5E Talls S&F - Known Ratcatchers

TallIan

Explorer
Post your approved character sheets here. Please keep other chat to the OOC thread

OOC Thread
IC Thread

Character creation:
​Sources: An​y published WotC material is fine. Non-standard races might be hard to deal with, but I will see what comes up before making a decision. No monstrous races though, I can't see that working out.

Races: The campaign is very human-centric, but halflings and half elves will be very easy to fit in. Dwarves and elves are much less common but east to work with. Dragonborn were the elite troops of King Ormund, but since his death have been scattered. Ajax has declared them outlaws, but many people still remember their unswerving loyalty to King Ormund. Half orcs are called war-bred and were Ajax' counter to King Ormund's dragonborn. Since King Ormund's death the warbred have been cut loose and left to roam the land. Few people have seen one though.

27 Point buy.

Feats and Multiclassing are ok.

Starting at level 5. Max HP at level 1 then average or roll after that, players choice.

Standard starting equipment plus 650GP and one uncommon magic item. No +1 shields though. I will also consider a rare item, if you can come up with a balancing drawback, similar to the Minor Detrimental Properties of the Artifact rules in the DMG (p 219). It doesn’t have to be these but they are good examples.
You can use your starting gold on the Xanathar’s buying magical items rules, allowing up to three weeks downtime to search, split as you like.
You can sell any starting equipment for the PHB value with no exploits to get extra gold.
All magical stuff is subject to DM's approval - especially if you end up with two great items from rolls in Xanathar's.

I think it would be good to start this campaign with at least some of the PC's knowing each other. Also feel free to be from Bedgar. It consists of the town of Gravesford, the town of Tarreton and Bedegar Keep, plus supporting farms.

jmucchiello playing U'Tempei
KahlessNestor playing Eowyn
Shayuri playing Arcata with her retainer Gavien the Troubadour-Warrior
JustinCase playing Saarthax with his retainer Bernold the Battle Priest
HeroSmith14 Playing Orin
 
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TallIan

Explorer
Retainer Rules:

Retainers are controlled by the player and act on the PC's initiative.

Trusted Advisers and Lieutenants: Your retainers will obey your orders to the best of their ability. They are not suicidal though and repeatedly putting them in obvious mortal danger (more than normal adventuring does) they can leave you. "Go ahead, I'm right behind you." if fine. "Charge that ancient red dragon while we run away." is not. I will be using the DMG(p93) Loyalty rule, except the loyalty won't cap at your CHA score - they are loyal because of your reputation, not because of your ability to attract and lead men.
Health Levels: Rather than tracking Hit Points retainers use Health Levels. HL equals their level. When they take damage, they make a CON save with a DC equal to the average damage of the attack. If they fail they lose 1 HL per dice of the attack. They regain 1 HL after a short rest and regain 1 HL per die of healing. They regain all HL after a long rest.
Gear: Retainers have gear appropriate to their class unless their leader has given them something else.
XP: Retainers gain one level for every two their leader does.
Limited Stat Block:
PRIMARY ABILITY: This ability gets +4 on ability checks, other ability checks are made at +2.
SAVES: These saves are made at +6, other saves are made at +3.
SKILLS: These skills are made at +5, other skills are made at +2.
SIGNATURE ATTACK: This is their default attack action. Retainers get a move, action, bonus action and reaction as normal.
SPECIAL ACTIONS: Limited use actions that the retainer can use. These recharge after a long rest.
 
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jmucchiello

Adventurer

Name: U'Tempei !Nothen
Race: Human Female
Background: Far Traveler
Class: Eldritch Knight Fighter-5
Alignment: Neutral Good
Proficiency Bonus: +3
Inspiration: No

Strength: 10 (+0), save +3
Athlethics: +0​

Dexterity: 16 (+3)
+Acrobatics: +6​
Sleight of Hand: +3​
Stealth: +3​

Constitution: 16 (+3), save +6

Charisma: 10 (+0)
Deception: +0​
Intimidation: +0​
Performance: +0​
+Persuasion: +3​

Passive Perception: 12
Passive Investigation: 11
Initiative: +4
AC: 15
Speed: 30 ft; Fly 30 ft
Hit Dice: 5d10+15; Spent HD: none
HP: 49/49

Intelligence: 13 (+1)
+Arcana: +4​
+History: +4​
Investigation: +1​
Nature: +1​
Religion: +1​

Wisdom: 8 (-1)
Animal Handling: -1​
+Insight: +2​
Medicine: -1​
+Perception: +2​
Survival: -1​

+Proficient

Portrait U'Tempei !Nothen.png
The earrings aren't canon. :)
OFFENSE Initiative: +4
Weapon
Rapier
Hand Crossbow
Range

120/-
To Hit
+6
+8
Damage
1d8+3 (p)
1d6+3 (p)
Notes
finesse
light, [-]loading[/-], crossbow expert, sharpshooter
DEFENSE
AC:
15 (armor + Dex)
+Strength: +3
Intelligence: +1
Dexterity: +3
Wisdom: -1
+Constitution: +6
Charisma: +0
EXPENDABLES
Action Surge: 1/1
Second Wind: 1/1
Spell slots remaining
1st Level: 3/3
Proficiencies and Languages
Languages: Common. Orcish​
Armor: All Armor and Shields​
Weapons: All simple and martial weapons​
Tools: Shawm​
Race: Human (variant)
Abilities: +1 to two abilities (Dex, Con); Speed: 30 feet; Size: Medium; Lifespan: 100 years​
Bonus Skill and Feat: Persuasion, Crossbow Expert​
Background: Far Traveler
Skills: Insight, Perception; Tools: shawm; Language: Orcish​
Feature: All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.​
Feats:
Crossbow Expert: Ignore the loading property on crossbows. Being within 5 feet of an opponent does not give disadvantage when using a crossbow against them. After taking the Attack action with a one handed weapon, can fire a crossbow in the other hand as a bonus action.​
Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. You ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.​
Class: Fighter
Hit Die: d10; Saves: Str, Con; Skills: (any 2) Acrobatics, History​
Fighting Style: Archery: +2 to attack rolls made with ranged weapons.​
Second Wind: As a bonus action, regain 1d10+fighter level hp. Once per short of long rest.​
Action Surge: Take an additional action on your turn. Once per short or long rest.​
Archetype: Eldritch Knight:
Spellcasting: Save DC: 12; Attack Bonus: +4​
Cantrips Known: dancing lights, mage hand​
Spells Known: absorb elements, longstrider, shield​
Weapon Bond: Summonable weapons. Two (rapier and hand crossbow)​

Extra Attack: When taking the attack action, you may take two attacks.​
Studded Leather (13#)
Hand Crossbow (3#)
quiver (20 bolts)
Rapier (2#)
Wondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use these boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minumum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they are not in use.
Belt
Belt hook (for crossbow)
spell component pouch
Waterskin
soft brown boots
dark robe
backpack
common clothes (3#)​
Fine clothes (4#)​
shawm (1#)​
a blanket​
bedroll (7#)​
belt pouch (600 gp, 0 sp, )

Encumbered
50
Heavily Encumbered
100
Carrying Capacity
150
Push, Drag, Lift
300
Race: Human
Gender: Female
Age: 35
Relationship: Varies
Height: 5' 4"
Weight: 140#
Complexion: dark
Skin: tattoos
Hair: Silver, long in back
Eyes: brown
Face Structure: angular
HISTORY
U'Tempei !Nothen (oo TEM pay <tok> NO thin) comes from a jungle land near the equator. She suggests people who have trouble pronouncing her name call her Pei as it means beauty in her native tongue. (Or she thinks it does, it's been 22 years since she's spoken the language and she has forgotten bits and pieces of it.)

She was cast out of her tribe (The M'gond!) because she refused to marry the chieftain as all girls did in their 13th summer. She has lived on her own, traveling as far from those lands as she could. The wonders of large cities attracted her and she learned many skills along the way. She has mercenaried in various petty squabbles in the region at various times. She learned the shawm as a child and has worked as part of a troupe of performers in the past.

She has known several men in her lifetime and each time it ended when they found her flirting with someone else. She does not understand this society's aversion to sex and nudity.

APPEARANCE
U'Tempei is a lean woman with dark skin. Her hair is long and silver and she has blue, red, and orange tattoos on her neck, cheeks, arms, and legs. They are lacy in design and contain arcane symbols if looked at closely (Perception DC 20). She dresses in colorful clothing when relaxing. Her work clothing is functional, dark, and gives her freedom of movement.

PERSONALITY
Traits: Independence is desired even though it doesn't make me happy
Traits: Can be motherly to people in her immediate group
Ideal: Hopes to find a reason to settle down someday
Bond: Protect those who cannot protect themselves
Flaw: Believes in true love, will sink a job if true love will be harmed
AbilitiesSTRDEXCONINTWISCHA
Point buy299502
Initial10151513810
+Race10161613810
LevelhpFeatures
113Crossbow Expert
29
39Eldritch Knight
49Sharpshooter
59
Total49
Passive Perception: 12
Passive Investigation: 11
AC: 15
Speed: 30 ft; Fly 30 ft
HP: 49/49

EXPENDABLES (when recovered)
Inspiration: No (per DM)
Hit Dice: 5/5 (d10+3) (per long)
Action Surge: 1/1 (per short)
Second Wind: 1/1 (per short)
Spell slots remaining (per long)
1st Level: 3/3[/spoilrt]
 
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Shayuri

Villager


Arcata Dulat
Human Noble Wizard 5

Background Feature
Position of Privilege
Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

[sblock=Background]Bost Dulat still likes to regale his son and daughter, on the infrequent times they return home, with the tale of 'Bost Banditbane' and the defeat of the Thousand at Hills-End. Local outlaws had been bolstered by deserters from armies returning from campaigns to the north, and under that tutelage had constructed a fortification in the woods to coordinate their raids from. Bost, a veteran himself then just looking for a quiet place to settle, had gotten involved and through courage, cunning tactics, and unflinching resolve, overcame the defenders of the fort at Hills-End. For that he received from the grateful Baron a grant of land...the very land he'd liberated. Much of it was wilderness, with a broad, shallow hill that had the ruins of the palisade wall. Ser Dulat and his men turned it back into a fort...then turned it into a home. The wooden stake walls were pulled up and replaced with masonry over time. A small keep was built within. The land around the hill cleared. Hill's End was close enough to Gravesford that it didn't attract a town of it's own...but far enough that it wasn't directly under the Baron's thumb. Ostensibly it was charged with minding the woods and keeping the Baron's flank safe from attack.

Much later, the Wode would make that charge a very different kind of effort.

Bost's son Tristan, his eldest, had a rebellious fire in him growing up, but eventually grew by turns to accept the burden and privilege of his father's legacy. He had a troubled relationship with his sister, younger than him by two years. She had the luxury of disdaining the courtly politics like he wished he could. Their father supported her bookish hobbies, demanding little duty from her. And of course, she had an infuriating way of knowing just enough about virtually everything to show him up at crucial moments.

Even so, when she left to study magic, Tristan realized he miss her.

In the big city, apprenticed to a mage, Arcata learned to temper her attitude quickly. Wizards were not to be trifled with, and far worse than they were the agents of Ajax, keeping a careful watch over the mages. Despite the limits imposed by that scrutiny, access to the libraries, to the spellbooks...it was a dream come true.

That all came crashing down though when she heard tell of unrest in her homeland. The outer baronies were always struggling, but this hit close to home. Arcata couldn't just look the other way. She wasn't sure how bad the situation was, but surely having a mage of her accomplishments would only be a boon in whatever they faced. There would be time to resume training when this was resolved.

And if it was nothing? If the keep and garrison were too strong to challenge? Well, it was nice to have a reason to visit, yes?[/sblock]

[sblock=Stats]Str 8
Dex 14 +2
Con 14 +5
Int 18 +7
Wis 12 +4
Cha 11

HP 32
AC 12 (10+2)
Prof Bonus +3
Init +2

Race
Variant Human
+1 Int, +1 Cha
Bonus Language
Bonus Skill
Bonus Feat

Class
Wizardry
Ritual Casting
Arcane Recovery (recover 3 lvls w/short rest)
Arcane Tradition: Diviner
- Portent

Proficiencies
Weapons: Daggers, darts, slings, staves, lgt crossbow
Tools: Dragonchess
Saves: Intelligence, Constitution and Wisdom

Skills
Arcana +7
History +7
Investigation +7
Insight +4
Persusasion +3

Languages
Common, Elvish, Draconic

Feats
Human - Resilient: Constitution
4 - ASI (Intelligence)[/sblock]

[sblock=Spellcasting]Caster level 5, Save DC 15
Spell Attack +7, Concentration +5
Slots 1 - 4, 2 - 3, 3 - 3

Prepared
0 - Firebolt, Prestidigitation, Mage Hand, Shocking Grasp
1 - Shield, Thunderwave, Mage Armor, Absorb Elements
2 - Misty Step, Suggestion, Mindspike
3 - Counterspell, Fireball

Spellbook
1 - Shield, Absorb Elements, Thunderwave, Detect Magic, Identify, Charm Person, Feather Fall, Mage Armor, Find Familiar, Unseen Servant
2 - Alter Self, Misty Step, See Invisibility, MindSpike, Dragon's Breath, Suggestion
3 - Counterspell, Fireball, Hypnotic Pattern, Tiny Hut[/sblock]

[sblock=Equipment]Cash: 225

Weapons
Dagger

Armor
Traveller's Clothes

Gear
Amulet of Proof against Detection and Location (Attuned)
Wand
Spellbook, 3lbs, free (class item)
Scholar's Pack

Spent on familiar summoning: 10gp
Scribing Costs: 450
- Detect Magic, 25
- Identify, 25
- Mindspike, 50
- See Invisible, 50
- Hypnotic Pattern, 150
- Tiny Hut, 150[/sblock]

[sblock=Familiar]Keemi
Tiny Celestial Owl
Armor Class 11
Hit Points 1
Speed 10 ft, Fly 60 ft
Str 2 (–4)
Dex 13 (+1)
Con 8 (–1)
Int 2 (–4)
Wis 12 (+1)
Cha 7 (–2)
Perception +3, Stealth +3

Flyby - Does not provoke OA's by flying out of reach
Keen Hearing and Sight - Adv on Perception checks based on sight or hearing

Traits
100' telepathy
Share senses (1 action)
Deliver touch spell [/sblock]

[sblock=Retainer]
Details to come
Troubadour-warrior
ARMOR: Light (AC 13)
PRIMARY ABILITY: Charisma
SAVES: Dexterity, Charisma
SKILLS: Deception, Performance, Persuasion
SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
SPECIAL ACTIONS
3RD-LEVEL (3/DAY, REACTION): Cheer. After an ally within 60 feet that the troubadour-warrior can see makes an attack, roll a d6 and add the result to the ally’s result. [/sblock]
 
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JustinCase

the magical equivalent to the number zero
Saarthax, dragonborn paladin

Sarthax.jpg

Saarthax
LG silver dragonborn soldier devotion paladin 5

Name: Saarthax
Sex: Male
Race: Dragonborn (silver)
Class/Level: Paladin (Oath of Devotion) 5
Alignment: Lawful Good
Size: Medium
Languages: Common, Draconic
Speed: 30ft.
Init: +0
Prof. Bonus: +3
Passive Perception: 10

DEFENSE
AC:
19 (splint + shield)
Maximum HP: 44
Current HP: 44
Saves: Wisdom +3, Charisma +5
Note: Resistance to cold damage (Dragon Ancestry)

OFFENSE
Melee:
Longsword +7 (1d8+6 slashing; versatile 1d10+4)
Melee: Mace +7 (1d6+6 bludgeoning)
Notes: Dueling Fighting Style adds +2 to one-handed weapon damage. Can use Divine Smite with weapon attacks. Can use Breath Weapon. Some spells add damage to weapon attacks.

STATISTICS
Str
18 (+4), Dex 10 (+0) , Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
RACIAL FEATURES & PROFICIENCIES
Dragonborn
Ability scores: Strength +2, Charisma +1
Draconic Ancestry: Silver. Resistance to cold damage.
Breath Weapon: Action, 15 feet cone, 1/SR. 2d6 cold damage; DC13 Con save for half damage.
Languages: Common, Draconic

BACKGROUND FEATURES & PROFICIENCIES
Soldier
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Gaming set: dragonchess, Vehicles (land)
Military Rank: Officer. Your rank is recognized and gains minor benefits.

Personality Traits: If someone is in trouble, I’m always ready to lend help. I feel tremendous empathy for all who suffer.
Ideal: Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond: The Hawk Lord who killed my father will be brought down by my blade.
Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

CLASS FEATURES & PROFICIENCIES
Paladin (Oath of Devotion)
Divine Sense: Action, 1+Cha/LR. Detect celestial, fiend or undead within 60 ft until end of next turn.
Lay On Hands: Can cure (5 x level) hitpoints, or cure 1 poison/disease for 5 points.
Fighting Style: Dueling: +2 damage with melee weapon in one hand.
Spellcasting: Can cast spells; see below.
Divine Smite: Can cause extra radiant damage using spell slots; extra 1d8 to undead and fiends. 2d8 for 1st level slot, 3d8 for 2nd level slot.
Divine Health: Immune to disease.
Sacred Oath: Oath of Devotion
Channel Divinity: 1/SR, DC13. Sacred Weapon (add Cha to attack, weapon lights up), Turn the Unholy (turn fiends and undead, Wis save negates)

SKILLS (* Proficient)
+0 (dex) Acrobatics
+0 (wis) Animal Handling
+1 (int) Arcana
+7 (str) Athletics*
+2 (cha) Deception
+1 (int) History
+0 (wis) Insight
+5 (cha) Intimidation*
+1 (int) Investigation
+0 (wis) Medicine
+1 (int) Nature
+0 (wis) Perception
+2 (cha) Performance
+5 (cha) Persuasion*
+4 (int) Religion*

+0 (dex) Sleight of Hand
+0 (dex) Stealth
+0 (wis) Survival
Spellcasting: Can cast paladin spells, prepare (Cha + half level) spells each day. Oath spells are always prepared.
Spell save DC: 13
Spell attack bonus: +5
Spells prepared: (1st) Command, Protection from Evil and Good (Oath), Sanctuary (Oath), Shield of Faith, Thunderous Smite; (2nd) Branding Smite, Lesser Restoration (Oath), Zone of Truth (Oath)
Spell slots used, level 1: 0/4
Spell slots used, level 2:
0/2
PHYSICAL APPEARANCE
A muscular, off-white draconic humanoid, Saarthax is easily recognizable as a dragonborn. His reptilian expression is difficult to read, but his manner is kind and accepting to each except those who seek to harm the innocent, and his deep voice is usually softer than one expects.

The Dragon Knight comfortably wears heavy armor and a shield with a silver holy symbol on it. When in battle, Saarthax favors the sword, but is ready to forgive an enemy if it seems genuine enough.

BIO
Saarthax hatched in the Barony of Bedegar, after his father Sothor fled the capital during the fall of King Ormund and took Saarthax' egg with him. Here the boy grew up and learned how to fight a losing battle against the forces of Ajax the Tyrant. Trained as a soldier by his father and his men, Saarthax looked up to Sothor as the experienced paladin inspired his men through kindness and example. Saarthax knew early on that he, too, wanted to swear his Oath and become a beacon of hope.

Then the worst day of his life happened. Huge orc soldiers invaded the Barony and killed the Baron and his family. At least one Hawk Lord had joined the battle, a sadistic man called Jorn Whitefeather, and he managed to close in on Saarthax and one of the other soldiers, Bernold the battlepriest. Both were taking serious injuries as Jorn toyed with them, luring out Saarthax' father. Eventually, Sothor came to their rescue but was killed before their eyes by the superior fighter.

Saarthax and Bernold escaped in the chaotic aftermath, the paladin being dragged away by Bernold to avoid rushing back to certain death.
COMBAT GEAR
longsword
mace
splint armor
shield
holy symbol (on shield)
warhorse with ring mail barding

OTHER GEAR
Ring of Mind Shielding
backpack
bed roll
mess kit
tinderbox
torch x10
rations x10
waterskin
hempen rope 50 ft.
insignia of rank
trophy from defeated enemy (piece of banner)
set of dragonchess
common clothes
belt pouch

MONEY
5 gp

Bernold, battle priest
Bartold.jpg
Battle Priest
ARMOR: Heavy (AC 18)
PRIMARY ABILITY: Wisdom
SAVES: Wisdom
SKILLS: Insight, Persuasion
SIGNATURE ATTACK: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
SPECIAL ACTIONS
3RD-LEVEL (3/DAY): spiritual weapon
 
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Herosmith14

Villager
Orin aka "Nightshade"

Race:Half-Orc (war-bred)

Class: Rogue 5(Mastermind)

Background: Criminal/Spy
Contact: Frostbite

Orin is an average height warbred with messy, ashy grey hair. His face is covered in a handful of scars, received from various childhood beatings, nasty fights, and unfortunate accidents. His garb is that of a simple traveler. His leather armor is nondescript, if dark, , and he keeps a beaten shortsword sheathed in a scuffed-up scabbard on his belt in easy draw range. His otherwise ratty green cloak lies comfortably over his broad shoulders, not drawing much suspicion unless someone glances at the enchanted thread concealed in the inner lining.

A simple quiver of arrows, fletched from various avian creatures who were in the wrong place at the wrong time, is strapped to the rebel's back, with his rough-hewn shortbow.

Stats

Str = 13 Dex = 16 Con = 16 Int = 10 Wis = 10 Cha = 12
3 pts + Race 9 pts + ASI 7 pts + Race/Asi 2 pts 2 pts 4 pts


Proficient Skills
Acrobatics = +6
Deception(Expertise) = +7
Insight = +3
Intimidation = +4
Perception = +3
Sleight of Hand = +6
Stealth(Expertise) = +9

Languages:
Common, Orc, Draconic, Halfling, Thieves Cant

Armor/Weapon/Tool Proficiencies:
Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Thieves' Tools, Disguise Kit, Forgery Kit, Dice

Equipment: shortsword, shortbow, 20 arrows, 2 daggers, thieves tools, leather, backpack, ball bearings, 10ft string, bell, 5 candles, 2 crowbars, hammer, 10 pitons, hooded lantern, 2 flasks oil, 5 rations, tinderbox, waterskin, 50ft rope, dark clothes, beltpouch, Cloak of Elvenkind

Persontality:
Traits: I'm quiet and sarcastic. I am very protective of my secrets.
Ideal: Freedom. The chains of tyranny shall be broken along with their forgers.
Bond: Frostbite brought me into the resistance, and I owe him.
Flaws: Sometimes I have my doubts about whoever is running the resistance.

Backstory:
Orin was born a war-bred, to parents who had fought the Dragon Phalanx in the war. Growing up, the young rogue watched the war-breed gradually be abandoned by Ajax. Added to the anger he already felt towards the Overlord over their race being created expressly to counter the Phalanx, Orin was practically cheering when the Iron Tower attacked, and needless to say disappointed at their failure.

Orin loathed what Ajax was doing to the realm, and still resented him for the slavery he had born the war-bred into. He began to take action. It was nothing major at first; stealing provisions, sabotaging weapon carts, sniping one of Ajax's soldiers off a trade route here and there. Soon enough, though, someone took notice. Orin was just lucky that the resistance did before Ajax. He was approached by a black-scaled dragonborn, who Orin knows only as "Frostbite," and told about the resistance. Frostbite decided the war-bred could be trusted and taught him secret signals, codes and such. Orin took up the name "Nightshade" and set out as an agent of his new resistance allies.

To this day, the only other member of the resistance Orin has met is Frostbite.

(If anyone really has a problem with any of this, just let me know and I can adjust accordingly)
 
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Neurotic

Adventurer
Luthor Stormcaller
CG Priest of St. Pandercost the Wroth 5

ToDo: buy extra equipment, potions, rations...
Try and buy Decanter of endless water

STR 16 +3 9pts +1 human
DEX 10 +0 2pts
CON 14 +2 5pts +1 resilient
INT 10 +0 2pts
WIS 16 +3 9pts +1 human
CHA 8 -1 0pts


Attack:
Belaying pin: +6 / 1d4+3
Dagger: +6 / 1d4+3
Pike +6 / 1d10+3
(+1d8 from BB if action)

Crossbow: +3 / 1d8

Spells:
Cantrips: Booming blade, Guidance, Mending, Sacred Flame, Thaumaturgy
1st: Bless, Command, Guiding Bolt, Healing word, Shield of Faith
2nd: Hold Person, Prayer of Healing
3rd: Spirit Guardians, Bestow Curse


AC: 18 (mariners full plate)
HP: 34
Saves: Str +3, Dex +0, Con +5, Int +0, Wis +6, Cha +2

Feats:
1st level: Spell Sniper - double range, ignore up to three-quarters cover, one cantrip
4th level: Resilient (Con) - +1 CON, save proficiency

Background:
Choose two of Arcana, Investigation, Religion, or Survival
Monster hunter’s pack
One trinket of special significance:
A little black book that records your dreams, and yours alone, when you sleep

You were born under a dark star. You can feel it watching you, coldly and distantly. Sometimes it beckons you in the dead of night.

Three torches, a tinderbox, a flask of oil, a silver mirror, a set of manacles, a flask of holy water, a holy symbol, three wooden stakes, a hammer, a crowbar, a chest.

Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Trait: I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
Ideal: I kill monsters to make the world a safer place, and to exorcise my own demons. (Good)
Bond: I keep my thoughts and discoveries in a journal. My journal is my legacy.
Flaw: I have certain rituals that I must follow every day. I can never break them (wash the hands in the morning, write into the journal in the camp).

Class:
Hit Dice: 1d8 per cleric level

Proficiencies
Armor:
Light armor, medium armor, heavy armor, shields
Weapons: All simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Spellcasting
Ritual Casting

Trinket:
A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking

1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague

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

Turn Undead:
Action: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Destructive Wrath:
When you roll lightning or thunder damage, deal maximum damage, instead of rolling.

Proficiencies:
Investigation (background)
Medicine (cleric)
Perception (human)
Religion (cleric)
Survival (background)

Code:
Athletics +3
Acrobatics +0
Animal Handling +3
Arcana +0
Deception -1
History +0
Insight +3
Intimidation -1
*Investigation +3
*Medicine +6
Nature +3
*Perception +6
Performance -1
Persuasion -1
*Religion +3
Sleight of Hand +0
Stealth +0
*Survival +6
Languages: Common, Ix, Primordial (Aquan)

Persuasion to find magic items: 1D20+1 = [17]+1 = 18
Number of rolls on D table: 1D4 = [3] = 3
Items from D table: 1D100 = [98] = 98
1D100 = [79] = 79
1D100 = [98] = 98

- surplus of 98s?! Nolzur's marvelous pigments x 2 and potion of longevity - anyhow, too expensive

Equipment:
Warhammer sold for 15gp
Chainmail sold for 75gp
Light crossbow +20 bolts / 6,5 lbs
Shield - / 6lbs
Pike 5gp / 18 lbs
Holy symbol
Gives swimming speed equal to land speed
Floats the owner if underwater at 0 or less HP

Net 1gp / 3lbs
Piton x20 1gp / 5lbs
Silk rope 50' 10gp / 5lbs
Rations x8 4gp / 8lbs

Anti-toxin 50gp / --
Healing potion 50gp / 0,5lbs

Priest’s Pack
a backpack - / 5lbs
a blanket, - / 3lbs
10 candles - / -
a tinderbox - / 1lb
an alms box - / -
2 blocks of incense - / -
a censer - / -
vestments - / -
2 days of rations - / 4lbs
a waterskin - / 5lbs

Monster Hunter Pack
Torch x3 - / 3lbs
a tinderbox 5sp / 1lb
a flask of oil - / 1lb
a silver mirror - / 0,5lbs
a set of manacles 2gp / 6lbs
a flask of holy water - / 1lb
a holy symbol
wooden stake x3 - / -
a hammer - / 3lbs
a crowbar - / 5lbs
a chest sold for 5gp

Money:
650gp
+ 95gp (sold equipment)
-100gp (magic item search)
-121 (mundane equipment)
---
524gp

Luthor is a young man with piercing eyes. He survived a terrible sea voyage...twice. Although the second time he was with an experienced sailor, the first one left a mark. His eyes are haunted and everyone can see it. He also spots a strange mark (or maybe a tattoo?) on his right arm and a small scar above his right eye like something cut really close to it.

Luthor.png
TheScar.png
Once upon a time, there was a fishing village in Bedegar. Fairly prosperous, happy outgoing people that enjoyed a simple life. Living off the sea, not above the occasional raid of their neighbors, but all in all, fishing village. There was a storm one night, a storm of storms that came at the village from the mountains, announced by refugees from other villages deeper inside the land. Thinking quickly, the elders put everyone on ships and they set off as far and as fast as they could. The storm chased them across the ocean carrying the ships faster and further away. When even experienced fishermen among the populace started to lose hope, they ran into a small archipelago. The current generated by the storm ran them between the islands and the storm broke over small mountains on the first line of islands. Thanking their gods, the people found suitable cove and surveyed their surroundings. Exhausted from the night on the edge, they rested for a day, only later looking behind them for any lost ships, people or items. What they found was amazing. They hauled all the goods the storm carried with it, a veritable treasure trove from the land of their origin. There were barrels of salted fish, of wine and beer, entangled nets filled with tools, fish, an occasional dead body of animals and men, sharks already circling hungrily under them.

Thus, the tradition of chasing storms started along with new life on the archipelago. It was safe haven, far enough from the land to be safe from land-based bandits, small enough not to attract pirate fleets and yet close enough for an occasional trading trip to the mainland. As the storm season began in earnest, people built themselves shelters, partly within natural caves, partly outside from wood brought by the storm or chopped from native woods. As storms passed over the archipelago, people ran into their boats and followed the storm, taking what it left behind and running away if it turned toward them. Over generations, new kind of fishermen (and women) emerged, those who could sense weather patterns, those who knew the shifts of nature and wiles of Salorna. These people, druids, clerics, and sorcerers all, were known together as Stormcallers.

Luthor was born on one such ship, his mother storm-caller on the ship, she and her apprentice only females on the ship. As the babe was born, the storm turned directly toward the ship. With their storm-caller incapacitated, the apprentice did what she could, but the storm was faster. Finally, in the act of desperation, they lowered the child into the small dinghy in hopes of stopping the storm. The storm stopped over the boy as the ship made its escape. A day later, the dinghy was found bumping gently into the ship, the babe naked with the ash of its cover still over it and having an obvious sign of a lightning strike. As it cried, St.Elmos fire appeared on the mast and thunder was heard from the clear sky. Shaken, the apprentice took the baby and the ship returned to its homeport, empty-handed and terrified.

The boy grew, fast and hardy, spending more time on ships than on land. Even going so far to stow away when his mother tried to leave him ashore. Trouble was, he was untrained, he could feel the storm, but more often than not, he would call it toward himself instead of following or correcting its path. But he learned fast, his innate sense of the sea, of right patterns and wrong turns, guided by Stormcallers, both on land and ship. But for the teenage boy, it was all too long, he yearned to be among the waves, to feel the freedom of the open sea without the need to guard the crew.
Thus, on one stormy night, he took a sturdy boat, extra rope, sails, and the net and went directly into the storm. He traveled with it the whole night, unwittingly repeating the story of his ancestors. Except he went ever further from their original land. The boat leaking water and floundering, the boy at the end of his endurance were found by people living off the sea in an unknown land. They had a discussion of the will of the gods; whether the boy was a blessing or a curse. Should he be spared as a child of the sea or sacrificed to the gods?

Finally, the voice of the lone priest, Sinclair of Salorna, a visitor (shipwrecked) to the village prevailed and he took the boy with him. The boy lived there for a year, learned their language and learned that they are the last of the villages that dotted this shores. He talked about the land on the other side of the sea. But he couldn't know exactly where it was since the storm that brought him here hid any sign of stars or direction. Finally, the priest decided he had to see for himself. They equipped his own boat and waited for the storm going out. Divinations lead them to start their travel at the high holiday of Salorna in early spring. After a long, grueling month at the sea, they found new land in which people spoke the same language as the boy. But they never heard of Stormcallers. They needed time to recuperate, resources to repair the boat to start going up and down the shore to look for people who knew something of Luthors people.

Soon, the old priest helped local navy, fishermen, guards, and merchants with his expertise which left Luthor again alone, a foreigner in the strange land. To pass the time, he followed Sinclair, the priest on his duties. As he grew into man, Luthor joined City Watch. His awareness and attention to details, his unnerving eyes which made even hardened criminals reconsider soon had him investigating various crime scenes. He trained with The Guard but felt the call of the sea. The year passed and Sinclair fell into bed, old age finally catching up with the old captain. At his death bed, he gave Luthor an empty book and told him to study it as he could. At appropriate time it would write his destiny.

The opportunity came one stormy night when Luthor was called in for a big disturbance, a demon was sighted trying to steal a child from the attic apartment. Already a powerful priest, Luthor joined the group of watchmen, listened to the panicked woman and the shaken husband. It appears he managed to shoot the creature. Luthor followed the blood, the storm holding no fear for him and found...well, a demon. But what demon looked enough like a human to pass as one in the dark? What demon bled red blood? And who could take serious a demon that gets hurt by peasants crossbow?

Taking some time, making sure the creature cannot harm him he interrogated it right then and there. And agreed to help it. It was after all misunderstanding, just a vagrant trying to hide from the rain. Using the barest hint of his power, he pulled out the arrow and healed the creature hiding it for the moment from other guards. Feeling the pull of destiny warmth in his pouch, the book he couldn't write in was sparkling with power. Opening it, there was a map to St. Panderhost grove with a shiny arrow pointing toward it.

There is nothing more invigorating than challenging the elements. The feel of the wind and spray on one's face and the deck pitching beneath one's feet is the greatest feeling in the world. If humankind is to expand its reach, daring men and women must defy the odds and dare the impossible. The thrill of exploration is sweeter than wine or rum. There is always a risk, but without risk life is empty. Life is to be lived and damn the consequences. One's loyalties are first to one's mates, then to one's ship, and then to St. Panderhost, who protects all sailors. Rely not on the saint's hand to always extract you from difficulties, for such is coddling and leads to a lack of challenge and the room to grow. Rather, St.Panderhost helps those actively solving their own problems by helping their plans work.
 
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Steve Gorak

Explorer
Name: Shadow
Class: Fiend Warlock - 5th level (pact of the Tome)
Race: Tiefling
Background: Custom (Haunted one - criminal hybrid)
Size: Medium (4'9", 125 lbs)
Gender: male
Alignment: Lawful neutral

STR: 8 (-1) [8]
DEX: 14 (+5) [14 + 1 racial]
CON: 14 (+2) [14]
INT: 10 (+0) [10]
WIS: 12 (+1) [12] Save:+6
CHA: 18 (+4) [15 +1 actor +2 racial] Save:+8

HP: 36 (8+4d8+10 con) + 9 temp HP from dark one's blessing
AC: 14 (2 studded leather + 2 dex)
Speed: 30 (ground and flight)
Init: +2
Passive Perception: 12

Code:
Skills:                  Abilities:
Acrobatics         +2    Darkvision
Animal Handling    +1    Hellish resistance: Resistance to fire damage
Arcana             +0    
Athletics          -1    Wings: flight speed of 30
*Deception         +7    
History            +0       
Insight            +1    
*Intimidation      +7    
Investigation      +0    
Medicine           +1    
Nature             +1           
Perception         +1    
Performance        +4    
*Persuasion        +7    
Religion           +1
Sleight of Hand    +1
*Stealth           +4
Survival           +1


[b]MELLEE[/b]
Weapon                                  Attack  Damage    Type  Range     Note
Dagger (1 handed)                       +5      1d4+2      P     20/60
Dagger (off hand)                       +5      1d4        P     20/60

Proficiencies
Armor: Light
Weapons: Simple weapons
Tools: none
Saves: Wisdom & Charisma
Skills from class: Deception (advantage when passing as a different person - feat), intimidation
Skills from background: Deception-replaced by persuasion, stealth
Skills from race: none
Skills and tools from training (250 gp each): tbd

Languages from race: common, infernal
Languages from background: 2: orc, elf

CLASS FEATURES

dark one's blessing

Starting at 1st level, when you reduce a hostile creature
to 0 hit points, you gain temporary hit points equal to your
Charisma modifier + your warlock level (minimum o f 1).

Pact of the tome
Your patron gives you a grimoire called a Book of
Shadows. When you gain this feature, choose three
cantrips from any class’s spell list. While the book is on
your person, you can cast those cantrips at will. They
don’t count against your number of cantrips known.
If you lose your Book o f Shadows, you can perform
a 1-hour ceremony to receive a replacement from your
patron. This ceremony can be performed during a short
or long rest, and it destroys the previous book. The book
turns to ash when you die.

Eldrich evocations:
Mask of many faces: disguise self at will
Misty visions Silent image at will
Book of ancient secrets incribe rituals in book of shadows
Rituals:
Find Familiar - free
detect magic - free
Comprehend languages - 50gp
identify - 50gp
alarm - 50gp
Unseen servant - 50gp
speak with animals - 50gp
silence - 100gp
Water breathing - 150 gp
Leomund's tiny hut - 150 gp

Spell 2 level 2 slots/short rest
Spell save DC: 16 (8 + proficiency bonus + cha mod + 1 rod of the pact keeper)
Spell attack: +8 (proficiency bonus + cha mod +1 rod of the pact keeper)

6 cantrips (3 base + 3 from book of ancient secrets invocations):
prestidigitation
Eldritch Blast
minor illusion

Book of shadows
Mage Hand
Friends
Message

6 spells known
lvl 1:
hex
Charm person

level 2:
mirror image
invisibility

Level 3:
fireball
hypnotic pattern

FEATS
Actor: +1 cha
- You have advantage on Charisma (Deception) and Charisma (Performance) checks when
trying to pass yourself off as a different person.
- You can mimic the speech of another person or the
sounds made by other creatures. You must have
heard the person speaking, or heard the creature
make the sound, for at least 1 minute. A su ccessful
W isdo m (Insight) che ck contested by your Charisma
(D eception) check allow s a listener to determine that
the effect is faked

Background feature Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Personality trait I refuse to become a victim, and I will not allow others to be victimized.
ideal I kill monsters to make the world a safer place, and to exorcise my own demons
bond There’s evil in me, I can feel it. It must never be set free.
flaw I have certain rituals that I must follow every day. I can never break them.

Note: rituals cast at night: tiny hut, unseen servant
Rituals cast int he morning: Water breathing. He also kills a critter every morning to benefit from dark one's blessing (casts friend on it, spell ends, it becomes hostile, and it gets killed).


EQUIPMENT
• a light crossbow and 20 bolts (sold 26gp)
• arcane focus (wand)
• dungeoneer’s pack: Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days, of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

• Leather armor (sold and bought studded leather 35 gp difference),
any simple weapon (dagger), and two daggers (3 daggers total)

Equipment from background (haunted one): Monster Hunter's Pack (sold for 33 gp), common clothes, trinket: A tiny spool of black thread that never runs out

Money: 650 start + (26gp+33gp items sold) - 650gp rituals -35gp studded leather armor - 10 gp find familiar components = 4gp left


Additional gear:

Rod of the pact keeper +1
Requires Attunement by a Warlock.
Uncommon
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.

Money: 0 gp

Personality Trait: I've enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
Ideal: Power. I hope to one day rise to the top of my faith’s religious hierarchy
Bond: I would die to fulfill my patron's bidding.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me[/code]

History
When Shadow came into existence, the only emotion he felt was fear. He was in a room with robed figures and was chained. He had vague memories of a simple life as a man, and of hellish visions as a devil. He was caged and prodded. This is when he learned of his origin, and of Ajax's minion horrific experiments to create another soldier race. His selves were still struggling, and his memories are hazy.

When guards came to feed him, he disappeared from their sight and fled. He could not control his powers then, they manifested erratically. He was affraid and did his best to get out of the dungeon. He was fortunate enough to grab some supplies, and other items he found and flew away.

The storm was intense and unexpected. A gust of wind swept him, he hit the second floor of a dwelling and sought shelter inside. There was a baby in the room, but he thought that if he were quiet enough, he would be safe. This was a mistake. He heard screams and felt intense pain. He stayed put, not knowing what would happen, ready to have his last fight.

This is when he met Luthor, the man to whom he owed his life. He healed him and hid him until they were out of the town.

In the last few days, he has grown to understand his powers. He also hears whispers from his demon brethren, that call to him to come back to their ways. This, he cannot do, for his human side won't let him. However, he has sworn that he would unleash his hellish wrath onto Ajax's followers.

Appearance
Shadow looks like a demon in human form. He has horns, a tail, and wings. Fortunately, his powers allow him to magically alter his appearance, and he tends to look like a young male donning a cloak, chain mail, with pale skin, dark eyes, and brown hair.

Owl familiar
 
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