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Rise of the Necromancer Rogues' Gallery


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Sentinel Lothoc Stalnox
64a47543546459b902ffbc1d22183601.jpg
((Only then more Armored))
Medium humanoid (Green Dragonborn), Lawful Evil

Armor Class 17 (Splint, disadvantage on stealth (19 with Shield))
Hit Points 12
Speed 30 ft.
Initiative

{Point Buy}
STR 17
DEX 10
CON 14
INT 15
WIS 8
CHA 10

Saving Throws. Str +, Dex +2
Skills. Athletics, History, Perception, Persuasion,
Senses.
Languages. Common, Draconic, Sylvan
Tools. Dragon Chess
Background; Knight {Retainers; 1 Child of a Noble to be trained in combat, 1 Kobold as carrier and 1 Kobold as Banner Bearer}

Actions
--------------------
Greatsword; melee, +5 To Hit, 2d6 +3 slashing
HandAxe; melee, +5 To Hit 1d6 +3 slashing
Breath Weapon, 2D6 Poison (half on succes), 15ft cone (Con. Save)


Features and Traits
--------------------
Damage Resistance; Poison
Greatweapon Fighting; whenever you roll a 1 or 2 on your dmg roll while wielding a Weapon in Two Hands you may Reroll the result and must use the new Roll.
Second Wind; On your turn, you can use a bonus action to regain hit points equal to 1D10 + your fighter level. recharges on a short/long rest

Equipment
Starting Gold. 125+170 = 290
--------------------
Splint Armor (-200)
Shield (-10)
Greatsword (-50)
Handaxe (-5)
a set of fine clothes, a Signet Ring, Scroll of Pedigree
Backpack; bedroll, mess kit, tinderbox, 10 torches, 10 days ration, waterskin, 50' Hempen Rope.


Remaining Gold; 30
Carrying Capacity 255 lbs.

[sblock=Background]
From a young age Lothoc was ambitious to make it to the top, any means neccesary. wether it meant training twice as hard as his fellow Soldier or accidently letting some hidden truth leak out. The few friends he had blamed it on his Chromatic Lineage, others would say he just had a nasty personality.
whatever the reason his aims were always set on the next step ahead, the next rank.

Born in Kilbay he spend his childhood training under his father, a squad leader in the Kilbay Guards, while at days it seemed harsh he didn't mind this lifestyle.
as long as he preformed towards expectations he would be praised, if he didnt... well lets say it made him stronger. Lothoc never knew why his father was so strict on him, nor did he much care, for all it did was make him stronger.

As his strength grew, so did his possistion in the Kilbay Guard, that was until a few years ago. He was summoned before Eskizi, Captain of the Kilbay Guard, he would be transfered to Fearvault and serve as a Knight for a Noble household. The Krahe House. Why he was chosen he did not know, maybe they saw him train? Perhaps. or perhaps one of his Higher-Ups spoke highly of him during a meeting? Unlikely.

Whatever the reason his new possition as Knight came with a lot of Perks. Great Housing, a few Servents, many priveleges and he could even explore Magic whilest here. if Lothoc was planning on moving up this was definetly the right direction. there was however... a slight catch he didnt see comming. He was also intrusted with the Training and babysitt... Protection of one of the Nobles Son's, Strum Krahe. Whom he has to take where ever he goes too. [/sblock]
 
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Creamsteak

First Post
Boros the Liar
Medium humanoid (human), lawful evil

Armor Class 16 (Chain Mail)
Hit Points 8 (1d8)
Speed 30 ft.

STR 16 (+3) Rolls
DEX 6 (-2) (+0 on saves)
CON 10 (+0)
INT 9 (-1)
WIS 10 (+0)
CHA 18 (+4) (+6 on saves)

Skills Athletics +5, Deception +6, Insight +2, Persuasion +6, Religion +1
Senses passive Perception 10
Languages Abyssal, Common, Infernal
Tools Tanbur, Ocarina, Harp
Feats Heavily Armored
Background Acolyte

[sblock=Actions]Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.

True Strike. One action. Next turn gain advantage on first attack roll. Concentration required.

Vicious Mockery. Cantrip: Wisdom Save (DC 14) 60 ft., 1d4 Psychic damage and disadvantage on the next attack roll it makes before the end of its next turn.

Bardic Inspiration. Bonus action to inspire one creature within 60 ft to gain a bonus of 1d6 to one ability check, attack roll, or saving throw. 2/day

Spellcasting. (2 slots) Dissonant Whispers, Healing Word, Heroism, Tasha's Hideous Laughter[/sblock]

[sblock=Equipment]
83 gp 100, +15 background, +100, -expenses
Chain Mail (-75 gp)
Longsword (-15 gp)
Ocarina (-2 gp)
Explorer's Pack (-40 gp)
Holy Symbol
Prayer Book
5 sticks of incense
vestments
a set of common clothes
a belt pouch[/sblock]

[sblock=Background]Boros has long been told that his father "died in the war", though what war he could never tell. He had been very ill as a child, and his mother had been very poor. She tried to find help for this sick child, but none was offered. In a last desperate attempt to help the boy, he was fostered by an orphanage that was of a shady sort. This orphanage was run by fanatics worshipping dark things in the night, but who kept some semblance of good will on the surface. Young Boros was inducted into ritual and subversion from a very very young age, but he had no talent for this. What he did take to was lying.

He assisted the rituals by putting on the necessary farce, and in so doing picked up something of a skill, though not necessarily the intended ones. His masters mocked him as Big Bumbling Boros, Boros the Buffoon, the clumsy boy. Yet he persisted for a time till he found it necessary to escape. Now he travels the roads, still lying, and seeking some small fortune with which to retire. His one soft point remains, poor women and children. He wishes that others won't have to suffer in the way he did.[/sblock]

[sblock=Image]boros.jpg[/sblock]
 
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Queenie

Queen of Everything
Lola "Red" Longane

Lola.jpg


View attachment Lola Rise of the Necromancer.pdf


Lola “Red” Longane
Medium humanoid (human), Neutral Evil
Height M / 5’8 ft / 136 lb. ; Age 18 years
Eyes Blue ; Skin Fair; Hair Red
Appearance

Armor Class 16
Hit Points 9
Speed 30

[sblock=Rolls] _: 4D6.HIGH(3) = [3, 2, 6, 3] = 12
4D6.HIGH(3) = [5, 4, 1, 3] = 12
4D6.HIGH(3) = [6, 6, 1, 6] = 18
4D6.HIGH(3) = [4, 5, 1, 3] = 12
4D6.HIGH(3) = [4, 6, 6, 5] = 17
4D6.HIGH(3) = [4, 2, 4, 1] = 10
[/sblock]

STR 10 (+0)
DEX 18 (+4)
CON 12 (+1)
INT 12 (+1)
WIS 12 (+1)
CHA 17 (+3)

Skills Athletics +5, Deception +6, Insight +2, Persuasion +6, Religion +1
Senses Passive Perception 13
Languages Common, Thieves’ Cant, +1
Tools Thieves Tools, Poisoner’s Kit, Forgery Kit, Tools for chosen con
Feats
Background Charlatan

[sblock=Actions] hp 9 ; HD 1d8
Init +4 ; Speed 30 ft
AC 15 (leather 11, Dex +4)
Rapier. Melee : +6 (1d8+4 piercing ; finesse)
Shortbow. Ranged : +6 (1d6+4 piercing ; ammunition (range 80/320), two-handed)
Dagger. Melee : +6 (1d4+4 piercing ; finesse, light, thrown (range 20/60)

[/sblock]

[sblock=Equipment] Rapier, shortbow, dagger (2), leather, forgery kit, thieves' tools, poisoner's kit, 20 arrows, backpack, ball bearings/100 (10), chain/10 feet, bell, candle (5), crowbar, hammer, piton (10), lantern/hooded, oil/flask (2), rations/1 day (5), tinderbox, waterskin, rope/hempen 50 feet, clothes/fine, pouch, con tools, 15 gp
Total cost 212.65 gp ; Total weight 105.5 lb

[/sblock]

[sblock=Background] Lola Longane was born to a noble family of Gao. She was related by blood to the Duchess herself. Close enough to gain the wealth and privilege, but far enough to not be in the direct line of succession and so avoid the worst of the palace intrigue and strain of the Sword of Damocles. Lola's branch of the family however had gained some of its wealth and position through a long history of shadowy dealings. She was trained at an early age into these skills. The Longane family had long dealt in blackmail of other families, theft of important documents or valuables, planting evidence against their enemies, and sometimes outright assassinations. It was a proud tradition that made the family wealthy and powerful.

Lola was an exceptional student as well, showing true talent. Wild, sometimes reckless, frequently selfish, Lola took to her training easily, but she wanted more than to just be told what to do all the time. Lola wanted adventure, to test her mettle, and her family wanted her to settle down somewhat before being thrust into the actual business with important responsibilities. [/sblock]
 
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Kaleb "Kaleban" and Anorthax
Nuetral Evil Tiefling Criminal Fiendpact Warlock Level 1

AC 12 (Leather)
HP 9
Hit Dice 1x (1d8+1)

Attack
Dagger +3 (1d4+1) Melee or Ranged (20/60)
Quarterstaff +2 (1d10) (2-Handed Melee)
Eldritch Blast +5 (1d10) (Ranged Spell 120)

Spellcasting
Attack +5, Save dc13, Slot 1x 1st Level (Short Rest)

[sblock=Skills & Abilities]
Str 10(+0) Dex 12 (+1) Con 12(+1) Int 12(+1) Wis 14(+2) Cha 16(+3)

Proficient in: Light armour & Simple weapons
Saving Throws: Wisdom +4, Charisma +5
Skills: Arcana +3, Deception +5, Intimidation +5, Perception +2 (Passive 12), Stealth +3
Tools: Cards, Thieves' Tools +3

Racial Traits
ASI Intelligence +1, Charisma +2.
Age. 30 years
Alignment. Neutral Evil
Size. Medium
Speed. Walk 30 feet.
Darkvision. You see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light but in shades of gray.
Hellish Resistance. You have resistance to fire damage.
Infernal Legacy. You know thaumaturgy cantrip. At 3rd level, you can cast hellish rebuke as a 2nd level spell once per long rest. At 5th level, you can cast darkness once per long rest. (Charisma)
Languages. You can speak, read, and write Common and Infernal.

Class Abilities
Warlock 1 Spellcasting. 1x 1st-Level Slot, Arcane Focus, You know 2 cantrips and 2 Spells from the Warlock list.
Warlock 1 Fiend Pact. You know burning hands and command
Warlock 1 Dark One's Blessing (4). When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (4).

Cantrips
Eldritch Blast - Make a ranged spell attack against a creature within 120 feet. On a hit, the target takes 1d10 force damage. Higher Levels - an extra attack when you reach levels 5 (x2) 11 (x3) and 17 (x4). You can attack the same target or different ones. (VS)
Mage Hand - A spectral, floating hand appears at a point you choose within 30 feet for 1 minute, until you dismiss it as an action, or if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked foor or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. (VS)

Spells
Burning Hands - Each creature in a 15-foot cone originating on you takes 3d6 fire damage (Dexterity ST for half damage). It ignites flammable objects in the area that are not worn or carried. Higher Levels - An additional 1d6 damage for each slot above 1st. (VS)
Command - A living creature within 60 feet who can understand you must make a Wisdom save or follows your 1 word command (Examples: Approach, Drop, Flee, Grovel, Halt) Higher Levels - An additional target within 30 feet of the other for each slot above 1st. (V)
Hellish Rebuke - Reaction, when you are damaged by a creature you can see within 60 feet - That creature takes 2d10 fire damage (Dexterity save for half). Higher Levels - An additional 1d10 for each slot above 1st. (VS)
Hex - Concentration, Bonus Action - You place a curse on a creature that you can see within 90 feet for 1 hour. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attackand the target has disadvantage on ability checks made with an ability you chose when you cast the spell. If the target drops to 0 HP before this spell ends, you can use a bonus action on a subsequent turn to curse a new creature. Remove Curse cast on the target ends the spell early. Higher Levels - If you use a slot of 3rd or 4th level the duration is 8 hours. If you use a spell slot of 5th level or higher, 24 hours. (VSM)
[/sblock]
[Sblock=Equipment]
Leather Armour, Daggers (x3)
Arcane Focus (Staff), Quarterstaff
Scholar’s Pack (backpack, book of lore, pen & ink, parchment, little bag of sand, small knife)
Crowbar
Hooded Cloak & Common Clothes
Money Pouch (15gp)
[/Sblock]

[sblock=Background]
Criminal
Kaleb was a petty thug, stupid, weak, and angry. He volunteered for a dangerous process hosted by the rich and powerful men of the Cult of Antediluvian.
In a terrible ritual, the cult summoned the Demon Anorthax and imprisoned it in Kaleb's body. They expected this experiment to fail, and for Kaleb to be utterly destroyed.
Their intention was for Kaleb's death to weaken the Demon so they could transfer it's power to an important cult member, but to their surprise, Kaleb and the Demon merged into one creature.

Personality: We always have a backup plan for when things go wrong
Ideal: We will suffer, and cause others to suffer, if it brings us power
Bond: Kaleb and the Demon share a unique bond, occupying the same space in reality
Flaw: Sometimes they don't get along, and then there is trouble.
[/sblock]

KalebanPic.jpg
 

Fradak

Explorer
Djahakar Zhul - The Bonekeeper
Gnoll Ranger lvl1, lawful evil
--------------------
Armor Class. 17 (chain shirt 13, shield +2, Dex +2)
Hit Points. 12 (1d10+2)
Speed. 30 ft.
Initiative. +2 (with advantage)
--------------------
STR 18 (+4), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 9 (-1)
--------------------
Saving Throws. Str +6, Dex +2
Skills. Athletics +6, Intimidation +2, Nature: +3, Perception: +3, Survival +3, Stealth: +4
Senses. Darkvision, Passive Perception 13
Languages. Common, Goblin, Abyssal
Tools. Poisoner's kit
Background. Soldier

Actions
--------------------
Battleaxe.. Melee : +6 (1d8+4 slashing ; versatile (1d10))
Pike. Melee : +6 (1d10+4 piercing ; heavy, reach, two-handed)
Handaxe. Melee : +6 (1d6+4 slashing ; light, thrown (range 20/60))
Javelin. Melee : +6 (1d6+4 piercing ; thrown (range 30/120))
Net. Ranged : +4 (special, thrown (range 5/15))


Features and Traits
--------------------
Long-limbed. During your turn, melee attacks reach +5ft
Powerfull Build. +1 size carrying/push/drag/lift
Sneaky. Proficient in Stealth skill
Surprise attack. Once per combat and if target suprised +2d6 dmg
Favored Enemy.
You gain a +2 bonus to damage rolls with weapon attacks against Humans and Orcs.
You gain advantage on Wisdom (Survival) checks to track of Humans and Orcs.
Natural Explorer.
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Equipment
--------------------
Net (2), battleaxe, pike, handaxe (2), javelin (5), chain shirt, shield, healer's kit, poisoner's kit, ball bearings/100 (2), chalk, manacles (2), hunting trap (2), crowbar, caltrops/20 (2), backpack, bedroll, mess kit, tinderbox, torch (10), rations/1 day (10), waterskin, rope/hempen 50 feet, shovel, clothes/common, pouch, 17 gp, 4 sp, 5 cp
Total cost 122.55 gp ; Total weight 147.5 lb

Starting Gold. 140 gp

Carrying Capacity 540 lb


[sblock=Bio]During the last goblinoid war, Slog, an orc raider of the Bonechewer clan found this half-burned puppy and barely alive crying in the fury of battle. The Bonechewers worship canine idols, so when Slog found him he saw a sign of the Gods. He took him under his arm and while everything seemed lost, they managed to survive. To this day, they went from victory to victory. That was all it took for the scouts company to call him their mascot, the gnoll was a good omen.

Until that black day, when the earth opened under their feet and swallowed the orc army. Since then, the scouts that remain stopped petting him to get some luck, they stopped calling him their mascot. He became their scapegoat. The jungle was a deadly place, full of fatal encounters, enemy traps, and ambushes. Djahakar served as lure, bait and minesweeper, always sent first when something looks odd, disarming traps and fighting venomous beasts. What doesn’t kill you make you stronger. They thought taking advantage of him but they raised a monster.

Therefore, when the opportunity presented itself, Djahakar took his life back. For the orcs, the night became dark and full of terrors, the hunters turned into the preys. Djahakar took pleasure lurking and decimating his tormentors. With no more masters to command him, he took his chance on the road to find his place into the world.
His natural feats and his training led him on the bounty hunters way. Dead or alive became his credo.
[/sblock]

 
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