spending their plundered gold left her (along with much of her graduating class) without much prospect for gainful employment. So despite her stellar skills and education, she became an unpaid intern at the Guild of Lettered Men, an association of scribes and scriveners that handle the written affairs of both commoners and the nobility. For three years she labored, copying tomes and scrolls, taking dictation, and running menial errands for her superiors.

 

But the guild was no mere union of scribes. Lucida's talents soon caught the eye of the higher-ups of the guild, who revealed themselves to be a conspiracy - one that traded in information, both in acquiring it and delivering it, for well-heeled and connected clients all of whom paid quite well for secrecy and discretion when it came to their records and correspondence. Lucida soon after became the first female agent of the Guild of Lettered Men and works in the field, one of the most talented secret couriers in the kingdom.

 

In addition to encoding and delivering important messages across the land, she has been tasked with locating the whereabouts of the wizard Mondegreen, leader of an evil organization known as A.C.R.O.N.Y.M. Mondegreen is working on a scheme to erase the letter "E" from the multiverse, unleashing chaos among speakers of Common. Lucida thought she found him several times, but it turned out to be someone else that looked and sounded quite similar.

 

Character Sheet

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

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Iserith, you really are a font of great names for characters.

ATTENTION:  If while reading my post you find yourself thinking "Either this guy is being sarcastic, or he is an idiot," do please assume that I am an idiot. It makes reading your replies more entertaining. If, however, you find yourself hoping that I am not being even remotely serious then you are very likely correct as I find irreverence and being ridiculous to be relaxing.

Thanks, but it's just a reflection of the times (new roman). Argh, that was weak...

 

I assume everyone does what I do and makes mental notes of combinations of regular words that would make good character names.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

After discussing, with my friends, possible themed characters for play in AL games, I'm thinking we may develop a troupe of entertainers.

 

Only, with a twist. Since Zhentarim is a legit option choice for faction, we may be doing a team of spies/assassins/thieves secretly working for the Zhents. With “troupe of entertainers” being our cover/day job. Sort of a Cirque du Scelerat if you will...

 

So I may be playing Jams Ulrik for reals. Along with a possible gnome ranger who uses trained gophers (or what have you) in his act. Maybe an elven acrobat (read: rogue-assassin). Who knows what else my friends will devise.

 

Anyone have suggestions for members of this troupe of ne’er-do-wells?

“The only time you look in your neighbor's bowl is to make sure that they have enough. You don't look in your neighbor's bowl to see if you have as much as them.” - Louis C.K.

Hex Arcana comes to mind for this sort of gig. He plays the fiddle and had a golden one till he lost it to Jahni Fiddler aka Falsetto Jones.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

 

Wynter
7th-level Centaur Fighter (Human)
Medium Male Humanoid

Armor Class 16 (breastplate)
Hit Points 60 (7d10) 
Speed 30 ft.
Sense Normal     
Str 18 (+4)  Dex 15 (+2)  Con 13 (+1)
Int 10 (+0)  Wis 12 (+1)  Cha 08 (-1)
Alignment neutral good
Languages Common, Elvish, Sylvan
Trait  
Background Outlander [Wanderer]
   Origin: Homesteader
   Personality Trait: I watch over my friends as if they were a litter of newborn pups.
   Ideal: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
   Bond: My clan is the most important thing in my life, even when they are far from me.
   Flaw: I am slow to trust members of other races, tribes, and societies.
Feats Polearm Master, Charger
Proficiency (+3)
   Tools: Musical instrument (horn)
   Saving Throws: Strenght +7, Constitution +4
Skill  Animal Handling +4, Athletics +7, Perception +4, Stealth +5, Survival +4
Great Weapon Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Champion Martial Archetype
Improved Critical 
Remarkable Athlete
Extra Attack

Actions
Melee Attack— Pike: +7 to hit (reach 10 ft.; one creature). 
Hit: 1d10+4 piercing damage / 1d4+4 bludgeoning damage (Hooves)
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+2 piercing damage   
Equipment: breastplate, pike, lowbow + quiver 40 arrows, explorer's pack:  saddlebags backpack, bedroll, mess kit, silk rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, an old key, a Harper's pin, a staff, a hunting trap, horn (a trophy from an animal you killed), and a belt pouch containing 10 gp

Wynter [VIHN-tuur]  was born in Thay, the son of a plantation worker who treated his slaves cruelly. More than 7 feet tall and a sturdily built, Wynter' equine body ressemble a glossy black-haired warhorse that started to pale with age. His humanlike torso also has inky-black hair that is cropped short except for one braid that hangs down on his back and he sports a closely trimmed black beard streaked with gray. His bare chest is tanned, muscular and hairless. Being a farmer by trade and a pacifist by nature, Wynter enters combat only when he is pressed. When doing so, he usually wears a breastplate and wield a pike in addition to kicking with front hooves. He'll  fight only when he is given no other choice, or when someone he cares about would be in danger if he did not act. He is no coward, but if he or an Harper companion can talk or use his magic to achieve their ends instead, Wynter will prefer that way of operating. In a way, his attitude reflects his awareness of his capabilities. Wynter knows he can be deadly in combat, and so tries to avoid being forced to fight. He hates everything about the Red Wizard of Thay, including their malevolent politics, their vile magic, and their inhumane practice of taking and keeping slaves. Disgusted by his family’s practices and the land that sponsors and encourages them, Wynter fled Thay when he was 12 years old. He joined the Harpers after meeting the druid Galvin and his best friend Brenna Greycloak during the 1370's DR and getting the druid’s help in catching some outlaws who had robbed him. On the mission to Amruthar, Wynter served as a guide, using his knowledge of the area and the culture to help his friends fit in. He was instrumental in defeating the plans of the Red Wizards Maligor and Szass Tam, and he even freed a number of slaves by posing as a buyer for the plantation his family worked. (This is an excellent example of using nonviolent means to achieve a desired end. Wynter didn’t kick down the slave pens and fight the slavers; that would have blown his cover and ruined the Harpers’ mission.) Though his efficiency was reduced when he was indoors, his fighting skills were critical in allowing the heroes to reach their goal. Motivations/Goals: Wynter’s main concern is to keep the evils of Thay within the borders of that country. While he dislikes entering the country of his birth, he will do so for the Harpers, knowing that good (he hopes) will come of it. (More on Wynter can be read in the AD&D Heroes's Lorebook pg. 132)

HE Warlock

 

Diogeen "The Cliché" Callo

 

1st-level Half-Elf Warlock

Medium Male Humanoid
Armor Class 14 (studded leather armor)
Hit Points 9 (1d8)

Speed 30 ft.
Senses Darkvision 60ft.   

 

Str 10 (+0)  Dex 14 (+2)  Con 12 (+1)
Int 12 (+1)  Wis 14 (+2)  Cha 16 (+3)

 

Alignment chaotic good
Languages common, elvish, thieves' cant

 

TRAITS
Background - Criminal
Feature: Criminal Contact
Criminal Specialty: Burglary

Proficiency (+2)
Saving Throws: Charisma, Wisdom
SKILLS: Stealth +4, investigation +3, peception +4, persuasion +5, deception +5, insight +4
Tools: Dice, Thieves tools


ACTIONS
Dagger +4, 1d4+2 damage
Eldrich Blast +5, 1d10 damage

EQUIPMENT

Light Crossbow w/ 20 bolts, Arcane Focus (cracked oak wand), dungeoneer's pack, Leather Armor, 2 daggers, quarterstaff, crowbar, dark clothes w/hood, belt pouch w/15 gold


PERSONAL CHARACTERISTICS

Appearance: Neither handsome nor ugly, ruddy complexion, black hair & eyes, usually with bags under them (depending on how long it's been since the last time he slept). Medium height, medium weight and medium build. He blends into a crowd well, becoming all but invisible in a crowd of 4 or more people. He's never been "out-of-place" among any group of people, whether noble or common, urban or rural; possesses what you might call a "reflective" personality, where people see what they want to see in him, and he's very good as saying what people want to hear.

Traits: I always have a plan for what to do when things go wrong. I am incredibly slow to trust; those who are good and worthy of trust should despise me and would strike to kill if they knew what I've done. Those who do not despise me cannot be good, no matter how they seem, and would betray me.

Ideals: I will avenge those who cannot avenge themselves, even if I have to do evil to do so.

Bond: My friend in the guard is dead because of me. His family, a wife and son, don't see it that way, but I do. I have arranged to provide them money anonymously (they believe it is from a "widow's fund" run by the city).

Flaw: Nightmares prevent me from resting for more than an hour if I haven't killed recently. I also tend to scream in my sleep, waking my companions and anyone else nearby.

 
BACK STORY:

Long Story made short:
I grew up as a criminal until circumstance and conscience put me in the wrong place at the wrong time. A hideous, dark power with no home or right to exist in our reality was dragged into it, and I made a deal so it would leave. Now I use the dark power I gained to fight the predators that would feed on the weak or innocent. In part to atone for the sins of my past; In part to keep that hunger from satisfying itself upon the weak and innocent.


The long story:

I was a petty criminal when the thieves guild I worked for sought to contact a dark god to secure more power. I don't mind the occasional involuntary redistribution of working capital, but they were getting into dark magic, human sacrafices, murder and politics. I betrayed them to a friend from my childhood that had joined the city guard.

 

Unfortunately, the guard I went to for justice was betrayed and murdered by the cult, along with the rest of the guards, when they tried to intervene. I went underground and when the ensuing treachery-fest came to a head, the cult was dead, the guards were dead and I stood alone, ankle-deep in blood and gore, face to face with one of the Great Old Ones that the cult had summoned.

 

The ritual was nearly complete. The power was already in motion. The... creature... was there, it's presence on our plane was tearing at the reality all around it, as if reality knew that this creature had no proper place and yet could not reject it. The cult's magics bound the creature in our world until a conduit was established, yet the thing's mere presence tore at the fabric of reality. I did the only thing I could do. I finished the ritual. I made the deal, became the conduit that the spell required and sent the thing back where it came from.

 

Since then, when I closed my eyes, I can hear it wispering. I couldn't sleep more than two hours in a row. It waits for me in my dreams. I can't remember them and I'm not sure I want to; I only remember waking up soiled and screaming. I learned the hard way to empty my stomach, bladder and bowels before I close my eyes. It started to get worse, until I could hear it wispering with my eyes open. The wispers got louder and louder until it I thought I could recognize it; it reminded me of my own night-time screams, but it sounded like I screamed in a language, yet I couldn't understand the words. I don't want to understand the words. The constant whispering made me irritable and the lack of sleep made me desperate. One night I was trying to drown the whispers in a dockside bar. Alcohol had never helped before, but I was trying to drink enough to either drown the whispers or drown myself. Drunk and exhausted, I tried to walk out to the dock and throw myself to the sharks. Unfortunately, I stumbled into the wrong sailor and got in a fight. The alcohol never did help, but fighting seemed to make it quieter for the first time in days.

 

Less than a day after, as I suffered from a hangover and bruising from the barfight, on top of my ever-present exhaustion, I was set upon by some thugs looking for gold. Instead, they found death, and I found the first silence I'd heard in weeks. Now, I do the only thing I can silence the whispers; I find those that deserve to die and I give them what they deserve. It likes that. Afterwards, I can usually sleep for more than just a couple hours, though it's still a troubled sleep and I wake screaming.

 

I recently found something that worries me. I tracked some local youth disappearances to a man with blood-stained, child-sized manacles in his basement. We found a goal we agreed on, the creature and I. I took my time. After nearly a day in his basement, when his screams had started to lose a little volume because so many had torn their way out of his throat, I fell asleep. I slept while he screamed, and for the first time since making the deal, it was uninterupted and without dreams. I don't know exactly, but I'm sure I slept for nearly a day. When I awoke, refreshed for the first time in months, the only sound I heard was the slow drip of blood from the already cold corpse chained to the wall by his own, disturbingly small manacles.

 

Now I'm not sure what's worse; living with the whispers, or knowing what I have to do to stop them.

 

Karlistigan Ignacius Lucien Montenue Artimen Del Gato IV

 

3rd-level Human Battlemaster Fighter

Medium Male Humanoid
Armor Class  15 (Studded Leather)
Hit Points  25 (3d10+3)
Speed  30 feet
Sense  passive perception 12
Str 12 (+1)     Dex 16 (+3)     Con 13 (+1)
Int 10 (+0)     Wis 10 (+0)     Cha 14 (+2)
Alignment  Chaotic Good
Languages  Common, Dwarvish, Elvish


TRAITS
Background - Noble
     Feature: Position of Privilege
Proficiency (+2)

     Armor: All Armor and Shields.

     Weapons: All Simple and Martial Weapons.
     Tools: Card Games, Carpenter’s Tools.
     Saving Throws: Strength, Constitution.

 

CLASS FEATURES

Fighting Style: Two-Weapon

Second Wind

Action Surge

 

MARTIAL ARCHETYPE

Maneuver Dice: 4 (d8)

Maneuvers: Parry, Precise Strike, Riposte.


FEATS

Dual Wielder

 

SKILLS
Acrobatics +5, Athletics +3, History +2, Perception +2, Persuasion +4.


WEAPONS

Brace of Rapiers
+5 to hit, 1d8+3 piercing  finesse

Daggers
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)

Throwing Knives
+5 to hit, 1d4+3 piercing  finesse, thrown (20/60)

Light Crossbow
+5 to hit, 1d8+3 piercing  ammunition (80/320), loading, two-handed

 

EQUIPMENT

Studded Leather Armor, (2) Rapiers, (2) Daggers, (4) Throwing Knives, Light Crossbow (w/ 20 bolts), Fine Clothes, Signet Ring, Scroll of Pedigree, Silver Snuff Box, Drinking Flask, Small Steel Mirror, Whetstone, (1) Flask of Oil, Soap, Explorer's Pack, Silk Coin Purse containing 75gp.

 

TRINKET

Bony Dragon Talon on a Leather Thong (Given to him by his father on the day he left for officer's training. It is said his father slain the dragon in defense of a village under his command, when he was a young officer in the Cormyrian Army. From that legendary victory, his noble title was won.)

 

PERSONALITY
Traits: "I have a knack with words and a penchant for flattery." "Despite my noble birth, I do not place myself above other folk. We all have the same blood.”
Ideal: Independence. "I must prove that I can handle myself, be my own man, without the coddling of my family."
Bond: "I will face any challenge to one day win back the favor of my family."
Flaw: "I have difficulty resisting my insatiable desire for carnal pleasures."

 

BACKSTORY

Karl lived a privileged childhood. The oldest of four brothers to a Duke, he was given every benefit and advantage growing up. Perhaps that in part contributed to his lack of a desire to work so hard to follow in his father's footsteps. Joining the army, and becoming a decorated soldier, held absolutely no interest for the young man.

     One of the few things about courtly life that did interest him was the ready availability of unsatisfied ladies and all the eager-to-please handmaidens that travelled in their wake.

     But when the time came, his father ignored his disinterest for military service, insisting he join the Cormyrian Army. To honor his father, Karl reluctantly agreed. But it was no more than several months in that he knew he would only ever disappoint him if he tried to stick it out. So he did the only thing he could think to do. He left.

     That was over eight years ago now. And though he has not spoken to his father in over four years, he knows it must still sting him deeply. Perhaps someday he will be able to return home a hero. Perhaps that will be enough to stay his father's shame. It has to be.

“The only time you look in your neighbor's bowl is to make sure that they have enough. You don't look in your neighbor's bowl to see if you have as much as them.” - Louis C.K.

Only 10 more PCs needed to make it to 100 in the repository!

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

Cerrah Willforge

5th-level Human Champion Fighter

Medium Male Humanoid

Armor Class  16 (Scale armor)

Hit Points  39 (5d10+5)

Speed  30 feet

Sense  passive perception 10

Str 18 (+4)     Dex 14 (+2)     Con 14 (+2)

Int  8 (+0)     Wis 10 (+0)     Cha 14 (+2)

Alignment  Chaotic Good

Languages  Common

 

TRAITS

Background - Child of a Hero

     Feature: Rustic Hospitality

Proficiency (+2)

     Armor: All Armor and Shields.

     Weapons: All Simple and Martial Weapons.

     Tools: Herbalism Tools, Vehicles (land).

     Saving Throws: Strength, Constitution.

     Skills: Athletics, Acrobatics, Animal handling, Medicine, Persuasion

 

CLASS FEATURES

Fighting Style: Great Weapon Fighter

Second Wind

Action Surge (1/rest)

Extra Attacks (1/turn)

 

MARTIAL ARCHETYPE

Improved Critical

 

FEATS

Athletic, +2 Strength.

 

WEAPONS

Greatsword: +6 to hit, 2d6+4 piercing  finesse

Shortsword: +6 to hit, 1d6+4 piercing  finesse, light, thrown (20/60)

Throwing Knife: +4 to hit, 1d4+2 piercing  finesse, thrown (20/60)

Javelin: +6 to hit, 1d6+4 piercing  ammunition (30/120), loading, two-handed

 

EQUIPMENT

 A set of herbalism kit, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10gp

 

TRINKET

A gnarled quarterstaff with a curse on it.

 

PERSONALITY

Traits: "I’m confident in my own abilities and do what I can to instill confidence in others."

Ideal: "I get bored easily. When am I going to get on with my destiny?"

Bond: "A quarterstaff and a legacy are all I have left of my father, and I carry them so that I will never forget him."

Flaw: "I’m convinced that I must live up to my father's name,  and blind to my shortcomings and the risk of failure. 

 

BACKSTORY

Cerrah is the only child of Talli and Gedran Willforge. Her mother was a hunter who died when Cerrah was very young. Her father was the priest of her village where he raised her by himself.

 

Cerrah was difficult child and when any of the other kids in the village were in trouble she was surely involved.  She would constantly get into fights when she was not convincing other children to take part in her mischief.

 

This all changed after a strange illness started to spread across the local villages. A group of adventures had come to her village inquiring into the illness. Gedran and the adventures discovered a lead and went to pursue the source of the illness and Cerrah was charged with caring for the sick; a job she took very seriously. Weeks after the group had left people suddenly started recover from the illness. Despite her efforts many succumb to the illness.

 

Only Gedran and another, a fighter named Jarvis, return from their adventure. The told tales of fighting a demon which was the cause of the ailment. After hearing their tales the two were celebrated as heroes.

 

Unfortunately, Gedran never fully recovered from the experience and passed away a year later. Cerrah decide that priestly work wasn't her calling and convinced Jarvis to have her as an apprentice, where she began her training as a fighter.

 

 
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My blog of random stuff

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Can these be used in a ordinary D&D game??

 

Ahnkuulnbaator and Windcutter

 

 

 

3rd-level Stout Halfling Beastmaster Ranger 
Small Male Humanoid
Armor Class
 15 (studded leather)
Hit Points 28 (3d10+6)
Speed 25 ft.
Sense Normal    
 

Str 14 (+2)  Dex 16 (+3)  Con 14 (+2)
Int   8 (-1)    Wis 14 (+2)   Cha  9 (-1)
 

Alignment Chaotic Neutral
Languages Common, Goblin, Halfling

 

TRAITS

Background – Outlander (Hunter-Gatherer)

      Feature: Wanderer

Languages: Common, Halfling, Goblin

Proficiencies (+2)
     Tools: Drums
     Saving Throws: Strength, Dexterity

Lucky

Brave

Halfling Nimbleness

Stout Resilience

Favored Enemy: Beasts

Natural Explorer: Grasslands

Fighting Style: Two-Weapon

Spellcasting

Primeval Awareness

Ranger’s Companion: Pteranodon

 

SKILLS

Animal Handling +4, Athletics +4, Nature +1, Stealth +5, Survival +4

 

SPELLS
Magic Ability: WIS
MAM: +4
Save DC: 12
Spells Known (3): animal friendship, hunter's mark, longstrider.
Spells Slots: 3 (1st)

 

EQUIPMENT 

Studded leather armor, shortword, handaxe, dagger, shortbow, quiver (20 arrows), explorer’s pack, walking staff, hunting trap, trophy pelt (dire bat), traveler’s clothes, small drum, belt pouch containing 10gp.

 

TRINKET 

A small cloth doll skewered with needles (originally a harmless toy given to him as a small child by his mother, he has since given to seeing it as a proxy representation of his older brother. Thus the needles.)

 

PERSONAL CHARACTERISTICS

Traits: “I place no stock in wealth or well-mannered folk. Money and manners won’t save you from a rampaging Tyrannosaurus.” “I’m driven by a wanderlust that led me away from home.”

Ideal: Glory. “I must earn glory in battle, for myself and my tribe.”

Bond: “My tribe is the most important thing in my life, even when they are far from me.”

Flaw: “There is no room for caution in a life lived to the fullest.”

 

BACKSTORY

Ahnkuulnbaator only ever wanted to be a hero of his people. That’s all. But he’s always lived in the enormous shadow of his older brother. Every effort he made to provide for the family, and his tribe, his older brother already did. With superior flair. Disgruntled and frustrated, the young halfling set off on his own to seek out others who he could show off for and feel superior to. Oh, look, are those player characters over there?...

“The only time you look in your neighbor's bowl is to make sure that they have enough. You don't look in your neighbor's bowl to see if you have as much as them.” - Louis C.K.

LordofShadow wrote:

Can these be used in a ordinary D&D game??

 

Yes, just be sure double check the poster's work to make sure it fits with the game you're playing, be it a home game or Adventurer's League!

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

iserith wrote:

 

LordofShadow wrote:

Can these be used in a ordinary D&D game??

 

 

Yes, just be sure double check the poster's work to make sure it fits with the game you're playing, be it a home game or Adventurer's League!

 

Then is it possible to request for someone to make a Rogue Tiefling level 1 please???

 

Also have no clue what AL is we only ever play regular D&D ourselves.

ChrisCarlson wrote:

After discussing, with my friends, possible themed characters for play in AL games, I'm thinking we may develop a troupe of entertainers.

 

Only, with a twist. Since Zhentarim is a legit option choice for faction, we may be doing a team of spies/assassins/thieves secretly working for the Zhents. With “troupe of entertainers” being our cover/day job. Sort of a Cirque du Scelerat if you will...

 

So I may be playing Jams Ulrik for reals. Along with a possible gnome ranger who uses trained gophers (or what have you) in his act. Maybe an elven acrobat (read: rogue-assassin). Who knows what else my friends will devise.

 

Anyone have suggestions for members of this troupe of ne’er-do-wells?

 

A Singing Sorcerer or Sorceress, Entertainer background- Replace Acrobatics with (Persuasion or Deception or Stealth),  Musical Instrument Proficency with (Forgery Kit or Poisoners Kit or Thieves Tools), replace musical instrument with the relevant kit or Tools. Seductive, tricky and lethal, Charlatan is also a good background).

 

Mme Bouviere (Fortune Teller and Mistress of Secrets) or Dr Ocean (Master of Arcane Secrets, Deliverer of Destiny), Wizard Diviner or Warlock (Any), could be charming or intimidating, lifting of curses and Hexes

 

Melinda Mae, Monk (Way of the Shadow), silent and deadly.

 

Magician- Any character with Prestidigitation Cantrip and/or Sleight of Hand proficiency-  even a High Elf Paladin of Malar (CE God of the Hunt) or Bhal (NE God of Murder) or (Vengeance or Ancient Oath Paladin) of Meilikki (NG Goddess of Forests) the face of Cyric  God of Lies). Forest Gnome would make an effective magician, would probably be Wizard (Conjuration or Illusion) or a Warlock (Any Pact).

 

 

 

 

LordofShadow wrote:

Then is it possible to request for someone to make a Rogue Tiefling level 1 please???

Here's a tiefling rogue i made quick, I left most details out so you can fill in; 

 

 

Kezefiël
1st-level Tiefling Rogue
Medium Male Humanoid

Armor Class 16 (studded leather)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darvision 60'   15 14 13 12 10 8  int 1 CHA 2
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 11 (+0)  Wis 12 (+1)  Cha 15 (+2)
Alignment Neutral 
Languages Common, Infernal
Trait 
Hellish Resistance
Infernal Legacy: Tthaumaturgy (at-will)
Background Urchin [City Secrets]
   Personality Traits: I bluntly say what other people are hinting at or hiding.
   Ideal: Retribution. The rich need to be shown what life and death are like in the gutters.
   Bond: No one else should have to endure the hardships I’ve been through.
   Flaw: I will never fully trust anyone other than myself.
Proficiency (+2)
  Tools: Thieve's Tool*, Disguise Kit
  Saving Throws: Dexterity +4, Intelligence +2
Skill Acobatics +4, Athletics +1, Deception +4, Sleight of Hands +4, Perception +3, Stealth +6*
Expertise*
Sneak Attack (1d6)

Actions
Melee Attacks— Short Sword: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 piercing damage / 1d6 piercing damage
Ranged Attack—Shortbow: +4 to hit (range 80/320 ft; one creature).
Hit:  1d6+2 piercing damage
Equipment: 2 shortsword, shortbow, 20 arrows, studded leather armor, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, small knife, a map o f the city you grew up in, a pet mouse, a token to remember your parents by, a set o f common clothes, and a belt pouch containing 10 gp

Kezefiël [IK-zef-YELL] is a dark figure that grew up on the foggy back alleys of a southern city. Being an urchin, he didn't know his parents and life was not kind to him as he had to steal to survive when lies wouldn't do it. Kezefiël has black raggy hair he keeps long long enought to hide the marks on his head from the horns that were removed during teenage to help hide his fiendish lineage. He has long clawed hands and his face bears tattooes of unknown origin. He has yellow eyes and pointy ears revealing an unhuman inheritance that keep everyone guessing. What are is origins, where he come from and what he does in the middle of the night is a mystery to everyone.

iserith wrote:
FYI The link is broken.

Plaguescarred wrote:

 

LordofShadow wrote:

Then is it possible to request for someone to make a Rogue Tiefling level 1 please???

 

Here's a tiefling rogue i made quick, I left most details out so you can fill in; 

 

 

Kezefiël
1st-level Tiefling Rogue
Medium Male Humanoid

Armor Class 16 (studded leather)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Darvision 60'   15 14 13 12 10 8  int 1 CHA 2
Str 8 (-1)  Dex 15 (+2)  Con 14 (+2)
Int 11 (+0)  Wis 12 (+1)  Cha 15 (+2)
Alignment Neutral 
Languages Common, Infernal
Trait 
Hellish Resistance
Infernal Legacy: Tthaumaturgy (at-will)
Background Urchin [City Secrets]
   Personality Traits: I bluntly say what other people are hinting at or hiding.
   Ideal: Retribution. The rich need to be shown what life and death are like in the gutters.
   Bond: No one else should have to endure the hardships I’ve been through.
   Flaw: I will never fully trust anyone other than myself.
Proficiency (+2)
  Tools: Thieve's Tool*, Disguise Kit
  Saving Throws: Dexterity +4, Intelligence +2
Skill Acobatics +4, Athletics +1, Deception +4, Sleight of Hands +4, Perception +3, Stealth +6*
Expertise*
Sneak Attack (1d6)

Actions
Melee Attacks— Short Sword: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d6+2 piercing damage / 1d6 piercing damage
Ranged Attack—Shortbow: +4 to hit (range 80/320 ft; one creature).
Hit:  1d6+2 piercing damage
Equipment: 2 shortsword, shortbow, 20 arrows, studded leather armor, backpack, bedroll, mess kit, 50 feet of hempen rope, tinderbox, 10 torch, ration 10 days, waterskin, winter blanket, small knife, a map o f the city you grew up in, a pet mouse, a token to remember your parents by, a set o f common clothes, and a belt pouch containing 10 gp

Kezefiël [IK-zef-YELL] is a dark figure that grew up on the foggy back alleys of a southern city. Being an urchin, he didn't know his parents and life was not kind to him as he had to steal to survive and lies wouldn't do it. Kezefiël has black raggy hair he keeps long long enought to hide the marks on his head from the horns that were removed during teenage to help hide his fiendish lineage. He has long clawed hands and his face bears tattooes of unknown origin. He has yellow eyes and pointy ears revealing an unhuman inheritance that keep everyone guessing. What are is origins, where he come from and what he does in the middle of the night is a mystery to everyone.

 

Thank you so much my group are just getting back into D&D after having not played in so long (some last played when 3.5 first came out others played well before that like me) and we were having issues with making the characters and how their scores go on a sheet. It had been so long for us we didn't remember much of anything. I also think I screwed up combat on day 1 T_T. I don't remember how as the DM I am meant to have the players roll and what they add and all. I am not sure any of them noticed this as it has been so long but I feel horrible as we had one thing of combat at the end and they should've all died it was only thanks to my decision to change the enemies to make them vital so unkillable and to make them stop attacking that the party even lived (they faced against the thugs and veteran in the back of the monster manual bad choice).

 

Edit: Also think I screwed up his dagger and how he does combat with dual daggers the rogue tiefling that is.

Plaguescarred wrote:

 

iserith wrote:

FYI The link is broken.

 

Sorted, thanks.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

 

Tailor Swift

 

4th-level Wood Elf Monk 3 / Sorcerer 1 
Medium Female Humanoid
Armor Class
 18 (stylish clothes)
Hit Points 28 (4d8+5)
Speed 55 feet (!)
Sense Darkvision 60 feet
 

Str 8 (-1)  Dex 17 (+3)  Con 12 (+1)
Int 10 (+1)  Wis 15 (+2)   Cha  13 (+1)
 

Alignment Chaotic Good
Languages Common, Draconic, Elven

 

TRAITS

Background – Guild Artisan (Tailor)

      Feature: Guild Membership

Proficiencies (+2)

     Tools: Tailor's kit, acoustic guitar
     Saving Throws: Strength, Dexterity

Fey Ancestry

Keen Senses

Trance

Mask of the Wild

Draconic Ancestry (Bronze)

Draconic Resilience

Martial Arts

Ki (3 points)

Deflect Missiles

Monastic Tradition: Way of the Open Hand

Feat: Mobile

 

SKILLS

Acrobatics +5, Insight +4, Perception +4, Persuasion +3, Stealth +5

 

WEAPONS

Crewel (shortsword)
+5 to hit, 1d6+3 piercing  finesse

Unarmed Strike
+5 to hit, 1d4+3 bludgeoning

 

SPELLS
Magic Ability: CHA
MAM: +3
Save DC: 11

Cantrips: mage hand, mending, prestidigitation, true strike.
Spells Known (3): expeditious retreat, shield.
Spells Slots: 2 (1st)

 

EQUIPMENT 

Several sets of fashionable clothing of her own creation, a tailor's kit, a letter of introduction from the Guild of the Needle Pulling Thread, belt pouch, a shortsword she calls "Crewel," an explorer's pack, a small cloth doll skewered with needles (trinket), and 15 gp.

 

PERSONAL CHARACTERISTICS

Traits: “I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me."

Ideal: Freedom. Everybody should be free to pursue his or her own livelihood. (Chaotic)

Bond: “I owe my guild a great debt for forging me into the person I am today."

Flaw: “I trust other people too much and this often leads to heartbreak."

 

BACKSTORY

A member of an outcast family of wood elves that dared to mingle with bronze dragons centuries ago, Tailor Swift followed in the tradition of her family and became a great artisan and a skilled warrior. Her speed is unrivaled, imbued as he is by the power of the bronze dragon's lightning. With a combination of ki and magic, she strikes fear into the hearts of those who would stifle freedom of expression and the liberty that all beings are granted by their creators. In addition to being an amazing seamstress and martial artist, Tailor is an amateur singer and musician, playing sad ballads on her guitar, singing of her many lost loves who she has either outlived or who have broken her heart.

For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"

DMs: Dungeon Master 101  |  Session Zero  |  How to Adjudicate Actions  |  No Myth Roleplaying  |  5e Monster Index & Encounter Calculator
Players: Players 101  |  11 Ways to Be a Better Roleplayer  |  You Are Not Your Character  |  Pre-Gen D&D 5e PCs

Content I Created: Adventure Scenarios  |  Actual Play Reports  |  Tools  |  Game Transcripts

Follow me on Twitter: @is3rith

 

Odara

 

10th-level Human Barbarian 6 / Rogue 4
Medium Female Humanoid
Armor Class
 15 (No Armor)
Hit Points 97 (6d12+4d6+30)
Speed 40 feet

 

Str 20 (+5)  Dex 14 (+2)  Con 16 (+3)
Int 10 (+0)  Wis 10 (+0)   Cha  8 (-1)
 

Alignment Chaotic Neutral
Languages Common, Draconic, Dwarvish

 

TRAITS

Background – Outlander (Bounty Hunter)

      Feature: Wanderer

Proficiencies (+4)

     Tools: bone flute, Thieves' Tools, Disguise Kit, Poisoner's Kit
     Saving Throws: Strength, Constitution

Bonus Feat: Tavern Brawler

Bonus Skill: Insight

Rage (4/day)

Unarmored Defense

Reckless Attack

Danger Sense

Spirit Seeker

Totem Spirit (Bear)

Aspect of the Beast (Eagle)

Sneak Attack (+3d6)

Expertise (Stealth, Athletics)

Thieves' Cant

Cunning Action

Assassinate

 

SKILLS

Athletics +13, Insight +4, Nature +4, Perception +4, Stealth +10, Survival +4

 

WEAPONS

Greatsword (2-handed)
+9 to hit, 2d6+5 slashing

Unarmed Strike
+9 to hit, 1d4+5 bludgeoning

Rapier

+9 to hit, 1d8+5 piercing finesse

 

EQUIPMENT 

Set of fur clothing, set of thieves' tools, belt pouch, an explorer's pack, a silver skull the size of a coin (trinket) and Antonio the riding horse.

 

PERSONAL CHARACTERISTICS

Traits: "I watch over my friends as if they were a litter of newborn pups". "I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to"

Ideal: "Life is like the season, in constant change, and we must change with it" (Chaotic)

Bond: “I owe my guild a great debt for forging me into the person I am today."

Flaw: “Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish"

 

BACKSTORY

The Lady Odara joined the Monster Hunter League after her village was almost wiped out by a dragon attack. Daughter to the chieftain of her tribe, Odara is a Lady only in name, and few dare to use that title in her presence, lest they incur her wrath.

Some say Odara's eyes weren't always red, but that the blood of her preys soaked the irises crimson. Men are intimidated by her fierce look and her monstrous strength, but some women swoon over her tall figure and broad shoulders. Odara would rather let those women fall to the ground than catch them, for she does not bother with the weak. "Survival of the fittest" is what she believes in, a lesson carved into her memories when the dragon destroyed her village.

 

Wrecan
Lizardmen Monk 2/Paladin 1 (Human Variant)
Medium Male Humanoid

Armor Class 15 (shield)
Hit Points 19 
Speed 40 ft.
Sense Normal     
Str 13 (+1) Dex 16 (+3)  Con 10 (+0)
Int 08 (-1)  Wis 14 (+2)  Cha 13 (+1)
Alignment Lawful Good
Languages Common, Draconic, Dwarvish, Elvish
Trait  
Background Sage [Researcher]
  Specialty: Scribe
  Personality Trait: I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
  Ideal: Might. Knowledge. The path to power and self-improvement is through knowledge.
  Bond: My life’s work is a series of tomes related to a specific field of lore.
   Flaw: Unlocking an ancient mystery is worth the price of acivilization.
Proficiency (+2)
   Tools: Artisant Tool (
Calligrapher's supplies)
   Saving Throws: Strenght +3, Dexterity +5

Skill Acrobatics+5, Arcana +1, History +1, Persuasion +3, Stealth +5
Feat Inspiring Leader
Unarmed Strike 
Unarmored Defense
Martial Arts
Ki 
Unarmored Movement
Divine Sense
Lay on Hands
Actions
Melee Attack— Unarmed Strike: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 bludgeoning damage 
Melee Attack—Short Sword: +5 to hit (reach 5 ft.; one creature). 
Hit:  1d6+3 piercing damage    
Ranged Attack—Longbow: +5 to hit (range 150/600 ft.; one creature). 
Hit:  1d8+3 piercing damage    
Equipment: shield, short sword, longbow, quiver with 30 arrows, bone necklace, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp

Wrecan [REC-ann] is a venerable, half-blind lizardmen with gray to brown scales, reaching nearly 7 feet tall with a tail extending 4 feet. No one is sure which patch of swamp or marsh he was born into as he has travelled a lot but it is presumed that Wrecan was member of a more advanced tribe which traded with humankind due to his sophisticated speech and vast knowledge. Fluent in Common, Wrecan was said to have negotiated treaties on behalf of his people in the past and is a remarkable communicatior and diplomate. One particular note is that his inspiration never seems to expand when dealt with. It is also said that his teachings and wisdom can still be found in a remote cave but the way to reach it can be difficult. One of last appearance was when he helped adventurers fighting the Ghosts of Dragonspear Castle in an abandoned temple called Fane of the Sun Swallower, which was built by worshipers of the sun god Amaunator long ago, lying deep in the Lizard Marsh near Daggerford in the Dessarin Valley. There in the throne room of the lizard queen Vethka he was found cowering behind her throne after her defeat, saying he was pressed into serving Vethka as her advisor on pain of death. Wrecan was terrified of Vethka, believing she had demonic blood in her veins and accepted to help guide the adventurers deeper in the Fane in exchange for protection, since his fighting days are behind him but knew the layoutAfter leaving the Lizard marsh, no one knows where he went or what he did. A bard's tale sings that he joined The Ancient and is revered as a Paladin of the Old Faith, a wise and a sage. Some say he finally passed away under a cypress though his final resting place was never found, while others says rumors from all corners of Faerun has sighting of a lizardman matching Wrecan's description often helping folks before disappearing again....

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