Erev’yn Meliamne
(This is a personalization of the "Radar O'Reilley" build I posted on the Monk Guide.)
1st-Level Wood Elf Monk Medium Male Humanoid
Armour Class 16 (Unarmored Defense)Hit Points 9 (1d8+1)Speed 35 feet
Sense Darkvision 60’
STR 13 (+1) DEX 17 (+3) CON 12 (+1) INT 8 (-1) WIS 16 (+3) CHA 8 (-1)
Alignment Neutral GoodLanguages Common, Elvish, Giant
TRAITSBackground – Merchant Guild Feature: Guild MemberRacial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, TranceProficiency (+2) Tools: Cartographer’s Tools Weapons: longbow, shortbow, longsword, shortsword, simple weapons Saving Throws: STR, DEXClass Features: Unarmored Defense, Martial Arts
SKILLS Acrobat +5, Insight +5, Medicine +5, Perception +5, Stealth +5
WEAPON ATTACKSShortsword (disassembled pair of scissors) +5 to hit, 1d4+3 slashingUnarmed strike +5 to hit, 1d4+3 bludgeoningDart (knitting needles) +5 to hit, 1d4+3 piercing, range (20/60) EQUIPMENT Cartographer’s Tools, Explorer’s Pack, Travellers’ clothes, 10 Darts, Shortsword, Letter of Introduction from Guild, Trinket: Gemstone / Lump of Coal, 15 GP on belt pouch
Special: the trinket is ki-sensitive. Anybody who can see it as a gemstone has ki potential. Anybody who sees it as a lump of coal, doesn't.
PERSONAL CHARACTERISTICS Personality: Erev’yn ran the Original Marathon. At need, he would do it again. Getting information into hands capable of exploiting it, can be a matter of life and death. Personality: Erev’yn can quote - or misquote - words of wisdom for almost any occasion. One day he will attain the wisdom to craft his own pithy quotes. Ideal: Erev’yn aspires to increase wealth – for himself, his suppliers, his customers, and the population in general. This is not greed, which is the desire to possess wealth owned by others. Bond: It is Erev’yn’s duty to locate qualified (ki-potential) youth to recruit to the monastery. For now, this means "wear a necklace." Flaw: Erev’yn despises a fair fight; better to ambush or outnumber, and destroy, your enemies. "A fair fight" is usually destructive of resources, compared to a decisive victory.
DESCRIPTION
Standing 4 1/2 feet tall and weighing barely 100 pounds (small for an elf), Erev'yn sports lilac eyes, treebark-brown skin, and dark brown hair (which turns light brown when he has been in too much sunshine).
BACKSTORY Erev’yn's father moved from a small village into a town and was able to join the Weaver’s Guild; this was one of the highlights of his life. As a child, Erev'yn was picked to join the Cartographer's Guild. His parents were pleased with this, seeing it as the first step in achieving his own station in life. As a teen, he was interviewed by a Merchant's Guild, and invited to join. The guild is legitimate and above-board; it also is used as cover by a monastery of devotees to Auppenser, the long-lost god of psionics and wealth. The devotees became interested in Erev'yn because he displayed signs of ki potential. Ki is somehow related to psionics; the nature of the connection is still a matter of study and debate. Erev'yn's talents make him a good scout for a travelling caravan. (He is supposed to report back information, not fight dangers himself.) Most guild members are aware of the devotees, but are not conversant with the nature or purpose of the organization; when asked, members might reply 'they venerate Auppenser, the ancient god of plenty' . Normal guild members seek to improve their lifestyle; the monks appreciate high quality and the finer things in life, but recognize that “all things in moderation” is the best life.
Making it up as I go along:
{BRJN} If I was writing the Tome of Lore, I would let Auppenser sleep. But I also would have him dream. In his dreaming he re-activates the innate powers of (some) mortal minds. Or his dreaming changes the nature of reality - currently very malleable thanks to Spellplague &c. Or whatever really cool flavor text and pseudo-science explanation people react positively to.
{Lord_Karsus} You know, I like that better than the explanations for the Spellplague.
{BRJN} If Bhaal approves of The Joker, does he approve of Jack Nicholson's portrayal or Heath Ledger's protrayal more?
{Stigger} That question is utterly classic, and completely on target.
Prepped ahead of time:
I started the 4e thread "1001 Failed Interrogation Results" (now lost in that great electronic goodnight, alas)
{ADHadh} These are all good and make sense! I just can't come up with something that's not covered here and is not completely ridiculous.
(News bulletin: Updated thread to be posted after I review the 5e DMG)
Active:
Erevyn Meliamne, Wood Elf Rogue1/Monk2, AL, inspired by "Radar O'Reilly" from M*A*S*H: Perception(max)
Alavos of Kirauma, Half-elf Ancients Paladin8, HotDQ / Tiamat, Warlord themed - now an NPC because I was voted DM for our group !
Characters Ready-to-go:
none at present; gotta work on somebody from below !
Concepts I'm kicking around:
Tiefling Bard - party "face", skillful, future business master (using 3e FRCS background material) and patron to beginning adventurers.
Barbarian w/Tough feat, to be nearly indestructible
"Truenamer" cleric - all spells are Verbal
"Buggy" Wizard - insect flavor on everything. His DMPC / BBEG version is going to become a beetle version of a Worm That Walks. (See the 4e MM picture of a Lamia.) Because lichdom is so cliche.
Gorik Ungart1st-level Half-Dwarf Fighter (Half-Orc) Medium Male HumanoidArmor Class 16 (scale mail)Hit Points 12 (1d10)Speed 30 ft.Sense darvision 60 ft. Str 16 (+3) Dex 14 (+2) Con 14 (+2)Int 12 (+1) Wis 13 (+1) Cha 12 (+1)Alignment neutral goodLanguages dwarvish, commonTrait Menacing Relentless Endurance Savage Attack Background Criminal [Criminal Contact] Specialty: Thug (Enforcer variant) Personality Trait: I blow up at the slightest insult. Ideal: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. Bond: I love of alcohol a little too much. Flaw: I'm feared in the keep for my hot temper. Proficiency (+2) Tools: Gaming set (Dragonchess), Thieves' Tools Saving Throws: Strenght +5, Constitution +4 Skill Acrobatics +4, Athletic +2, Deception +3, Intimidation +3 Great Weapon Fighting Style Second Wind (1/rest)ActionsMelee Attack— Maul: +5 to hit (reach 5 ft.; one creature). Hit: 2d6+3 bludgeoning damage Ranged Attack—Spear: +5 to hit (range 20/60 ft; one creature). Hit: 1d6+3 piercing damage Equipment: Scalemail, maul, 2 spears, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, half of a set of manacles, net, crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp
Gorik [GO-rick] was born in Keep Havenskull 30 winters ago after an Orc raid left his mother, Qwynn Ungart, pregnant. Not to dishonor the Ungart clan, the patriarch allowed the young dwarven mother to carry the pregnancy to term and keep the child. Unfortunately she died while giving birth to this boulder of a baby, but Gorik was raised like any member of the clan. Taller than most dwarves, towering over 5 feet and weighting a massive 200 lb, Gorik is bald and covered of tribal tattoo of his clan history which he values highly (his ideal). He also wears a ragged grey beard. Gorik rapidly became the black sheep of his clan after gaining a bad reputation. Brutish and rowdy, especially when intoxicated, he will fight just about anyone and this caused him to visit the dungeon on several occasions. He has a ''visitor’s bracelet'' he claims, keeping half of a set of manacles. He gets a tattoo on his body and face every time he's been locked-up. Gorik is feared in the keep for his hot temper (his flaw) and love of alcohol (his bond), making things degenerating quickly quite often. Yet he still remains a loyal mercenary, willing to risk danger for gold and glory that can be counted on when the need arise. He volunteered to investigate the recent disappearances at the Crumbler Canyon mines with members of his clan.
Welky Ungart 1st-level Dwarf Rogue Medium Famale HumanoidArmor Class 15 (studded leather)Hit Points 11 (1d8)Speed 25 ft.Sense Darkvision 60 ft. Str 18 (+4) Dex 16 (+3) Con 14 (+2)Int 07 (-2) Wis 14 (+2) Cha 11 (+0)Alignment neutral goodLanguages dwarvish, common, undercommon, thieves' cantTrait Dwarven Resilience Stonecunning Dwarven Toughness Background Outlander [Wanderer] Origin: Bounty Hunter Personality Traits: I know a story relevant to almost every situation. Ideal: People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. Bond: I want to be famous, whatever it takes. Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.Proficiency (+2) Tools: Artisant's Tools (Smith's Tools), Thieve's Tool*, Musical Instrument (Horn) Saving Throws: Dexterity +5, Intelligence +0Skill Acobatics +5, Athletics +6, Deception +3, Intimidation+2, Persuasion +2, Stealth +7*, Survival +4Expertise*Sneak Attack (1d6)ActionsMelee Attacks— Dagger +6 to hit (reach 5 ft.; one creature). Hit: 1d4+4 piercing damage / 1d4 piercing damageRanged Attack—Hand Crossbow: +5 to hit (range 80/320 ft; one creature). Hit: 1d6+3 piercing damageEquipment: Studded leather armor, 3 daggers, collection of "wanted" broadchseets, hand crossbow, thieve's tools, crowbar, 2 sets of manacles, net, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, staff, a hunting trap, a trophy from an animal you killed (lock of hair from previous bounty), a set of traveler’s clothes, and a belt pouch containing 10 gp
Welky [Welk-E] was born in Keep Havenskull a little over 25 winters ago. Sister to Gorik and cousin to Ragnar, this dwarven is a hard woman of a kind. She is well versed in many skills and has built a reputation for herself as a determined Bounty Hunter ready to pursue a quarry as far as hell. She doesn't do it for money, but pride, which she shows a lot. Welky is also an experts in all things mechanical and is adept at disarming traps, locks and other complex devices with a certain ease. She also like to delve into old ruins when off duty, exploring lost place and broken keeps of fallen kingdoms. Welky is short and stocky and has brown hair and usually keep her beard shaved. She wields 2 daggers and wears reinforced leather armor. She wears the typical facial makeup female dwarves often wear in Havenskull, tribal dethek runic markings relating to the history and achievements of the Ungart clan. Having recently heard of the interrupted activity in the Crumbler Canyon, she want to catch her current bounty before joining the expedition to investigate. She thinks her fighting and exploration skills could certainly help, not to mention she has family working in the mine, uncle Judlynn "Ol'J" Ungart, for which she worries and fears for the worse.
Najiira Hal-Amsah1st-level Human Bard Medium Female HumanoidArmor Class 15 (studded leather armor)Hit Points 10 (1d8)Speed 30 ft.Sense normalStr 11 (+0) Dex 17 (+3) Con 14 (+2)Int 12 (+1) Wis 11 (+0) Cha 14 (+2)Alignment lawful goodLanguages common, draconic, dwarvish, undercommunTrait Background Sage [Researcher] Specialty: Researcher Personality Traits: There’s nothing I like more than a good mystery. Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself. Bond: I've been searching my whole life for the answer to a certain question. Flaw: I am easily distracted by the promise of information.Proficiency (+2) Tools: Musical Instruments (lute, flute, horn), Thieve's Tool, Gaming Set (dice) Saving Throws: Dexterity +5, Charisma +4Skill Arcana +3, History +3, Investigation +3, Medecine +2, Nature +3Spellcasting (Save DC 12, +4 to hit with spell attacks) Cantrip (at-will) - light, vicious mockery 1st Level (2/day) - comprehend language, detect magic, cure wounds, thunderwaveBardic InspirationActionsMelee Attacks— Rapier: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 piercing damage Ranged Attack—Hand Crossbow: +5 to hit (range 30/120 ft; one creature). Hit: 1d6+3 piercing damage Ranged Attack—Vicious Mockery DC 12 Wisdom saving throw (range 60 ft; one creature). Hit: 1d4 psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.Equipment: Studded leather armor, rapier, hand crossbow, component pouch, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, musical instrument (buzuq), 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
Najiira [Na-G-E-ra] is a strinkingly beautiful vistani woman of 30 years old with long black flowing hair and dark piercing eyes. She was born in the southern land in a beddine tribe of Moujahiira nomad roaming the hot desert. Well versed in many languages, she spearks with an accent that shows her origins. Najiira loves tattoos and get one every new places she goes, and her latest on a cheek is a spiral shaped dwarvish rune called Gorak'Zagaz which roughly translate as magical sage. She is a wanderer constantly moving from one place to another to learn people customs and habbits, and bringing her exotic music and stories to them. She is a sage and chronicler fond of magic and has travelled a lot despite her age to study arcana phenomenon anywhere. Najiira recently arrived in Havenskull to perfect her dwarvish and started studying the dwarves arstistry craftmanship influenced by dwarven clerical magic and rapidly became accepted in the community with her medecine skills and extensive knowledge and became attached with one clan in particular that hosted her, the Ungart. After hearring news of the recent disappearances at the Crumbler Canyon mine, she is looking for ways to join the expedition and investigate as she thinks sinister forces might be behind, - and possibly magic - and she also want to help the clan hosting her in any way she can as they have relative missing.
Rhogar "Tempest" Norixius
3rd level Dragonborn Paladian 2/ Barbarian 1
Armor Class 17 (Breastplate, shield)Hit Points 26 (2d10/1d12 +1)Speed 30 ft.Sense normalStr 16(+3) Dex 13 (+1) Con 12 (+1)Int 8(-1) Wis 10 (+0) Cha 16 (+3)
Alignment lawful goodLanguages common, draconic, celestial, infernal Trait
Draconic Ancestery: bronze
Breath weapon: Lightning, 5x30 line
Damage Resistance: Lightning
Background: Acoylte
Proficiency (+2) Tools: Saving Throws: Wisdom +2 Charisma +5Skill Athletics, Medicine, Insight, Religion
Divine Sense 3/day
Lay on Hands 10 hp
Fighting style Dueling
Divine SmiteSpellcasting (Save DC 13, +5 to hit with spell attacks) 1st Level (2/day) - Cure Wounds, Divine Favor, Heroism, Thunderous Smite
Rage 2/day +2 damage
Actions
Melee Attacks—Battleaxe +5 to hit, 1d8+5/+7 rage damageRanged Attack—Javelin +5 to hit, 1d6+3 damageEquipment: Breastplate, shield, battleaxe, five javelins, explorer's pack, holy symbol, a prayer book, 5 sticks o f incense, vestments, a set o f common clothes, and a belt pouch containing 15 gp
Story to Come soon!!!!
Here is a neverwinter guard I made for my campaign to... discipline some of the players for fighting with weapons in city limits. I expanded on him more than I normally would a NPC because I started really liking the "Half-Orc/fighter" combination. Stats are rolled except for height/weight they are beefed up a lil because I'm the DM and I can do that! :D
Gro Smosh Blu-Smith
3rd level Half-Orc Fighter
Age: 26 Height: 6' Weight: 280Eyes: left black, right green Skin: Gray, Hair: black
Armor Class: 19 (Chainmail, shield)Hit Points: 22 (3d10)Speed: 30 ft.
Str 18 (+4) Dex 12 (+1) Con 14 (+2) Int 11 (-1) Wis 11 (0) Cha 11 (0)
Alignment: lawfulLanguages: common and OrcBackground: OutlanderPersonality Trait: I’m driven by a wanderlust that led me away from home.Ideals: It is each person’s responsibility to make the most happiness for the whole tribe.Bonds: I am the last of my tribe, and it is up to me to ensure their names enter legend.Flaws: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
Proficiency (+2)Armor: AllWeapon: Simple weapons and Martial weaponsTools: DrumSaving Throws: Strength +6, Constitution +4Skill: Acrobatics, Animal Handling, Athletics, Intimidation, Survival
Fighting style: defenseTraits: Second Wind, Action Surge
Martial Archetype: Champion
Other Traits: Improved Critical, Relentless Endurance, Darkvision, Savage Attacks
Melee Attacks: Battleaxe +6 to hit, 1d8 SlashingRanged Attack: Handaxe (30/120) +6 to hit, 1d6 slashing damageEquipment: Chainmail, shield, battleaxe, two handaxes, explorer's pack.
Backstory:
Gro was part of a Half-Orc town of bastard outcasts. His grandparents were exiled 53 years before his birth. His Grandfather was a blacksmith and traded often with Human settlements and took the name Smith as a way to create credibility.
Gro's father died before he could teach him the ways of smithcraft and Gro was less than adept to try himself. This was hard on Gro and he traveled to Neverwinter to find work and a purpose.
He found work in the Neverwinter guard service and protected the streets and adventurers from ruffians, bandits, goblins, and the like. This has been a good outlet for Gro as he's always felt he had some anger to take out on others.
Please critique my thread that got no love.
Counting 103 characters posted!
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
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(L1 version posted above.)
5th-Level Wood Elf (Monk4/Rogue1) Medium Male Humanoid
Armour Class 16 (Unarmored Defense)Hit Points 29 (5d8+5)Speed 45 feet
STR 13 (+1) DEX 17 (+3) CON 12 (+1) INT 8 (-1) WIS 17 (+3) CHA 8 (-1)
Alignment Neutral GoodLanguages Common, Elvish, Giant (or Draconic for HotDQ / RoT)
TRAITSBackground – Merchant Guild Feature: Guild MemberRacial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, TranceProficiency (+2) Tools: Cartographer’s Tools Weapons: longbow, shortbow, longsword, shortsword, simple weapons Saving Throws: STR, DEXClass Features: Unarmored Defense, Martial Arts, Sneak Attack, Expertise, Thieves' Cant, Ki (save DCs 14), Unarmored Movement, Way of the Open Hand, Deflect Missile (1d10+7 HP), Slow Fall (20 HP)
Feat: Observant
SKILLS Athletic +3, Acrobat +5, Insight (or Stealth) +9, Medicine +5, Perception +9, Stealth (or Insight) +5
Passive Perception 24 Passive Investigation 18
WEAPON ATTACKSShortsword (disassembled pair of scissors) +6 to hit, 1d4+3 slashingUnarmed strike +6 to hit, 1d4+3 bludgeoningDart (knitting needles) +6 to hit, 1d4+3 piercing, range (20/60) EQUIPMENT Cartographer’s Tools, Explorer’s Pack, Travellers’ clothes, 10 Darts, Shortsword, Letter of Introduction from Guild, Trinket: Gemstone / Lump of Coal, 15 GP on belt pouch
Special: the trinket is ki-sensitive. Anybody who can see it as a gemstone (cut obsidian) has ki potential. Anybody who sees it as a lump of coal, doesn't. When Erevyn has ki to expend, the gem has several highlights within.
Magic Weapon: Brass Knuckles +1 (stats not included with Unarmed Strike above); description obvious
PERSONAL CHARACTERISTICS Personality: Erev’yn ran the Original Marathon. At need, he would do it again. Getting information into hands capable of exploiting it, can be a matter of life and death. Personality: Erev’yn can quote - or misquote - words of wisdom for almost any occasion. One day he will attain the wisdom to craft his own pithy quotes. Ideal: Erev’yn aspires to increase wealth – for himself, his suppliers, his customers, and the population in general. This is not greed, which is the desire to possess wealth owned by others. Bond: It is Erev’yn’s duty to locate qualified (ki-potential) youth to recruit to the monastery. For now, this means "wear a necklace." Flaw: Erev’yn despises a fair fight; better to ambush or outnumber, and destroy, your enemies. "A fair fight" is usually destructive of resources, compared to a quick victory (or decision to avoid fighting).
Standing 4 1/2 feet tall and weighing barely 100 pounds (small for an elf), Erev'yn sports lilac eyes, treebark-brown skin, and dark brown hair (which turns light brown when he has gotten too much sunshine).
BACKSTORY Erev’yn is the son of a Weaver’s Guild member. As a teen, he was picked to join a Merchant’s Guild. His parents were pleased with this, seeing it as an improvement to his status in life. The guild is legitimate and above-board; it also is used as cover by a monastery of devotees to Auppenser, the long-lost god of psionics and wealth. The devotees became interested in him because he displayed signs of ki potential. Ki is somehow related to psionics; the nature of the connection is still a matter of study and debate. Erev'yn's talents make him a good scout for a travelling caravan. (He is supposed to report back information, not fight dangers himself.) Most guild members are aware of the devotees, but are not conversant with the nature or purpose of the organization; when asked members might reply 'they venerate Auppenser, the ancient god of plenty' . Normal guild members seek to improve their lifestyle; the monks appreciate high quality and the finer things in life, but recognize that “all things in moderation” is the best life.
Le'thael, the Pallid Ghost
3rd-level Half-Elf (Rogue-1/Monk-1/Warlock-1)
Medium Male HumanoidArmor Class 16Hit Points 21 (3d8+3)Speed 30 feetSense darkvision 60-ft., passive perception 17Str 8 (-1) Dex 16 (+3) Con 12 (+1)Int 10 (+0) Wis 16 (+3) Cha 14 (+2)Alignment Lawful NeutralLanguages Common, Celestial, Elvish, Fey
TRAITS Background - Acolyte Feature: Shelter of the Faithful Proficiency (+2)
Armor: Light Armor Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Forgery Kit, Thieves’ Tools Saving Throws: Dexterity, Intelligence.
RACIAL FEATURES
Darkvision
Fey Ancestry
Skill Versatility
CLASS FEATURES
Expertise*
Sneak Attack (1d6)
Thieves’ Cant
Martial Arts (1d4)
Otherworldly Patron: the Archfey
Expanded Spell List (faerie fire, sleep)
Fey Presence (DC 14)
SKILLS Acrobatics +5, Athletics +1, Insight +5, Investigation +2, Perception* +7, Persuasion +4, Religion +2, Stealth* +7
WEAPONS
Elven Thinblades (shortswords) +5 to hit, 1d6+3 slashing
Shortbow +5 to hit, 1d6+3 piercing
Daggers +5 to hit, 1d4+3 piercing
Throwing Spikes +5 to hit, 1d4+3 piercing
SPELLSMagic Ability: CharismaMAM: +4Save DC: 12Cantrips: friends, minor illusion.
1st-level Spells (1 slot): hex, sleep.
EQUIPMENT
Traveler’s clothes, (2) elven thinblades, (2) daggers, (6) throwing spikes, shortbow, quiver (w/ 20 arrows), thieves’ tools, burglar’s pack, holy symbol, prayer book, vestments, (5) stick of incense, belt pouch with 15 gp.
PERSONALITYTraits: “I quote sacred texts and proverbs in almost every situation.”
“I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.”Ideal: Faith. “I trust the church knows what is best. I have faith that my obedience will lead to a better world.”
Bond: “Everything I do, I do in the name of the church.”
Flaw: “Once I set upon a goal, I become obsessed with it. Sometimes to the detriment of everything else in my life.”
BACKSTORY
Le’thael was born to an elven mother and human father nearly 40 years ago. Having no memory of his parents, he was taken in and raised by the high elf priests and monks of the church on Velanthomyr, the Golden Isle. The monks and priests of his order have always refused or avoided speaking to the circumstances surrounding his birth and subsequent adoption by the church.
Early in his youth, it became apparent he was a uniquely gifted child. Even more striking given his "deluded" blood. Marked by the gods, Le’thael (meaning “Given of the Gods” in elvish) was soon swept into the Order of the Unseen to train, and later serve, as an esteemed Hand of the Gods. Even in such an exclusive and demanding faction as the Unseen, he continued to excel. His skills and dominance eventually earned him the nickname, the Pallid Ghost.
Now, Le’thael serves as a clandestine agent of the church, eliminating problems and maintaining the status quo. The needs of the church demand it. And Le’thael knows only to serve. Unquestioningly.
Leugren wrote: bawylie wrote: Can we get this stickied? Seconded.
bawylie wrote: Can we get this stickied?
Can we get this stickied?
Seconded.
Montréal, Qc
@Plaguescarred
Awesome, thanks!
And thanks to everyone who has contributed to this great resource!
I have down loaded a few of these and plan on using them Thanks for doing such a good job I am just now getting back intyo d and d after a long hiedas.
I am a musician who, loves to role play bards, becuse it is Natural for me to do so.
An idea - suppose we rebrand this thread slightly and make it a repository, not only of new, unused, characters, but also a kind of Valhalla for characters that people have finished playing with but still love?
As in "Jack the Giant Slayer has reached 17th level and I've started a new character for this year's campaign but Jack is not forgotten and is still there on the internet" kind of thing ?
BoldItalic wrote: An idea - suppose we rebrand this thread slightly and make it a repository, not only of new, unused, characters, but also a kind of Valhalla for characters that people have finished playing with but still love?
Start a dedicated thread: The Hall of Heroes. That would be yet more appropriate.
If both threads get stickied, we will have easy-to-find examples of character development through the beginning, midpoints, and end of their career.
BoldItalic has been so kind as to review the existing characters and mark a few dozen of them as potentially legal for organized player in the Adventurers League. When everything has been doublechecked and verified, I will go back to the index on the first post and mark them as "AL Legal" so that organized play participants can quickly find a character they can use.
Starting with the bottom of this list (below), BoldItalic is checking each character. If another kind community member would like to start from the top, you guys can meet in the middle and cut the workload in half. If you'll be helping out, please let it be known!
Thank you to all for your assistance with this useful resource!
Barbarian
Brinan, 1st-level Human Barbarian (Hermit) Komät the Swift, 1st-level Human Barbarian (Outlander) Toruk Smells-blood, 1st-level Half-Orc Barbarian (Outlander)
Bard Falsetto Jones, 1st-level Human Bard (Criminal) Artun Felec, 1st-level Half-Elf Bard (Spy) Kursh Lowtone, 1st-level Half-Orc Bard (Guild Artisan) Baird, 1st-level Half-Elf Bard (Charlatan)
Cleric Vadania Galanodel, 1st-level Wood Elf Cleric (Sage) Marshal Heeling, 1st-level Human Cleric (Soldier) Bree, 1st-level Stout Halfling Cleric (Acolyte) Xia Wei, 1st-level Human Cleric (Acolyte)
Fighter Leugren Torfaen, 1st-level Mountain Dwarf Fighter (Soldier) Corrin Underbough, 1st-level Halfling Fighter (Folk Hero) Alethra Bersk, 1st-level Human Fighter (Criminal) Darius Amateus Nero, 1st-level Human Fighter (Criminal) Selviyel the Forest Shadow, 1st-level Wood Elf Fighter (Folk Hero) Sir Kerian Désol, 1st-level Human Fighter (Noble) Imsh Il-Khan, 1st-level Half-Orc Fighter (Outlander)
Monk Kyban, 1st-level Lightfoot Halfling Monk [Way of Shadow] Kirin Ichiban, 1st-level Wood Elf Monk (Wanderer) Rekish, 1st-level Dragonborn Monk (Folk Hero) Ev'ryn Meliamne, 1st-level Wood Elf Monk (Outlander)
Paladin Evandarr Thane, 1st-level Human Paladin (Folk Hero) Syl "Glory" Moonwave, 1st-level Tiefling Paladin (Acolyte) Darden Stubblefoot, 1st-level Lightfoot Halfling Paladin (Criminal)
Rogue Chuck Dagger, 1st-level Human Rogue (Criminal) Valemon, 1st-level Wood Elf Rogue (Criminal) Dravos, 1st-level Human Rogue (Criminal) Handsome Dan, 1st-level Human Rogue (Folk Hero) Kezefiël, 1st-level Tiefling Rogue (Urchin)
Warlock Maes, 1st-level Human Warlock (Criminal) Laznabog Krimm, 1st-level Tiefling Warlock (Charlatan) Hex Arcana, 1st-level Tiefling Warlock (Entertainer) Diogeen "The Cliche" Callo, 1st-level Half-Elf Warlock (Criminal)
Wizard Tark Stonefire, 1st-level Mountain Dwarf Wizard (Soldier) Kreslin of the [Academy], 1st-level Human Wizard (Sage) Jagan Makarius, 1st-level Lightfoot Halfling Wizard (Sage) Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, 1st-level Rock Gnome Wizard (Sage) Caulder Sunspire, 1st-level Mountain Dwarf Wizard
iserith wrote: BoldItalic has been so kind as to review the existing characters and mark a few dozen of them as potentially legal for organized player in the Adventurers League. When everything has been doublechecked and verified, I will go back to the index on the first post and mark them as "AL Legal" so that organized play participants can quickly find a character they can use. Starting with the bottom of this list (below), BoldItalic is checking each character. If another kind community member would like to start from the top, you guys can meet in the middle and cut the workload in half. If you'll be helping out, please let it be known!
Wizards
Valid for AL :
Not Valid for AL:
Valid for AL:
Handsome Dan, 1st-level Human Rogue (Folk Hero) is valid
Fighters
For starting equipment, the AL rules allow maximum gp according to Class to be taken as an alternative to the Class+Background packages. In many cases, it is possible to buy the same equipment as in the packages and have more gold left over than the background alone would provide. Essentially, if you take that option, you get free gold at the expense of a few minutes looking up prices and doing the arithmetic.
edit: 2015-03-10
The AL rules have changed for the Elemental Evil season: it is now mandatory to take the equipment packages for your background and class.
Ataway3rd-level Human Wizard Medium Female HumanoidArmor Class 16 (mage armor)Hit Points 21 (3d6)Speed 30 ft.Sense normal Str 07 (-2) Dex 17 (+3) Con 12 (+1) Int 18 (+4) Wis 10 (+0) Cha 06 (-2) Alignment neutral goodLanguages common, giant, undercommon, durpariTrait Background Hermit [Discovery] Life of Seclusion: I was partaking of communal living in accordance with the dictates of Oghma order. Personality Trait: I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me. Flaw: I am dogmatic in my thoughts and philosophy.Proficiency (+2) Tools: herbalism kit Saving Throws: Intelligence +4, Wisdom +2Skill Arcana +6, Investigation +6, Medecine +2, Perception +2, Religion +6Feat ObservantSpellcasting (Save DC 14, Spell Attack +6) Cantrip (at will) - acid splash, ray of frost, shocking grasp 1st-level (4/days) - comprehend language, mage armor, detect magic, find familiar, identify, magic missile, shield, thunderwave 2nd-level (2/days) - suggestion, scorching rayArcane RecoveryEnchantment Arcane TraditionEnchantment SavantHypnotic GazeActionsMelee Attack— Shocking Grasp: +5 to hit (reach 5 ft.; one creature). Hit: 1d8 lightning damage and the target can’t take reactions until the start of its next turn. Ranged Attack—Ray of Frost: +5 to hit (range 60 ft; one creature). Hit: 1d8 cold damage and the target's speed is reduced by 10 feet until your next turn.Equipment: sling + 40 bullets, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a scroll case stuffed full of notes from your Curna prayers, a winter blanket, a set of common clothes, an ornate scabbard that fits no blade you have found so far, an herbalism kit, and 5 gp
Ataway [atta-WAY] is a Durpari female native with long dark hair and eyes, facial tattoos and feathers she wears as customs of her people. Born in Durpar in 1471 DR, Ataway worships the Adama, the Durparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings, known as Curna, goddess of wisdom. Ataway embarked on pilgrimage to an Oghma temple in the Heartland, who is most notably known as, to enter its congregation and share knowledge for the sages of the Library of Curna. The Library of Curna in the Curna Mountains, also known as the Mountains of Wisdom in the Shining South holds the most prominent center of scholarship and worship of Oghma in the guise of Curna. Its contents are said to differ from Candlekeeps in that they focus more on current events, business, and naturalistic studies that Candlekeeps collection, whose strength is by far in historical works. Ataway is a shaman excelling in charm enchantment magic.
BoldItalic wrote: Not Valid for AL: Dravos, 1st-level Human Rogue (Criminal) is neutral evil aligment - not allowed in AL. Kezefiël, 1st-level Tiefling Rogue (Urchin) is not quite valid as listed - the AC is wrong and there should be a third Tools proficiency because Thieves' Tools is duplicated
BoldItalic wrote: I'll edit this post as I check more characters Response to BoldItalic (the formatting on this reply keeps messing up...) I can tell you ahead of time that the Sorceress Althaea Ilphelkiir I added to this thread is not, nor was ever intended to be "AL legal" when I created her and posted her stats... I do not envy you the job of going through each and every character's stats on this thread...but I do admire your dedication to the task!
I can tell you ahead of time that the Sorceress Althaea Ilphelkiir I added to this thread is not, nor was ever intended to be "AL legal" when I created her and posted her stats...
I do not envy you the job of going through each and every character's stats on this thread...but I do admire your dedication to the task!
Akeisha Roberts on Twitter
Akeisha's Moonhaven Forest Blog
Plaguescarred4 wrote: BoldItalic wrote: Not Valid for AL: Dravos, 1st-level Human Rogue (Criminal) is neutral evil aligment - not allowed in AL. Kezefiël, 1st-level Tiefling Rogue (Urchin) is not quite valid as listed - the AC is wrong and there should be a third Tools proficiency because Thieves' Tools is duplicated As soon as my original account is restored merged successfully, i will be able to lon in to edit and fix them by giving Dravos an alignment of LE and Kezefiël an AC of 14 + forgery kit proficiency. This should make them AL legal.
As soon as my original account is restored merged successfully, i will be able to lon in to edit and fix them by giving Dravos an alignment of LE and Kezefiël an AC of 14 + forgery kit proficiency. This should make them AL legal.
That's great
Akeisha wrote: BoldItalic wrote: I'll edit this post as I check more characters Response to BoldItalic (the formatting on this reply keeps messing up...) I can tell you ahead of time that the Sorceress Althaea Ilphelkiir I added to this thread is not, nor was ever intended to be "AL legal" when I created her and posted her stats... I do not envy you the job of going through each and every character's stats on this thread...but I do admire your dedication to the task!
Thanks. I'm only working through the reduced list that Iserith posted upthread, so it's not so bad. Only 25 to go, all the others were eliminated on the first pass.
Sadly, all of the sorcerers were eliminated for one reason or another on the first pass. And all the Rangers, too. When I'm done and we can see what we have left. maybe I will make some more to fill in the gaps. I'm working on some character generating software but it's not quite complete yet. When that's up and running, I will be able to churn out AL-legal pregens by the hundred, although they won't be very interesting the way all these hand-crafted ones are
BoldItalic wrote: Thanks. I'm only working through the reduced list that Iserith posted upthread, so it's not so bad. Only 25 to go, all the others were eliminated on the first pass. Sadly, all of the sorcerers were eliminated for one reason or another on the first pass. And all the Rangers, too. When I'm done and we can see what we have left. maybe I will make some more to fill in the gaps. I'm working on some character generating software but it's not quite complete yet. When that's up and running, I will be able to churn out AL-legal pregens by the hundred, although they won't be very interesting the way all these hand-crafted ones are
Hmm, interesting that entire "categories" seem to have been eliminated wholesale...
Ooooh...AL legal pre-gens by the hundreds eh?
I will agree that this batch of characters is definitely an "interesting" lot ha ha...
Swanky Hank McArthur Esquire the IV"Mac" to his friends.1st-Level Half-Elf RogueMedium Male HumanoidArmor Class: 14Hit Points: 11 (1d8+3)Speed: 30 FeetSense: Darkvision 60 ft., passive perception; 10Str: 8 (-1) Dex: 14 (+2) Con: 16 (+3)Int: 12 (+1) Wis: 10 (+0) Cha: 16 (+3)Alignment: Chaotic-NeutralLanguages: Common, Elvish, Halfling.
Traits Background - Charlatan Feature: False Identity Favorite Scheme: "I like to cheat at games of chances, using sleight-of-hand to pocket all sorts of goodies from my marks. Proficiency: +2 Armor: Light Armor Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords. Tools: Thieves' Tools, Disguise Kit, Forgery Kit. Saving Throws: Dexterity, Intelligence.
Racial Features Darkvision Fey Ancestry Skill Versatility
Class Feature Expertise* Sneak Attack (1d6) Thieves' Cant
Skills Acrobatics +4, Athletics +1, Deception +7*, Insight +2,Perception +2, Persuasion +7*, Sleight of Hand +4, Stealth +4
WeaponsMelee--Shortswords (2): +4 to hit (reach 5ft.; one creature). Finesse, Light.Hit: 1d6+2 piercing damage/ 1d6 piercing damage.Melee--Clubs: +1 to hit (reach 5ft.; one creature). Light.Hit: 1d4-1 bludgeoning damage.Melee/ Range--Daggers (4): +4 to hit (reach 5ft; one creature). Finesse, Light, Thrown (range 20/60 ft.).Hit: 1d4+2 piercing damage/ 1d4 piercing damage.Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.Hit: 1d8+2 piercing damage.
Equipment Studded Leather, Light Crossbow, Case of 20 Crossbow Bolts, 2 Shortswords, 4 Hidden Daggers, Club, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, and 50 ft. of Hempen Rope.), Thieves' Tools, Disguise Kit, Clothing (Common)*, Pouch containing 8 Gold Pieces & 1 Silver Piece.
*: Dyed dark blues and greys, includes a hood with a partial face mask, cloak.
Personality Personality Traits: Flattery is my preferred trick for getting what I want. I pocket anything I see that might have enough value. Ideals: Someday, people will tell legends of my accomplishments, whether they are true or not. Bonds: I owe everything to one man-- a dumb Rogue, who's rotting away in a whole, my dagger in his back. Flaws: I like to think of myself as a gift to any party. The others should treat me as such.
BackstoryLittle bit of Flavor for the masses. Hank grew up as nothing more than a filthy commoner, who complained about his equally filthy and quite boring life of being a pig farmer. Most nights, he would spend his meager daily pay on a mug or two of ale, listening to tales of adeventurers who often passed through his small village. One night, after a badly played game of dice, Hank had finally had enough of his meaningless life. Always feeling like nothing more than a placeholder, a name in a pub, Hank finally took matters into his own hands. A few evenings later, pon walking home, he chanced upon the fellow who had played him out of his meager 2 Silver Pieces. Being as quiet as he could, Hank drove his only means of protection, 2 daggers, deep into the back of the Suave Rogue. Dragging him out into the wild, Hank stripped the dying man of his clothing, equipment and buried him partially alive with the daggers still lodged deep in the man's back.
From that day onward, Hank told the dead man's adventures as his own, spreading rumors of a Suave rogue known through out the world as "Swanky Hank McArthur Esquire the IV,". He would lie, cheat, and con to get ahead, using his charming good looks to swindle.
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This Character should be legal by AL Standards. I used the starting wealth and standard array for stats.
*Lil' backstory on Hank.
Hank was an NPC, in a campaign between myself a couple of friends. That was how he started out anyways. Originally, our DM at the time needed a name for a couple of characters who our (at-thetime) rogue was playing (cheating) against at Dice in a small pub, in a small inconsequential farming village we were passing through. After a few decent rolls, our Rogue (we'll call him Swarmy), had cheated 3 pig farming commoners out of about 15 SP. Nothing impressive, but he made a big deal out of it during break.
We at the table were growing of tired Swarmy, he was supposed to be playing a Neutral-Good rogue who stole from those who had robbed others for their wealth and power. We all guessed that the power went to his head. During a break, we as a group had a small discussion while Swarmy's player ran for Pizza. Upon returning to the game, the DM gave Swarmy plenty of chances to reflect on his swindling, and when Swarmy decided to spend the 15 SP on a night with a bar wench. We all agreed that we gave Swarmy plenty of chances. After a few days of downtime within the village, while the DM prepared for the next chapter of our collective adventure, a random NPC happened upon a drunken Swarmy one evening, attempting to privately do his bodily business in an alleyway. Hank of course got Surprise, a natural critical with both attacks, max damage on all 4 rolls plus an added "sneak attack", was all it took to take Swarmy down to 0, thanks to an early pub brawl already having tooken a small chunk of his over-all health points.
As swarmy's player sat there, partially mortified, partially growing angrier with each failed death save, swarmy was stripped, buried and left to die in a shallow, unmarked grave in a known goblin territory.
Thus, Hank, went from being an NPC to becoming Swanky Hank McArthur Esquire the IV, a rogue we heard many rumors of through out our travels.
Needless to say, Swarmy's player missed a few weeks, but eventually came back to play a character with a better attitude.
When in doubt, grab a large stick.
"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.
Can we add NPC's? I have an entire list of NPC's. Figure this will help the DM's who struggle with filling their world.
Hilda GreenhillNPC Stout Halfling CommonerSmall Female HumanoidArmor Class: 10Hit Points: 4 (1d8)Speed 25 ft.Senses: passive Perception; 10Str: 10 (+0) Dex: 12 (+1) Con: 11 (+0)Int: 10 (+0) Wis: 10 (+0) Cha: 10 (+0)Alignment: Lawful-NeutralLanguages: Common, Halfling
Racial Traits Lucky Brave Halfling Nimbleness Stout Resilience
ActionsMelee--"Cast-Iron Frying Pan" (Club): +2 to hit (reach 5ft.; one ceature). Light.Hit: 1d4 bludgeoning damage.
Equipment "Cast-Iron Frying Pan" (Club), Clothes (Common)*.
*: Earth-tone Blouse, floor length Skirt, Black Boots, dirty White Apron.
Personality: Personality Traits: I know a story relevant to almost every situation. I may stretch the truth for the sake of a good story. Ideals: No one should get preferential treatment before the law, and no one is above the law. Bond: Everything I do is for the common people. Flaw: I have a problem with Alcohol... There is never enough Ale.
BackstoryFlavor that can fit into any campaign. Hilda grew up in a small farming village. She was the only daughter, with nine older brothers. Life was simple for her growing up, filled with lackadaisical days. Reaching adulthood, Hilda married her childhood sweetheart, a jolly young human male named Edward Greenhill. Over the years, Hilda and Edward purchased a small inn along a major travelled stretch of road between two major cities, where they raised a small family. Edward manages the inn, while Hilda cooks and cleans.
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This NPC can be used for any Campaign. Originally built for the Forgotten Realms.
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Hilda is an NPC that sets herself a part. She came to be a couple months back, when a group I was playing with had stopped at an Inn that sat just north of the Triboar Trail, on the Sword Coast. The evening has been pretty quiet, our party just escaping out of a coastal storm that had manifested self earlier in the afternoon. Our party was exhausted from travel, and all we wanted to do was sit in front of a fire with something warm to drink. We were introduced to Hilda Greenhill, a sweet older halfling woman who managed the Inn with her husband, Edward. As a group, we probably spent a good half hour out of game time, just enjoying the Inn, roleplaying conversations with a few other patrons and a traveling provisioner. After an hour or two in-game, the DM decided that our characters were in need of sleep, the exhaustion and days of travel taking their toll on us. We were all enthusiastic to be able to sleep in an actual bed for the first time in almost 2 tendays time.
As a surprise, the DM decided that we would not get a full nights rest, only 4 hours of short rest. This didn't take care of our exhaustion, so the DM decided that Hilda and Edward would be able to take part of a night time encounter. It wasn't a particular difficult encounter, 8 goblins against a 4 member party, all at level 2. We were disadvantaged though.
If it wasn't for Hilda though, we would have been very hard pressed to finish the battle without quite a lot of issues. That trusty frying pan of her managed to scramble 2 goblins' brains and break the face of a third before we as the party were able to take even the first goblin out.
Here is a lovely little Necromancer in training for the list...
Alice Liddell
1st Level Human Wizard
Medium Female Humanoid
Armor Class: 12(15 with Mage Armor)
Hit Points: 7 (+1d4+4 with False Life)
Speed: 30ft
Senses: Standard
Str: 8 (-1) Dex: 14 (+2) Con: 13 (+1)
Int: 16 (+3) Wis: 9 (-1) Cha: 14 (+2)
Initative: +7
Passive Perception: 9
Alignment: Lawful Evil
Languages: Common, Draconic, Infernal
Traits:
Background- Noble
Personality Traits: I don't like to get my hands dirty, and I won't be caught dead in unsutiable acomidatons. If you do me an injury I will crush you, ruin your name and salt your fields, No one could doupt by looking at my regal bearing that I am a cut above the unwashed masses.
- Feature: Position of Privlage
- Ideal: Power (evil): If I can attain more power, nobody will tell me what to do.
- Bond: My loyalty to my sovrigen is unwavering.
- Flaw: In fact, the world does revolve around me.
Proficiency Bonus- +2
Tools- Gaming Sets (Dragonchess)
Saves: Intelligence, Wisdom
Feat: Alert
Skills:
Arcana (+5)
Deception (+4)
Histrory (+5)
Investigation (+5)
Persuasion (+4)
Actions:
Melee Attack- Dagger: +3 to hit Hit: 1d4+1 piercing damage Ranged Attack- Dagger: +3 to hit (range 20ft/60ft; one creature). Hit: 1d4+1 piercing damage
Ranged Attack Cantrip Spell- Chill Touch: +5 to hit (range 120ft; one creature)
Hit: 1d8 necrotic damage + target can't heal until the start of caster's next turn. If target is undead, it has disadvantage on attack rolls against caster until end of their next turn.
Spellcasting:
Spell Attack- +5
Spell Save DC- 13
Spellbook-
Cantrips: Chill Touch, Minor Illusion, Prestidigitation
Lv 1: Detect Magic, False Life, Find Fammiliar, Mage Armor, Ray of Sickness, Sleep
Spells Prepared (4)-
Lv 1: Detect Magic, Mage Armor, Ray of Sickness, Sleep
Spell Slots-
Lv 1: 2
Equipment:
Dagger, Arcane Focus (small black crystal), Scholar's Pack, Fine Cloths, Signent Ring, Scroll of Pedegree, Purse containing 25 gp
Ruthless, power-obssessed and spoiled rotten, Alice is the embodiement of the worst qualities of the noble class. Her father, lord Malchior Noctis Liddell was a powerful noble and court mage in one of the most powerful kingdoms in *insert world/setting name here.* His first, and only daughter, Alice was raised from day one to believe that she was better then everybody else and that she was entitled to rule over the massed. Pampered, spoiled and overindulged in the extreme, whatever she wanted, she got, and much to her father's pleasures she proved to excell in her studies. A naturally curious child, she was always wanting to know how things worked and things in the world where the way they are. So she often researched, but also tended to...experiment...on small animals. Alice's behavior as a small child was....sometimes troubeling to her family, to say the least. Initally our of curosity, she would take small animals found her family's palace whether it be mice or birds or whatever other creature was unlucky enough to stumble in and torture them, often in gruesome ways. She would claim it was because she wanted to know what would happen if she did x thing to the animal, and due to her very young age and lack of understanding her father, while somewhat troubled, decided that it was just a case of her curosity being misplaced. Deciding she needed a better outlet for her intelligent mind Malchior decided to start teaching magic. He started by teaching her the fundementals himself, training her the massive arcane labratory within his demiplane.... but as he grew more involved in the nation's politics and extraplanar affairs it became apparent he needed she needed a teacher that could work with her full time.
Thus, he sent her off to the world's most prestigous wizarding acadamy, trying to enroll her well before she reached the age at which students where usually allowing to enter the school, using both his influence as a powerful wizard and noble as well as her test results, which had proved on paper what he knew for a long time...that his daughter was a once in a lifetime child prodegy. This, combind with the significant influence Malchior had as a powerful noble lead to Alice being the youngest student ever to be admited to the academy, and she took like a fish to water when she began to study wizardry. However, while her studies kept her busy, they didn't rid her of her darker qualites as her father had hoped, but rather enhanced them. While skilled with them, Alice was quite...bored...by the typical paths of wizardry. While most students where conent in their lessons and did things like hang out and play games in their spair time Alice had a deep intrest in...darker lore. The school had a very low opinion of the "dark arts" and made things like fiend binding and espcially Necromancy out to be taboo, dangerous and magics that no budding spellcaster should pursue. This only proved to make Alice more interested in such magics. Curious as to "why" the school was saying such things where so bad, Alice sought out such lore while other students where relaxing. Using the cuteness that came with her young age, skill with words and natural charm she would often "sit in" on the study sessions of faculty and others that where allowed into the "adults only" section of the library. She would talk with them, get frendly with them and eventually became good friends with a paticular faculty member, Professor Charles Lutwidge. Charles Lutwidge was the school's leading expert on Necromancy, and as a result was mistrusted and disliked among his colleuges. He was deeply passionate about his specalized branch of magic and as a result the rest of the school saw him as...well...weird. In Alice, however, he had somebody who actually gave him the time of day. Somebody who liked talking with him, and whom he liked talking to. Alice, too, found his morbid sense of humor, dry wit, deep intrest in forbidden lore and the lovely, sometimes crazy stories and poems he wrote to be very entertaining. The two of them formed a close bond that you could call a friendship, though a deeply unusual one due to the age difference between the professor and Alice.
Alice used this friendship as a means to an ends. Getting her hand on all kinds of necromantic lore courtesy of Charles was easy. He let her borrow all the forbidden books of dark lore in his name, all she had to do to check them out was claim that she was getting the books to deliever to the professor of necromancy and they let her pass. She filled her spellbook with all kinds of dark lore. Toyed, experimented, and became deeply wrapped up in the dark arts....and then, it all ended. The school had become....uneasy..about the connection between Charles and Alice, and came to believe that the relationship was one that was much more..depraved...then it actually was. The school banned Alice from speaking to Professor Charles Lutwidge, and he was promptly investigated. While they found no eveidence of the crimes they thought he was committing, they did find eveidence of others. Professor Lutwidge was in fact behind several missing students cases that happened a while back....the missing students found as vile, pulsating undead abominations floating in vats of sickly green liquid in Professor Lutwidge's private quarters. Even further, said hidden lab was full of notes...on a disease...a terryfying "biological weapon" that could spread like a disease turn masses of people into horrific undead monstrosities...when it was complete. Thankfully, it was not completed, and Professor Lutwidge was stripped of his position at the school and to be sent off to be charged for crimes in his own kingdom. which happened to be the same one Alice was from.
On the day that Professor Lutwidge was to be sent away to be tried, Alice got a message that her father was comming to see her with important news. Shocked, but intrigued, Alice met her father. He immedatly told her to get her things and leave with him, which she promptly did, but she questions his seirous and harsh mood. When they left the school, they didn't return home. Rather, they returned to....her father's demiplane, where she was surpised to see ex-professor Charles Lutwidge also waiting. He was scared stiff, and when Alice asked why he was here Malchior simply said "he has one last lesson to teach you" and with that he cast pointed his finger right at the professor and he dropped dead right before Alice's eyes, his body rotting at a rapid pace and transforming into a terrifying zombie. Malchior then turned to Alice and said "That, my daughter, was a spell called finger of death. It's considered one of the most powerful and dangerous spells a necromancer can learn. If you want to survive to learn it, you will do exactly what Mr Lutwidge didn't...be careful." Then Malchior told Alice the truth. He was himself, a specalist in the school of necromancy, but unlike Mr. Lutwidge hid his involvement with the dark arts. He claimed that he came to the study of the art out of curosity, but realized that it's applications could be helpful to his kingdom. He said that he, as the kingdom's foremost necromancer was doing things that the kingdom could not do in the open to forward the sovrigen's influence. Charles Lutwidge, he claimed, was a former student, and he was helping him desgine the aformentioned disease weapon to be used by their kingdom as a weapon of mass destruction to use against their enemies. He said, however, that Charles Lutwidge was not careful enough...he did not hide his activities well...he was, as Malchior said, smart, but a moron at the same time....but in Alice he saw qualites he lacked. He praised Alice's brillance in courting him for his secrects and befriending professors....and how despite her connection to him she was able to get the entire school to think she was a sweet, innocent little thing being taken advantage of by the professor rather then an acomplice to his deeds. He said she had what it took to, be like him, a shadow agent of the kingdom, doing the dark deeds that the more wholesome elements of the kingdom didn't have the stomach to do but none the less needed to be done. He then told her that the kingdom needed more people like her to gain and solidify power around the larger world, and to that end Malchior had decided now was the time for Alice to do what her father had always planned for her to do. Malchior told Alice that, as an adventurer she could pursue power and gain dark knowladge that could not be had in the acadamy or the courts of the kingdom. She could acssess dark tomes and find vile secrects no respectful person would dare touch in the dank, dark dungons of evil cuts and vile monsters. She could be both Malchior's hand, and the hand of her kingdom in the larger world, and Malchior stated outright that the King had told him he had an intrest in gaining more dark lore and black magic to use against enemies in secrect. As a result, Malchior asked Alice if she wanted to pursue the life of adventure, seeking out dark lore in dangrous places, gaining power and influence and defending her king, or go back to the acadamy where she could continue her life of being told what she can and can't study. Alice without hesitation chose the former, and with a generous purse as well as basic supplies provided by her father she set out into the larger world in the name of king, country and necromancy.
Adventure League Legality:
Alice is actually Adventures League legal provided she is a member of either the Lord's Alliance or Zhentarim. From a fluff standpoint the Lord's Alliance is likely the best fit, though you can choose either-or if you wish to play her.
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Characters to Come:
Human Death Domain Cleric of Takahsis (Noble)
Dragonborn Oathbreaker Paladin (Acolyte)
Dragonborn Great Old One Pact Warlock (Sage)
Half-Elf Evoker Wizard (Soldier)
Human War Domain Cleric of Bahamut (Noble)
PhyrexianKitsune wrote: Alice Liddell 1st Level Human Wizard
With a name like that, I think she'd have been a Female Fighter with a higher level, and a Vorpal Sword. LOL.
Jeralia Merewyn1st-Level Dark Elf (Drow) SorceressMedium Female HumanoidArmor Class: 12 (15 with Mage Armor)Hit Points: 8 (1d6+2)Speed: 30 Feet.Sense: Superior Darkvision 120 ft., passive Perception; 11Str: 8 (-1) Dex: 15 (+2) Con: 14 (+2)Int: 10 (+0) Wis: 12 (+1) Cha: 16 (+3)Alignment: Chaotic-NeutralLanguages: Common, Elvish, Undercommon, Infernal
Traits Background - Sage Feature: Researcher Specialty: Wizard's Apprentice Proficiency: +2 Armor: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers, Shortswords, Hand Crossbows. Tools: None Saving Throws: Constitution, Charisma
Racial Features Darkvision Keen Senses Fey Ancestry Trance Superior Darkvision Sunlight Sensitivity Drow Magic Drow Weapon Training
Class Feature Spellcasting Sorcerous Origin: Wild Magic
Skills Arcana +2, Deception +5, History +2, Perception +3, Persuasion +5
Attacks/ Weapons/ ActionsMelee--Shortswords (2): +4 to hit (reach 5 ft.; one creature). Fienesse, Light.Hit: 1d6+2 piercing damage/ 1d6 piercing damage.Melee/ Range-- Daggers (5): +4 to hit (reach 5ft.; one creature). Finesse, Light, Thrown (range 20/60 ft.).Hit: 1d4+2 piercing damage/ 1d4 piercing damageRange--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.Hit: 1d8+2 piercing damage.Range--Chill Touch: +5 to hit (range 120 ft.; one creature).Hit: 1d8 Necrotic damage and the target cannot regain hit points until start of your next turn.Range--Fire Bolt: +5 to hit (range 120 ft.; one creature).Hit: 1d10 Fire damage and any flammable object hit by this spell ignites if it isn't being worn or carried.Range--Magic Missle: (Range 120 ft.; One to three Creatures).Hit: 1d4+1 force damage for each Dart. All three Darts can be used on one creature.
SpellsMagic Ability: CharismaSAM: +5Save DC: 13Cantrips: Chill Touch, Dancing Light, Fire Bolt, Mage Hand, Minor Illusion.1st-Level Spells (2-Slots): Mage Armor, Magic Missle
Equipment Component Pouch, 2 Shortswords, Light Crossbow, Case of 20 Crossbow Bolts, 5 Hidden Daggers, Clothes (Traveler's), Robes, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rtions, Waterskin, and 50 ft. of Hempen Rope.), Ink (1 Ounce bottle), Ink Pen, 10 Parchments, Case for Parchments, Pouch with 12 Gold Pieces, 4 Silver Pieces, & 8 Copper Pieces.
Personality Personality Traits: I can stare down a hell hound without flinching. I was, in fact, raised by a Tiefling. Ideal: Knowledge is the path to power and domination. Bond: I will become the greatest Sorceress the planes have ever known. Flaw: I am slow to trust memers of other races, tribes, and societies.
BackstoryA little seasoning to add some Flavor The first time Jeralia ventured to the surface world from the Underdark, was a part of a small raiding party. Poised to attack a defenseless village, Jeralia joined her fellow Drow in senselessly slaughtering anything and anyone in her path. As the moon grew low, and bodies were plenty, Jeralia stood before an old women, hood drawn, standing in front of a little boy. Jeralia didn't know, couldn't have known, that she would be struck down by a powerful bolt of mystical electricity that made her entire body cry out in agony. An hour or so before dawn, and on the brink of death, Jeralia was left behind as the raiding party fled back into the Underdark--their raid successful. Jeralia suffered for almost a full tenday, before awakening in an unfamiliar bed, her wrists shackled. The woman who had struck her down, revealed herself to be a Tiefling Wizard, who felt a powerful potential in Jeralia, one that might never be fully utilized or even discovered. For 10 years, Jeralia was forced to apprentice under the Teifling Wizard. Forced to learn what she was taught, forced to help the Wizard. As time passed and changed, so did Jeralia. Her opinions of the world began to warp, differing from how she was raised to think. After the 10 years were up, Jeralia was free, free to choose her own path in life. She took was she had learned, and set out to find her place.
Should be AL Legal. Used the Starting wealth and Standard Array.
I know it is a drow, NO, it is not a Drizz't Rip-off. Yes, I know it has two shortswords. While I understand if I made a Drow Ranger that dual weilds scimitar's and wore bracers of blinding strike, than yes--you could say it was a rip off. Fact is, If every Drow was a rip-off of Drizz't Do'Urden, then every Dwarf Fighter would be a rip off of Bruenor Battlehammer, every GWF Human Barbarian would be a rip-off of Wulfgar and etc.
Back...now I have re-posted Lilly, working by the actual rules.
Lilly Seraphis Calem IV (Goes by "Lilly")
1st Level Human Cleric of Bahamut
Armor Class: 16 (Chain Mail)
Hit Points: 9
Str: 15 (+2) Dex: 10(+0) Con: 13(+1)
Int: 10 (+0) Wis: 16 (+3) Cha: 14 (+2)
Alignment: Lawful Good
Languages: Common, Draconic, Celestial
Personality Traits: The common folk love me for my kindness and generosity, I take great pains to always look my best and follow the latest fashions. My favor, once lost, is lost forever.
- Ideal: Respect (Good): Respect is due to me because of my position, but all people reguardless of their station deserve to be treated with dignaty.
- Bond: Nothing is more important to me then the other members of my family
- Flaw: I too often hear veiled insults and threats in every word addressed to me, and I am quick to anger.
Proficency Bonus- +2
Tools- Gaming Set (Dragonchess)
Saves- Wisdom, Charisma
Domain- War
Athletics (+4)
History (+2)
Religion (+2)
Melee Attack- Greatsword- +4 to hit
Hit: 2d6 +2 slashing damage
Ranged Attack Cantrip Spell- Sacred Flame- +5 to hit (range 120ft; one creature)
Hit: 1d8 radiant damage, ignores cover
Cantrips- Guidance, Sacred Flame, Thaumaturgy
Spells Prepared (4 + Domain)-
Lv 1: Bless, Cure Wounds, Detect Magic, Guiding Bolt
Lv 1 Domain: Divine Favor, Shield of Faith
Greatsword, Chain Mail, Holy Symbol of Bahamut, Priest's Kit, Fine Cloths, 36gp
Scion of House Calem and loyal servant of the Dragon God Bahamut, Lilly is an examplar of the idealized image of the noble class. Born into a life of excess and luxery, Lilly never wanted for anything growing up and indeed in another life she may very well have become a spoiled brat; however in this one her father, Lucius Seraphis Calem III made very sure he would raise his daughter right. While her life was one of plenty, the materal excess in which she found herself was tempered by a rigerous, demanding and discipined household in which all knees bent at the name of Bahamut. Put through a challanging academic, spirtual and martial education Lilly's childhood was constantly filled with work despite her station. She was not worked to death, mind you; Lilly was allowed to have her fun, however Lucius always made sure that she knew the value of hard work and was constantly training her mind, body and soul to be a tool of Bahamut's justice in the world. As a child she proved to have a quick temper and be quite an assertive young lady, and as a result took naturally to the more martial side of her education. She was a passionate warrior, but one who's passion and rage where tempered by the discipline of father and her faith.
Indeed, Lilly was born and raised in her faith, as her father while a powerful lord was also himself a Cleric of Bahamut and former adventurer of some renown. Growing up, Lilly longed to hear tales of her father's adventures and know all the great things he did, yet for some reason he always give the same repply about the importance of living in the present and not dwelling in the past or future for too long. However, what Lilly didn't know was that her father was hiding something much larger from her. So as she grew older, she lived blissfully unaware, one foot in the lavish world of a young aristocraric socialite and the other in the austier serenity of the faith of Bahamut, and while the former was fun the latter ultimatly drew her in. At age 15 Lilly was offcially no longer an acolyte; she had become a full-fledged priestess of Bahamut, and had become quite the talk of the town as a result. While most praised her, there where hushed whispers and rummors that her unusually young induction was due to the politcal and financial clout of her father. To make matters worse, members of the church of Bahamut had been murdered, as well as two close friends of Lilly's,and rummors started to point to Lilly's father as the cause. Indeed, for quite some time, there had been acusations against Lucius that his growing detachment from the world around him was due to...darker persuits. Some even acused him to being under the influence of the cult of Tiamat, trying to bring down the faith of Bahamut from within due to the...intrest...he had seem to take in the dark faith. He spend hours pouring over tomes related to tiamat, muttered prayers to tiamate to himself while walking through hallways, and had even kept a holy symbol of Tiamat sitting in a dark corner of his study. Rummors floated all around and while the church mantained Lucius's goodness the court started to mistrust him. Two of Lilly's cherished friends where dead and the rest began to slowly peel away as her family name became shrouded in darkness and her father became...deeply distrusted. This hurt Lilly deeply, and she started becomming more...bitter. She struggled against anger and rage on an almost daily basis, and while she had always had a temper and had been an assertive young lady got now got worse. She started focusing deeply on her martial training to purge the anger at the sensless murder of her friends and the situation with her father...and prayed to Bahamut daily for guidence. Her dreams, too, became increasingly dark, filled with chromatic dragons feasting on the flesh of metalic ones and even further her father locked in a bloody battle with Tiamat herself. She reached out to Bahamut, and got her answer. In her dreams, a silver dragon, a messinger of Bahamut, told her to confront her father openly and honestly, and voice her concerns to him...then..everything would become clear.
So Lilly confronted her father and he told her the truth. Like Lilly herself, he had been sent a message from Bahamut in his dreams and it was a clear one: an old enemy from his adventuring days was going to re-surface, and that he had feared that this enemy would one day target not only him, but his family as well. The enemy in question? A cultist of Tiamat who had mannaged to escape a near-death encounter with Lucian's party, and he assured Lilly that both the Church of Bahamut and he knew with 100% certanty that the murdered clerics where killed by the cult of Tiamat. Lucian, as a church inqusitor, was tasked with rooting out internal threats to the church and hidden evil and his new found "intrest" in Tiamat's faith was not due to their infuence but rather was out of duty, he was the one tasked with finding out who the hidden tiamat cultists that caused the murders where, and he was onto some very fruitful leads. So fruitful, in fact, that he feared it put his family in danger. Seeing the fact Lilly's friends where murdered shortly after the cult murders of Bahamut Clerics, Lucian had come to believe the cultists where sending a message to him that if penned, he believed would read something like this "Your daughter's next, inqusitor." Our of concern and love for his daughter, Lucian told Lilly that he had planned on sending her away from his household, but had yet to tell her. He apologized for not being more..open..about what was going on and his plans, but he said he was doing it for her own safty and well-being. At first, Lilly didn't want to leave, but then she realized she had no choice; the warnings of her God that had come to both her father and herself in dreams could not be ignored, and her father had done much to prepare. So, that day Lilly was loosed onto the larger world, being given a position in the *insert faction of choice here* due in no small part to her father's influence, and now is off to grow stronger and bring Bahamut's justice to a world that sorely needs it.
Lilly is totally 100% adventure league legal, and can find her home among any faction she wants. From a fluff standpoint I think she would work best in either the Lord's Alliance or the Order of the Gauntlet, however, if you plan on playing her faction choice is yours in the end.
Skur Metalfang1st-Level Goblin ClericSmall Male Humanoid (Goblinoid)Armor Class: 17/ 15Hit Points 10 (1d8+2)Speed: 30 ft.Senses: Darkvision 60 ft., passive Perception; 11Str: 10 (+0) Dex: 14 (+2) Con: 14 (+2)Int: 8 (-1) Wis: 15 (+2) Cha: 11 (+0)Alignment: Lawful-EvilLanguages: Common, Goblin
Traits Background - Hermit Feature: Discovery Life of Seclusion: I retreated from my home after a life-altering event. Proficiency: +2 Armor: Light Armor, Medium Armor, Shields, Heavy Armor* Weapons: All Simple Weapons, Martial Weapons* Tools: Herbalism Kit Saving Throws: Wisdom, Charisma Disciple of War
Racial Features Darkvision Nimble Escape Fast Movement Hard Head, Big Teeth
Class Feature Spellcasting Cantrips Ritual Casting Divine Domain Domain Spells War Domain Bonus Profiencies* War Priest
Skills History +1, Insight +4, Medicine +4, Religion +1
Attacks/ WeaponsMelee--Warhammer: +2 to hit (reach 5 ft.; one creature). Versatile.Hit: 1d8 Bludgeoning damage. (1d10 Bludgeoning damage)Melee-Inflict Wounds (1st-Level Spell): +4 to hit (reach 5 ft.; one creature).Hit: 3d10 Necrotic Damage.Melee--Bite: +2 to hit (reach 5 ft.; one creature).Hit: 1d4 Piercing Damage.Melee/ Range--Handaxes (2): +2 to hit (range 20/60 ft.; one creature). Light, Thrown.Hit: 1d6 Slashing Damage/ 1d6 Slashing Damage.Melee/ Range--Daggers (5): +4 to hit (range 20/60 ft.; one creature). Finesse, Light, Thrown.Hit 1d4+2 Piercing Damage/ 1d4 Piercing Damage.Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.Hit: 1d8+2 Piercing Damage.Range--Sacred Flame: +4 to hit (range 60 ft.; one creature).Hit: 1d8 Radiant Damage on a failed Dexterity Saving Throw.Range--Guidance Bolt (1st-Level Spell): +4 to hit (range 120 ft.; one creature).Hit: 4d6 Radiant Damage. Next attack roll made against target has Advantage before the end of your next turn.
SpellsMagic Ability: WisdomSAM: +4Save DC: 12Cantrips: Guidance, Sacred Flame, Spare the Dying.Prepared 1st-Level Spells (2-slots): Cure Wounds, Guidance Bolt, Inflict Wounds.Domain Spells (War Domain) Divine Favor, Shield of Faith.
Equipment Chain Shirt, Shield*, Warhammer, 2 Handaxes, 5 Daggers (1 Hidden), Light Crossbow, Case of 20 Crossbow Bolts, Explorer's pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Rations, 10 Torches, Waterskin, & 50 ft. of Hempen Rope.), Clothes (Traveler's), 10 Candles, Holy Symbol (Emblem)**, Herbalism Kit, Ink Pen, Ink (1 Ounce Bottle), Book, Fishing Tackle, Flask, Pouch (with 19 Gold Pieces, 8 Silver Pieces & 6 Copper Pieces.)
*:Metal "Heater Shield 4" (Zelda Type), The image of a bloody Axe carved into the front of the shield.
**: A bloody axe tattoo, the axe blade sits just behind the ear.
Personality Personality Traits: I misuse long words in an attempt to sound smarter. I blow up at the slighest insult. Ideals: The ancient traditions worship and sacrifice must be preserved and upheld. Bonds: My loyalty to Maglubiyet is unwavering. Flaws: I drink alcohol a little to often.
BackstoryPinch of Flavor goes a long way. Skur Metalfang was an everyday, average and very ordinary Goblin. A part of a war camp that was attacked frequently by low-level adventurers, used as nothing more than swinging practice. Always surviving encounters by mere death-saves, only to be forced into another encounter shortly after. Over time, Skur began to resent his lot in life, wanting more than just to be fodder for some fool's fresh blade. After a particularly brutal encounter, which resulted in the loss of adventurer's life, Skur decided that he wanted to experience more in life. During one festive evening, skur gathered his armor and scimitar, before leaving the War Camp and his clan behind. After many tendays of traveling, careful to avoid adventurers and threats alike, Skur found himself a suitable uninhabitated cave. Making himself a home, Skur began to pray to his Deity, Maglubiyet, for guidance. Over the coming months, Skur began to train himself, reciting prayers that every goblin knew every morning, seeking guidance from Maglubiyet, until finally his answered were awarded. With that, Skur Metalfang set out, passing himself off as a gnome hidden under layers of clothing, acquiring equipment and journeying to find the companions that would help lead Skur Metalfang to his destiny.
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Not 100% sure this is AL Legal. I had to take two Racial Traits from Pathfinders, as I don't have the new DMG as of yet. This can be edited ever so slightly though to remove those.
I used the standard array for stats and the Racial Modifiers from 3.5. Again, these can be edited.
I didn't know whether to go with Goblin's Hit Dice or the Clerics. I decided to use Clerics but this can be edited if needed.
I used the Starting Wealth for Cleric.
Can be Lawful-Evil with Lord's Alliance.
Backstory is free to be changed as needed.
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Skur was born from a Campaign in which everyone wanted to play monsters. The first part of the campaign consisted of us helping an Evil wizard, in traping a group of low-level adventurers within the Wizard's dungeon. From there, it went on in pretty much the same way any campaign would, except- we fought monsters AND advenurers + normal NPC's. The goal our campaign/ group was to help a demon lord rise to power and enslave the Humans, Dwarves, Elves, Halflings, etc. Skur just happens to be one of my favorites.
BoldItalic wrote: Monks Not Valid for AL: Ev'ryn Meliamne, 1st-level Wood Elf Monk (Outlander) has a custom background that is not automatically acceptable for AL
Monks
Please re-review; I've fixed that. Thanks.
BRJN wrote: BoldItalic wrote: Monks Not Valid for AL: Ev'ryn Meliamne, 1st-level Wood Elf Monk (Outlander) has a custom background that is not automatically acceptable for AL Please re-review; I've fixed that. Thanks.
Done.
How is a custom background not acceptable for AL?
Undrhil wrote: How is a custom background not acceptable for AL?
Because it has to be agreed with the DM to fit the campaign setting. So it's unsuitable for off-the-shelf pregens that will be automatically acceptable, which is what I was filtering for.
Brandle “Brand” Fizzwig Human Fighter – Level 1 Medium Male Humanoid
AC: 19 (Scale Armor + shield) HP: 12 (1d10+2 Con) Speed: 30 ft (armored – Disadvantage on Stealth) Initiative: +2 bonus saves Str 16 +3 +5 Dex 14 +2 +2 Con 14 +2 +4 Int 11 0 0 Wis 12 +1 +1 Cha 12 +1 +1
Alignment: Neutral Good Languages: Common, Dwarven Background: Minstrel (I like to sing…even though I’m not so good at it) Proficiency (+2) Saving Throws: Strength and Constitution Skills: Athletics (Strength), Perception (Wis), Perform (Cha), Persuasion (Cha) Tools: musical instrument (lute), Mount (land) Features: Protection Style (+1 to AC) 2nd Wind (1/rest gain 1d10+level hp), Attacks: Longsword (s) or Warhammer (b) +5 1d8+3 (or 1d10+3 2-handed) Longbow (p) +4 1d8+2 (150’/600’) Dagger (p) +5 1d4+3 Equipment: scale mail, shield, longsword, warhammer, longbow, 40 arrows, a dagger, an old lute with a shoulder strap, a pouch, Dungeoneer’s Pack - Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. -- 2 gp and 8 sp Background: Brand always liked to write and sing songs even though he was not particular good at it. Brand’s father taught him how to fight, but his mother always spent time with Brand, doting on him, calling him her “little bard”, which became ironic after Brand hit his teenage growth spurt (as he is now 6’ 5” tall – 245 lbs nearly 300 with armor). Brand’s father disappeared 5 years ago (he believes he was abducted, but he may have just left him and his mother), and his mother lives at home, prematurely aging, nearly senile (it isn’t clear why she has suffered this affliction). Brand decided to start adventuring partly to bring back tales to tell and sing to his mother, and partly to find out where his father had gone. When he is not adventuring, he checks in on his mother who is cared for by a friendly neighbor, Ronna Gendry.
Personality/Traits: Likes to sing, has a soft spot for mothers – Sensitive nature.
Ideals: Gain wealth to take care of mother and find Father.
Bonds: Mom and Ronna Gendry (Mom’s caretaker)
Flaws: My desire to help my mother sometimes makes me blind to danger or deception.
A Brave Knight of WTF - "Wielder of the Sword of Balance"
Rhenny's Blog: http://community.wizards.com/user/1497701/blog
Sambert Heatherhome 3rd-level Halfling Paladin Small Male HumanoidArmor Class 15 (studded leather)Hit Points 24 (3d10)Speed 25 ft.Sense normal Str 08 (-1) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 13 (+1) Cha 16 (+3)Alignment neutral goodLanguages halfling, commonTrait Lucky Brave Halfling Nimbleness Naturally Stealthy Background Soldier [Military Rank] Specialty: Scout. Personality Traits: I can stare down a hell hound without flinching. Ideal: Live and Let Live. Ideals aren’t worth killing over or going to war for. Bond: A druid named Windra saved my life on the battlefield. To this day, I will never leave a friend behind. Flaw: My hatred of the Zhentarim is blind and unreasoning.Proficiency (+2) Tools: Three-dragon ante, vehicle (land) Saving Throws: Wisdom +3, Charisma +5Skill Athletics +1, Insight +3, Perception +3, Persuasion +5Divine SenseLay On Hands
Protection Fighting StyleSpellcasting (Save DC 13, Spell Attack +5) 1st-level (3/day) - bless, command cure wounds, ensnaring strike*, speak with animals*, thunderous smiteDivine SmiteDivine HealthSacred Oath of the AncientChannel Divinity: Nature's Wrath, Turn the Faithless
ActionsMelee Attacks— Quaterstaff: +5 to hit (reach 5 ft.; one creature). Hit: 1d8+3 bludgeoning damageRanged Attack—Sling: +5 to hit (range 30/120 ft; one creature). Hit: 1d4+3 bludgeoning damage Equipment: Studded leather armor, wooden shield, quaterstaff, sling, insignia of rank (scout), a trophy taken from a fallen enemy (black pirate flag from Zhentarim fleet adorned with a dragon's skull and crossbones, a set of bone dice, a set of common clothes, sandals, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, spell components, a daisy (holy symbol of Sheela Peryroyl) and a belt pouch containing 10 gp
Sambert [SAM-BURT] is a tall halfling with emerald eyes, long brown hair, and beard, a rarity among the Small Folk. He was born in 1461 DR in Corm Orp in the Sunset Vale, where a handful of buildings that make up the small road-hamlet seem unremarkable at first, but where hundreds of halfling burrows lie under the hills. Sambert has served 6 years as a scout for the militia of Corm Orp, acting as a sentinel watching the Sunset Vale and the plains surrounding the region called Sheeland by the Small Folk. After a clash with Zhentarim agents from Darkhold that left him fatally wounded, Sambert was rescued by Windra, a druid of Sheela Peryroyl the Green Wise Sister and halfling diety of nature and weather, and brought back to the Ladyhouse, her temple in Corm Orp where he recovered. He then decided to join the clergy first as a Green Son, then ascended up to the rank of Watchful Brother. To this day Sambert continue to help defend the Vale against his most hatred enemy, the Black network and look to eradicate the threat from Darkhold, which the Small Folk of Corm Orp have come to call Devouring Shadow.
Name: [Sambert Heatherhome] = http://www.impossibleboulder.com/2013/04/halfling-name-generator.html Gender: 1d4 [2] = MaleRace: 1d10 [3] = HalflingHalfling Subrace: 1d4 [1] = LightfootClass: 1d12 [7] = PaladinSacred Oath: 1d6 [3] = Oath of the AncientHit Points: 2d10 [11] = 11Background: 1d20 [12] = SoldierSoldier Specialty: 1d8 [2] = ScoutGaming Set Proficiency: 1d4 [4] = Three-Dragon AntePersonality Trait: 1d8 [5] = I can stare down a hell hound without flinchingIdeals: 1d6 [5] = Live and Let Live. Ideals aren’t worth killing over or going to war forBond: 1d6 [2] = Someone saved my life on the battlefield. To this day, I will never leave a friend behindFlaw: 1d6 [4] = My hatred of my enemies is blind and unreasoningStarting Wealth: 5d4 [11] = 110 gpTrinket: 1d100 [96] = A black pirate flag adorned with a dragon's skull and crossbones
1st Level Half-Orc Fighter
Medium Male Humanoid
Armor Class 15 (Chain Shirt)
Hit Points 12 (1d10)
Speed 30 ft.
Senses Darkvision 60 ft.
Str 10 (+0) Dex 14 (+2) Con 14 (+2)
Int 9 (-1) Wis 14 (+2) Cha 14 (+2)
Alignment Chaotic Neutral
Languages Common, Orc
TRAITS
Half-orc
Relentless Endurance
Savage Attacks
Fighter
Fighting Style - Archery
Second Wind
Background - Criminal
Feature: Criminal Contact
Specialty: Highway Robber
Proficiency (+2)
Armor & Weapons: All
Tools: Three Dragon Ante, Thieves' Tools
Saving Throws: Strength, Constitution
SKILLS
Deception (+4), Intimidate (+4), Perception (+4), Stealth (+4), Survival (+4)
ACTIONS
Ranged Attack -- Longbow: +6 to hit (150/600; one creature)
Hit: 1d8+2 piercing damage
Melee Attack -- Shortsword: +4 to hit (reach 5; one creature)
Hit: 1d6+2 piercing damage
Chain shirt, longbow, shortbow, shortsword, two daggers, 40 arrows, two quivers, dungeoneer's pack, thieves' tools, Three-Dragon Ante set, a glass jar containing lard with a label that reads “Griffon Grease,” 19 gp
PERSONAL CHARACTERISTICS
Traits: I don't pay attention to the risks in a situation. Never tell me the odds.
Ideal: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: Something important was taken from me, and I aim to steal it back.
Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Blackeye the half-orc archer is a dirty, no-good scoundrel; a weird, bumpy wart on the backside of your adventuring party that just won't go away. A highwayman and thief of dubious ability, Blackeye is nevertheless utterly convinced of his own superiority, and will not hesitate to inform everyone around him how amazing he is at all times. When not bragging about himself, he's making fun of everyone else. No situation is safe from his sarcastic commentary – no matter how sensitive or important. That being said, his colorful language and gregarious nature lends a certain appeal, should you share his total lack of decency.
In battle Blackeye cheers his every success, jeers every opponent's failure, and loyally – if begrudgingly – defends his allies. While loathe to follow orders, Blackeye will jump at any opportunity to demonstrate just how helpful, necessary, and wonderful his skills are. When things go wrong, he's more often confused than angry.
Long ago Blackeye accidentally shot his favorite arrow into some drow rogue, who ran off with it still stuck in her shield. He never managed to track her down, and to this day searches for his arrow. There's nothing special or magical about this particular piece of piercing projectile – it's just his favorite.
This character is AL-legal
Ollum Hammersong
1st level Mountain Dwarf Bard
Armor Class: 16
Hit Points: 10
Initiative: +2
Speed: 25
Darkvision 60'
STR:15 (+2) DEX:14 (+2) CON:12 (+1)
INT:10 WIS:10 CHA: 15 (+2)
Alignment: Chaotic Good
Languages: Common, Dwarvish
Traits
Racial:
Class:
Class/background features:
Proficiency: (+2)
Acrobatics(+4), Arcana(+2), History(+2)[Stonecunning+4], Performance(+4), Persuasion(+4),
Weapon/armor
Spells:
-CANTRIPS: Vicious mockery, Minor Illusion
-1st LEVEL: Heroism, Charm Person, Dissonant Whispers, Healing Word
Equipment
Description
A dwarf with a trimmed short beard, not like the usual long and braided of other dwarfs. Wears a hat with feather pinned to the side. Wears comfortable but fashionable clothes. Often smoking either a pipe or cigar.
Personal Characteristics
Background: Entertainer
traits: I know a story relevant to every situation. I love a good insult, even one directed at me.
Ideals: The World is in need of new ideas and bold action.
Bonds: I idolize the old dwarven hero Hamish Hammersong. I measure myself to his deeds.
Flaws: I'll do anything to win fame and renown.
Favorite catch phrase's: (In my best Yosemitie Sam impersonation)
Favorite Songs
Background:
Ollum from an early age always loved the stories of old heroes. He would read every history, every Fable he could get his hands on. One particular Dwarf hero stood out to Ollum, Hamish Hammersong, a Dwarf who would soar into song and get the entire tavern singing along, A hero that would lay low any Threat with Hard hits from his hammer, always ready with sharp wit and a song of the victory. At least that is how Ollum describes it….
Ollum wants desperately to be a famous hero just like Hamish. Often called a dreamer by his father, Ollum just smiles and says, that the world needs more heroes and "I will be one of them".
Having Collected history books of heroic tales, including the complete histories of Hammish (The Hammersong chronicles) . Ollum considers himself quite the expert on heroes. Dwarven especially, but is also familiar with Human, Elf, Halfling heroes as well. Try as he might to be a good dwarf and work in the clan forge or mine, Ollum just always dreams of leaving to the wider world and finding his own way.
After an evening of story telling and singing to the local clan a few of his younger friends started to tease him about his own tales of failed labor, another round of drinks served, and a mine not striking a vein. Taking it in stride Ollum simply said "Aye, to be sure I've places to see, wonders to behold, Dragons to slay, Maids to woo, and Artifacts to find." Laughing one of the friends suggested he find the missing Hammersong! Fabled artifact of the clan." I can and will do just that" he boldly claimed. To all he promised that night to return with the Hammersong or die trying. To a Dwarf the raucous crowd cheered Ollum and drank a pint to wish the dreamer Ollum well and be on his way.
With this goal in mind It is time to go out to the wider world and make a name for himself, write his own tales, and sing his own songs.
Saad Al-Amyr 1st-level Human Ranger Medium Male HumanoidArmor Class 16 (scalemail)Hit Points 11 (1d10)Speed 30 ft.Sense normal Str 10 (+0) Dex 17 (+3) Con 13 (+1) Int 12 (+1) Wis 15 (+2) Cha 08 (-1)Alignment neutral Languages common, undercommon, dwarvishTrait Background Outlander [Wanderer] Origin: Bounty Hunter Personality Traits: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend. Flaw: There’s no room for caution in a life lived to the fullest.Proficiency (+2) Tools: Horn Saving Throws: Strenght +2, Dexterity +5Skill Athletics +2, Insight +5, Investigation +3, Nature +4, Perception +4, Survival +4, Humanoid Favored Enemy (human, dwarf)Natural Explorer
Feat GrapplerActions
Melee Attacks— Whip: +5 to hit (reach 10 ft.; one creature). Hit: 1d4+3 slashing damageRanged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). Hit: 1d8+3 piercing damage Equipment: Scalemail armor, whip, longbow + arrows, staff, a hunting trap, a glass eye, dwarf beard's scalp (a trophy from an animal i killed), horn, a set of traveler’s clothes, and a belt pouch containing 10 gp
Saad [SA-HAD] was born in 1453 DR in Keltar in Calimshan. He is a tall bronze-skinned man with a long black beard and hair usually kept under a red bandana. He wears scalemail under a long leather coat, and carries a longbow and whip, signature weapon of his now decimated clan, Al-Amyr. After his clan was all wiped out by brigands from the Black Raiders band, he became a mercenary and decided to travel. Saad is now a bounty hunter that tracks down fugitives and other wanted criminal throughout the Calim desert and surrounding lands. His last contract was Brock Ironfist, a dwarf rogue he hunted down up to the Moonsea.Saad highly value honor and will go as far as Sigil and even beyond to get a fugitive he has sworn to capture or kill.
Shadai'hulan
4th-level Stout Halfling Barbarian [Path of the Totem Warrior]
Small Male Humanoid
Armor Class 16 (unarmored defense)
Hit Points 45 (4d12)
Speed 25 ft.
Senses Normal.
Str 14 (+2) Dex 16 (+3) Con 16 (+3)
Int 10 (+0) Wis 10 (+0) Cha 8 (-1)
Alignment Neutral
Languages Common, Halfling, Draconic
Background – Outlander
Origin: Tribal nomad
Feature: Wanderer – You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Tools: Poisoner’s Kit
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
Athletics +5, Perception +2, Stealth +5, Survival +5
Melee Attack— +1 Quarterstaff (two-handed): +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 piercing damage / 1d4+3 bludgeoning damage (one-handed 1d6 + 3)
Ranged Attack—Javelin: +4 to hit (range 30/120 ft; one creature).
Hit: 1d6+2 piercing damage (thrown)
Blowgun: +5 to hit (range 25/100 ft.; one creature)
Hit: 1+3 piercing damage (ammunition, loading)
a +1 quarterstaff, 4 javelins, a blowgun, 50 blowgun needles, 2 x serpent venom, a vivisection dagger, an explorer’s pack, a boa fang necklace, a tribal outfit, a shrunken goblin head, a belt pouch containing 10 gp.
explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope strapped to the side.
FEATURES
Lucky: When you roll a 1 on 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.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Rage: In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since your last turn. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level, you must finish a long rest before you can rage again.
Rages: 3
Rage Damage: +2
Reckless Attack: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense: You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
Spirit Seeker: Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the beast senseand speak with animals spells, but only as rituals.
Totem Spirit - Bear (Reflavored to Boa): While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Feat - Polearm Master: You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Trait 1: I believe that I can absorb my enemies’ strength by consuming their vital organs.
Trait 2: Thinking is for other people. I prefer action.
Ideal: People. I'm committed to the people I care about, not to ideals. (Neutral)
Bond: I am the last of my tribe, and it is up to me to ensure their names enter legend.
Flaw: I am inflexible in my thinking.
Appearance: I have gray deadlocks festooned with the skulls of various small animals. My face and torso are covered with red tribal tattoos. I stand 3’ 2” tall and weigh 48 pounds. My eyes are amber and I have slitted pupils. I have rich, copper-colored skin.
Shadai’hulan was born to a tribe of jungle-dwelling halflings calling themselves the Tulteks. For untold generations, the Tulteks survived in complete isolation on a dinosaur infested island off the coast of Maztica. All of that ended when a group of Watedhavian explorers made landfall on the island. Believing that these strangers were gods, the Tulteks offered them shelter and engaged in open trade with them.
As the son of the chieftain, Shadai’hulan expressed a great deal of curiosity about the giant Waterdhavian sailing vessels moored off the shore of the island. The Watedhavians obliged him by inviting him aboard one of their vessels. In the meantime, a separate crew was exploring the ruins of an abandoned temple within the depths of the jungle. Within the temple, they discovered a giant golden statue of a winged snake with two enormous rubies for eyes. Unable to believe their good fortune, the Waterdhavians proceeded to clamber up the statue and pry out the eyes. As soon as one of the eyes came free, a great tremor shook the island. Shadai’hulan was enjoying a tour of the Waterdhavian’s ship when the great Fire Mountain erupted without any warning, killing every living being on the island. The crew of the ship reacted quickly, drawing up their anchor and sailing into the open sea as the island burned on the horizon.
Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people. The crew responded by clapping the little savage in chains, and then selling him to the fighting pits as soon as they arrived in Waterdeep. Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone. Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe.
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Leugren wrote: BACKSTORY Show Shadai’hulan was born to a tribe of jungle-dwelling halflings calling themselves the Tulteks. For untold generations, the Tulteks survived in complete isolation on a dinosaur infested island off the coast of Maztica. All of that ended when a group of Watedhavian explorers made landfall on the island. Believing that these strangers were gods, the Tulteks offered them shelter and engaged in open trade with them. As the son of the chieftain, Shadai’hulan expressed a great deal of curiosity about the giant Waterdhavian sailing vessels moored off the shore of the island. The Watedhavians obliged him by inviting him aboard one of their vessels. In the meantime, a separate crew was exploring the ruins of an abandoned temple within the depths of the jungle. Within the temple, they discovered a giant golden statue of a winged snake with two enormous rubies for eyes. Unable to believe their good fortune, the Waterdhavians proceeded to clamber up the statue and pry out the eyes. As soon as one of the eyes came free, a great tremor shook the island. Shadai’hulan was enjoying a tour of the Waterdhavian’s ship when the great Fire Mountain erupted without any warning, killing every living being on the island. The crew of the ship reacted quickly, drawing up their anchor and sailing into the open sea as the island burned on the horizon. Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people. The crew responded by chaining the little savage up, and then selling him to the fighting pits as soon as they arrived in Waterdeep. Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone. Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe.
Shadai’hulan grew belligerent, believing that the Watedhavians had angered the gods of the island and thereby brought about the destruction of his people. The crew responded by chaining the little savage up, and then selling him to the fighting pits as soon as they arrived in Waterdeep. Although he fought like a demon, he would have eventually died in the pits were it not for the timely intervention of a dwarven paladin named Dardon Dourstone. Shadai’hulan befriended the dwarf and eventually came to consider him as a member of his extended tribe.
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