D&D 5E T1: The Village of Hommlet (OOC)


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Well, the paladin has the most votes, so I've started on one. Probably not a criminal, but we'll see. Thank you all. More to come...
 

Scrutty Sharpeye

Name: halfling_thief.jpg Views: 17 Size: 28.7 KB


Stout Halfing Ranger
23 Years old
Neutral
2ft 8
38lbs

12 Str
14 (+1) Con
17 (+2)Dex
10 Int
12 WIs
8 Cha

Racial Abilities

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

Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
use the new roll.

Brave. You have advantage on saving throws against being frightened. – question for the Dm, Due to my characters background do you perhaps mind if we sit down and agree an opposite to this? I was thinking along the lines of advantage on tumble checks due to his natural preference to run away. Happy to keep it the same though, just seems rather ironic for my cowardly halfing to be brave

Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than yours

Natrual Explorer - Mountain Terrain

Favoured Enemy - Human

Background (I have personalised all of these traits slightly obviously, and some kind of repeat each other? I hope this is ok and enough of a character concept for everyone to work with)

Srutty is a small stout halfing and a native of the low Hills surrounding Homlet. At 23 he’s just about old enough to have vague memories of the temples last uprising and has been brought up on the rumours that the wars stole much more than just his innocence. The orphanage where Scrutty spent his very early years (2-8) always told Scrutty that his father was a human who died in some skirmish shortly before the fabled battle at the meadows. It is a well-known town rumour that the grief of the experience and the negative opinion of the halfing community is what lead his mother to follow her lover on the swans path and take her own life.

This early heartache left Scrutty to fend for him self in life, by 8 he had grown tired of the orphanage and the constant reminder of what he deemed his parents failure. Using his natrual ability to climb and quick eye for terrain Scrutty spent much of his teens calving out a life as a Urchin and wannabe Thief. Gaining some success stealing from pilfering miner gains from traders passing through the mountains, his trusty sling enough to diswade all but the most well paid of caravan guards! However on the faithful eve of his 17th year in the low hills he took one step to far and was caught attempting to pilfer a Holy chalice of the Saint Yondalla from the near by church, fearing prosecution he abandoned the relic and fled the settlement hoping the hiding spots he had prepared over the years and his knowledge of the terrain would keep him safe.

Scrutty spent much a time in the lands of the low hills learning to live on the land, finding he felt more comfortable alone or in the company of animals. At 23 Scrutty has matured much, his troubled past and distrustful nature lingering under the surface Scrutty once more urges for the company of others and heads for homlett hoping that now a man he can finally learn what happend to his father, was he truly a hero?

Chip on His Shoulder – Scrutty has never been popular and has a habit of forming an instant dislike to anyone he deems so

Small is Better! Why? Because a small person said so! – Being his only real friend Scrutty has fashioned a rather high opinion of himself and can quite often ,even when provided with evidence supporting the opposite, will refuse to change his mind or point of view.

A Friend Made is Never Betrayed – For all his faults and bluster Scrutty is fiercely attached and Loyal to the urchins of the low Hills and any he adventures with.

Money Money Money, Must be funny – Scrutty is quite a money hungry type, not for any love of gold or fine foods but more for the social status it brings. Does with gold have always proven popular in Scruttys Experience.

I don’t want to be seen or heard – Scrutty no matter how loyal, is also a coward and prefers a back seat in life. He may crave the popularity he was denied as a child but if ever confronted with it hed probably find the quickest exit out of town and not be seen again. The idea of direct confrontation with an orc horde Isn’t his cup a tea, his idea of adventure is more the exploration of ancient long lost tombs or exploring the innards of the mayors town house.

Skills – Stealth, Survival, Animal Handeling

Feats - not a smelly human :( Have played near on 10 hours of D&D 5th edition and totally forgot about feat removal over 90% of my players took humans and i played caves of chaos, as a DM you get allot of humans lol

Inventory -

Starting Gold 80 Gp (5d4x10 8 Rolled)

Sling 1 SP
Leather Armor 10 GP
Sling Bullets (40) 8 Cp
Backpack 2 gp
Bedroll 1 Gp
Acid Flask 25 Gp (This is my version of a thieves tools *evil laugh*)
Pony 30 gp
Saddle Riding 10 gp

Here is a now completed Scrutty. I will edit the picture back in when im at work tomorrow and will add in the boring bits like the numbers before the first session! I will also remove the earliest post to avoid thread bloat for does who get annoyed by such things, Theres a few things in there, like the pony, that may cause some stress or objections, please let me know if thats the case and ill edit. I obv understand it is not a highly trained war pony that will be making attacks, it is designed to carry me and other things and a speed thats well, not a halfing!
 

[sblock=paladin in progress]Meadowlark
LG Human Paladin
Level 1

Abilities:
STR 16 (+3)
DEX 10 (+0)
CON 12 (+1)
INT 8 (-1)
WIS 11 (+0)
CHA 16 (+3)

Size M
Speed 30
AC 18
Init +0
Hit Points 11

Proficiency bonus: +2
Proficiencies: all armor, shield, simple and martial weapons
Saves: INT, WIS
Skills: Athletics, Persuasion, Animal Handling, Survival, Insight
Tools: Herbalist’s kit, Pipes
Languages: Common, Goblinoid

Attacks:
Longsword, 1d20+5 to hit, 1d8+3
Chill Touch (120'), 1d20+5 to hit, 1d8 and target can't regain hit points until start of my next turn

Background (trait): Shepherd (wanderer)*

Race abilities:
* Variant Human: extra skill, feat, +1 str/cha (incl. above)

Class abilities:
* divine sense (locate celestial, fiend, undead; 4x/long)
* Lay on hands (5 pts/long)

Feats
* Magical Initiate (Sorcerer)
- Cantrips: Mage Hand, Chill Touch
- Level 1 (1/long): Jump

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

Characteristics:
Personality: **
Ideal: **
Bond: **
Flaw: **

Equipment:

Weight: ***

*Longsword
* shield (6)
* dagger
* chainmail (60)
* Holy symbol
* explorer’s pack
* pipes
* shovel
* iron pot
* common clothes
* herbalism kit
* belt pouch with 5gp
* Trinket: a small idol depicting a nightmarish creature that gives me nightmares


Notes:
*Shepherd (custom background):
-skills and equipment as folk hero (w/ instrument replacing artisan kit)
-tools: musical instrument, herbalism kit
-feature: wanderer, as per Outlander[/sblock]

[sblock=Still to do]
write background
[/sblock]
 
Last edited:


Kestrel, human urchin monk.

[sblock]The Kestrel
Neutral Human Monk 1
Background: Urchin (City secrets)

Str 10 2
Dex 16 9
Con 12 4
Int 10 2
Wis 16 9
Cha 09 1

HP 9/
AC 16 (10 +3 dex + 3 Wis)
Prof Bonus +2
Init +3
Exp: 0

Race
-------
Human
- +1 to 2 attributes
- Bonus Skill Proficiency
- Bonus feat

Class
-------
Monk
- Unarmored Defense: Use Dex and Wis to modify base AC
- Martial Arts: Use Dex with unarmed or monk weapons, unarmed or monk can do 1d4 damage, bonus unarmed atk

Proficiencies
--------------
Weapons: Simple, Shortsword
Armor: None
Tools: Thief tools, Disguise kit, Flute
Saves: Strength, Dexterity

Feats
------
Defensive Duellist (use reaction to add prof bonus to AC vs triggering atk)

Skills
-------
Acrobatics +5
Athletics +2
Insight +5
Perception +5
Sleight of Hand +5
Stealth +5

Languages
----------
Common

Equipment
-------------
Cash: 5sp

Weapons
--------
Unarmed, +5, 1d4+3
Darts (10), +5, 1d4+3, 2.5lbs, thrown 20/60
Shortsword (monk), +5, 1d6+3, 2lbs

Armor
------
Common Clothes

Gear
-----
Backpack, 2gp, 5lbs
- Blanket, 5sp, 3lbs
- Hooded Lantern, 5gp, 2lbs
- Oil (3 pints), 3sp, 3lbs

Belt Pouch, 1lb
- Small knife, 1lb
- Caltrops, 1gp, 2lbs
- Memento (trinket)[roll0][/sblock]

[sblock=Background]Kestrel was an orphan of the Battle of Emridy Meadows, though not from Hommlett. Growing up at first in an overcrowded orphanage, she went out on her own a lot, got into trouble, and finally ran away entirely. She lived on the streets until a one-eyed beggar who went by the name Old Squint took her under his wing and began teaching her to defend herself, to be effective at crime, and of course to bring him much of the profits.

One night though, she was awakened by shadowy figures swooping on her where she lay. Before she could react, she was gagged, stuffed into a bag, and carried off into the night.

She was taken to a strange place; a large building of carved granite, peopled by grim, silent men and women in black cassocks. The Quiet Tabernacle. Here she was given the ultimatum...she would learn, or die. And what they taught was how to move without a sound, where and how to strike to bring death, and of course obedience. Always obedience.

The girl who was given the name Kestrel by the monks of the Quiet Tabernacle learned her lessons quickly and well. Through misery and terror, she was a survivor first. But all through the training, all through doing what was required and saying what they wanted to hear, she never forgot herself, and never quite let go of the desire to one day be free of them. No matter what it would take.[/sblock]
 


So this is what I have so far.

[sblock=stats and numbers]
**insert name**
NG hill dwarf acolyte cleric of **insert name of ancestor**
STR 14 (+2)
DEX 8 (-1)
CON 12 (+1) (+2 racial)
INT 10 (0)
WIS 16 (+3) (+1 racial)
CHA 14 (+2)

Proficiency bonus: +2
HP: 10 (1D8+1+1)
AC: 18 (chain mail + shield)

Attack (melee): warhammer +4 (1d8+2 bludgeoning)
Attack(melee, twohanded): warhammer +4 (1d10+2 bludgeoning)
Attack (melee): handaxe +4 (1d6+2 slashing)
Attack (ranged, thrown): handaxe +4 (1d6+2 slashing, range 20/60)

Proficiencies: light armor, medium armor, heavy armor, shields, simple weapons, battleaxe, handaxe, throwing hammer, warhammer, brewer’s supplies

Skill proficiencies: Insight, Religion, Medicine, Persuasion

Equipment: warhammer, chain mail, handaxe, priests’ pack (backpack, blanket, 10 candles, tinderbox, alms box, 2 blocks of incense, censer, vestments, 2 days of rations, waterskin), holy symbol, prayer book, 5 sticks of incense, vestments, common clothes, belt pouch, 15 gp

Racial features (dwarf): CON+2, medium, speed 25 feet, not slowed by armor, darkvision 60 feet, advantage on saves versus poison, resistance to poison damage, weapon proficiencies (battleaxe, handaxe, throwing hammer, warhammer), tool proficiency (brewer’s supplies), double proficiency bonus on History checks about stoneworks

Subrace features (hill dwarf): WIS+1, extra hitpoint each level

Class features (cleric): HD 1d8, saving throws are WIS and CHA, spellcasting (cantrips, spellslots, ritual casting), domain (Life; domain spells, proficiency with heavy armor, healings spells add 2+level hp)

Background features (acolyte): shelter of the faithful, 2 extra languages, skill proficiencies (Insight, Religion)

Languages: Common, Dwarven, Celestial, Goblin[/sblock]

[sblock=personality and such]Personality:
• I am jolly and good-natured, except when good people are in danger.
• When going without ale for longer than three days, I become grumpier as time goes by.

Ideal:
• Always try to help those in need, regardless of the cost or effort to yourself.
• Try to turn enemies into friends. Sharing a beer is a good method for this.

Bond:
• I have a twin brother, **name still unknown**, who disappeared shortly after joining an evil cult. I hope to find him and get him to see reason – either with words or a blow to the head.
• My mother raised us after my father died. I try to provide for her in her old age.

Flaw:
• I am naïve about who to trust.
• Ale is too good to resist, and each drink should be followed by another.[/sblock]

Names and a little background history will come this week.
 



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