Dragon of Icespire Peak - [OOC]


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Charwoman Gene

Adventurer
Okay, here goes, characters will start at 3rd level, using Point buy of 33 points. (Basically, I want to skip the "Starting Quests".)
Fixed Hitpoints (d6=4, d10=6, e.g.)
Equipment:
  • By background and class, can sell back items for %75, (or Standard Starting Gold)
  • Free armor upgrade, Heavy Armor to Splint, Light Armor to Studded Leather.
  • 2 Free Spellbooks Spells for wizard.
  • One Common magic Item, or 2 disposable common items.
Pretty much open to Class and level.

Your party all met a few months ago in the city of Neverwinter. You did some tasks for benefactors in the city, but tales of the need of the town of Phandalin have caught your ears and you have traveled there to seek your fortune.
 


gargoyleking

Adventurer
I'd like a spot if possible. I never got to play out my idea of a kobold dragon sorcerer who gets his wings. Though, maybe I'll take out some of the more annoying parts of a previous character.
 




Kobold Stew

Last Guy in the Airlock
Supporter
for approval:
Questions:
--ok that I took extra spells for ritual book?
--ok to spend 10gp to have a familiar? (or just have one?)
-- custom bkgd
-- proposed common item: Tankard of sobriety
-- how do you feel about Paladin's oaths and those who fail to meet them? Does someone trying but failing keep their powers? If so, then I can complicate her background.

Meadowlark.

xiaoming-bi-1158605893.jpg

LG Human Paladin 3

Meadowlark.

LG Human Paladin 3

A shepherd in the fields outside of Hommlet, Meadow's early life was simple: many responsibilities caring for flocks, but a low pressure life that she could handle well: playing the pipes, tending her animals, letting the boys chase her when she could be bothered. When the war came, her family, like that of so many others, found safety in the church; nothing like war to bring converts to St Cuthbert. Meadowlark was not as caught up as the others; her life in the fields seemingly gone.

Then came the prophecy. She was told it was for the best, and she was able to keep her spirit through the recruitment, but when the prophecy came, she was sent away. Many are called, and it seems many are chosen as well, since it's sometimes hard to interpret prophecies, and this one was vague enough that it might refer to her, or to any of the dozen that were recruited in her cohort. Three died, and seven washed out, but two of them were chosen, which is to say two made it through the trials, and two of them found the ability to heal. They were destined to become paladins. But with that calling, Meadowlark and Thorgeir were taken from their previous lives. Drills, summonses, assignments, and prayers. St Cuthbert needed agents, and they were the chosen ones this year. And, possibly, they might be the fulfillments of the prophecy.

But that would only happen if the situation was right. And so they were sent back to their respective homes, in hopes that the prophecy could someday be fulfilled through them. These two were added to the many others dotting the countryside: children born when the Wagon first touches the horizon; those who were found surrounded by wool [or arguably leather; the scholars disagree on this point]; those who would be taken from the banks of a river; and all the many other criteria that the prophecy seemed so intent to describe, but were (so Meadow though) ultimately unclear.

Except of course for the final clause, which was clear enough: those who would be killed defending the Saint.
(much of the character lifted from here)


Abilities:
STR 16 (+3)
DEX 10 (+0)
CON 13 (+1)
INT 11 (+0)
WIS 13 (+1, save +3)
CHA 16 (+3, save +5)

Size M
Speed 30
AC 19
Init +0
Hit Points: 25 (3d10)

Proficiency bonus: +2
Proficiencies: all armour, shield, simple and martial weapons.
Skills: Intimidation, Athletics, Persuasion, Animal Handling, Nature
Tools: Land Vehicles, Pipes
Languages: Common

Attacks:
Longsword: 1d20+5 damage = 1d8+3 slashing (versatile).
Javelin: 1d20+5, damage = 1d6+3, range 30’/120’

Background: Shepherd (custom)
  • Tools: land vehicles, pipes
  • Skills: animal handling, nature
  • Feature: rustic hospitality
  • Equipment: as Folk Hero, with instrument subbed for artisan’s tools.

Paladin abilities (Oath of Devotion):
* Spellcasting (DC 13, attack mod +5).
-- 4 spells prepared (CHA+(level/2)) 3 x level 1 slots.
  • Divine Sense (4/long): know location of celestial, fiend, undead w/in 60’
  • Lay on Hands: as action, draw on pool of 15hp to cure (or 5/disease or poison).
  • Duelling Fighting Style: +2 damage to one-handed melee weapon.
  • Divine Smite: expend spell slot for +2d8 radiant damage to melee attack (+1d8/level)
  • Divine Health: immune to disease
  • Channel Divinity: 1/rest:
-- Sacred Weapon. As Action, weapon gets +CHA to hit for one minute, and emits 20’ bright light (+20’ dim).
-- Turn the Unholy. As action, holy symbol turns fiends and undead: Wis save or those w/in 30’ turned for a minute

Current spells:
(1) wrathful strike, compelled duel, command, cure wounds (protection from evil and good, sanctuary)

Race abilities:
* Variant Human (feat, skill, +1 STR/CHA)

Feat:
* Ritual Caster (Wizard)
-- Spells: Unseen Servant, Tenser’s Floating Disk, Find Familiar, Comprehend Languages.


Skills:
+0 (dex) Acrobatics
+3 (wis) Animal Handling*
+0 (int) Arcana
+5 (str) Athletics*
+3 (cha) Deception
+0 (int) History
+1 (wis) Insight
+5 (cha) Intimidation*
+0 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature
+1 (wis) Perception
+3 (cha) Performance
+5 (cha) Persuasion*
+0 (int) Religion
+0 (dex) Sleight of Hand
+0 (dex) Stealth [disadvantage in armour]
+1 (wis) Survival

Equipment:
Ritual book
Longsword
Shield
Splint Mail (60#)
Holy Symbol
5 javelins
Explorer pack
Pipes
Shovel
Iron Pot
Common clothes
Belt pouch with 10gp.
 


Moon_Goddess

Have I really been on this site for over 20 years!
Sorc, Paladin, and Bard, we're going to have really good looking party.

Mina Othir

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Ignore the armor, I didn't want to crop and get rid of the artists mark


Mina was born the 4th child of human parents Gunter and Hadwisa Othir, they were both surprised to have a tiefling chiled and blamed each other's families. Hadwisa swore to love their daughter reguardless, Gunter however could not and left them all. The townsfolk mistrusted Mina and her family becuase of her. Mina's brothers and sister blamed her for their father leaving and the townsfolk but never in front of their mother. Despite all this Mina grew up happy, loved to read, and sing, and play the flute. One day as a teen her talent was discovered by a traveling bard, who offered to take her away and train her. Mina didn't want to leave her village, but her mother told her probably best that Mina go and learn to hone her talents.

NG Tiefling Bard 3

Abilities:
STR 08 (-1)
DEX 16 (+3, save +5)
CON 14 (+2)
INT 12 (+1)
WIS 10 (+0)
CHA 17 (+3, save +5)

Size M
Speed 30
AC 15
Init +3
Hit Points: 24 (3d8)

Proficiency bonus: +2
Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Skills:
Tools: Flute, Drums, Singing
Languages: Common, Infernal

Attacks:
Rapier +5, 1d8+3 piercing,
Dagger +5, 1d4+3 piercing, thrown (20/60)
Vicious Mockery Wis 13DC , 1d4 psychic and dAV on next attack roll before ENT.

Background: Entertainer
Tools: Disguise Kit, Lute
Skills: Acrobatics, Preformance
Feature: By Popular Demand

Bard abilities (College of Lore):
Bardic Inspiration (d6)
Jack of All Trades
Song of Rest (d6)
Expertise
Cutting Words

Spell Slots: 4 (1st) 2 (2nd)
Cantrips Known: Thaumaturgy (racial), Vicious Mockery, Message
Known spells:Healing Word, Sleep, Heroism, Feather Fall, Invisibility, Silence
Hellish Rebuke (2nd level, 1/long rest)


Race abilities:
Darkvision (60ft)
Hellish Resistance (fire resistance)
Infernal Legacy

Skills:
+5 (dex) (p) Acrobatics
+1 (wis) Animal Handling
+3 (int) (p) Arcana
-1 (str) Athletics
+5 (cha) (p) Deception
+2 (int) (p) History
+2 (wis) (p) Insight
+4 (cha) Intimidation
+2 (int) Investigation
+1 (wis) Medicine
+2 (int) Nature
+2 (wis) (p) Perception
+5 (cha) (p) Performance
+5 (cha) (p) Persuasion
+2 (int) Religion
+4 (dex) Sleight of Hand
+4 (dex) Stealth
+1 (wis) Survival

Equipment:
Rapier, Entertainer's Pack (backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit), Flute, Studded Leather Armor, a Dagger, Lute, Love Letter from an admirer, preforming costume, pouch with 15gp, 2 healing potions
 
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