D&D 5E [RG] Uller's Out of the Abyss - Character Tracking

Uller

Adventurer

Current PCs


Cohort NPCs

These are the PCs of players that have dropped or become in-active.

Orsik
[sblock]Orsik- Hill Dwarf Cleric Light 2

Armor Class 15 (Scale mail (-1), Shield)
Hit Points 19 (HD: 2d8)
Speed 25ft
Initiative: 0

Attr. Scor. Mod. Sav.
STR: 14 +2 +2
DEX: 10 0 0
CON: 15 +2 +2
INT: 12 +1 +1
WIS: 16 +3 +5
CHA: 8 -1 +1
-------------------
Skills: History: +3
Insight: +5
Medicine: +5
Religion: +3

Senses: Darkvision 60 Passive Percep 13

Languages. Common, Dwarven, Elvish, Orcish, Goblin
-------------------
Resilient: Advantage on poison saves; resistance to poison damage
Stonecunning: I add double my proficiency bonus to history rolls related to stonework

Dwarven Toughness: HP increases by 1 per level.

Warding Flame (3/day): When I am attacked by a creature within 30 ft, I can impose my reaction to make the attack disadvantage.

Spellcasting: Wisdom (Spell save DC 13, +5 to hit).
Prepared Spells:
Cantrips: Light, Mending, Sacred Flame, Spare the Dying
1st level (3 slots): Burning Hands, Bless*, Create Water, Faerie Fire*, Healing Word, Protection from Evil*,Cure Wounds

Channel Divinity(1/rest):
Turn Undead.
Radiance of the Dawn: Dispell magical darkness within 30'. All hostile creatures within 30' must make a CON save or take 2d10+Cleric Level radiant damage, half on a successful save. Creatures with total cover are unaffected.
-------------------
Actions:
Warhammer: +4, 1d8+2
Handaxe: +4, 1d6+2
Sacred Flame: Wis Save, 1d8
Burning Hands: Dex Save, 3d6 on failed save and half on a successful save, 15 ft cone.
-------------------
EQUIPMENT
Scalemail,Shield,Warhamer,3 Handaxes,Holy Symbol
[/sblock]

Klep - Deceased: Killed by Darkmantles
[sblock]Klep - Half Orc Bard Lvl 2

Armor Class 12
Hit Points 15 (2HD)
Speed 30ft
Initiative:+2 (+2 Dex)

Attr. Scor. Mod. Sav.
STR: 12 +1 +1
DEX: 15 +2 +4
CON: 12 +1 +1
INT: 08 -1 -1
WIS: 12 +1 +1
CHA: 15 +2 +4
-------------------
Skills: Athletics +3, Nature +1, Perception +3, Intimidation +4, Performance +4, Persuasion +4; Jack of All Trades (+1/2 Prof bonus to all non proficient skills, round down)

Senses: Darkvision 60' Passive Percep 13

Languages. Common, Orc, Elvish.
-------------------
Spellcasting: Klep is a 2nd level spellcaster. Charisma (Spell save DC 12, +4 to hit). Prepared Spells:
Cantrips: Mage Hand, Vicious Mockery
1st Level (3 slots): Heroism, Faerie Fire, Detect Magic, Silent Image, Sleep

Bardic Inspiration (2/Day): One creature within 60 feet gains a Bardic Inspiration die - 1d6 for 10 minutes. The creature can add that Bardic Inspiration die to any ability check, attack roll, or saving throw it makes for the duration. (CHA MOD PER DAY)

Song of Rest: You and any allies that can hear you regain 1d6 hit points at the end of a short rest.

Relentless Endurance (1/Day): When Klep is reduced to 0 hitpoints but not killed outright, he can drop to 1 hit point instead.

Savage Attacks: when Klep scores a Critical hit with a melee weapon attack, he can roll of the weapon's damage dice one additional time and add it to the extra damage from a critical hit.
-------------------
Actions:
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 6 (1d8+1)

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60, one target. Hit 4 (1d4+1)
-------------------
EQUIPMENT
Leather Armor,Dulcimer,Backpack,Bedroll,2 Costumes,5 Candles
5 Days of Rations,Waterskin,Cooking Utensils,Longsword
Dagger,Scrollcase full of notes written in Isolation,Winter Blanket,Common Clothes
[/sblock]

Bertram
[sblock]
Bertram - Halfing Stout Ranger Lvl 2

Armor Class 15 (Dex +3, Leather Armor)
Hit Points 20 (HD: 2d10)
Speed 25ft
Initiative:+3 (+3 Dex)

Attr. Scor. Mod. Sav.
STR: 12 +1 +3
DEX: 16 +3 +5
CON: 14 +2 +2
INT: 12 +1 +1
WIS: 14 +2 +2
CHA: 8 -1 -1
-------------------
Skills: Athletics (STR) +3
Investigation (INT) +3 (+5 if in Underdark)
Perception (WIS) +4 (+6 if in Underdark)
Stealth (DEX) +5
Survival (WIS) +4 (+6 if in Underdark)

Senses: Passive Percep 14 (16 in Underdark)

Languages. Common, Halfling, Goblin
-------------------
Nimble: can move through space of any creature Med or larger
Lucky: reroll 1 on an attack roll, skill check or saving throw
Brave: Advantage on saves againt being frightened
Resilient: Advantage on poison saves; resistance to poison damage
Favored Enemy: Kobolds and Goblins
Favored Terrain: Underdark
Fighting Style: TWF: Add Dex bonus to extra attack from second weapon

Spellcasting: Wisdom (Spell save DC 12, +4 to hit). Known Spells:
1st Level (2 slots): Pass without Trace, Goodberry
-------------------
Actions:
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7 (1d6+3)

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60, one target. Hit 6 (1d4+3)

Hand crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 Hit 6 (1d6+3)
-------------------
EQUIPMENT
Leather Armor,Shortsword,3 daggers,hand crossbow,20 bolts
[/sblock]

Evendur - Human Paladin of Lathander
Evandur was last seen heroically attempting to save Ront the Orc from the spider webs in Velkenvelve. He cut through the webbing as 3 giant spiders attacked him. He and Ront (who was stricken with drow poison) fell into the cavern pool below and were never seen again.

'Friendly?' NPCs
[sblock]
NameKnown InfoNotes
Prince Derendil
Derendil.jpg
Prince Derendil is a quaggoth that says he is actually a high elf prince from Nelrindenvan in High Forest. He says he was betrayed by his brother who coveted his crown and had a evil wizard named Terrestor curse him. He fled into a cave and was eventually captured.He is currently pretty beaten up but healing. When he gets angry he seems to lose his "elfness"
Drum
Stool.png
Drum is a young myconid that was separated from it's 'parents' somewhere near a myconid settlement when some hook armed beasts ambushed them. It is able to communicate telepathically with creatures that it sees as 'friendly' and is even able to translate between creatures it has bonded. When Drum becomes overly emotional it loses control of it's telepathy floods the minds of those with whom it is bonded with horrific images and emotions
Topsy and Turvy (RIP)
topsy-and-turvy.jpg
These two deep gnomes are twins from Blingdenstone. Topsy is a female and does most of the talking. She is belligerent and stubborn and often seems clueless as to the grimness of the situation in which she finds herself. Turvy, by contrast is quiet and when he does talk he just sort of mumbles. Only Topsy understands him and usually his mumblings seem like they must be some sort of private joke.The other deep gnome in the slave pen avoids them. Their behavior seems odd even by deep gnome standards, especially their tendency to pile up rubbish and sleep in it.
JimJar (RIP)
Jimjar.png
Jimjar is a deep gnome from Blingdenstone. He says he had left the place to explore but got captured. He seems to have a "devil may care" attitude that is not common among his kind and has a fondness for betting on anything and everything
Eldeth Feldrun
eldeth.png
A shield dwarf from Gauntlgrym, Eldeht was part of a scouting party that came under ambush by orc of the Iceshield tribe. She and an orc (Ront) fell into a deep whole and became lost in the underdark and were forced to teamup for survival. They hate eachother yet seem to share a bond that neither is willing to admit.
Ront (RIP)
ront.jpg
Ront is an Iceshield orc that became lost during a battle with dwarves of Guantylgrim. He is gruff, grim, quick to insult the battle skills of those around him and quick to anger. Ront was last seen falling from the spider webs in Velkenvelve. It is assumed he perished from drow poison or from the fall or from the gray ooze in the pool below but no body was found.
Shuushar
shuushar.jpg
Shuushar says he left his home in a koa-toa settlement called 'Sloobludop' to pursue a life of enlightenment in a place called Darklake where he spend many years in solitude.. He accepts his current predicament at a level that is hard to fathom and does little or nothing to resist.
Buppido (Left after trying to murder Erevan)
Buppido.jpg
Buppido is a derro from the Duergar settlement called Gracklstug (GRACK-el-stoog). He claims to be a god and reacts to the most horrendous events as if he completely expected them and even planned them.
Sarith
Sarith-Zekarit-1-2.jpg
A drow junior officer and friend to Jorlan, Sarith has been accused of the vicious murder of the drow mage Nildus during a patrol/raid. He claims innocence and that he has only vague memories of the event.
[/sblock]

Drow NPCs:

Ivana Mizzrym - priestess of Lolth. Commander of Velkenvelve
Asha Vandree - priestess of Lolth. Second to Ivana
Shoor Vandree - captain of Velkenvelve. Consort to Ivana
Jorlan Duskryn - former captain and former consort to Ivanan. disgraced and scarred.

DD_Out_of_the_Abyss_drow_group.png
 

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Zansy

Explorer
OOC: I'll get to the background information when I can, times are busy at the moment
Name: Klep
Player: Zansy
Alignment: Chaotic-Good
Race: Half-orc
Class & Level: Bard 1
Background: Hermit
[sblock=background Information]pending...[/sblock]
HP: 9/9
AC:13 (12 unarmored)
Speed: 30 Feet
Initiative:+2 (+2 Dex)

Attr. Scor. Mod. Sav.
STR: 12 +1 +1
DEX: 15 +2 +4
CON: 12 +1 +1
INT: 08 -1 -1
WIS: 12 +1 +1
CHA: 15 +2 +4


OFFENSE
Weapon: Atk: Dmg: type: Properties:
|Longsword| +3 | 1d8+1 | P | Versatile (1d10)
|Dagger| +4 | 1d4+2 | P | Light, Finesse, Thrown (20/60)


PROFICIENCIES
Proficiency Bonus: +2

Armor: Light Armor

Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords

Skills: Athletics +3, Nature +1, Perception +3, Intimidation +4, Performance +4, Persuasion +4; +half Proficiency (+1) to all non-proficient ability checks.

Tools: Dulcimer (Instrument), Shawm (Instrument), Flute (Instrument), Cook’s utensils

Languages. Common, Orc, Elvish.

FEATURES
RACE
Size: Medium.: 6 feet four inches tall, weight 230 lbs.
Darkvision: Klep can can in dim light within 60 feet of him as if it were bright light, and in darkness as if it were dim light. Klep can't discern color in darkness, only shades of gray
Menacing: Klep is proficient with the Intimidation skill
Relentless Endurance: When Klep is reduced to 0 hitpoints but not killed outright, he can drop to 1 hit point instead. Klep can't use this this feature again until he finishes a long rest.
Savage Attacks: when Klep scores a Critical hit with a melee weapon attack, he can roll of the weapon's damage dice one additional time and add it to the extra damage from a critical hit.
CLASS
Spellcasting: (See Below)
Bardic Inspiration: One creature within 60 feet gains a Bardic Inspiration die - 1d6 for 10 minutes. The creature can add that Bardic Inspiration die to any ability check, attack roll, or saving throw it makes for the duration. Klep can use this a number of times equal to his Charisma Modifier ( 2 times), and regains any expended uses upon completing a Long Rest.
EQUIPMENT
  • [*]Leather Armor
    [*]Dulcimer
    [*]Entertainer's Pack:
    • Backpack
    • Bedroll
    • 2 Costumes
    • 5 Candles
    • 5 Days of Rations
    • Waterskin
    • Cooking Utensils
    [*]Longsword
    [*]Dagger
    [*]Scrollcase full of notes written in Isolation
    [*]Winter Blanket
    [*]Common Clothes
    [*]9 GP

SPELLCASTING

Save DC: 12
Spell Attack: +4
Ritual Caster: Yes

Cantrips Known:
Mage Hand, Vicious Mockery

1st Level Spells (Spell Slots: 2/2):
Heroism, Faerie Fire, Detect Magic, Silent Image
 

SunGold

First Post
Surana Blackrock, nimble barbarian.

[sblock=Surana Blackrock]

tmp_17874-surana-1378723881.png
Art credit: The FreeDnDArt public domain art repository.

BASICS
Name: Surana Blackrock
Race: Human
Gender: Female
Class: Barbarian 4 (Totem warrior/Bear)
Alignment: Chaotic Neutral
Background: Outlander
Hit Points: 40/48, HD: 3/3, Rages: 3/3
AC: 17 (18 if dual-wielding melee weapons)
Initiative: +4
Passive Perception: 12

ATTRIBUTES
STR 11 (+0)
DEX 18 (+4)
CON 16 (+3)
INT 10 (+0)
WIS 10 (+0)
CHA 10 (+0)

PROFICIENCY
Proficiency Bonus: +2
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Drum
Languages: Common, Goblin, Orc
Saving Throws: Strength, Constitution
Skills: Athletics (+2), Nature (+2), Perception (+2), Stealth (+6), Survival (+2)

RACE
Size: Medium
Height: 5'9
Weight: 135
Speed: 30'
Variant human: Constitution +1, Dexterity +1, Stealth proficiency, Dual Wielder feat

CLASS
Rages per long rest: 3

TRAITS & FEATURES
Trait: I once ran twenty-five miles without stopping to warn my clan of an approaching orc horde. I'd do it again if I had to.
Ideal: The natural world is more important than all the constructs of civilization.
Bond: I will bring terrible wrath down on the evildoers who destroyed my homeland.
Flaw: I am too enamored of ale, wine, and other intoxicants.

WEAPONS
Rapier: +6 attack, 1d8+4 piercing (main-hand)
Shortsword: +6 attack, 1d6 slashing (off-hand)
Dagger: +6 attack, 1d4+4 piercing
Javelins: +2 attack, 1d6 piercing

EQUIPMENT
Backpack
9gp
Rapier
Dagger
Flint "dagger"
Shortsword
Hand crossbow + 25 bolts
Waterskin
Bear claw
Javelin x4
Bedroll
Mess kit
Tinderbox
10 torches
50 feet hempen rope
Drum
Staff
Hunting trap
Traveler's clothes
[/sblock]
 
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Ranger20

First Post
Orsik Battlebeard

[sblock]
Hill Dwarf Cleric 1
Background: Acolyte
Alignment: LG
Str 14 (+2)
Dex 10 (+0)
Con 15 (+2)
Int 12 (+1)
Wis 16 (+3)
Cha 8 (-1)

HP: 10 (1d8+2)
AC: 16 (Unarmored:10)
Prof Bonus: +2
Init: +0
Speed: 25 ft.

Proficiencies:
Weapons: Simple, Dwarven
Armor: Light, Medium, Shields
Saves: Wis, Cha
Tools: Brewer’s Supplies
Languages: Common, Dwarven, Elvish, Orcish, Goblin

Race Features:
+2 Con and +1 Wis
Darkvision: I can see within 60 ft of dim light as if it were bright light, and darkness as if it was dim light
Dwarven Resilience: I have advantage on poison saves, and resistance on poison damage
Stonecunning: I add double my proficiency bonus to history rolls related to stonework
Dwarven Toughness: My HP increases by 1 per level.

Class Features:
Warding Flame: When I am attacked by a creature within 30 ft, I can impose my reaction to make the attack disadvantage. 3 per day

Spellcasting
Spell Casting Ability: Wis
Spell DC: 13
Spell Mod: +5
Cantrips: Light, Mending, Sacred Flame, Spare the Dying
1st level Spell Prepared: Burning Hands, Bless, Create Water, Faerie Fire, Healing Word, Protection from Evil
1st Level Spell Slots: 2 per day

Skills:
History: +3
Insight: +5
Medicine: +5
Religion: +3

Saves:
Str: +2
Dex: +0
Con: +2
Int: +1
Wis: +3
Cha: +1

Attacks:
Warhammer: +4, 1d8+2
Handaxe: +4, 1d6+2
Sacred Flame: Wis, 1d8
Burning Hands: Dex, 3d6 on failed save and half on a successful save, 15 ft cone.

Equipment:
Scale Armor, Warhammer, 2 Handaxes, Shield, Holy Symbol of Moradin, Common Clothes, Brewer's Supplies, Backpack, Bedroll, Mess Kit, Tinderbox, 10 torches, Alms Box, 2 Blocks of Incense, Censer, Vestments, 2 days Rations, Waterskin, Prayer Book
15 gp
[/sblock]

Background:
[sblock]
Feature: Shelter the Faithful: I can command the respect of those who share my faith, and can receive free healing and care at the place of worship of my faith.

Traits: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. I idolize a particular hero of my faith, and constantly refer to that person’s deeds and examples.

Ideal: Faith. I trust that my deity will guide my actions. I have faith that if I work hard, thing will go well.

Bond: What little I know of the underdark, I learned from living and fighting alongside the Feldrun clan of Dwarves. You swore an honor debt to the clan before they joined the forces retaking Gauntlgrym and establish themselves there.

Flaw: I put too much trust in those who wield power within my temple’s hierarchy.

I was one of the few Gold Dwarves living in Citadel Adbar. I was a part of the clergy there and would often work in the farm fields on the surface used to make wine and ale.
After about three decades of servitude to the temple of Moradin I would help the caravans from Citadel Adbar to Citadel Felbarr through the edges of the underdark.
During one of these expeditions, the caravan was hit by a drow raiding party. Their I was captured and the rest of the dwarves were killed. Now I am pushed through the underdark to some unknown slave camp.
[/sblock]
 
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Evandur Raulson (I cannot remember the spoiler command!)

[sblock=GOT IT]The visions have not left.

As a young man growing up in Cormyr, stories of valiant heroes were his bread and butter. Not nobly born, becomming a Purple knight of Cormyr would never be possible without divine intervention, but that certainly didn't keep a young farmboy from dreaming.

He was twelve when the visions began. They were small at first, guiding him to stop local bullies from picking on his friends just by putting him in the right place at the right time. The visions guided him to exercise and seek training from whomever he could in combat. Daily, he made worship to the unknown enitity giving the visions. On his 18th birthday, it was revealed to him that he was a chosen of Lathander, the morninglord. After confirmation from a priest in a nearby town, he was anointed a paladin and sent to train with the knights of Cormyr.

His parents were very proud.

Upon his graduation, he believed he was ready. His visions, growing stronger over years, began to show him a terror of fur and fang moving about by darkness underneath the light of a strange moon, terrorizing those who came across it's path. After traveling for months, he came upon the answer: a werewolf, terrorizing local citizens. He knew this was his destiny. He joined up with some other travelers, mercenaries, who claimed he would be their healer. Clearly they were unaware of the true power and purpose of a Paladin, but he did not care. He would achieve his destiny and likely convert his new comrades in the process.

His parents would have been proud.

They stalked the beast for three nights. Upon the third night, a confrontation came that him the chance to achieve his destiny and show the others what the power of a God can do. The beast met his challenge and a fight was had. The beast met his challenge and in the end, it was not the beast who lay on the ground, bleeding his last. As his comrades took flight from the fight which had quickly turned downhill, the final thing he heard from his companies leader was an offhanded remark about the uselessness of a dead do gooder.

He awoke some time later, no idea how time had past. The journey to his god's realm was far darker than he had imagined, filled with visions of the fanged beast laughing at him, mocking him, and strangely ebony skinned elves healing his wounds through poultices as they dragged him into the darkness. Impossible, he rememebered thinking. Dark Elves would never heal, they can only destroy. Everyone knew that. He awoke in that darkness. A cage of some sort. Unwashed, wounds stitched together efficiently, if not for comfort. The after life was uncomfortable, dark, and painful and he was alone. This delusion was of course shattered when his captors came to check on his status. Strong, handsome, and fallen they called him. Abandoned, they said. He did not speak their language but they knew words in his own. These words meant little to the word they use most often: slave. They laughed at his denials, mocked his screams of anger and pain, and reprimanded him brutally when he attempted to resist. He attempted resistance often. He held out unbroken for a long time.

His parents would have been proud, had they known he was alive.

He is broken now. He feels he is. He knows not what Lathander had in store for him, as the vision of the fanged beast continues to laugh. To destroy. Mocking him, the strange moon ever hanging overhead. The visions plague him when he sleeps, and the drow punish him when he wakes. His life is now series of pain with no end in sight. He will be sold soon, he assumes. A broken shell of a man, once a farmhand, once a paladin, but never a knight. Forever a slave.

The visions have not left.

Evendur Raulson
Human Paladin 1
Background: Soldier (Cavalry)
Str 16 (+3)
Dex 10 (+0)
Con 14 (+2)
Int 8 (-1)
Wis 12 (+1 or +3 Saves)
Cha 14 (+2 or +4 Saves)

HP 12 (1d10+2)
AC 10 (18 Fully Armored Chainmail and Shield)
Prof Bonus +2
Init +0
Speed: 40 Ft
Proficiencies
--------------
Weapons: Simple, Martial
Armor: Light, Medium, Heavy, and Shields
Saves: Wisdom and Charisma

Race
-------
Human
-+1 Str and +1 Con
-Feat (Mobility)
Paladin
-Lay On Hands (5hp per day)
-Divine Sense (3/Day)


Skills
-------
Athletics +5
Intimidation +4
Medicine +3
Perception +3
Persuasion +4

Languages
----------
Common, Elven
Equipment
-------------
Money: 10gp

Weapons
--------

Longsword +5 Attack 1d8+3 slashing damage (1d10+3 damage Two Handed)
Javelin +5 Attack 1d6+3 piercing damage (Range 30/120)

Armor
------
Chainmail, Shield

Others
-----
5 Javelins, Explorer’s Pack, cracked Holy Symbol of Lathander, Cavalry Insignia, werewolf fang, from the first encounter with the beast, on a necklace), deck of cards, belt pouch, and common clothes

[/sblock]
 
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DMAesh

Explorer
Ezraen half-elf (drow) paladin 1
[sblock]
Ability Scores: Str 12; Dex 16; Con 12; Int 10; Wis 10; Cha 16
Background: Criminal (burglar)
hp: 11
AC: 17 (chain shirt and shield)
Prof bonus: +2
Saving Throws: Wisdom, Charisma
Attacks: rapier (melee 5 ft. reach, +5 atk, 1d8+3) OR sling (range 30 ft./120 ft., +5 atk, 1d4+3)
Skills: Religion (+2), Insight (+2), Stealth (+5), Sleight of Hand (+5; swapping out Deception from burglar), Perception (+2), Acrobatics (+5)
Proficiencies: All armors and shields, simple and martial weapons, thieves’ tools
Languages: Common, Elvish, Dwarvish
Racial traits: Darkvision (60’), Fey ancestry (advantage on saving throws v. charm, and magic cannot put you to sleep), Skill versatility (proficient in 2 skills of choice - Perception, Acrobatics)
Class features: Divine Sense (PHB p. 84), Lay on hands heal 5 hp/long rest (PHB p. 84)
Personality trait: I am a bit of a scoundrel, but I sure make a lovable one! I do what is right, even if it means going against the law
Ideals: Redemption There is a spark of good in everyone. Sometimes they just need a second chance
Bonds: I accidentally killed a noble, whose house I was burgling. The order of the Dawnbringers gave me a chance at redemption and a place in their service.
Equipment: chain shirt, shield (w/ holy emblem engraved), thinblade (rapier), daggers (x2), sling, pouch w/ 20 sling stones, priest’s pack, mess kit[/sblock]

[sblock] Ezraen was born of violence in one of many drow raids to the surface hamlet of Espar, near Cormyr. His mother, unable to come to abort the pregnancy, left the child at an orphanage in a nearby town. Ezraen grew up among children like him, yet he was always the outsider. No matter what he did, or how nice he was, he could not outrun the stigma of his dark elf heritage.
Inevitably, he fell into the wrong crowd, and soon he was burgling the houses of the rich that he felt needed to be ‘taken down a peg’. Following a strict code, Ezraen tried to always make sure that no one got hurt when they burglarized a home, regardless of whether they were on his team or a resident of the house. For almost half of a year, he and his band had a measure of success, and were starting to build a reputation amongst both the common-folk and the nobles of the region.
One day everything turned South. One nobleman took it upon himself to gain prestige by being the one to catch these ruffians, and laid in wait in a secret compartment in his house. While Ezraen and his gang began divesting the noble of his finery, the nobleman sprung out, stabbing one of the scoundrels through the heart with his rapier, and shooting another with a crossbow. The young half-drow heard a window shatter as the last of his mates barreled through the window, and he scrambled to escape! The haughty nobleman cut him off, taunting him as he swished his rapier back and forth threateningly.
“Draw your blade, blaggart! Die knowing that you were defeated by Duke Wysterial Vallancourt!” the noble demanded.
The only weapon that Ezraen had was a knife, what was he going to do? He slipped back and forth, throwing whatever he could at the mad noble to distract him. The young half-elf frantically hopped off the bannister down to the first floor. White hot pain ran up Ezraen’s leg as it twisted awkwardly beneath him, leaving the burglar sprawled across a plush carpet.
Duke Vallancourt stalked down the stairs like a cat about to pounce on wounded prey. “Sad little rabbit, you picked the wrong den to stick your nose in…”
The Duke’s scream split the air, as Ezraen’s knife hilt protruded from the top of his foot, blood staining the carpet below! The burglar yelped as the noble’s blade tore through the flesh of his shoulder, but Ezraen lunged toward the Duke anyway and shoved him back as hard as he could.
The silence was deafening. Ezraen looked up to see the look of shock on Duke Wysterial Vallancourt as the life faded from his eyes, a spearpoint protruding from his chest. All the commotion had caused one of the spears from a decorative suit of armor to fall forward. The world spun…
The town guard found Ezraen trying to stop the life’s blood from spilling out from the nobleman’s heart. An act that may have saved his life…
--
The trial was quick and the sentence was death. Only intervention by the Knight Grace of the Order of the Dawnbringer stayed the executioner’s blade.
The ceremony was solemn and Ezraen the burglar died that day. A life of pain, loneliness, and anger washed away with the cold water at dawn. The acolytes laid the vestments upon the young half-drow as the Knight Grace led him through his vows. Ezraen the Dawnbringer rose that day, looking out at the sunrise. Today is a new day…[/sblock]

Here is the initial low-res pic of Ezraen by badgerlordstudios on DeviantArt!

Ezraen final sample.jpg
 
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JustinCase

the magical equivalent to the number zero
Erevan Aenovindë
CN high elf rogue 4

[sblock=Basic information]
Name: Erevan Aenovindë, son of Prince Aelias Aenovindë of Thornwood
Sex: Male
Race: High Elf (moon elf)
Class/Level: Rogue 4
Alignment: Chaotic Neutral
Size: Medium
Type: Humanoid
Speed: 30ft.
Init: +3
Prof. Bonus: +2
Passive Perception: 12 (Darkvision 60ft)

DEFENSE
AC: 14
Maximum HP: 26
Current HP: 25
Saves: Dexterity, Intelligence

OFFENSE
Melee: Rapier +5; 1d8+3 Piercing; Finesse
Ranged: Shortbow +5; 1d6+3 Piercing; Ammunition, range 80/320; two-handed

STATISTICS
Str 10 (+0), Dex 16 (+3) , Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 14 (+2)
[/sblock][sblock=Features & proficiencies]
RACIAL FEATURES & PROFICIENCIES

Ability scores: Dexterity +2, Intelligence +1
Darkvision: 60 ft.
Keen Senses: Proficient in Wisdom (Perception)
Fey Ancestry: Advantage on saves against being charmed; magic cannot put you to sleep
Trance: Can trance for 4 hours instead of sleeping
Weapon Training: Proficient with longsword, shortsword, shortbow, longbow
Cantrip: Minor Illusion, DC 12
Languages: Common, Elvish, Dwarvish, Goblin, Thieves' Cant

BACKGROUND FEATURES & PROFICIENCIES
Noble
Skill Proficiencies: History, Persuasion
Tool Proficiencies: Gaming set: Dragonchess
Extra Language: Dwarvish
Position Of Privilige: Welcomed in high society and people assume I have the right to be wherever I am. Common folk make every effort to accommodate me and avoid my displeasure. Can secure an audience with a local noble.
Personality Traits: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
Ideal: I must prove that I can handle myself without the coddling of my family.
Bond: My cousin Raevion was with me when I was captured by the drow, and I don't know what became of him.
Flaw: By my compulsive kleptomania I often bring shame to my family.

CLASS FEATURES & PROFICIENCIES
Armor Proficiencies: Light armor
Weapons Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools Proficiencies: Thieves' tools
Skill Proficiencies: Sleight Of Hand, Stealth
Expertise: Double proficiency bonus on two skills: Sleight Of Hand, Persuasion
Sneak Attack: 2d6
Thieves' Cant: Knows the language Thieves' Cant
Cunning Action: Can take a bonus action each turn to take Dash, Disengage or Hide action.
Roguish Archetype: Arcane Trickster
Spellcasting (Arcane Trickster): Cast spells from wizard spell list; DC 12, spell attack +4
Mage Hand Legerdemain (Arcane Trickster): Additional uses for Mage Hand cantrip: turn hand invisible, stow object in container, retrieve object from container, use thieves' tools; can use Cunning Action bonus action for Mage Hand action
Feat (replaces Attribute Score Increase): Magic Initiate (gain 2 cantrips and 1 spell: Booming Blade, Sword Burst, Find Familiar)

SKILLS (Proficient in bold)
+3 (dex) Acrobatics
+0 (wis) Animal Handling
+2 (int) Arcana
+0 (str) Athletics
+2 (cha) Deception
+4 (int) History
+0 (wis) Insight
+2 (cha) Intimidation
+2 (int) Investigation
+0 (wis) Medicine
+2 (int) Nature
+2 (wis) Perception
+2 (cha) Performance
+6 (cha) Persuasion (expertise)
+2 (int) Religion
+7 (dex) Sleight of Hand (expertise)
+5 (dex) Stealth
+0 (wis) Survival
[/sblock][sblock=Arcane Trickster spellcasting]
Cantrips known:
. Mage Hand
. Friends
. Message
. Minor Illusion (racial)
. Booming Blade (feat)
. Sword Burst (feat)

Spells known:
. Alarm
. Charm Person
. Disguise Self
. Tasha's Hideous Laughter
. Find Familiar (feat)

Spell slots: 3, 1st level
Spell save: DC 12
Spell attack: +4

Spells cast today: 1/3
[sblock=Spell descriptions]Mage Hand: Conjure spectral hand to use objects during turn. Note: Cunning Action and Legerdemain for additional uses.
Friends: Advantage on Charisma checks versus one creature; turns hostile after duration.
Message: Whisper message to target within 120 feet; can reply.
Minor Illusion: Create sound or image up to 5 feet.
Booming Blade: Make normal melee attack; upon hit, target is sheathed in booming energy that causes 1d8 thunder damage if target moves voluntarily within 1 round.
Sword Burst: Create circle of spectral blades within 5 feet of you, causing 1d6 force damage if failing Dex save.

Alarm: Door, window or 20 foot area triggers magical alarm (audibly or mentally) when Tiny or larger creature passes; can designate specific exceptions.
Charm Person: If target fails Wisdom save, charmed by you. Advantage on saves if threatened or injured by you or your companions.
Disguise Self: Change appearance to another medium humanoid for 1 hour.
Tasha's Hideous Laughter: One creature laughs hysterically as long as you concentrate (up to 1 minute) and falls prone (incapacitated, unable to stand up) if failing Wisdom save. Does not affect creatures with Intelligence of 4 or lower.
Find Familiar: Gain service of spirit in animal form after casting 1 hour: Bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
[/sblock]
[/sblock][sblock=Appearance & bio]
PHYSICAL APPEARANCE
A slim, ravenhaired elf with mischievous green eyes, Erevan carries himself with an obviously regal bearing. Just before his capture, he wore his fine brown and green clothes and kept his beautiful rapier by his side at all times. Now, being locked away deep underground by tormenting drow, the elf is blackeyed and bruised, bloodstains covering his dirty clothes, eyes downcast.

BIO
Humiliated. Being beaten, spat upon, and verbally abused every waking moment, Erevan Aenovindë found the damage to his pride far worse than any physical pain his captors could unleash upon him. Being captured by the evil drow, their most hated enemies, meant that surface elves were treated worse than the other slaves. How far he had fallen.

Son of the self-proclaimed Prince of the Thornwood, Erevan grew up priviliged and spoiled rotten. His father indulged his every whim for a while, until he met his future wife and Erevan, an adult by then, was left to his own devices. It appeared the little boy matured quickly, but his greedy nature could not be contained.

Many times has Erevan been caught stealing; mostly worthless trinkets, but when a diplomatic gift from an allied dwarven citadel was found missing, his father knew who to blame. Erevan was lectured and sent to the dwarves to make amends. With his silver tongue, the young elf soon restored the important alliance. However, he could not help but pocket the dwarf kings signet ring upon his departure.

Fleeing the dwarven stronghold, Erevan hid in the woods while considering his options. He was approached by his cousin Raevion, who was sent by Prince Aelias to check on him. The two had an argument, because not for a moment did Raevion believe Erevans statement that he had not stolen anything. They were about to come to blows, when the distracted cousins were ambushed by drow raiders. The sleep poison had Erevan unconscious before he could see if Raevion was similarly subdued, or even killed.

Waking up in the slavers' encampment, Erevan found no sign of his cousin, and he could not bring himself to ask the drow...
[/sblock][sblock=Current inventory]
COMBAT GEAR
Rapier
Shortbow with 20 arrows
Leather Armor
Dagger x3

OTHER GEAR
Thieves' tools
Set of once-fine clothes
Signet ring
Scroll of pedigree
Purse
Explorer's pack:
* Backpack
* Bedroll
* Mess kit
* Tinderbox
* Torches x10
* Rations x10
* Waterskin
* Hempen rope 50 ft.
Silk garments
Silver chain headress set with small onyx stones
Drawsting bag containing two small glass vials
Small leather pouch containing a variety of coins and a moonstone gem
Another larger pouch containing what can only be spell components.
A bag that contains any valuables and coins any PCs had on them at the time of capture.
Silver pitcher
Pair of goblets
Fishhook
String
A couple of teeth
Small fish figurine made from glass, worn smooth as if in a stream for a very very long time
A small, smooth, metallic and egg shaped object which feels hollow and has some solid objects inside

MONEY
1 pp
91 gp
25 sp
4 cp

[/sblock]
 
Last edited:

Herobizkit

Adventurer
Here's a rough outline of Bertram "Tunnel Rat" Thornberry

Halfling Ranger 1
Background: Outlander
Alignment: Chaotic Neutral (formerly Neutral Good)
Str 12 (+1)
Dex 16 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 14 (+1)
Cha 8 (-1)

HP 12 (1d10+2)
AC 13
Prof Bonus +2
Init +3
Speed: 25 Ft

Proficiencies
--------------
Weapons: Simple, Martial
Armor: Light, Medium, and Shields
Saves: Strength and Dexterity

Race
-------
Halfling, Stout
- +2 Dex and +1 Con
- Speed 25 feet
- Nimbleness: can move through space of any creature Med or larger
- Lucky: reroll 1 on an attack roll, skill check or saving throw
- Advantage on saves againt being frightened
- Advantage on poison saves; resistance to poison damage

Ranger
Favored enemy: Goblins and Kobolds
Favored terrain: Underdark

Skills
-------
Athletics (STR) +3
Investigation (INT) +3 (+5 if in Underdark)
Perception (WIS) +4 (+6 if in Underdark)
Stealth (DEX) +5
Survival (WIS) +4 (+6 if in Underdark)

Languages
----------
Common, Halfling, Goblin

Equipment
-------------
None

Weapons
--------
None

Armor
------
None

Others
-----
5 feet of rope

Characteristics
-----
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've lost too many friends, and I'm slow to make new ones.
I'm haunted by memories of war. I can't get the images of violence out of my mind.

Ideal:
Nation. My people are all that matter.

Bond:
I will bring terrible wrath down on the evildoers who destroyed my homeland.

Okay, this time for sure...

six-sided - (1d6)[3]
dee-20 - (1d20)[13]

Background:
[sblock]"There was a time when I saw daylight, when my tribe wandered the plains with the changing of the seasons. Then we came upon a paradise, an oasis among the foothills, lush and green with a lake full of fish and high mountain walls to protect us from the winter's winds.

Those hills were home to all sorts of vermin below the surface, however. Goblins. Kobolds. Rats the size of dogs. We didn't know where they were coming from; I volunteered to find out. I dedicated my time to crawling through burrows and warrens, mazes of darkness and rock, seeking out these meddlesome pests.

One day, can't remember when now, I returned from a hunt to find my tribe under attack. I couldn't believe my eyes to see Elves, their blades glinting in the moonlight, skin as black as the sky above. I couldn't understand their speech, but they sounded like they were laughing, maybe even singing... in the blink of an eye, my tribe lay strewn about, killed to the last.

I wanted to rush them, to avenge their deaths with my own blades... but no. No, I chose to judge these... these Drow... not as Elves, but as monsters. As vermin. And they needed to be exterminated.

I followed them as they returned below ground, tracked them for days before I realized that they must have known I was following them all along... Maybe they had a rear guard, or they sent someone to double-back on me. Next thing I knew, I felt a crack on the back of my head, and then...

Well, here I am. Prisoner of these... creatures. Now I'm trapped within their cells, tortured, beaten, forced to play their twisted games...

It doesn't matter what you do with my flesh, you bastards. You're all going to be stuck like squealing kobolds and flayed for what you've done to my people.

All I need to do is wait. Wait... and survive."[/sblock]
 



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