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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 Good
Languages Common, Elvish, Giant

 

TRAITS
Background – Merchant Guild
      Feature: Guild Member
Racial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, Trance
Proficiency (+2)
   Tools: Cartographer’s Tools
   Weapons: longbow, shortbow, longsword, shortsword, simple weapons
   Saving Throws: STR, DEX
Class Features: Unarmored Defense, Martial Arts

 

SKILLS
Acrobat +5, Insight +5, Medicine +5, Perception +5, Stealth +5

 

WEAPON ATTACKS
Shortsword (disassembled pair of scissors)
+5 to hit, 1d4+3 slashing
Unarmed strike
+5 to hit, 1d4+3 bludgeoning
Dart (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.

 

Best complements I have yet received

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)

 

My 5e characters

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 Ungart
1st-level Half-Dwarf Fighter (Half-Orc)
Medium Male Humanoid

Armor 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 good
Languages dwarvish, common
Trait 
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)
Actions
Melee 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 Humanoid

Armor 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 good
Languages dwarvish, common, undercommon, thieves' cant
Trait 
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 +0
Skill Acobatics +5, Athletics +6, Deception +3, Intimidation+2, Persuasion +2, Stealth +7*, Survival +4
Expertise*
Sneak Attack (1d6)
Actions
Melee Attacks— Dagger +6 to hit (reach 5 ft.; one creature). 
Hit: 1d4+4 piercing damage / 1d4 piercing damage
Ranged Attack—Hand Crossbow: +5 to hit (range 80/320 ft; one creature). 
Hit:  1d6+3 piercing damage
Equipment: 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-Amsah
1st-level Human Bard 
Medium Female Humanoid

Armor Class 15 (studded leather armor)
Hit Points 10 (1d8)
Speed 30 ft.
Sense normal
Str 11 (+0)  Dex 17 (+3)  Con 14 (+2)
Int 12 (+1)  Wis 11 (+0)  Cha 14 (+2)
Alignment lawful good
Languages common, draconic, dwarvish, undercommun
Trait 
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 +4
Skill Arcana +3, History +3, Investigation +3, Medecine +2, Nature +3
Spellcasting (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, thunderwave
Bardic Inspiration
Actions
Melee 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 normal
Str 16(+3)  Dex 13 (+1)  Con 12 (+1)
Int  8(-1)  Wis 10 (+0)  Cha 16 (+3)

Alignment lawful good
Languages 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 +5
Skill Athletics, Medicine, Insight, Religion

Divine Sense 3/day

Lay on Hands 10 hp

Fighting style Dueling

Divine Smite
Spellcasting (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 damage
Ranged Attack—Javelin +5 to hit, 1d6+3 damage
Equipment: 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: 280
Eyes: 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: lawful
Languages: common and Orc
Background: Outlander
Personality 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: All
Weapon: Simple weapons and Martial weapons
Tools: Drum
Saving Throws: Strength +6, Constitution +4
Skill: Acrobatics, Animal Handling, Athletics, Intimidation, Survival


Fighting style: defense
Traits: Second Wind, Action Surge

Martial Archetype: Champion

Other Traits: Improved Critical, Relentless Endurance, Darkvision, Savage Attacks

 

Melee Attacks: Battleaxe +6 to hit, 1d8 Slashing
Ranged Attack: Handaxe (30/120) +6 to hit, 1d6 slashing damage
Equipment: 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

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

Follow me on Twitter: @is3rith

Erev’yn Meliamne

 

(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

Sense Darkvision 60’

 

STR 13 (+1)   DEX 17 (+3)   CON 12 (+1)
INT  8 (-1)      WIS 17 (+3)    CHA 8 (-1)

 

Alignment Neutral Good
Languages Common, Elvish, Giant (or Draconic for HotDQ / RoT)

 

TRAITS
Background – Merchant Guild
    Feature: Guild Member
Racial: Darkvision, Fey Ancestry, Fleet of Foot, Mask of the Wild, Trance
Proficiency (+2)
   Tools: Cartographer’s Tools
   Weapons: longbow, shortbow, longsword, shortsword, simple weapons
   Saving Throws: STR, DEX
Class 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 ATTACKS
Shortsword (disassembled pair of scissors)
+6 to hit, 1d4+3 slashing
Unarmed strike
+6 to hit, 1d4+3 bludgeoning
Dart (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).

 

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 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.

 

Best complements I have yet received

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)

 

My 5e characters

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.

 

 

Le'thael, the Pallid Ghost

3rd-level Half-Elf (Rogue-1/Monk-1/Warlock-1)

 

Medium Male Humanoid
Armor Class  16
Hit Points  21 (3d8+3)
Speed  30 feet
Sense  darkvision 60-ft., passive perception 17
Str   8  (-1)     Dex  16 (+3)     Con  12 (+1)
Int  10 (+0)    Wis  16 (+3)     Cha  14 (+2)
Alignment  Lawful Neutral
Languages  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 

 

SPELLS
Magic Ability: Charisma
MAM: +4
Save DC: 12
Cantrips: 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.

 

PERSONALITY
Traits: “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.

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

Leugren wrote:

 

bawylie wrote:

Can we get this stickied?

 

Seconded.

Forwarded to Dragonette!

Montréal, Qc

@Plaguescarred

Awesome, thanks!

 

And thanks to everyone who has contributed to this great resource!

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

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 ?

 

 

B I

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.

Best complements I have yet received

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)

 

My 5e characters

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.

 

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

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

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

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

Follow me on Twitter: @is3rith

iserith wrote:

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 :

  • Tark Stonefire, 1st-level Mountain Dwarf Wizard (Soldier) is valid
  • Kreslin of the [Academy], 1st-level Human Wizard (Sage) is valid but note that he should have Wisdom saving throw proficiency as well as Intelligence
  • Jagan Makarius, 1st-level Lightfoot Halfling Wizard (Sage) is valid but should be given one more skill from Insight, Medicine or Religion
  • Thaddeus Brocc Mortimorticio Guiseppe Catgut Kinterzuul, 1st-level Rock Gnome Wizard (Sage) is valid

Not Valid for AL:

  • Caulder Sunspire, 1st-level Mountain Dwarf Wizard has too much equipment - you can't have Scale Mail and a Warhammer for free if you take the equipment by class and background option or, if you take the 160gp Wizard allowance and buy the items separately, the total comes to more than that.

Warlocks

Valid for AL:

  • Laznabog Krimm, 1st-level Tiefling Warlock (Charlatan) is valid but incomplete as it stands: Command should be added to the spells known (Fiend Pact), Performance should be +3, his quarterstaff and light crossbow should be listed in the inventory and he should get 15gp from background equipment
  • Diogeen "The Cliche" Callo, 1st-level Half-Elf Warlock (Criminal) is valid as far as it goes but equipment and spellcasting need to be determined

 

Not Valid for AL:

  • Maes, 1st-level Human Warlock (Criminal) is chaotic evil alignment - not allowed in AL.
  • Hex Arcana, 1st-level Tiefling Warlock (Entertainer) has too many cantrips; Warlocks get two, Tieflings get one more but this character has 4.

 

Rogues

Valid for AL:

  • Chuck Dagger, 1st-level Human Rogue (Criminal) is valid
  • Valemon, 1st-level Wood Elf Rogue (Criminal) is valid but the Wood Elf trait 'Mask of The Wild' should be noted on the sheet
  • Handsome Dan, 1st-level Human Rogue (Folk Hero) is valid

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.

 

Paladins

Valid for AL:

  • Evandarr Thane, 1st-level Human Paladin (Folk Hero) is valid
  • Darden Stubblefoot, 1st-level Lightfoot Halfling Paladin (Criminal) is valid

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)

​Monks

Valid for AL:

  • Rekish, 1st-level Dragonborn Monk (Folk Hero) - valid, but note that the save DC for the breath weapon should be 11, not 12
  • Ev'ryn Meliamne, 1st-level Wood Elf Monk (Guild Merchant) (revised) is valid

Not Valid for AL:

  • Kyban, 1st-level Lightfoot Halfling Monk [Way of Shadow] has too much equipment and the wrong skills proficiencies for the class and background
  • Kirin Ichiban, 1st-level Wood Elf Monk (Wanderer) has a custom background that is not automatically acceptable for AL

Fighters

 

Valid for AL:

  • Leugren Torfaen, 1st-level Mountain Dwarf Fighter (Soldier) is valid but Race Features are not all listed
  • Corrin Underbough, 1st-level Halfling Fighter (Folk Hero) is valid but shortsword damage appears to be wrong and 'Second Wind' is mis-named 'Healing Surge'
  • Alethra Bersk, 1st-level Human Fighter (Criminal) is valid but 'Second Wind' is mis-named 'Healing Surge'
  • Darius Amateus Nero, 1st-level Human Fighter (Criminal) is valid
  • Selviyel the Forest Shadow, 1st-level Wood Elf Fighter (Folk Hero) but the Attack adjustment for Net should be checked (it's a ranged weapon, so does Archery Style apply?)
  • Sir Kerian Désol, 1st-level Human Fighter (Noble) is valid

Not Valid for AL:

  • Imsh Il-Khan, 1st-level Half-Orc Fighter (Outlander) has a custom background and too much equipment

Clerics

Valid for AL:

  • Vadania Galanodel, 1st-level Wood Elf Cleric (Sage) - valid, but AC should be 16 and Disciple of LIfe feature should be noted
  • Marshal Heeling, 1st-level Human Cleric (Soldier) - valid
  • Bree, 1st-level Stout Halfling Cleric (Acolyte) - valid but Channel Divinity:Preserve Life is not available at Level 1
  • Xia Wei, 1st-level Human Cleric (Acolyte) - valid but could take one more language

 

Bards

Valid for AL:

  • Falsetto Jones, 1st-level Human Bard (Criminal) - valid but rapier is not a light weapon, so two-weapon attacks with Rapier+Dagger are not allowed
  • Kursh Lowtone, 1st-level Half-Orc Bard (Guild Artisan) - valid

Not Valid for AL:

  • Artun Felec, 1st-level Half-Elf Bard (Spy) - has traded two skills for a racial trait from another race
  • Baird, 1st-level Half-Elf Bard (Charlatan) - is short of 2 skills from Half-Elf race and has too much equipment (exceeds 200gp total value)

 

Barbarians

Valid for AL:

  • Brinan, 1st-level Human Barbarian (Hermit) - valid
  • Komät the Swift, 1st-level Human Barbarian (Outlander) - valid (Human Variant with Feat at 1st level)

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.

 

General Observation

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.

 

 

 

 

B I

 

Ataway
3rd-level Human Wizard
Medium Female Humanoid

Armor 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 good
Languages common, giant, undercommon, durpari
Trait 
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 +2
Skill Arcana +6, Investigation +6, Medecine +2, Perception +2, Religion +6
Feat Observant
Spellcasting (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 ray
Arcane Recovery
Enchantment Arcane Tradition
Enchantment Savant
Hypnotic Gaze
Actions
Melee 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.

Montréal, Qc

@Plaguescarred

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.

Montréal, Qc

@Plaguescarred

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!

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.

 

That's great

B I

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

 

 

 

 

B I

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...

Akeisha Roberts on Twitter

 

Akeisha's Moonhaven Forest Blog

 

Swanky Hank McArthur Esquire the IV
"Mac" to his friends.
1st-Level Half-Elf Rogue
Medium Male Humanoid
Armor Class: 14
Hit Points: 11 (1d8+3)
Speed: 30 Feet
Sense: Darkvision 60 ft., passive perception; 10
Str:   8 (-1)  Dex: 14 (+2)  Con: 16 (+3)
Int: 12 (+1) Wis: 10 (+0)  Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: 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

 

Weapons
Melee--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.


Backstory
Little 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.

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*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 Greenhill
NPC Stout Halfling Commoner
Small Female Humanoid
Armor Class: 10
Hit Points: 4 (1d8)
Speed 25 ft.
Senses: passive Perception; 10
Str: 10 (+0) Dex: 12 (+1) Con: 11 (+0)
Int:  10 (+0) Wis: 10 (+0) Cha: 10 (+0)
Alignment: Lawful-Neutral
Languages: Common, Halfling

 

Racial Traits
Lucky
Brave
Halfling Nimbleness
Stout Resilience

 

Actions
Melee--"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.

 

Backstory
Flavor 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.

 

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

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

 

Backstory: 

 

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.

 

_______________________________________________________________________________________

 

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.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

Jeralia Merewyn
1st-Level Dark Elf (Drow) Sorceress
Medium Female Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points: 8 (1d6+2)
Speed: 30 Feet.
Sense: Superior Darkvision 120 ft., passive Perception; 11
Str:    8 (-1) Dex: 15 (+2) Con: 14 (+2)
Int: 10 (+0) Wis: 12 (+1) Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: 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/ Actions
Melee--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 damage
Range--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.

 

Spells
Magic Ability: Charisma
SAM: +5
Save DC: 13
Cantrips: 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.

 

Backstory
A 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.

 

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Should be AL Legal. Used the Starting wealth and Standard Array.

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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.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

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

Medium Female Humanoid

Armor Class: 16 (Chain Mail)

Hit Points9

Speed: 30ft

Senses: Standard

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

 

Traits:

Background- Noble

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.

- Feature: Position of Privlage

- 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

 

Skills:

Athletics (+4)

History (+2)

Persuasion (+4)

Religion (+2)

 

Actions:

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

 

Spellcasting:

Spell Attack- +5

Spell Save DC- 13

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

Spell Slots-

Lv 1: 2

 

Equipment: 

Greatsword, Chain Mail, Holy Symbol of Bahamut, Priest's Kit, Fine Cloths, 36gp

 

Backstory:

 

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. 

 

 

Adventure League Legality:

 

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 Metalfang
1st-Level Goblin Cleric
Small Male Humanoid (Goblinoid)
Armor Class: 17/ 15
Hit Points 10 (1d8+2)
Speed: 30 ft.
Senses: Darkvision 60 ft., passive Perception; 11
Str: 10 (+0) Dex: 14 (+2) Con: 14 (+2)
Int:    8 (-1) Wis: 15 (+2) Cha: 11 (+0)
Alignment: Lawful-Evil
Languages: 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/ Weapons
Melee--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.

 

Spells
Magic Ability: Wisdom
SAM: +4
Save DC: 12
Cantrips: 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.

 

Backstory
Pinch 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.

 

-------

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.

------

 

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.

When in doubt, grab a large stick.

 

"Ah! Lov' de smell o' Goblin blood on m' Axe in de Morn'!" - Meatloaf, Hill Dwarf Fighter.

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.

Best complements I have yet received

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)

 

My 5e characters

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.

 

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.

B I

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.

B I

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 Humanoid

Armor 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 good
Languages halfling, common
Trait 
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 +5
Skill Athletics +1, Insight +3, Perception +3, Persuasion +5
Divine Sense
Lay On Hands

Protection Fighting Style
Spellcasting  (Save DC 13, Spell Attack +5)
  1st-level (3/day) - bless, command cure wounds, ensnaring strike*, speak with animals*, thunderous smite
Divine Smite
Divine Health
Sacred Oath of the Ancient
Channel Divinity: Nature's Wrath, Turn the Faithless

Actions
Melee Attacks— Quaterstaff: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged 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.

 

 

About Randomization

This character was generated by randomization of the various traits and elements;

 

Name: [Sambert Heatherhome] = http://www.impossibleboulder.com/2013/04/halfling-name-generator.html 
Gender: 1d4 [2] = Male

Race: 1d10 [3] = Halfling
Halfling Subrace: 1d4 [1] = Lightfoot
Class: 1d12 [7] = Paladin

Sacred Oath: 1d6 [3] = Oath of the Ancient
Hit Points: 2d10 [11] = 11
Background: 1d20 [12] = Soldier
Soldier Specialty: 1d8 [2] = Scout
Gaming Set Proficiency: 1d4 [4] = Three-Dragon Ante
Personality Trait: 1d8 [5] = 
I can stare down a hell hound without flinching
Ideals: 1d6 [5] = Live and Let Live. Ideals aren’t worth killing over or going to war for
Bond: 1d6 [2] =
Someone saved my life on the battlefield. To this day, I will never leave a friend behind
Flaw: 1d6 [4] = 
My hatred of my enemies is blind and unreasoning
Starting Wealth: 5d4 [11] = 110 gp
Trinket: 1d100 [96] = A black pirate flag adorned with a dragon's skull and crossbones

Montréal, Qc

@Plaguescarred

 

BLACKEYE

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

 

 

EQUIPMENT

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.

 

 

BACKSTORY

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

 

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:

  • Darkvision 60'
  • Dwarven resilience
  • Stone cunning
  • Brewer supplies
  • Medium Armor
  • Battle axe, hand axe
  • Warhammer, throwing hammer

Class:

  • Bardic inspiration (d6)
  • Ritual casting

 

Class/background features:

  • Disguise kit
  • Instruments (lute, Flute, Bagpipes)
  • Entertainer routines: Singer Storyteller, Instrumentalist

 

Proficiency: (+2)

  • Light & medium Armor
  • Longswords, Rapiers, short swords
  • hand crossbows
  • Simple weapons

 

 

Skills:

Acrobatics(+4), Arcana(+2), History(+2)[Stonecunning+4], Performance(+4), Persuasion(+4),

 

Weapon/armor

  • Studded Leather
  • Shield
  • Warhammer (+4) 1d8+2 (versatile: 1d10+2)
  • 2x hand axes (+4) 1d6+2

 

Spells:

-CANTRIPS: Vicious mockery, Minor Illusion

-1st LEVEL: Heroism, Charm Person, Dissonant Whispers, Healing Word

 

Equipment

  • Entertainers pack
  • Disguise  kit
  • Costume, Lute

 

 

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)

  1. You'll hear me hammer sing!
  1. It's Hammer Time!
  1. Ooooo I hates Goblins
  1. Any bow-legged yellow cowards gonna' slap hammers with me!
  1. Youn'z Elves are some long eared crazy galoots!

Favorite Songs

  1. Pour your brother one more round
  2. Seven Drunken' Nights

 

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.

 

The Hammersong

 

Saad Al-Amyr
1st-level Human Ranger
Medium Male Humanoid

Armor 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, dwarvish
Trait 
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 +5
Skill Athletics +2, Insight +5, Investigation +3, Nature +4, Perception +4,  Survival +4, 
Humanoid Favored Enemy (human, dwarf)
Natural Explorer

Feat Grappler
Actions

Melee Attacks— Whip: +5 to hit (reach 10 ft.; one creature). 
Hit: 1d4+3 slashing damage
Ranged 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. 

Montréal, Qc

@Plaguescarred

 

 

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

 

TRAITS

 

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.  

Proficiency (+2)

Tools: Poisoner’s Kit

Saving Throws: Strength, Constitution

Weapons: Simple Weapons, Martial Weapons  

Armor: Light Armor, Medium Armor, Shields

 

SKILLS

 

Athletics +5, Perception +2, Stealth +5, Survival +5

 

ACTIONS

 

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)

 

EQUIPMENT

 

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.

 

PERSONAL CHARACTERISTICS

 

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.

 

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 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.    

 

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.    

 

 

 

I like the backstory a lot!

Montréal, Qc

@Plaguescarred

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