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[RG] Evilhalfling's Dark Sun


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JustinCase

the magical equivalent to the number zero
Blaze
N fire genasi gladiator storm herald barbarian 3

genasi fire.jpg


Name: Blaze
Sex: Male
Race: Genasi (fire)
Class/Level: Barbarian 3
Alignment: True Neutral
Size: Medium
Languages: Common, Primordial
Speed: 30ft.
Init: +2
Prof. Bonus: +2
Passive Perception: 10

DEFENSE
AC:
15 (+2 dex, +3 con)
Maximum HP: 35
Current HP: 35
Saves: Strength +4, Constitution +5
Note: Resistance to fire damage (racial); when in rage resistance to piercing/bludgeoning/slashing damage

OFFENSE
Melee:
Bone club +4 (1d6+2; when in rage +2 damage)
Melee: Spear +4 (1d6+2; versatile 1d8+2; when in rage +2 damage)
Ranged: Spear +4 (1d6+2; range 20/60)
Note: Upon entering rage and as a bonus action on subsequent turns while raging, activate Storm Aura to deal 2 fire damage to all within 10 feet.

STATISTICS
Str*
15 (+2), Dex 14 (+2) , Con* 16 (+3), Int 12 (+1), Wis 10 (+0), Cha 11 (+0)
RACIAL FEATURES & PROFICIENCIES
Fire Genasi
Ability scores: Constitution +2, Intelligence +1
Darkvision: 60 feet, shades of red.
Fire Resistance: Resistance to fire damage.
Reach To The Blaze: Produce Flame as a cantrip; at level 3 gain Burning Hands 1/LR.
Languages: Common, Primordial

BACKGROUND FEATURES & PROFICIENCIES
Gladiator (modified Entertainer)
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Gaming set: dice, Vehicles: land
By Popular Demand: You can find a place to perform in any place that features combat for entertainment, such as a gladiatorial arena or secret pit fighting club.

Personality Traits: Thinking is for other people; I prefer action.
Ideal: If I become strong, I can take what I want - what I deserve.
Bond: I will face any challenge to sway the audience in my favor.
Flaw: I have trouble keeping my true feelings hidden; my sharp tongue lands me in trouble.

CLASS FEATURES & PROFICIENCIES
Barbarian
Rage: Bonus action, 3/LR. For one minute, advantage on strength checks and saving throws, +2 damage with strength-based melee attacks, and resistance to piercing/bludgeoning/slashing damage.
Unarmored Defense: While wearing no armor, add CON to AC.
Reckless Attack: Advantage on attacks, but opponents gain advantage to hit you.
Danger Sense: Advantage on dexterity saving throws against threats you can see.
Primal Path: Path of the Storm Herald
Storm Aura (desert): Upon entering Rage and as a bonus action on subsequent turns while in Rage, emanate a stormy aura of 10 feet to every side. Creatures within the aura are dealt 2 fire damage (more at higher levels).

Wild Talent: Heat Wave (as Thunderwave, but fire damage instead of thunder) 1/LR, DC 11 (based on INT)

SKILLS (* Proficient)
+4 (dex) Acrobatics*

+0 (wis) Animal Handling
+1 (int) Arcana
+4 (str) Athletics*
+0 (cha) Deception
+1 (int) History
+0 (wis) Insight
+2 (cha) Intimidation*
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+0 (wis) Perception
+2 (cha) Performance*
+0 (cha) Persuasion
+1 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival
Reach To The Blaze: (racial) Produce Flame cantrip, DC13
Reach To The Blaze: (racial) Burning Hands 1/LR, DC 13
Wild Talent: Heat Wave (as Thunderwave, but fire damage) 1/LR, DC11
Produce Flame
A flickering flame appears in your hand. The flame remains there for 10 minutes and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Burning Hands
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.

Heat Wave
A wave of flames sweeps out from you. Each creature in a 15-foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 fire damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
PHYSICAL APPEARANCE
A lean and powerfully built man with skin the color of smoldering coals, Blaze appears as an oddly hued human at first glance. When his emotions flare, however, fire erupts from his bald head and covers his body in tiny flames, proving his elemental heritage for all to see.

BIO
Blaze is a slave warrior, and has been for as long as he can remember. He knows nothing of his parents, nor who sold him off as a slave; all he knows, is that from a very young age he has been trained to be a gladiator, and has received more training than most because of his elemental heritage. As a genasi, he is the one that crowds want to see, and he'd better give them a fine show!
COMBAT GEAR
Bone club
Spear

OTHER GEAR
nothing yet...

MONEY
nothing yet...
 
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Chtckh'Chtckh (Chick-Chick)
Neutral Thri-Kreen Gladiator Fighter Level 3

AC
15 (No Armour)
HP 28/28
Hit Dice 3/3 at 1d10+2
Speed 35 feet
thri-kreen.jpg

Longbow +7 for 1d8+3 (Ranged 150/600)
Net +7 Restrained (Range 5/15) (dc10 Str check (Action) escape; AC 10, 5/5 HP)
Bone Scimitars +5 for 1d6+3 / 1d6
Gythka +4 for 1d10+2 (Reach 10')
Claws +5 for 1d4+3

STR 15(+2) DEX 16(+3) CON 14(+2) INT 8(-1) WIS 13(+1) CHA 12(+1)

Athletics +4
Perception +3 (Passive 13)
Performance +3
Survival +3

Str Saves +4
Con Saves +5

Languages: Common (Tyrian), Thri-Kreen
Tools: Bonecarver's Tools
Thri-Kreen Torpor: You don't sleep (alert during rests)
Thri-Kreen Carpace: Without armour, your AC is 12+Con Mod (15)
Thri-Kreen Claws: Proficient in a 1d4 finesse unarmed attack
Thri-Kreen Extra Arms: (additonal free manipulate object per round, total 4 objects "in hand".)
Fighter 1Fighting Style: Archery +2 Attack with a Ranged Weapon
Fighter 1Second Wind: Bonus Action - Regain 1d10+2 (Fighter level) Hit Points. 1 per Short Rest
Fighter 2Action Surge: On your turn, you can take one additional action. 1 per Short Rest.
Fighter 3Martial Archetype: Battle Master You learn 3 Maneuvers. You can use only one maneuver per attack. You gain proficiency with Bonecarver's Tools.
Fighter 3Superiority Dice You have 4 superiority dice, which are d8s. A superiority die is expended when you use it with a maneuver. Short Rest regain.
Wild TalentExpeditious Retreat - Bonus Action, Concentration - When you cast this spell, and then as a bonus action on each of your turns for 10 minutes, you can take the Dash action. (VS) 1 per Long Rest.

Maneuvers
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target. You add the superiority die to the attack’s damage roll, and the target must make a dc 13 Strength Save or it drops an object you choose. The object lands at its feet.
Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Riposte Reaction (When a creature misses you with a melee attack) - Expend a superiority die to make a melee weapon attack against that creature. If you hit, you add the superiority die to the attack’s damage roll.
(Actually Have)
Obsidian Sword, Bone Sword, Longbow & Quiver. 1x Net.

(Wish List)
Bone Scimitar (x2) (50 coins)
G'thka Spear (5 coins)
Longbow & Quiver (20 arrows) (52 coins)
Net (x4) (4 coins)
Backpack (2 coins)
Mess Kit, Rations (10 days), Waterskin (6 coins)
Climber's Kit (25 coins)
Hunting Trap (5 coins)
Rope (50') (1 coin)
Money Pouch (0 coins)
Escaped Slave & Gladiator: Chick-Chick was taken from his clutch as a hatchling and raised in a Tyrian battle-arena.

Personality: I always face problems head on, a simple, direct approach is the best path to success.
Ideals: Freedom: I will not return to slavery, or allow others to be enslaved.
Bonds: The clutch that I never knew. If I can form bonds, they will be tight.
Flaws: From a history of abuse, I mistrust everyone around me.
 
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Leatherhead

Possibly a Idiot.
Plool
LN Hafling Kensei Monk Level 3

perhaps plool.jpg

Stats:

STRDEXCONINTWISCHA
81614121612
-1+3+2+1+3+1
Size: Small





Speed: 35ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 13

Defenses
AC:
16 (Unarmored Defense)
Maximum HP: 24
Current HP: 24
Hit Dice: 3d8 (two used)
Resistance: Poison Damage
Saves:
STR*DEX*CONINTWISCHA
+1+5+2+1+3+1
Notes: Advantage against poison. Advantage against fear





*: Indicates Proficiency.

Class Stats
Max Ki Points:
3
Current Ki Points: 3
Saving Throw DC : 13
Note: Ki resets on a short rest.

Actions:
Weapons
Unarmed Strike+51d4+3
Battle Axe+51d8+3Versatile (1d10)
Shortbow+51d6+3Range 80/320
Steel Spear+51d6+4Versatile (1d8), Thrown (20/60)
Spells:




Dissonant Whispers.
Wis. Wild Talent. 1/day.

Bonus Actions:

Martial Arts
+5 1d4+3 (When attacking with a monk weapon)
Flurry of Blows +5 1d4+3 (When Attacking with a Monk Weapon, attack twice, 1 Ki)

Patient Defense Take the Dodge Action. 1 Ki
Step of the Wind Take the Disengage or Dash action. Also doubles jump distance. 1 Ki.

Kensei’s Shot. +1d4 damage to ranged attacks with a Kensei weapon.

Reactions:
Deflect missiles.
1d10+6. If it reduces damage to 0, you may spend one Ki to counterattack.

Note:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit. (Savage Attacks)

Trained Skills
Acrobatics (DEX) +5
Intimidation (CHA) +5
Stealth (DEX) +5
Survival (WIS) +5

Proficiencies
Armor: None
Weapons: Short Sword, Simple Weapons, Battle Axe
Tools: Cook's Utensils, Woodcarver's Tools, Bonecarver's Tools
Languages: Common, Halfling, Dwarvish
Kensei weapons: Battle Axe, Shortbow

Racial Traits
Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1

Size
Your size is Small.

Speed
Your base walking speed is 25 feet.

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.

Savage Attacks
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Stout Resilience
You have resistance to poison damage, and advantage on saving throws against poison.

Class Features
Hit Points
: 1d8/level
Unarmored Defense: 10+DEX mod+WIS mod
Martial Arts: Monk Weapon die 1d4.
Ki: 3 points. Regain on short rest.
Unarmored Movement: +10' speed.
Monastic Tradition: Path of the Kensei
Deflect Missiles: 1d10+6.

Path of the Kensei
Kensei Weapons
- You choose kensei weapons, gain proficiency with them if you don’t already have it, and they are treated as monk weapons.

Agile Parry - If you make an unarmed strike as part of the Attack action on your turn and are holding a kensei weapon, you gain a +2 bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t incapacitated.

Kensei’s Shot - You can use a bonus action on your turn to make ranged attacks with a kensei weapon deal an extra 1d4 damage of the weapon’s type until the end of the current turn.

Way of the Brush - You gain proficiency with Bonecarver's Tools.


Wild Talent
Dissonant Whispers, 1/day.

Characteristics:
Height: 3 1/4 ft.
Weight: 45 lbs.
Gender: Male
Eyes: Green
Hair: Black

Appearance:
Small, even for a Hafling, Plool keeps his hair shoulder length and is missing a tooth. Clad in a loincloth and right-arm-sleeve, the rest of his body is adorned with green paint, featuring asymmetrical flourishes that favor the right, and simpler shapes on the left.


Background
Captured Tribesman (Outlander Custom)
Language: Dwarven. Tool: Woodcarvers. Skills: Intimidate, Survival
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.

Personality:
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry beast.

Ideals:
Nature. The natural world is more important than all the constructs of civilization.

Bonds:
An injury to the unspoiled wilderness of my home is an injury to me

Flaws:
I am too enamored of ale, wine, and other intoxicants.

Plool's mother, Jikx, named him after an oasis in the Tablelands that saved her life. After coming of age, Plool set out into the Tablelands to find his namesake and pay it homage.

Plool never found the oasis.

During his travels, he met a Hafling ex-gladiator, Cerk. Always the crowd-pleaser and entertainer, he easily charmed the naive Plool. Being a psionic warrior, he saw that Plool had the talent for it, and made him into a student. Earning his trust with honeyed words and honeyed ale, Plool learned Cerk's ways and traveled with him for a time.

Cerk bought his freedom with Plool's.

It wasn't obvious at first. The training seemed legitimate. But as Plool's prowess grew, so did his thirst. One last celebration to commemorate his training. One last night sleeping free with a belly full of ale. Then the morning came: Plool was bound. Cerk was nowhere. There was a human with a crooked face and even more crooked demeanor holding Plool by the leash, dragging him across the sands. Cackling all the while about how Plool had been duped and sold.

Plool didn't believe it. He couldn't believe it. But the next morning, and the next after that, came with the same wake up call. The same bindings. And no Cerk to argue against it.

Bone Spear
Steel Spear
Bone Battle Axe
Shortbow
Quiver of arrows
full water skin
10 ceramic coins
Obsidian Dagger
 
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tglassy

Adventurer
1573528500551.png


Name: Cal
Race: Human (Variant)
Class: Wizard 3 (Illusionist)
Background: Slave (Custom)

AC: 13 (16 with Mage Armor, +5 when using Shield)
HP: 14

Str: 8
Dex: 16
Con: 14
Int: 17
Wis: 12
Cha: 10

Proficiencies:

Saving Throws: Int/Wis saves
Skills: Animal Handling (+3); Arcana (+5); Deception (+2); Investigation (+5); Sleight of Hand (+5)
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Tools: Land Vehicles
Languages: Common, Elvish (Race), Draconic (Background), Dwarvish (Linguist), Giant (Linguist), Halfling (Linguist)

Feats: Linguist - Can create Cyphers, Learn 3 new languages
Wild Talent: Speak With Animals (1/day)

Human Variant Features: 1 Extra Skill (Deception), 1 Extra Feat (Linguist)

Background Feature: TBD

Wizard Features:

Illusion Savant: Half gold/time for scribing illusion spells

Cantrips:
Improved Minor Illusion
Message
Firebolt
Prestidigitation

Spells:
1st:
*Catapult
*Disguise Self
Find Familiar
Illusory Script
*Mage Armor
Shield
*Silent Image
*Sleep

2nd lvl:
Nystul’s Magic Aura
Detect Thoughts

Equipment:
Spellbook
Spellbook scrolls (sleep, magic missile, shield, invisibility and web.)
Spell components
Obsidian dagger
 
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Salthorae

Imperial Mountain Dew Taster
Dukkoti Airhunter
CN Elf Cleric (Air/Tempest) Level 2

Stats:
Str
12 (+1), Dex 16 (+3) , Con 15 (+2), Int 10 (+0), Wis 16 (+3), Cha 8 (-1)

Size: Medium
Speed: 35ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 15

Defenses
AC:
13 (15 with Shield of Faith, higher with armor/shield)
Maximum HP: 17
Current HP: 17
Hit Dice: 2d8
Resistance:
Saves:
Str +1, Dex +3, Con +2, Int +0, Wis +5, Cha +1
Notes: advantage on saves vs. charm effects
*: Indicates Proficiency.

Class Stats
Cantrips Known:
3
Spells Prepared: 5
Saving Throw DC : 13
Note: Channel Divinity recharges on long rest.

Actions:
Unarmed Strike
+3 1+1
Ranged weapons +5
Spells

Spells:

Message Wis. Wild Talent. at will

Bonus Actions:
Sanctuary, Shield of faith

Note:

Trained Skills
Insight (WIS) +5
Religion (INT) +2
Perception (WIS) +5
Stealth (DEX) +5
Survival (WIS) +5

Proficiencies
Armor: Light, Medium, & Shields
Weapons: Simple Weapons, Short Sword, Longsword, and all "Ammunition" property weapons
Tools: Thieves' tools, Bone flute
Languages: Common, Elven, Auran (primordial)

Racial Traits
Ability Score Increase

Your Dexterity score increases by 2, and your Wisdom score increases by 1

Size
Your size is Medium.

Speed
Your base walking speed is 35 feet.

Darkvision
60' see in darkness as if dim light, in dim as if bright

Keen Senses
Proficiency in the Perception skill

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Trance
Don't need to sleep, only trance for 4 hours to gain benefit of 8 hour long rest

Elf Weapon Training
You are proficient with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot
Your base walking speed increases to 35 feet.

Mask of the Wild
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.



Class Features
Hit Points
: 1d8/level
Spellcasting: Cantrips and 1st level and higher spells. Prepare level+WisMod, DC = 8+Prof+Wis
Channel Divinity: 1/Short Rest
Turn Undead: Wisdom save or all undead within 30' are turned for 1 minute
Destructive Wrath When you roll lightning or thunder damage, you can use your Channel Divinity to
deal maximum damage, instead of rolling.

Wrath of the Storm
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.


Wild Talent
Message, at will.

Spellcasting
DC: 13, +5 Spell Attack bonus

1st2nd3rd4th5th6th7th8th9th
3/3​
-​
-​
-​
-​
-​
-​
-​
-​
Cantrips: Guidance, Thaumaturgy, Toll the Dead

1st: bane, detect poison & disease, inflict wounds, sanctuary, shield of faith
Domain - feather fall, thunderwave


Characteristics:
Height: 6 3/4 ft.
Weight: 175 lbs.
Gender: Male
Eyes: Brown
Hair: Blonde

Appearance:


Background

Sand Runner (Outlander/Urchin custom)
Tool: Instrument, Thieves' tools. Skill: Stealth, Survival
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.

Personality:
  • I hide scraps of food and trinkets away in my pockets.
  • I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.

Ideals:
- I help the people who help me — that’s what keeps us alive. (Neutral)

Bonds:
- I am the last of my tribe, and it is up to me to ensure their names enter legend.

Flaws:
- I’d rather kill someone in their sleep than fight fair.

None.
 
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Name: Varsk
Race: Male Half Elf
Background: Criminal
Class: Rogue Soulknife 3
Alignment: Chaotic Neutral
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Strength: 8 (-1)
Athlethics: -1​

Dexterity: 16 (+3)
+Acrobatics: +5
+Sleight of Hand: +5
*Stealth: +7
*Thieves’ tools: +7​

Constitution: 16 (+3)

Charisma: 16 (+3)
+Deception: +5
Intimidation: +3
Performance: +3
+Persuasion: +5​
Passive Perception: 13
Passive Investigation: 10
Initiative: +3
AC: 14
Speed: 30 ft
Hit Dice: 3d8
HP: 23/23


Intelligence: 10 (+0)
Arcana: +0
History: +0
Investigation: +0
Nature: +0
Religion: +0​

Wisdom: 12 (+1)
Animal Handling: +1
Insight: +1
Medicine: +1
+Perception: +3
Survival: +1​

+Proficient
*Expertise
OFFENSE Initiative: +3
Weapon
Psychic Blade
Singing Stick
Dagger
Range
Melee, 30/60 ft
Melee
Melee, 20/60 ft
To Hit
+5
+5
+5
Damage
1D6+3 Psychic
1D6+3 Bludgeoning
1D4+3 Piercing
Notes
finesse, light, and thrown
finesse and light
finesse, light, and thrown
DEFENSE AC: 13
Strength: -1
+Intelligence: +0
+Dexterity: +5
Wisdom: +1
Constitution: +3
Charisma: +3
Proficiencies and Languages
Languages: Common, Elvish, and Dwarvish
Armor: Light Armor
Weapons: All Simple weapons, hand crossbows, rapiers, and shortswords.
Tools: Gaming set (dice), Thieves’ tools​

Race: Half Elf
+2 Charisma and +1 to two other ability scores of my choice
Speed: 30 feet
Size: Medium;
Lifespan: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
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.

Background: Criminal
Skills: Deception, Stealth;
Specialty: Smuggler​

Feats: None

Class: Rogue
Expertise: I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
Sneak Attack: Once per turn, I can add damage to finesse/ranged attack if I have adv. I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
Thieves' Cant: I know the secret rogue language that I can use to convey messages inconspicuously.
Cunning Action: I can use a bonus action to take the Dash, Disengage, or Hide action
Psychic Blade: As a bonus action, you can create a magical blade of shimmering psychic power from one or both of your hands. While one of your hands is manifesting a lade, you can’t hold anything in that hand. You can dismiss one or both blades at any time (no action required), and they disappear if you’re incapacitated. The blade is a simple melee weapon with the finesse, light, and thrown properties. It has a normal range of 30 feet and a long range of 60 feet, and it deals 1d6 psychic damage on a hit. If you throw the blade as part of an attack, it vanishes immediately after it hits or misses its target. The blade otherwise disappears the instant it leaves your hand.
Psionic Enhancement: You can focus your psionic power to give yourself an extraordinary ability. When you finish a long rest, you gain one of the following benefits of your choice, which lasts until you finish a long rest:
You can communicate telepathically with any creature you can see within 30 feet of you. If a creature can speak at least one language, it can respond to you telepathically.
Increase your walking speed by 5 feet.
Your hit point maximum and your current hit points increase by an amount equal to your Intelligence modifier plus your rogue level.​

Wild Talent: Can cast Friends, at Will
Leather Armor
Wood Thieves Picks
2 Obsidian Daggers
1 Singing Stick
6 Ceramic Coins

Equipment Weight:
Encumbered
Heavily Encumbered
Carrying Capacity
Push, Drag, Lift
HISTORY:
Race: Half-Elf
Gender: Male
Age: 175
Relationship: None
Height: 5' 11"
Weight: 145#
Complexion: smooth
Skin: Tanned
Hair: Copper, long
Eyes: Grey
APPEARANCE:

PERSONALITY:

Traits: The best way to get me to do something is to tell me I can't do it.
Ideal: Freedom: Chains are meant to be broken, as are those who would forge them. (Chaotic)
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.
 
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Evilhalfling

Adventurer
Blaze Addendum:
- since Justincase is out for the holidays I will make some basic updates here.
Barbarian 3
subclass TBD

Hp 35
AC 15 (unarmored)
Bone Club +4 (1d6+2)
Spear +4 (1d8+2)
3 rages (+2 damage) resistant to physical attacks. (1 minute)
 


Steve Gorak

Explorer
Kel

Psion 3

S 8
D 15 +1
C 13+1
I 12
W 15+1
C 12

Senses: passive perception = 20

Psionic powers

Cantrips
Mold earth
Message
Prestigitation (wild talent)
Vicious mockery
Friends (psionic devotion - targets don’t become hostile)

Powers (spells)
Level 1 - 8
Dissonant whispers
Alarm
Disguise self (project appearance)
Feather fall
Tasha’s hideous laughter
Detect magic
Shield
Mage armor (psychokinetic armor)

Level 2 - 2
Misty step (nomad’s step)
Levitate

Powers prepared (7): dissonant whispers, disguise self, shield, mage armor, feather fall, misty step, levitate

Spells slots
Level 1: 4
Level 2: 2

Spell save DC: 13

+3 (dex) Acrobatics
+3 (wis) Animal Handling
+3 (int) Arcana - from class
-1 (str) Athletics
+3 (cha) Deception - from class
+1 (int) History
+5 (wis) Insight - from background
+1 (cha) Intimidation
+1 (int) Investigation - +6 to passive investigation
+3 (wis) Medicine
+1 (int) Nature
+5 (wis) Perception - from race, note +10 to passive perception
+1 (cha) Performance
+3 (cha) Persuasion - from background
+1 (int) Religion
+3 (dex) Sleight of Hand
+3 (dex) Stealth
+3 (wis) Survival

Feat: OBSERVANT
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Background: courtier
Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Proficiencies:
background: insight, persuasion
Class: arcana, insight, replaced with deception
Human: perception

Languages:
Human: common, Elven
Background: 2 giant, tri-kreen

History:
Keltor Rami of House Stel was born to wealth and affluence. He is house Stel’s patriarch’s firstborn son to his second wife, based in the city of Urik. The house trades obsidian, and operates several mines in addition to its agricultural estates.

Keltor Rami, now known as Kel, was trained in psionics using the best masters, and even learned to read and write.

Several months ago, after celebrating his 16th birthday, he accompanied a trading caravan to Rama as training for his future role in the House. However, at night, as the caravan waited to enter the city, he was kidnapped. The somewhat disorganized thugs were planning to kill him away from the caravan as to not leave any evidence (psionic or mundane). Fortunately, the thugs were lacklustre and using his psionic skills, he learned that it was the patriarch’s first wife that organized the coup, and managed to escape.

He has been stuck in Rama for several months now. There is a sizeable bounty on his head, thus preventing his passage back to Urik, and there are very few that he can trust. He’s been learning about Raam’s organizations, ebbs and flow, in the hope of one day exacting revenge and taking back his rightful place.
 
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