D&D 5E Pirates of the Spheres - Rogues Gallery


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Trogdor1992

First Post
Rathalos Alegni

Tiefling Champion(3rd level)
Ship's Gunner

HP12 AC16 BAB+3
Speed-25' Size-medium
STR19 (16+Gauntlets of OP) +4, DEX13 +1, CON14 +2, INT13(12+1racial) +1, WIS8 -1, CHA12(10+2racial) +1

Attack: 2d6+4(STR) Slashing
Crit 19-20 (GWF)

Ranged Attack: 1d10+1(DEX) Piercing
Range- 30/90 (requires loading between shots) Ammo- 50

Greatsword 2d6 Slashing

Wealth: 354gp

Languages: Common, Infernal

Racial Traits:

Darkvision 60'

Hellish Resistance- resistance to fire damage

Infernal Legacy- Start with Thaumatergy Cantrip

Saving Throws: Str Con

Hit Dice: 1d10

Class Features:

Fighting Style-GWF

Second Wind

Action Surge

Improved Critical(Champion)

Cantrips:
Thaumatergy

Equipment:

Chain Mail(75gp), Greatsword(50gp), Pistol(250gp), 50 Bullets(15gp), Backpack(2gp), 50ft. Hemp Rope(1gp), Grappling Hook(2gp), Bedroll(1gp), Gauntlets of Ogre Power (uncommon magic item)

Equipment Proficiencies:

All Simple/Martial Weapons,
All Armor, Shields, Firearms(250gp)

Proficiency Bonus: +2

Saving Throws: STR, CON

Skill Proficiencies:

Athletics, Intimidation, Perception , Survival

Tool Proficiencies:

Poker Dice Gaming Set, Vehicles(land)

Background: Soldier(Infantry)

Trait: I can stare down a Hellhound without flinching

Ideal: Independence. When people follow orders blindly, they embrace a kind of tyranny.

Bond: Someone saved my life on the battlefield. To this day, I will never leave a friend behind.

Flaw: I made a terrible mistake in battle costing many lives, and I would do anything to keep that mistake a secret.

Weapons:
Lonsword- 1d8 Slashing
Versatile(1d10)

Handaxe(x2)- 1d6 Slashing
Light, thrown(range 20/60)

Character Background:

Having never met his parents, Rathalos always felt alone. Growing up with no one to care for, he joined the local army when he reached adulthood. His fellow soldier, a human named Osgood Varancie, saved him from a group of Orcs in his first battle. After the fight Rathalos found some strange gauntlets on a particularly powerful Orc, and decided to take them. From that moment on he knew his duty was to protect his fellow man. Long after that a senior officer sent his squad on what seemed like a suicide mission. Little did he know his troop was meant to die. Having none of that, Rathalos convinced his fellow soldiers he could find a better way to succeed in their mission. Little did he know, the path he took them on led to a great ambush by his own army in which he was the only survivor. He did, however, manage to defeat the traitorous soldiers. Even his only friend Osgood perished. Not being able to bear the pain of it, or the apparent corruption of his government, Rathalos resigned from the army and spent much time drinking away his sorrows. Having run short on coin, and with few skills past fighting, he has decided he may take up the pirating life...
 
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Leif

Adventurer
Larken, Wood Elf Druid L3

Larken will also volunteer to help with/handle navigation duties as needed, assuming we are not planning to be a chronically sick bunch.

[sblock=Larken, Wood Elf Druid]
Larken, Wood Elf Druid L3 -- Environmental, Healing Officer / Ship's Doctor
Druid Circle: Circle of the Moon

15 W elf (wood) +1 = 16 +3
14 D elf (wood) +2 = 16 +3
13 C +1
12 Ch +1
10 I -
8 S -1

Ability Scores (arranged)
S 8 (-1)
D 16 (+3)
C 13 (+1)
I 10 (-)
W 16 (+3)
C 12 (+1)

HP: 9+6+6 =21

wood elves are proficient with longsword, short sword, short bow, longbow, walking speed 35', mask of the wild.
druids are proicient with: light armor, medium armor, shields, club, dagger, dart, javelin, mace, quarterstaff, scimitar, sickle, sling, spear.
Tools: Herbalism Kit
Saving Throws: Int, Wis
Skills: Perception, Survival

Carries a quarterstaff, upon which he casts shillelagh at the beginning of combat (casting time - 1 bonus action, d8 damage, uses spellcasting ability modifier (+3) for attacks and damage).

MAGIC ITEM (uncommon): Cloak of Protection (+1)
Leather armor [AC = 11+3(dex)+1(cloak)=15]

Spell Save DC: 8+2+3 = 13
Spell Attack Modifier: 2+3= +5

SPELLS [Slots: L1: 4, L2: 2]
Cantrips known: Druidcraft, Shillelagh
Spells Prepared: Cure Wounds (1d8 per level+3), Healing Word (1d4 per level+3), Speak With Animals, Thunderwave (15' cube originating from Larken, 2d8+1d8 per level above 1st+3) damage, save for half), Lesser Restoration, Protection from Poison

Background/Personality
Larken was raised as a typical elf, with all the usual elvish reverence for nature and the natural world. He channeled this into his druidic studies and did very well. His greatest interest and fascination was with he sky and stars, which led him to journey between worlds as soon as he could. His long service in space has given him a broader outlook than many druids, but it has also made him long for simpler times before he became aware of other worlds. Things were so much simpler then! If only he could go back....
[/sblock]
 
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Radaceus

Adventurer
Jackson Caiseal, Half-Elf Bard

Jackson would like to apply for the position of Informations Officer

[sblock="Jack's Stat Block"]
Aliases: Ramblin' Jack, One-eyed Jack, One-Eye, Cash

lvl 3 XP: 900 Alignment: NG
Age:62 Ht:5'8"Wt:154bs
[sblock="Appearance"] Cash.jpg
[/sblock]
College of Lore
Languages: Common, Elvish, Draconic, Thieve's Cant (from custom Background)

[sblock="Stat buy breakdown"]Str 8, Dex 16 (15 ~9 pts, +1 racial) Con 12(~4pts) Int 14 ( 13 ~5pt, +1 racial) Wis 10(~2pts) Cha 16(14~7pts, +2 racial)[/sblock]
Str 8 -1, Dex 16 +3, Con 12 +1, Int 14 +2, Wis 10 , Cha 16 +3


HP-21 AC:15 (Stdd leather 12, Dex+3) Speed-30 Size-Medium


Saving Throws: Dexterity, Charisma
Proficiency Bonus= +2
Spellcasting: Spell Attack Modifier= +5 Spell Save DC= 13
[sblock="Combat"]
WeaponAttDmgModtype
Rapier
Shortsword
Dagger(3)
Hand Xbow(20)
+5
+5
+5
+5
1d8
1d6
1d4
1d6
+3
+3
+3
+3
Piercing
Piercing
Piercing
Piercing
finesse
finesse, Light
finesse, Light, Thrown (20/60)
ranged (30/120), light, loading
[/sblock]
[sblock="Skills"]
Proficiencies: Investigation, Acrobatics, Persuasion, Sleight of Hand (racial), Arcana(racial), Deception (BG), Stealth(BG), History(CL), Performance (CL), Religion(CL)
--Tools: Piccolo, Dulcimer, Viol, Thieve's Tools (BG)
--Vehicles: Spelljammer vehicles (250gp training)
~BG = from Background
~CL = from College of Lore

Skill Check Modifiers:
-Proficient Proficency Bonus Stat Bonus Total Mod Passive Check
-Acrobatics(Dex)
Animal_Handling(Wis)
-Arcana(Int)
Athletics(Str)
-Deception(Cha)
+History(Int)
Insight(Wis)
Intimidation(Cha)
-Investigation(Int)
Medicine(Wis)
Nature(Int)
Perception(Wis)
+Performance(Cha)
--Persuasion(Cha)
+Religion(Int)
--Sleight-of-Hand(Dex)
-Stealth(Dex)
Survival(Wis)
-Thieves' Tools(dex)
-Disguise kit
+2
+1*
+2
+1*
+2
+2
+1*
+1*
+2
+1*
+1*
+1*
+2
+4
+2
+4
+2
+1*
+2
+2
+3
0
+2
-1
+3
+2
0
+3
+2
0
+2
0
+3
+3
+2
+3
+3
0
+3
?
+5
+1
+4
0
+5
+4
+1
+4
+4
+1
+3
+1
+5
+7
+4
+7
+5
+1
+5
+2
15
11
14
10
15
14
11
14
14
11
13
11
15
17
14
17
15
11
15
12





--Expertise
+College of Lore
*Jack of all trades



[sblock="Racial Traits"]
Racial ASI, +2 Cha, +1 to any other two ( Dex, Int)
Darkvision, 60'
Fey Ancestry, You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility, You gain proficiency in two skills of your choice.(Perception, Arcana)
Languages, You can speak read and write, Common, Elvish, and one other- Draconic
[/sblock]

[sblock="Class Traits"]
Ritual Casting, You can cast any bard spell you know as a ritual if that spell has the ritual tag.
[sblock="Bardic Inspiration"]You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.[/sblock]
Jack of all Trades, You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest, help allies during a short rest, each regaining an additional 1d6 HP
Expertise, Double the proficiency bonus of two chosen skills.

College of Lore:
Bonus Proficiencies: You gain proficiency with three skills of your choice (History, Performance, Religion)
[sblock="Cutting Words"] You learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability[/sblock]

[/sblock][/sblock]
[sblock="Spells"]
Cantrips (2 known) Bard Spells Known =6
True Strike
Vicious Mockery
1st level (4)
Cure Wounds
Disonant Whispers
Bane
Thunderwave

2nd level(2)
Enthrall
Invisibility
[/sblock]

[sblock="Inventory"]
Equipment:
Eyes of Charming
Studded Leather Armor
Leather Armor ( in chest)
Rapier, Short Sword, Dagger (x3)
Hand crossbow, Quiver, 20 bolts, (1d6, Piercing, light,loading, range 30/120)
Potion of Healing
Piccolo
[sblock="Diplomat's Pack"]Includes a chest (on ship), 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.[/sblock]
Thieves' tools
[sblock="Entertainer's Pack"] Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit[/sblock]
from background: A crowbar, a set of dark common clothes including a hood, and a belt pouch,
leather eyepatch
spellbook (in chest)

Wealth: 113 gp
[sblock="Expenditures"]starting wealth 1000gp
training- spelljammer vehicles 250gp
training- disguise kit 250gp
studded Leather 45gp
Hand crossbow 75gp
Quiver, 20 bolts, 2gp
Potion of healing, 50gp
thieves' tools 25gp
2 daggers 4gp
shortsword 10 gp
Leather Eyepatch 1gp
Diplomat's Pack, 39 gp
Spellbook 50gp

100gp donated to ship funds

balance 113 gp[/sblock]
[/sblock]


[sblock="Background"]
Double Agent​

(criminal variant)
Jackson comes from a remote outpost, an only child, he was raised by his single human mother before/during/after(?) the Human-Dragon wars. She was an ambassador for her colony, which is how and where she met his father, whom she never spoke to him of and never revealed a name. She taught him in the ways of subtlety and discretion in politics. A gifted musician, he leaned toward the musings of the musical colleges, and became a bard. But his hidden talent lay in his glibness, his instinct for coaxing information, and his ability to walk through a crowded room without being noticed, or to be the center of attention as case may be. In his youth, he was a bard for all intensive purposes, it's what paid the bills. Upon turning of age, Jack joined up with the local militia, winding up in covert ops and eventual working as a double agent. He spent many years honing his skills at disguise, stealth, and subtle burglaries of information. A day came, like any other day, and he arrived home to find his mother passed away from old age, taking the secret of his father with her. Jackson left the colony to find a better life, never looking back.

He's learned to fit in, learned to be the guy that everybody turns to when they need a hand, the guy that they can confide in, the one they want to share their stories with, and he reciprocates by sharing embellished tales of his own.
He is known through out the quadrant by many names, mostly by his occupational moniker Ramblin' Jack, which he gigs under when portside. Most of the spy network knows him as Cash, a mysterious fence who wears a strange set of blue lensed glasses (eyes of charming); and he often wears an eye patch to disguise himself while on missions into enemy territory or behind front lines and goes by the alias One-Eyed Jack, or One-Eye. He doesn't wear the patch to be cool or intimidating, as with the glasses, he does it to hide a crows foot shaped scar under that eye, from an accident in which he fractured his cheekbone, the marking is a dead give away as to who he is. The accident happened in a skirmish with a rebel mining colony, his crack team was captured, and he barely escaped with his life. His team were some of the very few who knew his true identity, which is how Jackson likes to operate- Keep your friends close and your enemies clustered!

lately he has fell in with the <insert awesome crew name here> of the <insert even awesomner ship name> Shrike, and they are his only family or people who he cares about now that his mother has passed.

Specialty: Covert Ops
Feature: Deep Cover due to my vast array of skill sets, I can blend in with almost any common speaking crowd or race, and am adept at infiltrating the lower ranks of many of the different thieve's guilds without suspicion. (swap proficiency with Gaming Set for Thieve's Cant)

Background Traits:
I am always calm no matter what the situation. I never raise my voice or let my emotions control me. I always have a plan for what to do when things go wrong. Chains are meant to be broken, as are those who would forge them. I will become the greatest spy that ever lived. I have a distinguishing feature that reveals my identity.
[/sblock]
[/sblock]

to do:
buy stuff
confirm spell choices
double check my typos
edited Background/flaw
uncommon item choice- eyes of charming
:)
 
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Sezarious

Explorer
Please excuse my lateness. I did some basic customisation of mundane equipment at extra cost and weight here and there. I wanted this guy to feel like a rough-ing it camper. I also have a custom background with a custom trait and a custom flaw. Please see below:

Demian Rodin 21 y.o. Human male (variant) - Black hair and tidy beard, brown eyes, pale complexion - Specialises as an on world tracker, navigator and Infiltrator.

On a Ship, I thought Demian could be a mechanic or engineer if needed, so as per your suggestion, I purchased a ship based skill for 250gp. Whatever role really though, it doesn't matter to me at the moment, though I was thinking that if he were a mechanic or co-pilot, maybe he could be a hireling who just works on the ship at cost for as long as I'm on the waiting list.

Hunter Ranger 3 - Fey Warlock 0 -

[sblock=Demian's Story]
An Ex-Earth Human colonist, Demian was captured as an 8 y.o. child by the Dragon Empire and put into slavery. Often put through unnecessary punishment and torture, Demian learnt to put up with pain and loss early on.


He was rescued as a 13 y.o. by humans from an Ebberon ship in a skirmish and was found to be savage and angry. His anger was later re-directed into a sour distaste for his enemies, particularly the Dragonborn and the Drow. From observing the Drow at the time, he had to cope emotionally with the abuse.


He began talking to his dead mother, who began talking back, guiding him through his stressful journey. He developed a twisted idea that he should mimic the Drow on some level, developing an interest in poisons, deception and stealth. The one thing the voice encouraged that Demian refused was to inflict pain sadistically on others like the Drow and some of their Dragonborn leaders.


The voice spoke of revenge, claiming that Demian merely had to reach out and take it, then he could see his mother again.


Once he was rescued, Demian's head voice went away for the most part. Becoming a ranger gave him a focus and a purpose, but also showed him well and truly that he could survive. He doesn't go anywhere without being prepared, other Rangers called him a walking toolbox.


The voice in his head however has been coming back worse than ever lately as stress has been piling up along with many of Demian's unresolved emotional issues. [/sblock]

[sblock=Demian's Stats]

Strength 9 -1
Dexterity 16 +3 (+1 racial)
Constitution 14 +2 (+1 racial)
Intelligence 10 +0
Wisdom 13 +1
Charisma 13 +1


AC: 18 Mithril Halfplate (AC15 + Dex Max +3)


Weapons:
Hand Crossbow:
Attack: +7 to hit (1d6+3)
Bonus action: +7 to hit (1d6+3)


Silvered Rapier:
Attack: +5 to hit (1d8+3)


Net:
Action/bonus action/reaction (but only 1 attack that round): +7


Improvised thrown weapons: +5


Proficiencies: ((R=Racial), (B=Background), (C=Class)


Weapons/Armor:


(C) Simple & Martial Weapons, (C) Light & Medium armor, (C) shields
Languages: Common, (R) Draconic, Undercommon (B)


Skills:


-Stealth (B)
-Survival (C)
-Perception (C)
-Knowledge (Nature) (C)
-Handle Animal (R)
-Deception (B)
-Repair Spelljammer Tech (DM training Ruling) -250gp

Tools:


Poisoner's Kit (B)


Class Features:


-Favoured enemy:
-Dragonborn
-Drow


-Natural Explorer:
-Mountain


-Fighting Style:
-Archery


-Primeval Awareness


-Hunter's Prey - Horde Breaker


Background, Custom:


-(B) Feature - Soldier Rank


Traits:
Prepared - I am a walking, talking Swiss Army knife. I like to have a tool for every situation. (Custom)
Haunted - By memories of war, my families slaughter. (Soldier)


Ideal:
Might - The strongest always wins (soldier)


Bond:
No one else should have to endure the hardships I've been through. (Urchin)


Flaw:
Post Traumatic Stress Identity Issues - I am often torn between a desire to hurt my greatest enemies as they hurt me and a desire to rise above their behaviour. This will sometimes manifest as me arguing angrily out loud with myself. (Custom)


Feats:
Crossbow Expert


Spells:


-(DC 8+2+1=11)
-Attack mod (2+1=3)


Slots (1st level) - 3


1st level spells known:
-Goodberry
-Hunter's Mark
-Fog Cloud


Equipment:
-Weapons/Armour:
-Mithril Half-Plate - 20lbs (Free uncommon magic item)
-Shield - 6lbs 10gp
-Hand crossbow - 3lbs 75gp
-Silvered Rapier - 2lbs 125gp
-Hunting knife - 1lb 2gp
-10 silvered bolts - 0.75lbs 100.5gp
-100 crossbow bolts - 7.5lb 5gp


Combat Consumables:
-2 nets - 6lb 2gp
-2 Caltrops - 4lb 2gp
-10 Oil Flask - 10lb 1gp
-1 holy water - 1lbs 25gp
-2 healing pots - 1lb 100gp
-2 Antitoxin - - 100gp
-Healers Kit - 3lb 5gp


Food/Drink:
-5 rations - 10lb - 2.5gp
-Water-skin - 5lb 2sp

Utility:
-Mess Kit - 1lb 2sp
-Backpack - 5lb 2gp
-Bullseye lantern - 2lb 10gp
-Tinderbox - 1lb 5sp
-Travellers clothes - 4lb 2gp
-Hammer - 3lb - 1gp
-10 vials - 10gp
-Whetstone -1lb - 1cp
-signal whistle - - 5cp
-soap - - 2cp
-97 candles - - 9sp 7cp

Custom Mundane Equipment:

The Following make up the equivalent of Demian's tent and bedroll:


*6sq yd (7ft/7ft) canvas - 6lb - 1gp - Custom - Contains iron eyelets to set us as shelter. Wall-less, Floor-less tent.
*6 sacks - 3lb - 6cp - used either as makeshift bedroll with foliage stuffing, for carrying treasure, or as desert/snow pitons" for tent. Fill with sand or snow for "bricks".
*10 spikes, iron - 5lb 1gp - Used instead of pitons for tent, however could also be used to make traps.
*quarterstaff 4lbs - 2sp - tent pole 1
*shovel - 5lb - 2gp - tent pole 2

The following are items designed to both prevent prisoners from biting their tongues AND Proventil the casting of spells requiring verbal components by blocking the space between tongue and the mouth's roof:


*Mouthguard shaped piece of steel (humanoid) 2lb 1gp
*Mouthguard shaped piece of steel (dragonborn) 3lb 2gp
*Thick leather face strap with buckle 1lb 3gp


Tools:
Poisoners Kit - 2lb 50gp


Encumbrance:
128.25lbs
out of 135lbs

Finances:

157gp left [/sblock]

[sblock=Appearance]
475e548d6cadf3e6eeeaa0dd7bcf5010.jpg
[/sblock]
 
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JustinCase

the magical equivalent to the number zero
Belogg, main helmsman

[sblock=Belogg, dwarf warlock]
Name: Belogg
Sex: Male
Race: Mountain Dwarf
Class/Level: Warlock 3
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 25 ft.
Init: +2
Senses: Darkvision 60 ft.; Devil's Sight (see in darkness, magical or otherwise, 120 ft.)
Languages: Common, Dwarvish
Passive Perception: 11

DEFENSE
AC: 17
HP max: 24 (3d8+6)
HP current: 24
Saves: WIS, CHA
Special: Dwarven Resilience

OFFENSE
Melee: Battleaxe +4; 1d8+2 Slashing, Versatile (1d10)
Melee: Mace +4; 1d6 Bludgeoning
Ranged: Light crossbow +4; 1d8 Piercing, Range 80/320, Loading, Twohanded
Ranged: Eldritch Blast +5; 1d10 Force, Range 120

STATISTICS
Str 14 (+2), Dex 14 (+2) , Con 14 (+2), Int 11 (+0), Wis 8 (-1), Cha 15 (+2)

RACIAL FEATURES & PROFICIENCIES
Darkvision: 60 ft.
Dwarven Resilience: Advantage on saving throws against poison, resistance against poison damage.
Stonecunning: Whenever Belogg makes an Intelligence (History) check related to the origin of stonework, he is considered proficient in the History skill and adds double his proficiency bonus to the check, instead of his normal proficiency bonus.
Proficiencies: Light Armor, Medium Armor
Weapon Proficiencies: Battleaxe, Handaxe, Throwing Hammer, Warhammer
Tool Proficiencies: Smith’s tools

BACKGROUND FEATURES & PROFICIENCIES
Background:
Space Sailor (custom background; helmsman)
Feature: Ship's Passage (can get free passage on a ship for himself and his party, in return for assistance on board)
Proficiencies: Arcana, Perception, Navigator's Tools, Vehicles (spelljamming)

Traits: I often get lost in my own thoughts, becoming oblivious to my surroundings.
Ideal: Sailing between worlds means freedom -- the freedom to go anywhere and do anything.
Bond: I'm loyal to my captain and crew; they and my familiar are the only family I have.
Flaw: I follow my captain's orders, even if I think they are wrong. Also, my encounter with a creature of the Far Realms is slowly driving me insane.

CLASS FEATURES & PROFICIENCIES
Proficiency Bonus:
+2
Proficiencies: Light armor, Simple weapons; Deception, History; WIS, CHA
Otherworldly Patron: Great Old One (expanded spell list; Awakened Mind [communicate telepathically within 30 feet])
Pact Magic: Can cast spells; regain spell slots after short/long rest. Save DC 13*, spell attack +5* (*Rod of the Pact Keeper +1)
Cantrips Known (2): Eldritch Blast, Prestidigitation
Spells Known (4): Hellish Rebuke, Phantasmal Force, Crown Of Madness, Darkness; Find Familiar (Pact Of The Chain bonus spell; can cast as ritual)
Spell Slots (2): 2nd level
Eldritch Invocations: Devil's Sight (see normally in darkness, magical or otherwise, 120 feet), Voice Of The Chain Master (when on the same plane, communicate telepathically with familiar, perceive through familiar's senses, talk through familiar)
Pact Boon: Pact Of The Chain (pseudodragon)

SKILLS (Proficient in bold)
+2 (dex) Acrobatics
-1 (wis) Animal Handling
+2 (int) Arcana
+2 (str) Athletics
+4 (cha) Deception
+2 (int) History
-1 (wis) Insight
+2 (cha) Intimidation
+0 (int) Investigation
-1 (wis) Medicine
+0 (int) Nature
+1 (wis) Perception
+2 (cha) Performance
+2 (cha) Persuasion
+0 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth (disadvantage when wearing half-plate)
-1 (wis) Survival
[/sblock][sblock=Equipment]
COMBAT GEAR
Half-plate (medium armor)
Battleaxe x2
Mace
Light crossbow
Crossbow bolts x20

OTHER GEAR
Rod of the Pact Keeper +1 (spell attack +1, spell DC +1, regain spell slot 1/long rest)
Arcane focus (rod)
Travelers clothes
Navigator's tools
Smith's tools
Backpack:
- Hunk of cheese
- Gallon of ale
- Mess kit

MONEY
139 gp, 5 sp
[/sblock][sblock=Appearance and background]
PHYSICAL APPEARANCE
A small but muscular dwarf, Belogg sports a long unkempt black beard and a bald head. A black tattoo, depicting two stylized tentacles, runs across the back of his head. When Belogg is unaware he is being watched, his eyes seem completely white; if he then looks at anyone directly, it is as if his eyes were always brown and it was a trick of the mind.
The dwarf dresses simply when he is not in his impressive half-plate armor. A magical rod, made from an unknown pitchblack material, is always in his hand or strapped to his belt. Two axes are always kept within easy reach.
A black pseudodragon with eyes like tiny stars is usually draped across the dwarfs shoulders.

BACKGROUND
Belogg never knew his real father and the only thing he knew about his mother, was that she was a simple dwarven woman who died when Belogg was just a babe. His adopted father, a human smuggler called Ian, raised him aboard a starship and taught the boy the basics of sailing between worlds.
One fateful day, the ship found its way to the Beta Quadrant, at the edge of the Far Realms. Gazing at the void at what seemed to be the end of space, Belogg became aware of the void looking back at him, judging him. An ancient voice spoke in his head with visions for words and nightmares for sentences; it declared itself The Sleeper In Darkness and Belogg its prophet and champion.
Belogg awoke, muttering to Chernogg, his twin brother who died when they were born, and discovered himself no longer on the smugglers' ship but on a remote planet on the fringe of the Dragon Empire. Somehow he knew that his crewmates had joined The Sleeper In Darkness, and that he had been given control over alien magic. A small servant, taking the shape of a black pseudodragon, had been sent to instruct Belogg on his newfound abilities.
Eventually the dwarf found his way to a trader's outpost, seeking a way off the planet. When the Empire attacked, Belogg and a handful of others escaped with a stolen ship. Belogg is grateful to his new crewmates and revels in his position as main helmsman, travelling between worlds awaiting instructions from his mysterious patron...
[/sblock][sblock=Familiar]
FAMILIAR
Vhoorl, Pseudodragon (tiny dragon)
Statistics: Str 6 (-2), Dex 15 (+2) , Con 13 (+1), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Armor Class: 13 (natural armor)
Hit Points: 7 (2d4+2)
Speed: 15 ft, fly 60 ft
Skills: Perception +3, Stealth +4
Senses: Blindsight 10 ft, Darkvision 60 ft, Passive Perception 13
Languages: Common, Draconic (understand only; does not speak)
Special Features: Keen Senses (adv. on Perception based on sight, hearing or smell), Magic Resistance (adv. on saving throws versus spells and magical effects), Limited Telepathy (can communicate simple ideas, emotions, and images with any creature within 100 ft that understands a language)
Melee Attack: Bite +4; 1d4+2 Piercing
Melee Attack: Sting +4; 1d4+2 Piercing plus poisoned (DC 11 CON negates; if result is 6 or lower, also unconscious)
[/sblock]
 
Last edited:

pathfinderq1

First Post
>Kelsynn 'Ironhand'

Mountain Dwarf, female
Rogue 1/Ranger 1/Fighter 1; XP ?
Background: Criminal (smuggler)/soldier
Ship role: Rigger/Cargomaster, Carpenter, Apprentice engineer; Heavy lifting, Heavy weapons (both use and repair), occasional marine (she likes to keep busy)

[sblock= CRUNCH]

STR 16 (+3)/19 (+4)
CON 14 (+2)
DEX 14 (+2, save +4)
INT 10 (+0, save +2)
WIS 13 (+1)
CHA 10 (+0)

HP: 26 (8+2+6+2+6+2)
AC: 19 (16 Breastplate, +2 DEX, +2 shield, +1 Defense style)(14 w/ leather, no shield)
Magic item: Gauntlets of Ogre Power (her left hand is actually a technomagic prosthesis, similar to the 'living construct' make-up of a warforged; it also acts as half the set of Gauntlets)
Melee attack: +6, damage varies (by weapon)
Range/finesse: +4

-Trained skills: Athletics +5, Investigation +2, Perception +5, Sleight of hand +4 (Rogue class); Deception +2, Survival +3 (background); Nature +2 (Ranger MC)
-Expert skills: Perception, Thieves tools
-Tool proficiencies: Smith's tools (racial); Thieves Tools (class); Carpenter's tools (Background); Tinker's tools (learning)
-Languages: Common, Dwarven, Draconic
-Feats/ASI: None yet

>Dwarf racial features:
-Mountain dwarf; +2 STR, +2 CON
-Dwarven armor training
-Size Medium; Speed 25 (not reduced by armor)
-Darkvision 60'
-Dwarven resilience
-Dwarven combat training
-Tool proficiency: Smith's tools
-Stonecunning
-Languages: Common, Dwarven

>Rogue class features:
-Sneak attack: +1d6
-Expertise: Perception, Thieves tools

>Ranger class features (MC):
-Natural explorer= favored terrain- Underdark (tunnels on asteroids or planets)
-Favored enemy= undead

>Fighter class features (MC):
-Fighting style= defense

[/sblock]

[sblock= FLUFF]
Background feature: Criminal contact (Broker/fence)
Trait: I'm fascinated by technology, magic or not- from the tiniest clockwork toy to the largest ships in the fleet.
Trait: I'm happiest when I'm working- I hate sitting still or doing nothing.
(Trait: I collect exotic melee weapons, even if I can't use them)
Ideal: I'm loyal to my friends, not to any ideals. (Also, I don't give my word often- but if I do, I'll keep it)
Bond: Someone saved my life on the battlefield. To this day, I'll never leave a friend behind.
Flaw: The monstrous enemy we faced in battle still leaves me quivering with fear (or anger); She hates 'normal' undead, fears spectral/magical undead, and doesn't trust dragons worth a darn...

Capsule background: Like many dwarven clans, Kelsynn's relatives made a lot of their living mining asteroids for precious substances, most of which they sold to mercantile agents of the dragon empire. They also sold other interesting substances (mined or distilled) to a variety of less reputable buyers, and indulged in a bit of smuggling and similar 'hobbies', which were frowned upon by the dragons, who saw the dwarves as their subjects... After a raid by imperial agents, Kelsynn and several of her clansfolk were arrested, and offered a term of military service instead of execution. They were inducted into different units- Kelsynn's first term was in the infantry (as part of a mostly dwarven unit who specialized in confined space work, both on ships and in tunnels on planets or asteroids); her second term was in a combat engineering team (handling fortifactions, sapping, and heavy weapons). After a particularly disastrous action on an asteroid filled with undead, Kelsynn was mustered out of the service due to injuries. She drifted a bit until she reconnnected with an old friend of her clan, who needed some work done- in return for her service, she got a new left hand. And some more work... Since then, she has served as crew aboard a number of ships, some more reputable than others- she typically works as a rigger, cargomaster, and engineer; she also does a bit of work as an enforcer (as well a some more, ahem, complicated assignments).

Background: Criminal (smuggler)/Soldier (Engineer/infantry); Skills- Deception, Survival; Tools- Carpenter's tools; Language- Draconic; Feature- criminal contact (broker/fence)

Gear: (1000 gp; c= carried/worn, s= on ship, eq= donated as part of ship's equipment)
-Gauntlets of Ogre Power (uncommon)
-Breastplate (medium armor); c
-Leather armor (light; back-up); s
-Shield; c
-Battle ax; c
-Short sword; c
-Whip; c
-Club; c
-Dagger (x3); c
-Javelin (x5); c
-Hand ax; s

-Thieves tools; c
-Carpenter's tools (X2); 1s, 1 eq
-Smith's tools; s
-Tinker's tools; s
-Explorer's pack (2 x50' silk rope instead of hemp); c or s
-Crowbar (x2; 1c, 1 eq)
-Hammer; s
-Climbing kit; s
-Rope (50' hemp, x3; 1s, 2 eq)
-Travelers clothes (x4; 2c, 2s)
-Block and tackle; eq
-Grappling hook; eq
-Pitons (x20); 10s, 10 eq
-Sledge hammer; s
-Belt pouch x2; c
-Sack (x5); c
-Chalk (x5); c
-Iron spikes (x10); 5c, 5s
-Whetstone (x2); c
-Waterskin; c
-Ready cash: 100 gp, 9 sp, 6 cp
-Donated to ship fund: 100 gp (+equipment)
-Applied to learning 'tinkers tools': 48gp/48 days (of 250)
[/sblock]
 

Shayuri

First Post
Agh, thought I'd finished this. Give me til the end of the week to fill in the blanks on this! :)

Trebuchet
Neutral Warforged Fighter 3
Background: Soldier

[sblock=Crunch]Str 16
Dex 10
Con 14
Int 14
Wis 8
Cha 12

HP 28
AC 21 (23 w/shield)
Prof Bonus +2
Init +0
Exp: 0

Race
-------
Warforged
- +1 to Str and Con
- +1 AC
- Immune to Disease; does not eat or breathe; only needs 4 hours rest/day, fully alert during rest
- Bonus language

Class
-------
Fighter
- Fighting Style - Defense (+1 AC)
- Second Wind 1d10+3
- Action Surge
- Archetype - Eldritch Knight
* - Weapon Bond (Longsword and Warhammer)

Proficiencies
--------------
Weapons: All simple, all martial
Armor: All armor, and shields
Tools: Gaming set, land vehicles
Saves: Strength, Constitution

Feats
------
N/A

Skills
-------
Arcana 4
Athletics 5
Intimidation 3
Perception 1

Languages
----------
Common
Draconic

Spellcasting (Difficulty 12)
Slots: 1 - 2

Known
0 - Shocking Grasp, Firebolt
1 - Burning Hands, Shield, Feather Fall

Equipment
-------------
Cash: 76gp

Weapons
--------
Longsword, +5, 1d8+3
Warhammer, +5, 1d8+3
Spell Attack, +4

Armor
------
Plate +1 (uncommon magic item pick)
Shield, 10gp

Gear
-----
Arcane Focus, Crystal, 10gp
9x 100gp gems, 900
2x Belt pouch, 4gp
[/sblock]
 
Last edited:

Alizaar

First Post
Lazzen Harrows

[sblock="crunch"]
NG Male Human Rogue (Thief)
Background: Criminal (smuggler)
Feature: Criminal contact
Hit Points: 24 (3d8+6)
AC: 15 (12+dex+3)
Initiative: +3, Passive Perception: 11
Age: 28
Skin: light brown, Hair: black, Eyes: green
Height: 6’1” Weight: 181


ABILITIES
STR 13(+1
DEX 17(+3
CON 14(+2)
INT 13(+1)
WIS 13(+1)
CHA 13(+1)
Melee Weapon Attack: Dex (+3)+Prof(+2)=5
Ranged weapon Attack: Dex (+3)+Prof(+2)=5
PROFICIENCIES
Proficiency Bonus: +2
Weapons: : Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools:thieves tools
Languages: Common, Draconic
Saving Throws: dex&int
Skills: Acrobatics,deception,insight,perception,persuasion ,stealth


CLASS & RACE
Size: med
Speed: 30
Ability Score Increase: Your ability scores each increase by 1.
E x p e r t i s e : choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sn e a k A t t a c k: you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
C u n n i n g A c t i o n: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Thief archtype
Fa s t H a n d s :you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Se c o n d -S t o r y W o r k : you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


EQUIPMENT
Dagger
shortsword
hand crossbow
Tinkers Tools
Chest
Lock
ball bearings
caltrops
chalk
Explorers Pack
grappling hook
hourglass
mirror,steel
Backpack
- Bedroll
- Mess Kit
- Tinderbox
- Torch (10)
- Rations (10)
- Waterskin
- Rope (50')
Magical Items-Cloak of Elvin kind

Gold Spent: 174
Pocket Money: 824[/sblock]



[sblock="fluff"]
PERSONALITY
Traits:i dont pay attention to the risks in a situation.Never tell me the odds
Ideal: im loyal to my friends ,not any ideals ,and everyone else can take a trip down the styx for all i care
Bond: someone I loved died because of a mistake i made.That will never happen again
Flaw: I have a "tell" that reveals when im lying.
I don't always try to find myself in these sort of sittuations but I seem to find them,like the rat that finds the cheese. They just seem to fall on my lap.It wasn't always like this I once had what my people call "the normal life". I had the whole package. Both parents,good house,nice place to live, i always had this urge to get into places I shouldn't be getting into.Sometimes I would "obtain "certain items that others would need (for a price of course).
My father Skarn Harrows was a Tinkerer and an engineer for the military. He would take me on the great warships and give short little lessons showing me how it worked. I never really listened to him but some of it stuck (I think).
I grew up and decided to explore every nook and cranny of this crazy place and maybe make a little coin in the process. Now I find myself on this old ship that me and these people I now call my crew mates Have "obtained" and trying to makes sense of the last couple of weeks,living life by the seat of my pants,to be honest I wouldn't want to have it any other way.[/sblock]
 
Last edited:

Steve Gorak

Adventurer
Code:
Name:       Albathar Silvercape 
Class:      Fighter 1/ Rogue 1/ warlock 1 
Race:       Human
Background: Sailor/Charlatan/Folk hero
Size:       Medium (5'8", 140 lbs)
Gender:     Male
Age:        18
Alignment:  

STR: 8  (-1)0 Save: +1    HP: 26 (1d10(max)+2d8+6)
DEX: 16 (+3)9             AC: 16 (+4 breastplate, +2 dex)
CON: 14 (+2)7 Save: +4
INT: 10 (+0)2             Speed:   30
WIS: 12 (+1)4             Init:    +3 (+3 dex)
CHA: 14 (+2)5             Passive Perception: 14


Skills:                  Abilities:
*Acrobatics        +5    Feat: crossbow expert
Animal Handling    +0    
Arcana             +0    archery fighting style: + 2 ranged weapons
Athletics          -1    Second wind: 1d10+1
**Deception        +6    
History            +0    
Insight            +1    
Intimidation       +2    BRustic hospitality
Investigation      +0    
Medicine           +1    Expertise (Stealth, deception)
Nature             +0    Sneak Attack (1D6)
*Perception        +2    Bonus Language (replace Thieves’ Cant)
Performance        +2    
*Persuasion        +4    
Religion           +0    Fey Presence: bonus action, wis save vs dc12 
*Sleight of Hand    +5     10ft cube emanating from me, charmed or 
**Stealth          +7     frightened until end of next turn
Survival           +1

Proficiencies:
Armor: all
Weapons: all
skills: Perception (fighter), acrobatics (fighter), stealth (rogue), persuasion (background), Deception (perception overlap with background), sleight of hand (human)   
Tools: Thieves’ Tools (rogue), navigator tools (background), forgery kit (background), spelljamming vehicles (250gp spent)
Languages: Common, Elvish (Human), Draconic (replaces thieves's can't), 

Spellcasting:
Spell Attack Modifier: +4
Spell Save DC: 12
Cantrips Known: Minor Illusion, Prestidigitation
Spells Known: Hex, faery fire
Spell Slots: 1/-/-/-/-/-/-/-


Feats:
Crossbow expert

Weapon                Attack  Damage     Type  Range
Rapier                 +5     1d8+3        P
Dagger-melee           +5     1d4+3        P   
Dagger-ranged          +7     1d4+3        P   20/60
Hand crossbow          +7     1d6+3        P   30/120
Heavy crossbow         +7     1d10+3       P   100/400	

Equipment:
gp   Item	
400  Breastplate
150  2 hand crossbow
  6  3 daggers 
 20  2 short swords  
 25  Rapier          
 50  heavy crossbow

 15  forgery kit

 25  Navigator's tools

 25  Thieves's tools
  5  5x 20 cross bow bolts
 16  Burglar’s Pack (16 gp).Includes a backpack, a bag of 1,000 
      ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a 
      hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days 
      rations, a tinderbox, and a waterskin. The pack also has 50 
      feet of hempen rope strapped to the side of it

250  Training in spelljamming vehicles

Common Clothes


Money: 13 GP

Personality Trait: My friends know they can rely on me, no matter what
Ideal: I help the people who help me—that’s what keeps us alive.
Bond: The empire murdered my family. I will avenge them.
Flaw: My pride will probably lead to my destruction.

[sblock=Background]
Albathar XXXX, goes by the pseudonym Albathar Silvercape, is the grandson of Lord commander YYYY XXXX, a renowned dragonslayer and fleet general during the Human-Dragon wars.
He was raised by the remenants of the human resistance, his family having been hunted down by imperial forces.
On one of his adventures, he met with a fey entity, with whom they shared a common hatred of the dragon empire, the later gave him powers to fight the wicked empire.

Eventually the Albathar found his way to a trader's outpost. When the Empire attacked, Albathar and a handful of others escaped with a stolen ship, Shrike.

He is 22 years oldand is now a spell jamming corsaire,spy,occasional smuggler and freedom fighter against the dragons.

[/sblock]
 

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