BoldItalic wrote: Wave Flute 1st-Level Water Genasi Bard Medium Female Humanoid
1st-Level Water Genasi Bard Medium Female Humanoid
Pure awesomeness!
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Basic: No Player's Handbook: Yes EE Player's Companion: Not required AL Legal: Yes (Complies with V2 Rules, March 2015)
1st-Level Mountain Dwarf Cleric (Domain of Trickery) Medium Male HumanoidArmour Class 12 (Leather Armour and Shield)Hit Points 10 (1d8+2)Speed 25 feetSense Darkvision 60ftPassive Perception 12Initiative -1Str 12 (+1) Dex 8 (-1) Con 14 (+2)Int 14 (+2) Wis 15 (+2) Cha 13 (+1)Proficiency Bonus +2Alignment NeutralLanguages Common, DwarvishBackground Charlatan
FEATURES & TRAITS False Identity (Caviozuno The Hermit) Spell Preparation (3 Cleric spells) Ritual Casting Blessing of the Trickster Darkvision 60ft Dwarven Resilience Stonecunning
PROFICIENCIES Tools: Disguise Kit, Forgery Kit, Brewer's Supplies Saving Throws: Wis, Cha
SKILLS Deception +3, History +4, Medicine +4, Sleight of Hand +1
ATTACKSWarhammer +3 To Hit, 1d8+1 bludgeoning versatile (d10)Two Throwing Hammers +3 To Hit, 1d4+1/1d4 bludgeoning light, thrown, range(20/60)
SPELLCASTINGMagic Ability: WisFocus: Holy SymbolMAM: +4SaveDC: 12Cantrips: Guidance, Resistance, Sacred FlameSpells Per Day: 2Domain Spells: Charm Person, Disguise SelfSpells Prepared: Bane, Create or Destroy Water, Purify Food and Drink
EQUIPMENT (54 lb) Leather Armour, Shield, Warhammer, Throwing Hammer(2), Holy Symbol, Backpack, Blanket, Candles(10), Tinderbox, Alms Box, Blocks of Incense(2), Censer, Vestments, Day's Rations(2), Waterskin, Fine Clothes, Disguise Kit, Deck of Marked Cards, 15gp, An ornate brooch of dwarven design
PERSONAL CHARACTERISTICSTraits: Adrik is a born gambler who can't resist taking a risk for a potential payoff, and he lies about almost everything, even when there is no good reason to.Ideal - Aspiration. Adrik is determined to make something of himself.Bond: Adrik swindled and ruined a person who didn't deserve it. He seeks to atone for his misdeeds but might never be able to forgive himself.Flaw: Adrik hates to admit it and will hate himself for admitting it, but he'll run and preserve his own hide if the going gets tough.Religion: Adrik serves at the temple of Tymora, the CG goddess of good fortune. Followers there are required to avoid the number three.
BACKSTORY Adrik is a card-sharp, originally from the dwarven town of Black Barrow. He once ruined a naive young nobleman by cheating at cards but fled in haste when the nobleman's companions vowed to hunt him down. He said a quick prayer to the goddess of luck, took refuge in a nearby temple, grabbed a robe and mingled with a line of people who were queuing for something. His prayers were answered - in a roundabout way. It turned out that these were candidates for the priesthood of Tymora and, having little choice but to play along, he pretended to be one of them. He was so convincing when his turn came, that he was admitted immediately. As part of his trickery training, he was required to create a false identity; he invented a hermit called Caviozuno who, whilst sojouring in the wilderness, had discovered mystical prophetic powers that allowed him, for example, to foresee the order of cards in a shuffled deck. Adrik is so good at pretending to be Caviozuno that can actually demonstrate this amazing ability. Using marked cards, of course
1st-Level Half-Orc Paladin Medium Female HumanoidArmour Class 18 (Chain Mail and Shield)Hit Points 12 (1d10+2)Speed 30 feetSense Darkvision 60ftPassive Perception 10Initiative +0Str 17 (+3) Dex 11 (+0) Con 14 (+2)Int 9 (-1) Wis 10 (+0) Cha 14 (+2)Proficiency Bonus +2Alignment Neutral-GoodLanguages Common, OrcBackground Urchin
FEATURES & TRAITS City Streets Divine Sense (three times/long rest) Lay On Hands (5 points) Darkvision 60 feet Menacing Relentless Endurance Savage Attacks
PROFICIENCIES Tools: Disguise Kit, Thieves' Tools Saving Throws: Wis, Cha
SKILLS Athletics +5, Intimidation +4, Persuasion +4, Sleight of Hand +2, Stealth +2
ATTACKSShortsword +5 To Hit, 1d6+3 piercing finesse, lightSpear +5 To Hit, 1d6+3 piercing thrown, range(20/60), versatile (d8)
EQUIPMENT (92 lb) Chain mail, shield, shortsword, spear, holy symbol of Tyr, backpack, blanket, candles(10), tinderbox, alms box, blocks of incense(2), censer, vestments, day's rations(2), waterskin, small knife, map of Deadman's Marsh, pet mouse (Mee), memento of someone else's parents, common clothes, 10gp, a petrified mouse
PERSONAL CHARACTERISTICSTraits: Shautha hides scraps of food and trinkets away in her pockets, and she bluntly says what other people are hinting at or hiding.Ideal - Respect. All people, rich or poor, deserve respect.Bond: Shautha owes a debt she can never repay to the Master of the Paladin Training College, who took pity on her.Flaw: If Shautha is outnumbered, she will run away from a fight.
BACKSTORY Shautha was a PO - a Professional Orphan - one of a small number kept by the Paladin Training College for would-be paladins to practise on, in Advanced Benevolence classes. It wasn't a bad life, she had the run of the college kitchens when not needed for classes and she befriended the mice who lived behind the kitchen ranges. Her special favourite was a white mouse called Mee and she liked to play at being a paladin and do Lay On Thumbs on him. There is an age limit for PO's, obviously, and not much of a career progression path, so when she was 12 she asked if she could become a real paladin. She had already picked up more about paladin-ing than most of the teachers, so she passed all the tests easily and was accepted straight away. She's 13 now, and ready for her first real adventure outside the college. She will be taking Mee with her.
Rankin
1st-Level Mountain Dwarf Rogue (Noble) Medium male Humanoid Armour Class 13 Hit Points 11 (1d8+3) Speed 25 ft Sense Darkvision (60') Passive Perception 12 Initiative +2 Str 16 (+3) Dex 14 (+2) Con 16 (+3) Int 10 (+0) Wis 10 (+0) Cha 10 (+1) Proficiency Bonus +2 Alignment Lawful Neutral Languages Common, Dwarvish, Gnomish
FEATURES & TRAITS Position of Privilege Dwarven Resilience Dwarven Combat Training Tool Proficiency (mason’s tools) Stonecunning Dwarven Armor Training Expertise Sneak Attack Thieves’ Cant
PROFICIENCIES Armor: Light armor (+ Medium Armor & Shields because it's great to be a Dwarf!) Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords (+ battleaxe, handaxe, throwing hammer & warhammer because Dwarves are awesome!) Tools: Thieves’ tools (+ mason’s tools because all awesome Dwarves can build things) Saving Throws: Dexterity, Intelligence Skills: Athletics (x2), History, Intimidation, Perception, Persuasion, and Stealth (x2)
ATTACKS Rapier To Hit = +5, Damage = 1d8+3 (p) Shortbow To Hit = +4, Damage = 1d6+2 (s) Range (20/60)
EQUIPMENT a rapier, a shortbow and quiver of 20 arrows, a burglar’s pack, Leather armor, two daggers, and thieves’ tools, a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
PERSONAL CHARACTERISTICS Traits: Despite my noble birth, I do not place myself above other Dwarves. We all have the same blood (and it's 90 proof) Ideal: Dwarves. Blood runs thicker than water. (Any) Bond: Nothing is more important than the other members of my Race (Dwarves) Flaw: I secretly believe that everyone is beneath me (at least every Non-Dwarf. And "Secretly" might be wishful thinking on my part)
Backstory If it's not Dwarven, it's CRAAAAP!
Rankin is a typical dwarf from a noble household. He has three older brothers and as tradition dictates, his eldest brother went into politics, the second went into the army and the third went into the Moradin's service. As the fourth son, he was permitted to take any path he wished with his life, and promptly made no decision at all. His one true passion and the only thing he dedicated himself to was the Dwarven sport, Tunnel Ball.
Tunnel Ball is a fairly simple team sport played by two opposing teams of three dwarves in a ten foot wide corridor. Goal lines are placed 100 paces apart, a leather bag full of sand is placed in the middle. Teams start in their own goal and at the sound of the hammer, try to get the leather bag into the other team's goal area. There are a couple rules about what is allowed and not allowed once inside the tunnel, and occasionally a referee will be assigned to important games, but usually there's no need. There just aren't a lot of rules that can be broken without being obvious; the main rules being no magic and no weapons.
So Rankin and his team, consisting of childhood friends Ketch and Darby, were extremely popular and played for the league championship. After the match was over and Rankin's team was victorious, one of the referees detected a magical effect on Rankin. Rankin was as surprised as anyone else and immidiately denied having anything intentionally cast on him, but the damage was done. Word of the infraction spread like a fire through the watching crowd of fans and gamblers and left a general brawl in it's wake. In the aftermath, though Rankin's statement that he knew nothing about any magic used before or during the match was verified as true by several clerics, he was disgraced and the title was taken away. To save his family's honor, he left his home to live on the surface.
Should be AL Legal. Sorry Iserith
Edit 1: Now the forum software has decided to delete the post I tried to edit. And it won't let me upload the pic
Edit 2: Apparently it's an IE issue. Chrome lets me show the image again.
Sanasha
1st-Level Human Variant Wizard (Acolyte)
Medium Male Humanoid
Armor Class 12 (15 w/Mage Armor)
Hit Points 8
Speed 30 feet
Sense Normal
Passive Perception 13
Initiative +2
Str 10 (+0) Dex 14 (+2) Con 15 (+2)
Int 16 (+3) Wis 12 (+1) Cha 08 (-1)
Proficiency Bonus +2
Alignment Chaotic Good
Languages Common, Celestial, Dwarven, Elven
FEATURES & TRAITS
Additional Skill (Perception)
Feat: Keen Mind
Arcane Recovery
Spellcasting
Spells (Int Mod+Wiz Level Prepared):
0: Dancing Lights; Chill Touch; Minor Illusion
1: Burning Hands; Charm Person; *Mage Armor; *Magic Missile; *Shield; *Sleep
PROFICIENCIES
Armor: None
Weapons: Daggers, Darts, Sling, Quarterstaff, Light Crossbow
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, History, Insight, Perception, Religion
ATTACKS
Dagger: +4 to hit, 1d4+2 (p)
Chill Touch (Ranged Spell Attack): +5 to hit, 1d8 damage (necrotic), 120 Range
EQUIPMENT
Dagger, Arcane Focus (Crystal), Scholar’s Pack, Spellbook, A Holy Symbol, a Prayer Book, 5 sticks of incense, vestments, set of common clothes, belt pouch with 15 gold.
PERSONAL CHARACTERISTICS
Traits: I see omens in every event and action. The gods try to speak to us, we just need to listen.
Ideal: Aspiration: I seek to prove myself worthy of Amaunator’s favor by matching my actions to his teachings. He means for us to be capable without his constant assistance, so I will learn to wield power without turning to him. I will make a weapon of myself in his name, not be a tax upon his power.
Bond: I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw: I overlook obvious solutions in favor of complicated ones.
BACK STORY
Sanasha is and always will be a loyal follower of Amaunator. However… he’s not the most diplomatic priest that ever was. He told his church elders that they were fools, that they learned nothing from Amaunator’s absence. The lesson to be learned is that Amaunator does not want worshipers who can’t take care of themselves, and yet when he revealed himself as an aspect of Lathander, they went right back to believing themselves holy when they ask Amaunator to deal with their every problem.
That’s how he ended up banished and called a heretic. No matter. Amaunator’s message is plain to see and Sanasha will follow Amaunator’s path to spread the light. Someday, he is sure he will return to his old temple and say “I told you so”, and he’s spent a year now working on the speech he will deliver when the time comes. He will continue to edit the speech whenever the chance comes; he’s always got it with him and spends countless hours pouring over each clever phrase and witty remark. He is also working on the translations, since a work of such importance will clearly need to be accessible by all civilized races. Sometimes he will practice for half the night when he thinks no one can hear.
Level 4: +2 Int Level 8: Resilient (con) Level 12: +2 Int Level 16: Alert Level 19: Spell Sniper
Darthon Twice-Orphaned Thuliaga
1st-Level Goliath Wizard (School of Necromancy at level 2) (Sage) Medium Male Humanoid Armor Class 10
Hit Points 9 (1d6+3) Speed 30 feet Sense Normal Passive Perception 9 Initiative +0 Str 10 (+0) Dex 10 (+0) Con 16 (+3) Int 14 (+2) Wis 8 (-1) Cha 15 (+2) Proficiency Bonus +2 Alignment Neutral Languages Common, Giant, Primordial
Natural Athlete
Stone's Endurance
Powerful Build
Mountain Born
Arcane Recovery 1/day
Background Feature: Researcher Sage background Specialty - Scribe
Armor:
Weapons: Darts, daggers, light crossbow, quarterstaff, slings
Tools: Herbalism Kit (Replaced one language from the Sage background in order to get training with the Herbalism Kit) Saving Throws: Int, Wis
SKILLS Arcana +4, Athletics +2, History +4, Intimidation +4, Investigation +4.
ATTACKS Dagger: +2 to hit, 1d4 piercing, finesse, thrown, range 20'/60'
Chill Touch: +4 to hit, 1d8 Necrotic, target cannot regain hit points on hit; undead target has disadv. on attacks against me on hit, range 120'
Thunderclap: Spell Save DC 12, 1d6 thunder, Self (5' radius)
A dagger, an arcane focus (gnarled tree branch wand), a spellbook, Herbalism Kit, a backpack with a book of lore, 1 ounce bottle of ink, ink pen, 10 sheets of parchment, little bag of sand, small knife, a bottle of blank ink, a quill, a small knife, a letter from a dead colleague posing an unanswered question, a set of common clothes, a belt pouch, a fragment of a beautiful song written as musical notes on two pieces of parchment. 5 gold pieces
PERSONAL CHARACTERISTICS Traits: I like to boast that I have read every book in the world's greatest libraries. I use polysyllabic words that convey the impression of great erudition. Ideal - No limits. Nothing should fetter the infinite possibilities inherent in all existance. (Chaotic)
Bond: My life's work is a series of tomes related to the Necromantic arts.
Flaw: Unlocking an ancient mystery is worth the price of a civilization.
Darthon was born into a small tribe of Goliaths living along the Spine of the World. They were nomadic, so Darthon has plenty of exposure to various other races and how they live. He was different from the other Goliaths in the tribe, in that he had an insatiable appetite for book knowledge. Whenever their travels took them near a town, he would scour the trashheaps for scraps of paper and books that he could read. As he got older, he became bolder and actually started asking strangers for information about things that he had read. He would ask about any subject that he could find information on. He became rather intrigued in the Necromantic arts when a book he had found mentioned that there could be immortality obtained through the practice and rituals associated with Necromancy. He has been looking into this more and more, focusing his more recent forays into libraries and stores into finding more necromancy knowledge.
Built to be AL legal.
Character sheet as PDF
Character spell sheet as PDF
Index updated. Big thanks to BoldItalic for double-checking the starting equipment of characters to see if they are AL compliant. I have marked AL-legal characters with a green checkmark in the index. Please make sure to make a statement I can easily see to the effect that your characters are AL-legal (including starting equipment!) when posting. If I see no such statement, I will assume they are not and no checkmark for you!
For any decision or adjudication, ask yourself, "Is this going to be fun for everyone?" and "Is this going to lead to the creation of an exciting, memorable story?"
DMs: Dungeon Master 101 | Session Zero | How to Adjudicate Actions | No Myth Roleplaying | 5e Monster Index & Encounter Calculator Players: Players 101 | 11 Ways to Be a Better Roleplayer | You Are Not Your Character | Pre-Gen D&D 5e PCs
Content I Created: Adventure Scenarios | Actual Play Reports | Tools | Game Transcripts
Follow me on Twitter: @is3rith
Basic: No Player's Handbook: Yes EE Player's Companion: Yes (but only for one spell) AL Legal: Yes (Complies with V2 Rules, March 2015)
Human (variant), Pirate (Sailor variant), Warlock - (Pact of the Tome), Lawful Evil, Zhentarim 1st-Level Human Medium Male Humanoid Armor Class 15 (leather + Shield + Dex) Hit Points: 10 hp Speed: 30 feet Senses: Normal Passive Perception: 12 Initiative: +2 Str 12 (+1) Dex 14 (+2) Con 14 (+2) Int 10 (+0) Wis 10 (+0) Cha 16 (+3) Proficiency Bonus: +2 Alignment: Lawful Evil Languages: Common, Infernal
FEATURES & TRAITS Otherworldly Patron - The Fiend Dark One’s Blessing Pact Magic
PROFICIENCIES Armor: Light armour + Medium armour (feat) + shields (feat) Weapons: Simple weapons Tools: Navigator’s tools, Vehicles (water) Saving throws: Wisdom, Charisma
SKILLS Athletics (Str), Perception (Wis), Intimidate (Cha), Deception (Cha), Insight (Wis)
ATTACKS Ranged Attack— Eldritch Blast: +5 to hit (range: 120; one creature) Hit: 1d10 force damage Ranged Attack— Light Crossbow: +4 to hit (range: 80/320; one creature) Hit: 1d8+2 piercing damage Melee Attacks— Dagger: +4 to hit (reach 5 ft.; one creature). Hit: 1d4+2 piercing damage
EQUIPMENT A belaying pin (club), 50 feet of silk rope, A lucky charm: A nightcap that, when worn, gives you pleasant dreams A set of common clothes Belt pouch containing 0 gp Trinket: A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it 2x light crossbows 20 bolts A component pouch A scholar’s pack Leather armor Two daggers Shield (bought with the 10 gp)
Note: Sell the crossbows, and scholar's pack, and daggers. buy an explorer's pack, get change.
FEATS Moderately Armored
SPELLS Cantrips: Eldritch Blast Create Bonfire (elemental evil) Spells: Hex Armor of Agathys
FEATURE Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
PERSONAL CHARACTERISTICS Personality: My friends know they can rely on me, no matter what I work hard so that I can play hard when the work is done Ideal: Fairness. We all do the work, so we all share in the rewards Bond: I'm loyal to my captain first, everything else second Flaw: I can’t help but pocket loose coins and other trinkets I come across
BACKSTORY
"If you want to get anywhere in the Zhent, you have to start out as a Fang, That's the bottom of the pyramid, Serving as a Zhent thug, or sailor is a small price to pay to get to the glittering prizes at the top. The Zhentarim doesn't reward success with parades and medals, They offer material wealth, power and an outlet for the terrible urges that drive the greedy, the envious and the cruel. If that doesn't make the Zhentarim a dangerous opponent, nothing does!" Shanks is a career Zhentarim, sailing the Sea of Fallen Stars. Shanks has created a name for himself a cruel natured thug, but loyal to the family that raised him from the slave pits, to work fight and climb the ranks of the Zhentarim. He is loyal to the core, but is merciless, cold and calculating. It was him calling out in the dark that called to the fiend, and the pact was struck, to get him out of the slave pits and in to the ranks of the Zhent where he could prove to everyone that he has a place in the world, one of his own choosing, and his own destiny.
Short term objectives: get decent medium armour - Scale will boost Shank's AC to 18.
I'm about to post some new pregens that I've prepared as fall-back PCs for our first PotA session. I've written some scripts so that, at the same time as generating summaries formatted for pasting into here, the software exports filled-in character sheets using the new-season AL blank form. I'll attach the sheets as I post the characters. I'm still polishing the scripts but I think they are working well enough. If you look at the sheets and have any comments, feel free to PM me about them.
Basic: No Player's Handbook: Yes EE Player's Companion: No AL Legal: Yes (March 2015 Rules)
1st-Level Human Ranger Medium Male HumanoidArmour Class 16 (Scale Mail)Hit Points 11 (1d10+1)Speed 30 feetSense NormalPassive Perception 14Initiative +3Str 14 (+2) Dex 16 (+3) Con 13 (+1)Int 11 (+0) Wis 15 (+2) Cha 9 (-1)Proficiency Bonus +2Alignment Chaotic-NeutralLanguages Common, Elvish, Dwarvish, OrcBackground Outlander (Exile)
FEATURES & TRAITS Wanderer Favoured Enemy (Orcs and Drow) Natural Explorer (Grassland)
PROFICIENCIES Tools: Shawm Saving Throws: Str, Dex
SKILLS Animal Handling +4, Athletics +4, Perception +4, Stealth +5, Survival +4
ATTACKSTwo Shortswords +5 To Hit, 1d6+3/1d6 piercing finesse, lightLongbow +5 To Hit, 1d8+3 piercing heavy, two-handed, ammunition, range(150/600)
EQUIPMENT (145 lb) Scale Mail, Shortsword(2), Longbow, Arrows(20), Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Staff, Hunting Trap, Trophy (from an animal you killed), Traveller's Clothes, Green Sash, Ivory Knife, Piece of Yellow Chalk, 10gp, A purple handkerchief embroidered with the name of a powerful archmage
PERSONAL CHARACTERISTICSTraits: Rindlaf feels far more comfortable around animals than people, and he is driven by a wanderlust that has led him away from home.Ideal - Change. Life is like the seasons, in constant change, and we must change with it.Bond: Rindlaf's clan, tribe or family is the most important thing in his life, even when they are far from him.Flaw: Rindlaf believes there is no room for caution in a life lived to the fullest.
Backstory Rindlaf lives with his uncle (a ranger) and aunt (a druid) in a remote wilderness. Recently, they have become aware of an unlikely alliance between a renegade drow and a tribe of orcs, intent on plundering outlying farmlands. Rindlaf has been sent to town to warn the authorities and ask for soldiers to be sent but he has little idea of where to go or who to speak to, and his lack of social skills is holding him back somewhat.
Religion: Rindlaf worships at the temple of Silvanus, the Neutral god of wild nature, in Sunderfell. Followers there are required to wear a green sash on holy days, and to carry an ivory knife, and a piece of yellow chalk at all times.
DDAL_EE_CharacterSheet_Rindlaf Elmpath.pdf
Basic: No Player's Handbook: Yes EE Player's Companion: No AL Legal: Yes, (March 2015 Rules)
1st-Level Human Cleric (Domain of War) Medium Female HumanoidArmour Class 18 (Chain Mail and Shield)Hit Points 10 (1d8+2)Speed 30 feetSense NormalPassive Perception 12Initiative +1Str 14 (+2) Dex 13 (+1) Con 14 (+2)Int 12 (+1) Wis 15 (+2) Cha 12 (+1)Proficiency Bonus +2Alignment NeutralLanguages Common, GnomishBackground Soldier
FEATURES & TRAITS Military Rank (Sergeant in the Helmpath Stalwarts) Spell Preparation - 3 Cleric spells Ritual Casting War Priest (twice/day)
PROFICIENCIES Tools: Vehicles(Land), Gaming Set (Dragonchess) Saving Throws: Wis, Cha
SKILLS Athletics +4, Insight +4, Intimidation +3, Medicine +4
ATTACKSWarhammer +4 To Hit, 1d8+2 bludgeoning versatile (d10)Javelin +4 To Hit, 1d6+2 piercing thrown, range(30/120)
SPELLCASTINGMagic Ability: WisFocus: Holy SymbolMAM: +4SaveDC: 12Cantrips: Light, Resistance, Spare the DyingSpells Per Day: 2Domain Spells: Divine Favour, Shield of FaithSpells Prepared: Create or Destroy Water, Detect Magic, Purify Food and Drink
EQUIPMENT (97 lb) Chain Mail, Shield, Warhammer, Javelin(4), Holy Symbol, Backpack, Blanket, Candles(10), Tinderbox, Alms Box, Blocks of Incense(2), Censer, Vestments, Day's Rations(2), Waterskin, Rank Insignia, Combat Trophy, Gaming Set (Dragonchess), Common Clothes, Blue Scarf, 10gp, A vest with one hundred tiny pockets
PERSONAL CHARACTERISTICSTraits: Polrianna is always polite and respectful, and she is full of inspiring and cautionary tales from her military experience, relevant to almost every combat situation.Ideal - Nation. My city, my nation, and its people are all that matter.Bond: Polrianna's honour is her life.Flaw: Polrianna's hatred of her enemies is blind and unreasoning.
Backstory Polrianna, known simply as Anna, came from a military family and joined up with the Helmpath Stalwarts where she was popular with the troops and was soon promoted to sergeant. This came to an end when she caught religion as they say, and she left her unit to train as a battle cleric. She is now attached to the temple in her home village where, in truth, she spends most of her time socialising with old friends. She misses the thrill of combat, though, and is beginning to wonder if she made the right career choice after all. There just aren't enough enemies around, are there?
Religion: Polrianna serves at the temple of Tempus, the Neutral god of war, in Amphail. Followers there are required to wear a blue scarf on holy days, and to pray to the west at 8 o'clock every morning.
DDAL_EE_CharacterSheet_Polrianna Copefont.pdf
Basic: No Player's Handbook: Yes EE Player's Companion: Yes AL Legal: Yes, for the EE story line
1st-Level Fire Genasi Sorcerer (Draconic Bloodline Origin) Medium Female HumanoidArmour Class 14 (no armour)Hit Points 9 (1d6+2)Speed 30 feetSense Darkvision 60ftPassive Perception 11Initiative +1Str 9 (-1) Dex 12 (+1) Con 15 (+2)Int 13 (+1) Wis 12 (+1) Cha 15 (+2)Proficiency Bonus +2Alignment Chaotic-NeutralLanguages Common, Primordial, Dwarvish, DraconicBackground Noble (Knight)
FEATURES & TRAITS Pedigree: Daughter of the Earl of Gravewell
Retainers: a factotum (Cliff), a lady's maid (Opaline) and a scribe (Ertha) Dragon Ancestor (White Dragon, Cold damage) Draconic Resilience Reach to the Blaze Darkvision (in shades of red) Fire Resistance
PROFICIENCIES Tools: Gaming Set (Dice) Saving Throws: Con, Cha
SKILLS Deception +4, History +3, Intimidation +4, Persuasion +4
ATTACKSTwo Daggers +3 To Hit, 1d4+1/1d4 piercing finesse, light, thrown, range(20/60)Light Crossbow +3 To Hit, 1d8+1 piercing two-handed, loading, ammunition, range(80/320)Produce Flame +4 To Hit, 1d8 fire ranged spell attack, range(30)Chill Touch +4 To Hit, 1d8 necrotic ranged spell attack, range(120)
SPELLCASTINGMagic Ability: ChaFocus: RodMAM: +4SaveDC: 12Cantrips: Chill Touch, Control Flames, Frostbite, Minor IllusionSpells Per Day: 2Spells Known: Disguise Self, Witch Bolt
EQUIPMENT (79 lb) Dagger(2), Light Crossbow, Bolts(20), Magic Focus (Rod), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Fine clothes, Signet Ring, Scroll of Pedigree, Ivory Knife, Pair of Scissors, Prayer Beads, Red Sash, 25gp, A mummified goblin hand
PERSONAL CHARACTERISTICSTraits: Sparky has a regal bearing. No-one could doubt that she is a cut above the unwashed masses, but she does not, despite her noble birth, place herself above other folk. She believes that we all have the same blood.Ideal - Family. Blood runs thicker than water.Bond: Sparky's loyalty to her sovereign is unwavering.Flaw: By her words and actions, Sparky often brings shame to her family.
Backstory There are not many people who are descended from an efreeti on their mother's side and a white dragon on their father's, but then there are not many people like Sparky, either. Perhaps it is fortunate for world that she is unique. Someone has stolen a piece of jewelry that she treasured, and she is touring the district looking for the thief. She hasn't decided, yet, whether to freeze him or fry him, or possibly both.
Religion: Sparky worships at the temple of Fasnu, the Neutral god of knowledge, in Gravewell. Followers there are required to carry an ivory knife, prayer beads, and a pair of scissors at all times, to wear a red sash on holy days, and to abstain from eating dried fish on Saturdays.
DDAL_EE_CharacterSheet_Lady Sparky of Gravewell.pdf
Basic: Yes Player's Handbook: Not Required EE Player's Companion: Not Required AL Legal: Yes (March 2015 Rules)
1st-Level Stout Rogue Small Male HumanoidArmour Class 14 (Leather Armour)Hit Points 8 (1d8)Speed 25 feetSense NormalPassive Perception 10Initiative +3Str 9 (-1) Dex 17 (+3) Con 11 (+0)Int 14 (+2) Wis 11 (+0) Cha 13 (+1)Proficiency Bonus +2Alignment Neutral-GoodLanguages Common, HalflingBackground Criminal (Blackmailer)
FEATURES & TRAITS Criminal Contact Sneak Attack (1d6 damage) Thieves' Cant Halfling's Luck Brave Halfling Nimbleness Stout Resilience
PROFICIENCIES Tools: Gaming Set (Dragonchess), Thieves' Tools (Expertise), Cartographer's Tools Saving Throws: Dex, Int
SKILLS Acrobatics +5, Deception +3, Investigation +6 (Expertise), Persuasion +3, Sleight of Hand +5, Stealth +5
ATTACKSRapier +5 To Hit, 1d8+3 piercing finesseShortsword +5 To Hit, 1d6+3 piercing finesse, lightTwo Daggers +5 To Hit, 1d4+3/1d4 piercing finesse, light, thrown, range(20/60)
EQUIPMENT (87 lb) Leather Armour, Rapier, Shortsword, Dagger(2), Thieves' Tools, Backpack, Crowbar(2), Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Dark Clothes with a Hood, 15gp, A glass vial filled with nail clippings
PERSONAL CHARACTERISTICSTraits: Parallel is perverse. The best way to get him to do something is to tell him that he can't do it, but he is always the first to note the locations of everything valuable - or where such things could be hidden - when entering a new place.Ideal - Redemption. There’s a spark of good in everyone.Bond: Someone he loved died because of a mistake he made. That will never happen again.Flaw: Parallel has an unfortunate “tell” that reveals when he's lying.
Backstory Parallel hails from the halfling village of Goodbottom but he can't go back there for certain reasons. He has been hanging out in Waterdeep for a while, keeping his ear to the ground and soaking up salacious gossip, hoping to put the squeeze on anyone in power with a guilty secret to hide (but not anyone too powerful, obviously). He thinks he might branch out and try his luck in the smaller villages, where people are more afraid of what their neighbours known about them. He sees himself as a public servant - after all, he only takes money from the guilty, and they deserve to pay, don't they?
Religion: Parallel formerly worshipped at the temple of Lenocorácilla, the Neutral goddess of trade, in Goodbottom. Followers there were required to pray to the south at 6 o'clock every morning, and he still keeps up the habit.
DDAL_EE_CharacterSheet_Parallel Reedstool.pdf
Basic: Yes Players' Handbook: Not Required EE Player's Companion: Not Required AL Legal: Yes (March 2015 Rules)
1st-Level Hill Dwarf Fighter Medium Male HumanoidArmour Class 19 (Chain Mail and Shield)Hit Points 13 (1d10+3)Speed 25 feetSense Darkvision 60ftPassive Perception 10Initiative +1Str 15 (+2) Dex 13 (+1) Con 15 (+2)Int 10 (+0) Wis 11 (+0) Cha 12 (+1)Proficiency Bonus +2Alignment Lawful-GoodLanguages Common, DwarvishBackground Soldier
FEATURES & TRAITS Military Rank (Sergeant in the Broken Reach Defenders) Second Wind Fighting Style: Defence Darkvision Dwarven Resilience Stonecunning
PROFICIENCIES Tools: Vehicles(Land), Gaming Set (Playing Cards), Mason's Tools Saving Throws: Str, Con
SKILLS Animal Handling +2, Athletics +4, Insight +2, Intimidation +3
ATTACKSFlail +4 To Hit, 1d8+2 bludgeoning Two Hand Axes +4 To Hit, 1d6+2/1d6 slashing light, thrown, range(20/60)
EQUIPMENT (132 lb) Chain Mail, Shield, Flail, Hand Axe(2), Backpack, Crowbar, Hammer, Pitons(10), Torches(10), Tinderbox, Day's Rations(10), Waterskin, Hempen Rope - 50ft, Rank Insignia, Combat Trophy, Gaming Set (Playing Cards), Common Clothes, Brass Key, Pair of Scissors, 10gp, A rabbit’s foot
PERSONAL CHARACTERISTICSTraits: Flint has lost too many friends. He is slow to make new ones, and he has a crude sense of humour.Ideal - Greater Good. Our lot is to lay down our lives in defence of others.Bond: Flint will never forget the crushing defeat his company suffered or the enemies who dealt it.Flaw: Flint obeys the law, even if the law causes misery.
Backstory Flint is a veteran of the Goblin War, the brutality of which left him with mental scars that time will never entirely heal. He travels from town to town, hiring on as a town guard or militiaman where he can, but never staying anywhere for more than a few weeks. What little money he earns, he soon spends on drink. It helps him forget, for a while. He has heard a rumour that gold has been found in the dwarf mines far to the east and there is work for mercenaries, guarding the shipments. He thinks he will make his way eastwards. It's as good a direction as any.
Religion: On his rare visits to his dwarven home in Lonely Barrow, Flint worships with his family at the temple of Shokmor, one of the dwarven gods of war. Followers there are required to carry a pair of scissors and a brass key at all times, and to give one sixth of their wealth to the temple.
DDAL_EE_CharacterSheet_Flint Balderk.pdf
BoldItalic wrote: I'm about to post some new pregens that I've prepared as fall-back PCs for our first PotA session. I've written some scripts so that, at the same time as generating summaries formatted for pasting into here, the software exports filled-in character sheets using the new-season AL blank form. I'll attach the sheets as I post the characters. I'm still polishing the scripts but I think they are working well enough. If you look at the sheets and have any comments, feel free to PM me about them.
First Question; How is it you post the Character Sheets to the Forum? Where do you upload it to and link it from?
Second Question: How do you change the color for your text for the character sheet? Only way I am able to fill in the CS on computer is with Form Fillable on Adobe Reader. I can't save my filled files either.
Third Question; What software are you talking about and how would I be able to get my hands on a copy?
When in doubt, grab a large stick.
"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.
Echamil wrote: BoldItalic wrote: I'm about to post some new pregens that I've prepared as fall-back PCs for our first PotA session. I've written some scripts so that, at the same time as generating summaries formatted for pasting into here, the software exports filled-in character sheets using the new-season AL blank form. I'll attach the sheets as I post the characters. I'm still polishing the scripts but I think they are working well enough. If you look at the sheets and have any comments, feel free to PM me about them. First Question; How is it you post the Character Sheets to the Forum? Where do you upload it to and link it from? Second Question: How do you change the color for your text for the character sheet? Only way I am able to fill in the CS on computer is with Form Fillable on Adobe Reader. I can't save my filled files either. Third Question; What software are you talking about and how would I be able to get my hands on a copy?
Hasied Jassan1st-Level Half-Elf FighterMedium (Fe)Male HumanoidArmor Class: 13Hit Points: 13Speed: 30 FeetSense: Darkvision; 60 Ft., Passive Perception; 12Str: 8 (-1) Dex: 14 (+2) Con: 16 (+3)Int: 10 (+0) Wis: 10 (+0) Cha: 16 (+3)Allignment: Chaotic-NeutralLanguages: Common, Elven, Orc
Traits: Background - Charlatan Feature: False Identity Favorite Schemes: I put on new identities like clothes. Proficiency: +2 Armor: Light Armor, Medium Armor, Heavy Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: Disguise Kit, Forgery Kit Saving Throws: Strength, Constitution
Racial Features Darkvision Fey Ancestry
Class Features Fighting Style; Archery Second Wind
Skills Acrobatics +4, Deception +5, Perception +2, Persuasion +5, Sleight of Hand +4, Stealth +4
WeaponsMelee--Rapier: +4 to hit (Reach 5 ft., One Target) Finesse.Hit: 1D8+2 Piercing Damage.Melee--Shortsword: +4 to hit (Reach 5 ft., One Target) Finesse, Light.Hit: 1D6+2 Piercing Damage.Melee/ Range--Handaxes: +1 to hit (Range 20/60, One Target) Light, Thrown.Hit: 1D6-1 Slashing Damage.Range--Longbow: +6 to hit (Range 150/600, One Target) Ammunition, Heavy, Two-Handed.Hit: 1D8+2 Piercing Damage.
Equipment Leather Armor, Longbow, Arrows; 20, Rapier, Shortsword, Handaxes; 2, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 ft., Mess Kit, Rations; 10, Tinderbox, Torches; 10, Waterskin), Clothes; Fine, Disguise Kit, Con Tools; Deck of Marked Cards, Belt Pouch; (Containing 15 GP), Trinket; Old divination card bearing likeness.
Personality: Personality Traits: I lie about almost everything, even when there is no good reason to. I pocket anything I see that might have some value. Ideal: Independence. I am a free spirit--no one tells me what to do. (Chaotic) Bond: A powerful person killed someone I love. Someday soon, I'll have my revenge. Flaw: I can't resist swindling people who are more powerful than me.
Backstory Hasied Jassan began life in a cruel world, in 1342 DR. She was born to a woman who would never love her, in a world that would shun her, to a life that would ruin her. Growing up on the scorching streets of Calimport--Hasied learned that to survive; you had to lie, cheat and steal. This led to a pittiful life of cheating foreign merchant and dignitaries from their ill-gotten gains. During the Second Era of Skyfire, Hasied met a woman, a slave, with whom she fell deeply in love. Tymora's luck did not favor Hasied though, and she was forced to watch her beloved's public death at the hands of an Earthsoul Genasi Nobleman. Convinced there is a better life out there, Hasied fled from Calimport during the Rise of the Genasi, empty and broken inside with only the thought of her beloved fueling her actions.
Kruntch1st-Level Half-Orc BarbarianMale Medium HumanoidArmor Class: 14Hit Points: 15Speed: 30 FeetSense: Darvision; 60, Passive Perception;Str: 16 (+3) Dex: 13 (+1) Con: 16 (+3)Int: 10 (+0) Wis: 12 (+1) Cha: 8 (-1)Allignment: Chaotic-NeutralLanguages: Common, Orc
Traits Background - Variant Entertainer: Gladiator Feature: By Popular Demand Entertainer Routines: Combat, Juggler, Tumbler Proficiency: +2 Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons Tools: Disguise Kit, Musical Instrument; Flute Saving Throws: Strength, Constitution
Racial Features Darvision Menacing Relentless Endurance Savage Attacks
Class Features Rage Unarmored Defense
Skills Acrobatics +3, Athletics +5, Intimidation +1, Performance +1, Survival +3
WeaponsMelee--Shortsword: +5 to hit (Reach 5 ft., One Creature) Finesse, Light.Hit: 1D6+3 Piercing Damage.Melee/Range--Dagger: +5 to hit (Reach 5 ft., One Creature) Finesee, Light, Thrown (20/60).Hit: 1D4+3 Piercing Damage.Melee/Range--Trident: +5 to hit (Reach 5 ft., One Creature) Thrown (Range 20/60), Versatile.Hit: 1D6+3 Piercing Damage. 1D8+3 Piercing Damage.Range--Javelin: +5 to hit (Reach 5 ft., One Creature) Thrown (Range 30/120).Hit: 1D6+3
Equipment Shortsword, Dagger, Javelin; 4, Trident, costume, Explorer's Pack; (Backpack, Bedroll, Hempen Rope; 50 ft. Mess Kit, Rations; 10, Tinderbox, Torches; 10, Waterskin.), Favor of Admirer; Trinket: (An Old Key), Belt Pouch; (Containing 15 GP).
Personality Personality Traits: I love a good insult, even one directed at me. I know a story relevant to almost any situation. Ideal: Greed. I'm only in it for the money and fame. (Evil) Bond: I will do anything to prove myself superior. Flaw: Despite my best efforts, I am unreliable to my friends.
Background Kruntch, older than most beginning adventurer's, was born a slave. His mother, a human woman captured by an Orc tribe, did not survive through Kruntch's birth. Born the bastard half-orc child of the Tribe's Chief, there was no love lost when Kruntch was thrown into a dark pit and forced to fight beasts for his meals and to survive. His entire life was torturous entertainment for the Tribe. During his 23rd winter, nothing more than bones, Kruntch was sold to a slave-trader, and forced to perform in "underground" arena-pits. The bare knuckled, bloodied, kill or be killed life was all that Kruntch had ever known until one evening, an unbridled rage compleed Kruntch to take the slave owners head between his muscled hands, and squeeze. Since then, Kruntch has fled, trying to find a better life, fighting to survive and make something out of it in the process.
1st-level Barbarian, Medium humanoid (human), chaotic Neutral
Armor Class 14 (16 with Shield)
Hit Points 14 (1d12 + 2)
Speed 40 ft.
STR DEX CON
15 (+3) 14 (+2) 14 (+2)
INT WIS CHA
8 (-1) 10 (+0) 13 (+1)
Saving Throws Str +4, Con +4
Skills Acrobatics +4, Athletics +4, Perception +2, Intimidation +3, Survival +2
Tool proficiency: Navigators tools, Vehicles (water)
Senses Passive Perception 12
Languages Common, Draconic, Orc
Challenge 1/4 (50 XP)
Equipment. A BattleAxe, 2 hand axes, Belay pin (club), an explorer's pack, 4 javalins, a Shield , 50' silk rope, A silver tear drop earring (made from a dragons tears!), a set of common clothes, , and a belt pouch containing 10 gp.
Feat. Magic Initiate (Sorcerer):
Cantrips: Shocking Grasp (1d8, adv. vs. metal armor), Fire Bolt (1d10 range attack)
1st level: Witch Bolt (1d12 range attack, concentration maintains 1d12 every round 30'range)
Proficiency. (+2) Fenris is proficient with light armor, medium armor, shields, simple weapons, martial weapons.
Rage. In battle, Fenris "The Feared" fights with primal ferocity, On his turn, he can enter a rage as a bonus action. While raging, he gains the following benefits if he isn't wearing heavy armor:
If Fenris is able to cast spells, he can't cast them or concentrate on them while raging. His rage lasts for 1 minute. It ends early if he is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then. He can also end his rage on his turn as a bonus action. Once he has raged twice, he must finish a long rest before he can rage again.
Unarmored Defense. While Fenris is not wearing any armor, his Armor Class equals 10 + his Dexterity modifier + his Constitution modifier. He can use a shield and still gain this benefit.
ACTIONS
BattleAxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8 + 2 (1d10+2 two handed) slashing damage.
Handaxe. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d6 +2 slashing damage.
Javalin. Melee or Ranged Weaopn Attack: +4 to hit, reach 5 ft. or range 30 ft./120 ft., one target. Hit: 1d6 + 2 piercing damage.
Background. Pirate
Feature. Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Traits.
I work hard so that I can play hard when the work is done. I stretch the truth for the sake of a good story.
Ideal. The Sea is freedom, freedom to go anywhere and do anything.
Bond. I was cheated out of my fair share of the profits, and I want to get my just due. (bad reputation)
Flaw. Once someone questions my courage, I never back down no matter how dangerous the situation
known for the viciousness he showed to his vanquished foes, as well as his success in raiding many towns. Fenris has a sadistic, bloodthirsty streak that was predominant in his career. A feral combatant his rage leaves none without harm in his wake. Will allow a tough opponent to strike him before he defeats them, baiting them and intimidating them in the process.
His reputation was further heightened on his last voyage. It was on this last raid that his latent magical abilities manifested with a surge of wild magic that sucked the life force out of the merchant galley Luscious Trader's crew and flooding Fenris with mighty temporary power. In his rage he slew the remaining crew and a few of his own that got in his way.
The merchant galley "Luscious Trader" was heavily laden with treasure from the far reaches of Faerun's continent Kara Tur. Gold and Jewels that sparkled greater than the evening sky. His Pirate colleagues fearing the new magic from Fenris left him on a derelict "Luscious Trader" with no sail, a broken Rudder, and no treasure. With some luck a storm pushed the ship into A reef near the coast. It took all of his strength to reach the shore during the storm. Vengeance or a large portion of the treasure is all that will satisfy his rage.
Now few will take "the Feared" on as a crewman, thus Fenris has taken up adventuring, the thrill and danger is as great if not greater than pirating after all.
Thanks everyone for your efforts!
I appreciate the higher level characters. Any one have some high level clerics and wizards and rogues?
BoldItalic wrote: Not Valid for AL: Syl "Glory" Moonwave, 1st-level Tiefling Paladin (Acolyte) - the AC is wrong, the skills proficiencies are wrong and he has too much equipment (exceeds 200gp) Not Valid for AL: Toruk Smells-blood, 1st-level Half-Orc Barbarian (Outlander) - the skills are wrong. Intimidation (Half-Orc) is missing and the others are wrongly calculated.
Not Valid for AL:
I've edited Syl to be AL safe with the new rules (except that I'm not sure about the flaw -- I can pick one from the book if I can't use a custom flaw there) via alternate starting equipment, and legal for previous on her main equipment. Must have forgotten to add the second book into gold cost. Fixed the AC and skills as well -- I think I misunderstood how you can pick them, eg I'd pick Athletics from the class and then the background I chose would also have it, so I'd just pick some other random skill I wanted. Now the skills are all from the class and background.
I fixed Toruk's skills as well (math must have been amazing that night) and equipment and related scores. He should be AL safe now.
This character requires the Player's Handbook and is therefor not basic. This character requires the Elemental Evil player's guide. This character is, to my knowledge, legal for Adventure League play.
Rette “Whirl” Renner
BACKGROUND (OUTLANDER — Feature: Wanderer; Origin: Guide)
Rette was born to a small tribe of nomads still clinging to their hunter-gatherer lifestyle. To them, her birth was neither auspicious or a portend of dark times -- all new life on the plains was honored and celebrated. As she grew, her tribe was winnowed by age, affliction, and accident. Finally her remaining family looked to civilization to fill their bellies and became guides and hunters for hire, bringing merchants and nobles safely across the great plains and keeping dangerous animals from the livestock of farmers.
Even before adulthood, Rette heard the call of the windsong of the great meadows and unbroken expanses of grasses of her childhood. When she was old enough, she would accompany her father when he led patrons across the Golden Seas, making and breaking camp for their charges and learning to harvest plants and animals for the materials they could yield. In just a few years, she would be leading her own groups.
Now of age, Rette has gone her own way, living free on the plains and enjoying the company of the beasts that dwell within. Her greatest joy is the feeling of the wind and sun on her face, though she finds the great storms that roll across the open ranges exhilarating and might be seen dancing naked in the gales, giggling like a child.Personality Traits: I’m driven by wanderlust that led me away from home.Ideal: Life is like the seasons, in constant change, and we must change with it.Bond: An injury to the unspoiled wilderness of my home is an injury to me.Flaw: I am slow to trust members of other races, tribes, and societies.
1st level Air Genasi Ranger
Medium Female Humanoid
Armor Class 16 (scale mail)Saves Strength, Dexterity
Hit Points 12
Speed 30 ft
Str 8 (-1) Dex 16 (+3) Con 14 (+2)
Int 10 (+0) Wis 14 (+2) Cha 13 (+1)
Languages Common, Primordial, Elven
TRAITSFavored Enemy (Beasts)Natural Explorer (Grasslands)Unending BreathMingle with the Wind
SKILLSAnimal Handling (+3), Athletics (+1), Nature (+2), Perception (+4), Survival (+4)
PROFICIENCIESMusical Instrument (shawm)
Melee Attack— Shortsword: +5 to hit (reach 5 ft; one creature).
Hit: 1d6+3 piercing damage
Ranged Attack— Longbow: +5 to hit (range 150/600 ft; one creature).
Hit: 1d8+3 piercing damage
SPELLS
Cantrips: —
Prepared Spells: —
EQUIPMENTscale mail, (2) shortsword, longbow, quiver ((20) arrow), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope) hunting trap, pouch, shawm, staff, trophy hawk feathers, traveler’s clothes, 4gp, 8sp, 20cp
DESCRIPTION
Rette is lean and her movement efficient. Her sky blue skin is often smudged with dirt and her wavy white hair seems to blow in a supernatural breeze even when indoors (and sometimes scatters grass seed as if of its own accord). Very fine crystals form at the nape of her neck and disappear into her scalp above and between her shoulders below.
Rette rarely wears her heavier armor, preferring to move unhampered among the grass of her home. She wears loose and simple but utilitarian clothing and no accessories save a bracelet adorned with hawk feathers on her left wrist. The bracelet was made by her mother from the bounty of Rette’s first wild hunt.
Ahnric “Wet Feet” Delinn
BACKGROUND (SAILOR — Feature: Ship’s Passage)Ahnric was born with sea blood, his sailor father would comment when someone asked about the lad’s strange skin and perpetual moistened state. Being the son of a sailor, Ahnric was often under the light supervision of his port-tethered mother and two flighty older sisters. He reveled in the tales his father told of the sea and felt its calling more strongly ever year.
When he was old enough, Ahnric took up a job with local fishers. His unique abilities made him popular with crabbers and clam divers and for a time he was paid well for his services, keeping his mother and sisters well above the wages of an average sailing man’s. During this time his sorcerous blood manifested and he learned how to control water and flames to great effect at his work and small emergencies at port.
After a one long day in the ocean, Ahnric came home to the news that the ship his father crewed had been attacked and sunk by raiders. Tears still streaming, somewhat unseen, down his face, he ran to the naval office and begged to be allowed to join the navy. Still too young, they turn him away. After that, for nearly a year, he begged every ship’s crew and captain for a job aboard their ship, and searched for more information on the raiders that sunk his father’s.Now of age and two years at sea, Ahnric sails on the Pearly Princess, a merchant marine ship captained by a strong-willed half-elven woman named Diara Greenbeard. He is still searching for the raider captain Curmush Jawcracker to avenge his father’s death.Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale.Ideal: The sea is freedom—the freedom to go anywhere and do anything.Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.Flaw: I can’t help but pocket loose coins and other trinkets I come across.
1st level Water Genasi Sorcerer
Armor Class 11Saves Constitution, Charisma
Hit Points 9 (1d6+3)
Speed 30 ft.; swim 30 ft.
Sense
Str 8 (-1) Dex 12 (+1) Con 16 (+3)
Int 10 (+0) Wis 14 (+2) Cha 15 (+2)
Alignment Chaotic good
Languages Common, Primordial
TRAITSSorcerous Origin (Wild Magic)Acid ResistanceAmphibiousCall to the Wave
SKILLSArcana (+2), Athletics (+1), Perception (+4), Persuasion (+4)
PROFICIENCIESNavigator’s Tools, Vehicles (water)
Melee Attack— Dagger: +3 to hit (reach 5 ft; one creature).
Hit: 1d4+1 piercing damage
Ranged Attack— Light Crossbow: +3 to hit (range 80/320 ft; one creature).
Hit: 1d8+1 piercing damage
Ranged Spell Attack— Ray of Frost: +4 to hit (range 60 ft; one creature).
Hit: 1d8 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn.
SPELLSSpell Save DC 12
Cantrips: Blade Ward; Control Flames; Ray of Frost; Shape Water
Prepared Spells: (1st level, 2 per day) Mage Armor; Ice Knife
EQUIPMENT(2) dagger, light crossbow, case ((20) crossbow bolt), arcane focus (orb), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), belaying pin, (50’) silk rope, common clothes, pouch, a glass orb filled with moving smoke
Ahrnic stands shorter than most of his mates, but is tough as nails and works through the driving rain of a sea squall without hesitation or complaint. His dark green skin seems to continually shed water and his black hair shimmers against the sun as though damp from a recent swim.
Ahnric keeps his clothing simple but durable to persevere under the demanding lifestyle of a sailor at sea. He keeps a nice set of clothes for evening at port, but swims nude (or in a loincloth depending on company). His arcane orb is in a pouch on his belt at all times and a dagger in his boot while on shore. He uses his smoky orb to break the ice with strangers put off by his appearance.
Charlotte "Shimmer" Moondew
1st-level Half-Elf Warlock
Armor Class 14 (leather)
Hit Points 10 (1d8)
Speed 30 ft.
Stats 15 14 13 12 10 8 Racial Bonus CHA 2 DEX 1 CON 1
Int 10 (+0) Wis 12 (+1) Cha 16 (+3)
Alignment Chaotic Neutral
Languages Common, Elven, +1 Language of Choice
Trait Darkvision 60’; Fey Ancestry; False Indentity; Awakened Mind
Proficiency (+2)
Tools: Forgery Kit, Disguise Kit
Saving Throws: Wisdom +3, Charisma +5
Skill: Deception +5, Insight +3, Intimidation +5, Nature +2, Perception +3, Sleight of Hand +5
Level 0; Eldritch Blast; Friends
Level 1; Hex, Armor of Agathys
Dagger +5, 1d4+3 damage
Eldritch Blast +5, 1d10 damage
Light Crossbow w/ 20 bolts, Arcane Focus (Strange Pendant), Leather Armor, 2 daggers, quarterstaff,
Scholar's Pack, Dungeoneer's pack; Backpack, Water Skin, Tinder Box, Crowbar, Hammer, 10 Pitons, Set of Fine Clothes, Disguise Kit, Book of Lore, Bottle of Ink, Ink Pen, 10 Sheets of Parchment, Bag of Sand, Small Knife, Grappling Hook, 50ft Hemp Rope (Assumption, bought Dungeoneer Pack and Grappling Hook, 1 gp left)
Appearance: Alabaster white skin, golden blonde hair, and cornflower blue eyes filled with flecks of gold. Charlotte Moondew enjoys the perfect blend of Elven grace and beauty with the lush voluptuousness of her human parent. With a natural penchant for standing out in a crowd, Shimmer has learnt to hone her social skills to a fine point, traversing the social landscape of both the noble courts and the criminal slums with ease. Her reputation varies from 'Elegant Lady' to 'Sought after Courtesan' or even 'that Wretched Harlot' depending on who you ask.
Background Charlatan [False Identity]
Favourite Scam: I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
False Identity: Charlotte Moondew, highly sought after Courtesan who has the favour of any given noble at the time. (Signet Ring from Background)
Personality Traits: Flattery is my preferred trick to getting what I want.;
I pocket anything I see that might have value.
Ideal: Independence. I am a free spirit— no one tells me what to do.
Bond: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Flaw: I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.
Ever since she’d put on that pendant she inherited from her grandmother, Shimmer had been getting thoughts and impressions from ‘somewhere’.
The insidious whispers whose meanings as just out of reach leaves Shimmer slightly off balance, as she strains to make sense of the sounds. So close, always so close, but understanding constantly eludes her.
Leaving her comfortable city life as a courtesan, Shimmer takes a journey out into the world thinking the quieter countryside could possibly allow her to focus on the whispers. Maybe she was right or perhaps something is leading her subconscious mind, but Shimmer is realizing she’s not just a simple courtesan anymore.
It wasn’t long before she discovered that she could push her thoughts onto other people….
Notes
*Character should be AL compliant*
*Pendant can come from various sources, it is basically her link to her Great Old One Patron though she has yet to discover it and doubles up as her Arcane Focus.
As a level 1 character, she is just learning that she has powers. The mental intrusions from her Patron and her background makes for a somewhat mentally unbalanced character whose doesn’t hesitate to manipulate others. Also leaves the ever present plot hook for the DM to yank on through her Patron*
Shimmer Character Sheet 1st.pdfShimmer Character Sheet 2nd Page.pdf
TanakaC wrote: Charlotte "Shimmer" Moondew 1st-level Half-Elf Warlock
I like it. I might use her as a villain!
And welcome to the forum.
Gwaithador wrote: Krumden Kraw is excellent. The ballad is brilliant, it brings the character to life. Tell your DM you've gained an inspiration die!
Krumden Kraw is excellent. The ballad is brilliant, it brings the character to life. Tell your DM you've gained an inspiration die!
Thanks, Gwaithador! He's definitely a fun character to play, though he still hasn't managed to track down the piece of sh*t halfling who wrote that ballad. He takes minor solace in beating the crap out of any bard who dares to play it within his earshot.
D&D 5E Tools I have created
Vostyg Stragov
4th-level Mountain Dwarf Barbarian [Path of the Berserker]
Armor Class 16 (breastplate)
Hit Points 45 (4d12)
Speed 25 ft.
Senses Darkvision 60 ft.
Str 16 (+3) Dex 14 (+2) Con 16 (+3)
Int 8 (-1) Wis 12 (+1) Cha 10 (+0)
Alignment Chaotic Good w/ Chaotic Neutral tendencies
Languages Common, Dwarvish, Giant
TRAITS
Background – Outlander
Oirigin: Trapper
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: Smith’s Tools, Leatherworker’s Tools
Saving Throws: Strength, Constitution
Weapons: Simple Weapons, Martial Weapons
Armor: Light Armor, Medium Armor, Shields
SKILLS
Athletics +5, Intimidation +2, Perception +3, Survival +3
+4 on History checks used to determine the origin of stonework
Melee Attack— Maul: +5 to hit (reach 5 ft.; one creature)
Hit: 2d6+3 bludgeoning damage (2d6+5 if raging)
Melee Attack— Battleaxe: +5 to hit (reach 5 ft.; one creature)
Hit: 1d8+3 slashiing damage (1d8+5 if raging; versatile 1d10)
Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature).
Hit: 1d6+3 piercing damage (thrown)
breastplate, maul, battleaxe, steel knuckles, 4 javelins, an explorer’s pack, a hunting trap, a bearskin cap, a bearskin cloak, bearskin boots, bearskin gloves, a bearskin tunic, 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
Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.
Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Armor Training: You have proficiency with light and medium armor.
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 Berserker: For some barbarians, rage is a means to an end--that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being.
Frenzy: You can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion (as described in appendix A).
Feat - Great Weapon Master: You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty on the attack roll. If the attack hits, you add +10 to the attack’s damage.
Trait 1: Lewd, crude, brazen, and boisterous, I am a borderline lunatic who is always spoiling for a fight.
Trait 2: I don’t like to bathe.
Ideal: Glory. Immortality is achieved through legends forged on the field of battle. (Neutral)
Bond: Those who fight beside me are those worth dying for.
Flaw 1: I have little respect for established authority; I measure people by their deeds, not their pedigrees.
Flaw 2: Once I start drinking, it’s hard for me to stop.
Appearance: Vostyg appears as a grizzled dwarf with a hulking physique. A narrow fringe of fiery red hair rings the broad expanse of his skull, merging just in front of his ears with a bushy red beard. He has icy blue eyes, and his stony features bear the scars of many battles. A rank odor emanates from his body, drawing clouds of flies and midges. He has a sizeable gap between his two front teeth.
Vostyg is a force of nature. Born and bred in the alpine mountains overlooking Rashamen, legends abound of his prowess as a trapper, warrior, and wrastler of bears. He harbors a special hatred for orcs, giants, and giantkin. He enjoys wrastling bears, drinking vodka, splitting skulls, and squat dancing on tavern tables. He journeyed into the west on the trail of a great spirit beast, a man-eating bear the size of a house named Old One-Eye who has managed to elude Vostyg for years.
Image: http://ffxihaven.ffshrine.org/art/char-art/ff11-ca-chainmail.jpg
Name: Xain Kullen
Class-Level: Fighter 5
Background: Soldier
Race: Human (Variant)
Age: 19
Alignment: Neutral Good
Proficiency Bonus: +3
Strength: 18 (+4)
Dexterity: 16 (+3)
Constitution: 17 (+3)
Intelligence: 9 (-1)
Wisdom: 14 (+2)
Charisma: 16 (+3)
Saving Throws: Strength (+7), Constitution (+6)
Skills: Animal Handling (+5), Athletics (+7), Insight (+5), Intimidation (+6), Perception (+5)
Passive Wisdom: 12
AC: 16 (chainmail)
Initiative: +3
Speed: 30 ft.
Hit points: 49
Weapons: Scimitar (ATK Bonus +7) (Damage: 1D6 + 4)
Shortsword (ATK Bonus +7) (Damage: 1D6 + 4)
Handaxe (ATK Bonus +7) (Damage: 1D6 + 4)
Proficiencies: All weapons and armor, smith's tools, playing cards, Vehicles (land)
Languages: Common, Dwarvish
Feats and Traits: Feat: Heavy Armor Master
2 - Weapon Fighting Style
Second Wind
Action Surge
Student of War
Battle Master Archetype
Superiority dice x4 (D8)
Maneuvers: Rally, Menacing attack, Riposte
Extra Attack x1
Personality: Kind, brave, protector
Ideals: To help end the chaos that has plagued this world
Bonds: Falcon Necklace, his guildmates
Flaws: Whenever I'm with a group and we face a powerful foe, I'm reminded of "that" day and my fear and anger take over causing me to lose focus sometimes, and it gets worse when I see an ally fall.
Backstory:
Kasier Windrivver
1st-level Rogue, Medium humanoid (human), chaotic good
Armor Class 14 (leather armor)Hit Points 9 (1d8 + 1)
Speed 30 ft. STR DEX CON
12 (+1) 16 (+3) 13 (+1)
14 (+2) 8 (-1) 16 (+3)
Saving Throws Dex +5, Int +4
Skills Athletics +2, Deception +7, Persuasion +5, Sleight of Hand +7, Arcana +4, Investigation +4
Senses Passive Perception 9
Languages Common, Dwarvish
Equipment. A rapier, a shortsword, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, navigator's tools, potion of healing, a diary written in a strange language (possibly celestial), and a letter that writes "you can come home any time you want".
Feat Lucky: Kasier has inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can also spend a luck point when an attack roll is made against you. Kasier regains his expended luck points when he finishes a long rest.
Proficiency. (+2) Kasier is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, water vehicles, navigator’s tools, and thieves' tools.
Epertise. Kasier doubles his proficiency bonus for any ability check made that uses Charisma (Deception) and Dexterity (Sleight of Hand).
Sneak Attack. Once per turn, Kasier can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or ranged weapon. He doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and He doesn't have disadvantage on the attack roll.
ACTIONSRapier Reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.
Dagger Reach 5 ft. or range 20 ft./60 ft., one target. Hit: 1d4 +3 piercing damage.
Shortbow. Ranged Weapon Attack: range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.
Feature. Bad reputation
Traits. I’m a born gambler & I won’t pay attention to the risks in a situation. Also, I fall in & out of love easily. Can’t resist a pretty face.
Ideal. Freedom. The sea is freedom – freedom to go anywhere and do anything.
Bond. Someday I’ll own my own ship & chart my own destiny.
Flaw. I once satirized a noble who still wants my head. It was a mistake I’ll likely repeat.
Kasier Windrivver was born in Mirabar, a mining city located on the northern Sword Coast. The city was occupied by 1600 shield dwarves who lived underground near their workshops, which produced metal goods for export in the region and beyond. The humans above would cooperate with the dwarves to handle the mining, move ore to the market & defend the city against magical threats. Kasier, as a boy, learned the basics of bartending from his mother, Sarah Montresor, who was the owner of The Emerald Nymph inn & tavern. Night after night, he could always listen in on legends of the exciting adventures of pirates. Sometimes the stories were so captivating that, when his mother wasn’t looking, he’d stop his chores altogether to sit with the locals & ask questions, especially when he’d heard rumors about his father, “Danny Windrivver”, & how he had supposedly found a way of traveling to the astral plane of Bytopia and discovered a vast otherworldly treasure.
One night, a rather extroverted fellow, calling himself “Mr. Shanks”, was spellbinding the whole inn with his tales. Thrill & astonishment could be seen in the eyes of almost every living soul huddled up around the man, but it still did not meet the excitement felt by Kasier. Recognizing his kindred spirit & raw determination for adventure, Mr. Shanks invited Kasier to accompany his crew and sail onboard his ship, The Greedy Atlantis, admitting to have known his father, Danny ‘Gunner’ Windwivver, and to being an experienced captain himself. Under Shanks’ tutelage, Kasier’s apt for piracy unfolded, whether it was in martial training or embezzlement, which to him was all just another adventure.
Then, there was a mutiny.
Captain Shanks’ first mate, Mr. Tobias “Dead Man” Edans, was the ringleader of the mutineers. “Dead Man”, now, captain Edans, revealed to Kasier that the original purpose for his recruitment was to use him as leverage to his father, Gunner Windrivver, in an attempt to extract the whereabouts of Gunner's treasure find in the outer plane of Bytopia, but the plan went awry when the captain had begun to go soft & refused to betray the boy.
Mr. Edans was the death of captain Shanks.
Kasier, infuriated, made it his lifelong goal to become the greatest pirate that ever lived, & uncover all the strange mysteries & secrets of the world.
Equipment. A rapier, a shortsword, an explorer's pack, leather armor, two daggers, thieve's tools, a set of fine clothes, navigator’s tools, a potion of healing, a diary written in a strange language (possibly celestial), and a letter that writes "you can come home any time you want".
Feat Lucky: Kasier has inexplicable luck that seems to kick in at just the right moment. He has 3 luck points. Whenever he makes an attack roll, an ability check, or a saving throw, he can spend one luck point to roll an additional d20. He can also spend a luck point when an attack roll is made against him. He regains his expended luck points when he finishes a long rest.
Proficiency. (+2) Kasier is proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, short swords, and the following tools: Navigator’s tools, Water vehicles, and thieves' tools.
Shortbow. Ranged Weapon Attack: +5 to hit, range 80 ft./320 ft., one target. Hit: 1d6 + 3 piercing damage.
Kasier Windrivver was born in Mirabar, a mining city located on the northern Sword Coast. The city was occupied by 1600 shield dwarves who lived underground near their workshops, which produced metal goods for export in the region and beyond. The humans above would cooperate with the dwarves to handle the mining, move ore to the market & defend the city against magical threats. Kasier, as a boy, learned the basics of bartending from his mother, Sarah Montresor, who was the owner of The Emerald Nymph inn & tavern. Night after night, he could always listen in on legends of the exciting adventures of pirates. Sometimes the stories were so captivating that, when his mother wasn’t looking, he’d stop his chores altogether to sit with the locals & ask questions, especially when he’d heard rumors about his father, “Danny Windrivver”, who had supposedly found a way of traveling to the astral plane of Bytopia and discovered a vast otherworldly treasure hoard.
One night, a rather extroverted fellow, calling himself “Mr. Shanks”, seemed to be spellbinding the whole inn with his tales. Thrill & astonishment could be seen in the eyes of almost every living soul huddled up around the man, but it still did not meet the excitement felt by Kasier. Recognizing his kindred spirit & raw determination for adventure, Mr. Shanks invited Kasier to accompany his crew and sail onboard his ship, The Greedy Atlantis, admitting to have known his father, Danny ‘Gunner’ Windwivver, and to being an experienced captain himself. Under Shanks’ tutelage, Kasier’s apt for piracy unfolded, whether it was in martial training or embezzlement, which to him was all just another adventure.
Captain Shanks’ first mate, Mr. Tobias “Dead Man” Edans, was ringleader of the mutineers. “Dead Man”, now, captain Edans, revealed to Kasier that the original purpose for his recruitment was to use him as leverage to his father, Gunner Windrivver, in an attempt to extract the whereabouts of a certain hoard of treasure stashed away in the outer plane of Bytopia, but the plan went awry when the captain had begun to go soft & refused to betray the boy.
5th-level Goliath Barbarian [Path of the Totem Warrior]
Hit Points 55 (5d12)
Senses Normal
Int 8 (-1) Wis 10 (+0) Cha 10 (+0)
Alignment Lawful Neutral
Languages Common, Giant, Dwarvish
Origin: Exile or outcast
Tools: Bagpipes
Athletics (Strength) +6, Intimidation (Charisma) +3, Perception (Wisdom) +3, Stealth (Dexterity) +5, Survival (Wisdom) +3
Melee Attack— Halberd: +6 / +6 to hit (reach 5 ft.; one creature)
Hit: 1d10+3 slashing damage (1d10+5 if raging) /1d4+3 bludgeoning damage (1d4+5 if raging) (heavy, two-handed, reach)
Melee Attack— Battleaxe: +6 to hit (reach 5 ft.; one creature)
Ranged Attack—Javelin: +6 to hit (range 30/120 ft; one creature).
breastplate, halberd, battleaxe, 4 javelins, an explorer’s pack, a hunting trap, a yeti skin cloak, a cave bear claw amulet, a set of traveler’s clothes, a belt pouch containing 10 gp.
Natural Athlete: You have proficiency in the Athletics skill.
Stone’s Endurance: You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Your carrying capacity is your Strength score multiplied by 30 (16 x 30 = 480 lbs.). You can push, drag or lift a weight in pounds up to twice your carrying capacity (960 lbs.). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Mountain Born: You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Extreme Cold: When the temperature is at or below 0 degrees Fahrenheit, a creature exposed to cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
High Altitude: Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long such a creature can travel. Breathing creatures can become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can’t become acclimated to elevations above 20,000 feet unless they are native to such environments.
Path of the Totem Warrior: The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as a 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 the path that seeks attunement with the natural world, giving you kinship with beasts. You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.
Totem Spirit - Cave Bear: 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.
Extra Attack: You can attack twice, instead of once, whenever you take the Attack action on your turn.
Fast Movement: Your speed increases by 10 feet while you aren’t wearing heavy armor.
Feat - Polearm Master: 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 weapon. This attack uses the same ability modifier as the primary attack. The weapon’s damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter the reach you have with the weapon.
Trait 1: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry yeti.
Trait 2: My recklessness once cost the lives of the people who depended on me; as a result, I prefer to think before I act.
Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Neutral)
Bond: I seek redemption in the eyes of my ancestors so that the spirits of the children who died by my negligence can finally be laid to rest.
Flaw: I have a bit of a deathwish.
Appearance: Mog’Magore is a young goliath of prodigious size with a hulking physique. He stands over 8 feet tall, and weighs 493 pounds.
Mog'Magore was born into a clan of goliaths who dwelled among the loftiest peaks of the Spine of the World Mountains. His father, Taebor, was chief of the Stormhammers, ruling the clan with an iron fist from his seat of power within the great hall of Skyreach.
When Mog'Magore reached his fifteenth name day, his father invited him to join the warriors of the clan on a mammoth hunt. They were tracking a great herd through a mountain pass when they came across a pair of yetis picking over the bones of a long-dead rhemoraz. A ferocious battle ensued in which several of the Stormhammer warriors were brutally slain before the yetis could be overcome. Though it was Mog'Magore’s first true test in battle, the spirits of the ancestors were with him that day, enabling him to deal the killing blow to the last of the yetis just as it was about to gore his father. In recognition of his son’s bravery, Taebor allowed him to claim one of the yeti pelts as his own that it might be fashioned into a cloak upon his return to Skyreach.
As the Stormhammer warriors gathered themselves up, a withered crone appeared in a swirl of snow atop a high promontory overlooking the pass. Trembling with rage, she pointed an accusatory finger at the flayed corpses of the yetis, proclaiming that the Stormhammers had slaughtered her children, and that a similar fate would be visited upon their own. As suddenly as she had appeared, the hag was gone, with another swirl of snow as the only sign that she had ever been there.
The Stormhammers returned to Skyreach several nights later only to be greeted by a chorus of wails. When Taebor demanded to know what had happened, one of the tenders stepped forth to inform him that an old hag had appeared within the great hall and spirited away all of the children of the Stormhammer clan. Uncertain of what to do, Taebor sought the council of the clan wiseman, an aging goliath named Shadrak the Wyrd. The old man drew forth a set of rune-carved bones from the leather satchel at his side and cast them down upon the snow. Through his arts, Shadrak discerned that the ancient crone was an ice hag, and that she had spirited the children back to her lair, a magical grotto situated deep beneath the surface of a mountain lake within the lee of a natural archway formed by two icy spires.
Taebor wasted no time in gathering his warriors and heading out towards the hag’s lair. When they arrived by the shore of the lake, they saw that it was frozen. Taebor ordered the Stormhammers to set upon the ice with their picks and axes. They soon carved out a hole broad enough for a goliath to fit through. Taebor began to strip off his furs in preparation for the descent, but Mog'Magore stepped forth and spoke to him. He argued that Taebor was far too important to undertake such a dangerous mission, and offered to go in his stead. After a moment’s consideration, Taebor nodded his assent.
Promising success, Mog'Magore plunged into the frozen depths, swimming furiously to reach the bottom of the lake. Just when he thought that his lungs would burst, he spied a faint blue luminescence emanating from the rocks somewhere off to his left. With a final effort, he swam towards the light, bursting through a magical barrier to spill onto the floor of an icy grotto.
He was amazed to discover that he could breathe again. Looking back towards the entrance, he noticed that a faintly shimmering field of force was holding back the lake water and preventing it from flooding the cavern in which he stood. He picked himself up and drew his axe, venturing deeper into the grotto and dreaming of the glory he would attain upon slaying the ice hag and rescuing the captives. He did not have to travel far before he came upon the children of the Stormhammer tribe, huddled together in a wretched mass and bound in place with bands of ice.
Mog'Magore raised his axe and began to hack through the children’s bindings. The din soon drew the attention of the hag, who emerged from her chamber and launched herself at Mog'Magore. She was much stronger than she looked, and the goliath warrior found himself sorely pressed. Calling upon his ancestors, he swung his axe in a broad arc, cleaving the ice hag’s head from her shoulders.
At the moment of her death, a great roar shook the cavern, for with the hag’s passing, the magical barrier which held back the flood was unraveled, and the whole of the lake came pouring in. Mog'Magore was savagely buffeted as the mighty torrent slammed him up against the walls and then drew him back out through the entrance to the cave. Barely conscious, he managed the long swim back up to the surface, where several strong pairs of hands drew him out of the water and onto the icy bank.
The first thing he beheld when he opened his eyes was his father’s stern visage, his features fixed in a scowl of stony reproach. Mog'Magore experienced a brief moment of confusion, but understanding quickly dawned on him as he remembered the fate of the drowned children. Shamed to the core of his being, he explained what had happened and pleaded with his father for a quick death. Taebor silenced him with a gesture, proclaiming that a quick death would be a mercy to one who had failed the clan so egregiously Instead, the chief declared that Mog'Magore would be sent forth into the great white waste with naught but his cloak and hunting knife, and that his name would never again be spoken aloud by the members of the Stormhammer clan on pain of death.
With the sentence passed, Mog'Magore set out from Skyreach for the final time. Sapped of his will to live, he wandered through the mountains for weeks, finally collapsing near a stand of ancient spruces. As he lay there longing for death’s cold embrace, a swarm of white finches descended from the boughs of the trees above and set upon him with their tiny beaks, viciously pecking at his exposed flesh. As he flailed and swatted at the little fiends, they spoke directly into his mind:
“We are the spirits of the children who died by your negligence at the Lake of Broken Dreams. Because we cannot rest, you will not be allowed to rest either--not until you have achieved redemption in the eyes of our ancestors. Gather yourself up and leave this place, for you will not find your doom here.”
Though he believed himself beyond redemption, Mog'Magore did as he was bid, if only to avoid further punishment from his tiny tormentors. The spirits of the children have followed him ever since, alighting upon his shoulders and wheeling about his head, exhorting him unceasingly to achieve redemption by performing valorous deeds. His wanderings eventually brought him beyond the mountains to the lands of the lesser folk, where he took up work as a caravan guard and monster hunter.
"Raven"
1st-level Human Rogue
Medium Female Human
Stats 15 14 13 12 10 8 Racial Bonus DEX 1 WIS 1
Str 10 (+0) Dex 16 (+3) Con 14 (+2)
Int 12 (+1) Wis 14 (+2) Cha 8 (-1)
Languages Common, Elven
Trait Bonus Feat
Tools: Thieve's tools +5, Pan Flute
Saving Throws: Dexterity +5, Intelligence +3
Skill: Acrobatics +5, Arcana +5, Investigation +5, Perception +4, Sleight of Hand +5, Stealth +5, Survival +4
Rapier +5, 1d8+3 damage
Hand Crossbow +5, 1d6+3
Shortbow w/ 20 arrows, Leather Armor, 2 daggers, Rapier, Belt Pouch with 10 gold coins, Thieve's Tools
Burgular's pack; Backpack, Water Skin, Tinder Box, Crowbar, Hammer, 10 Pitons, Set of Common Clothes, Map of Waterdeep, Bag of 1000 Ball Bearings, 10' of String, Bell, 5 Candles, Hooded Lantern, 2 Oil Flasks , Small Knife, 50ft Hemp Rope, 5 days Rations, Token from her family (necklace).
Appearance: Raven stands at around 5' 7" tall and weights roughly 130 pounds. She is 19 years old and shows that she is well fit and coordinated by the way she moves. She keeps her namesake black hair rather long, but well taken care of. If given the chance she will dress rather well to further distance herself from her childhood of poverty.
Background Urchin
Personality Traits: I think anyone who is nice to me is hiding evil intent.
I bluntly say what other people are hinting at or hiding.
I sleep with my back to a hard surface, with all that I own embraced tightly in my arms.
Ideal: I'm going to prove that I am worthy of a better life.
Bond: No one else should have endure the hardships I've been through.
Flaw: I would rather kill someone in their sleep than fight fair.
"Raven" the name she goes by as she doesn't know her real name, grew up on the streets of Waterdeep. She does not know who her parents are, but she has a necklace given to her by a woman who ran the orphanage Raven grew up in. Raven did not like the other kids in the orphange and ran away when she was 9. She learned to do what she had to in order to survive including stealth in order to eat. She learned to survive alone or in small groups of other urchins until she came to the attention of a Half Elf woman who later turned out to be an agent of the Harpers.
She recognized potential in the young "Raven", so named as her hair is as black as a raven's feathers. She took Raven under her wing, so to speak, and raised her to be an agent of the Harpers like herself. Raven learned to be a hunter of undead, demons, devils and other forms of evil and learned to use her mind to see clues that others would miss and studied magical lore and theory as most of the beings that cause problems use magics of some sort. Now at the age of 19, she has left her mentor and friend and headed out into the world to find fame and fortune.
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