D&D 5E The Full Pregenerated Character Repository

Originally posted by Plaguescarred1:

halfling%20dino.jpg

 
Yanni d'Ghallanda
3rd-level Halfling Ranger 
Small Male Humanoid

Armor Class 16 (scalemail armor)
Hit Points 28 (3d10)
Speed 25 ft.
Sense Normal    
Str 12 (+1)  Dex 17 (+3)  Con 14 (+2)
Int 10 (+0)  Wis 14 (+2)  Cha 08 (-1)
Alignment neutral good
Languages halfling, common, elvish, 
Trait 
Background Outlander [Wanderer]
   Outlander Origin: Tribal nomad.
   Personality Traits: I’m driven by a wanderlust that led me away from home.
   Ideal: People. Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
   Bond: I am the last of my tribe, it is up to me to ensure their names enter legends.
   Flaw: There’s no room for caution in a life lived to the fullest.
Proficiency (+2)
  Tools:  Musical Instrument (drum)
  Saving Throws: Strenght +3, Dexterity +5
Skill Athletics +3, Animal Handling +4, Nature +2, Perception +4, Survival +4
Lucky
Brave
Halfling Nimbleness
Stout Resilience
Beast Favored Enemy
Grassland Natural Explorer
Two-Weapon Fighting Style
Spellcasting (Save DC 12, Spell Attack +4)
   1st-level (3/days) - cure wounds, goodberry, hunter's mark
Beast Companion Archetype
Ranger's Companion
Primeval Awareness
Actions
Melee Attacks— Talenta Tangat: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d6+3 slashing damage
Ranged Attack—Talenta Boomrang: +5 to hit (range 20/60 ft; one creature). 
Hit:  1d6+3 piercing damage  / 1d6+3 piercing damage
Equipment: Talenta tangat (as scrimitar), 8 talenta boomrang (as handaxe), scalemail armor, a backpack including: 6 torch, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it, a staff, a hunting trap, a trophy from an animal you killed (slit tongue), a set of traveler’s clothes, and a belt pouch containing 10 gp
Yanni [E-any] was born early in the summer month of nymm in 967 YK in Gatherhold in the Talenta Plains. Short but stocky, he has long braided brown hair and bright green eyes. Yanni wield weapons of his clan; a curved sword mounted on a short shaft called a talenta tanga and simple curved polished sticks called a talenta boomrang, which he is known to dual throw with blinding speed.  He was part of a small nomadic clan of halfling that was decimated during an unfortunate encounter with Cannith warforged forces. After, Yanni joined House Ghallanda (which means "helpful hounds" in the halfling tongue) and served during The Last War as a member of the Dragontail Guild providing food and shelter to armies in the field in exchange for gold and a guarantee of neutrality and soon started manifesting the Mark of Hospitality (see Spellcasting).  After The Last War ended, Yanni became a Ghallanda Sheperd, roaming the plains and beyond riding his old fastieth dinosaur Mosso, hunting beasts and trading goods, or occasionally searching for lost souls to offer help or hospitality. Mosso is an amphibious fastieth lizard bred by halflings for speed, which can keep pace with common riding horse in spite of its slight size, and capable of swallowing small foes whole and leap surprising distance and for that Mosso has proven a remarkable mount and companion over the years.
 

Mosso, Fastieth Dinosaur (Reflavored Giant Frog)
[sblock]Fastieth Dinosaur
Medium beast, unaligned
Armor Class
 13
Hit Points 32 (4d8)
Speed 30 ft., swim 30 ft.
Str 12 (+1) Dex 13 (+1) Con 11 (+0)
Int 02 (−4) Wis 10 (+0) Cha 03 (−4)
Skills Perception +4, Stealth +5
Senses darkvision 30 ft., passive Perception 12
Languages 
Challenge 1/4 (50 XP)
Amphibious. The dinosaur can breathe air and water.
Standing Leap. The dinosaur’s long jump is up to 20 feet and its
high jump is up to 10 feet, with or without a running start.
Actions
Bite. Melee Weapon Attack: 
+5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage, and the target is grappled
(escape DC 11). Until this grapple ends, the target is restrained,
and the dinosaur can’t bite another target.
Swallow. The dinosaur makes one bite attack against a Small or
smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
other effects outside the dinosaur, and it takes 7 (2d4+2) acid damage
at the start of each of the frog’s turns. The dinosaur can have only
one target swallowed at a time.
If the dinosaur dies, a swallowed creature is no longer restrained
by it and can escape from the corpse using 5 feet of movement,
exiting prone.
 
Giant Frog
[sblock]
dino.jpg

 

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Originally posted by spanglemaker:

imagesCAK1MHVV.jpg

Askith Tighn
1st-level Human Sorcerer
Armor Class 15 (Draconic Resilience)
Hit Points 9
Speed 30 ft.

Str 08 (-1)  Dex 14 (+2)  Con 14 (+2)
Int 12 (+1)  Wis 10 (+0)  Cha 16 (+3)
Alignment Lawful Evil
Languages Common, Draconic, Elven, Giant
 
Trait 
Spellcasting
Sorcerous Origin: Blue Dragon (Lightning)
 
Feats Spell Sniper (Eldritch Blast)

Background Noble (Knight variant)
Personality Trait: If you do me an injury, I will crush you, ruin your name and salt your fields.
Ideal: If I can attain more power then no one will tell me what to do. I hate Hathrans and will see them enslaved.
Bond: My loyalty to my sovereign is unwavering.
Flaw: I hide a truly scandalous secret that could ruin my family forever

Proficiency (+2)
Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Three Dragon Ante
Saving Throws:  Str -1 Dex 2 Con 4 Int 1 Wis 0 Cha 5
Skills
Acr 2 AnH 0 Arc 1 Ath -1 Dec 5
His 3 Ins 0 Int 5 Inv 1 Med 0 Nat 1 Per 0 Prf 3 Prs 5
Rel 3 SoH 2 Ste 2 Sur 0

Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip  - Eldritch Blast, Message, Mage Hand, Shocking Grasp
   1st-level  - Charm Person, Witch Bolt
 
Actions
Melee Attack— Dagger: +4 to hit (reach 5 ft.; one creature). 
Hit: 1d4+2 piercing damage
Ranged Attack—Light Crossbow: +4 to hit (range 60/320 ft; one creature). 
Hit:  1d8+2 piercing damage
Melee Attack-Quarterstaff +1 to hit 1d6(1d8)-1 blunt damage
Ranged Magic Attack-Eldritch Blast +5 to hit 1d10 force damage range 120'
Melee Magic Attack- Shocking Grasp +5 to hit  1d8 lightning damage
Equipment: A set of fine clothes, a red cloak, a black mask, a signet ring, a scroll of pedegree, a purse containing 36GP, light crossbow, 20 bolts, dungeoneers pack, three dragon ante gaming set, a holy amulet of the Ancient Order, an Arcane Focus (Holy Crystal or Rod), a quarterstaff
 
Askith Tighn is a Red Knight of the Ancient Order, dedicated to serving the Will of the Hidden Empire. All Red Knights are addressed as M'lady and they scare most people  because they speak for the Hidden Empire and can mete out punishment. It is not widely known even amongst scholars, that the Red Knights were descended from Durthans exiled from Rashemen. All Red knights hate Hathrans and seek their destruction and for the Hidden Empires dominion to include Rashemen.
Askith has an apprentice called Yulvara who is studying the Mysteries of the Hidden Empire called the Way. Akiths retainers are her Majordomo Renngoba and her herald Faurgar. Both Renngoba and Faurgar have contacts with the Hidden Empire and are totally dedicated to serving Akiths.
 
 (Apologies folks, I had to do it- yes you will see what Askith Tighn really is and she does serve the Hidden Empire which may or may not be part of the Zhentarim Faction and may only exist where the populace are subjugated by the Red Knights, or the Blue Warders and  or the White Guard. Blue Warders are berserker warriors and male wizards (M'lord), whereas the White Guard are the primary warriors of the Hidden Empire, which could possibly be ruling Thay or far worse the next town or village you come to.
 
[ATT class]/modules/file/icons/application-pdf.pngAskith Tighn 1.pdf(x)[//ATT]
 
[ATT class]/modules/file/icons/application-pdf.pngAskith Tighn 3.pdf(x)[//ATT]
 

Originally posted by Diffan:

rizar%20(29).jpg


Sir Kerian Désol
1st-level Human Fighter
Medium Male humanoid

Armor Class 18 (chain mail, shield)
Hit Points (1d10)
Speed 30 ft.
Senses Normal
Str 16 (+3)  Dex 13 (+1)  Con 14 (+2)
Int 10 (+0)   Wis 12 (+1)  Cha 14 (+2)
Alignment lawful good
Languages Common, Dwarven
 
TRAITS
Background - Noble
   Feature: Retainers (Delves, Reginald, and Faulhurst)
Proficiency (+2)
   Tools: gaming set, mounts (land)
   Saving Throws: Strength (+5), Constitution (+4)
Fighting Style - Protection 
Second Wind
 
SKILLS
Animal Handling +3, Athletics +5, History +3, Persuasion +4
 
ACTIONS
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 3) slashing damage, or (1d10 + 3) slashing damage if used with two hands.
 
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one  target. Hit: (1d12 + 3) piercing damage. Sir Kerian has disadvantage on attacks within 5 ft.
 
Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one taret. Hit: (1d10 + 1) piercing damage. 
 
EQUIPMENT
Chain mail, shield, longsword, lance, heavy crossbow with 20 bolts, deck of Three-Dragon Ante, explorer's pack, simple clothes, surcoat emblazoned with the crest of the fallen house Baeldran, 10 gp. 
 
PERSONAL CHARACTERISTICS
Traits: "I face problems head on. Simple, direct solutions is the best path to success." Always polite and respectful. 
Ideal: I do what I must and obey just authority. (Lawful)
Bond: Those who fight beside me are worth dying for.
Flaw: My hatred for my enemies, namely those responsible for the fall of the family Baeldran, is blind and unreasoning. 
 
BACKSTORY

Show
[sblock][SIZE=9pt]Kerian wasn't always a knight. At the age of 14 he and his father were the principal blacksmiths in town. Kerian, taking on the role of an apprentice, was just in the beginning stages of learning the craft. His father had set out many chores for him to do before the day could even begin. One such task was getting wood from the nearby forest to start the forge. One misty morning Kerian set out on his chores, heading into the woods for some additional fire wood. It was then he heard the screams. [/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]With his wood-chopping axe in hand he bounded off in search of the desperate cries of fear. What he walked into was a nightmare. A clearing in the woods revealed a small road and that of four dead or wounded guards and a turned over wagon. Across the small clearing was a girl, a few years shy of Kerian's own age, being stalked and toyed with a few ruthless goblins. An ambush by the looks of it, the goblins got as bad as they had dished out for several goblin corpses lie among the fallen guards. Kerian, without hesitating rushed into the clearing and heaved his axe at the closest one. His sudden appearance and assault caught them off guard and before the first goblin could react, the axe slammed into it's chest. [/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]Kerian, sprinting across the open span, had nothing left to attack with but he charge head-long in anyways. As he crossed the mid-way point one of the dying guards tossed his notched blade in Kerian's path. Not missing a beat Kerian picked up the blade and noticed that it's weight and balance were superb. The goblins by now realized what a threat he was and moved in for the kill. The first goblin stabbed straight, nicking Kerian's side. The second goblin attempted to get the upper ground. Kerian felt none of the pain, fueled by adrenaline and simple fear. As the spear went wide he came down with a overhand chop that clove the goblin's head in two. The attack was so powerful that it threw Kerian head over heels and into the now-dead goblin's body. Luck was on his side for had he not fallen, the third goblin would've been able to jump on his back and plant a rusty dagger into his head. [/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]Kerian tried to stand but the third goblin was keeping him down by attempting to stab him multiple times. Back peddling on his hand and feel, Kerian was surely to perish at the ferocious goblins advance. Suddenly a large rock stuck the goblin in the head and dazzled it for a moment. Chancing a quick look over his shoulder, he could see the girl holding another one in her hand, fire and hatred in her eyes. Using the sudden distraction, Kerian retrieved his sword and dealt the final blow that dropped the goblin in a gout o blood and gore. Kerian was relieved to see that the girl was unharmed and even more surprised to find that she was the daughter of the wealthy nobleman Erik Baeldran, whom he and his father often did work for.[/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]Kerian escorted the dame back to her father who, seeing Kerians potential as a solid warrior, instantly granted him the title of knight. Soon Kerian went to the keep of the Baeldrans and trained in the ways of Knighthood. Learning from other knight's in Baeldran court about the ways of politics, royalty, chivalry, and honor. Unfortunately not all of Lord Erik's knights were so astute in these teachings. For there were quite a few knights whom grew tired of the constant taxes and levies they were paying to say in the Lord's good grace. And a coupé had begun.[/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]A few years later Kerian wore the mantle of Knight well, using his training and knowledge to the best of his abilities and even gaining some favor among the ladies of the court. The girl he rescued, the dame Rhiannon, had stolen a special place in his heart and he had longed to court her in earnest. Sadly that would never come to fruition. The coupé had begun and soon knights from all around fought each other. Many taking the side of the Lord while a larger majority took to the side of the betrayers. The ring leader of the coup, a disgraced knight named Dorn Graycastle, led the charge and was solidly routing the opposition. Lord Erik was out of options. [/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]Kerian and a few of the lord's retainers were among the few remaining in the castle as it started to burn. Erik and his two daughters and a handful of guards left without any direction or note and Kerian was left with few options. He could fight to the death OR leave the ruined keep in search of his lord and love. With a heavy heart he escaped the falling keep with the 3 remaining servants and headed into the wilderness. Kerian has vowed to seek vengeance on Sir Dorn and those who betrayed everything they once stood for.  [/SIZE]

[/sblock] 
  
 
 

Originally posted by BoldItalic:

Ravengeld Mazeminder.jpg

Ravengeld Mazeminder
3rd-Level Human Wizard (Evocation)
Medium Male Humanoid

Armour Class 11 (no armour)
Hit Points 23 (3@ 1d6+3)
Speed 25 feet
Sense Normal
Str 10 (+0) Dex 13 (+1) Con 16 (+3)
Int 16 (+3) Wis 11 (+0) Cha 11 (+0)
Alignment Chaotic-Neutral
Languages Common, Orc, Goblin

TRAITS
Background - Sage
Feature: Researcher
Proficiency (+2)
Tools: none
Saving Throws: INT, WIS
Evocation Savant
Sculpt Spells

SKILLS
Arcana +5, History +5, Investigation +5, Religion +5

WEAPON ATTACKS
Dagger
+3 to hit, 1d4+1 piercing finesse, light, thrown, range(20/60)

SPELLS
Cantrips: Shocking Grasp, Ray of Frost, Mage Hand
Focus: Component Pouch
Magic Ability: INT
MAM: +5
SaveDC: 13
Spells Known: Detect Magic, Disguise Self, Mage Armor, Magic Missile, Shield, Arcane Lock, Blur, Darkness, Levitate, Suggestion
Spells Per Day: 4, 2
Spell Preparation: 6 Wizard Spells
Spells Prepared: Disguise Self, Magic Missile, Shield, Arcane Lock, Blur, Suggestion

EQUIPMENT
Spellbook, Component Pouch, Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Day's Rations(10), Waterskin, Hempen Rope - 50ft, Bottle of Ink, Quill Pen, Small Knife, Last Letter from Anwarad The Astromancer, Common Clothes, Green Headband, Prayer Beads, Sewing Needle, 10gp

PERSONAL CHARACTERISTICS
Traits: Ravengeld is horribly, horribly awkward in social situations, and he is convinced that people are always trying to steal his secrets.
Ideal - Self-Improvement. The goal of a life of study is the betterment of oneself.
Bond: Ravengeld has been searching for the answer to the question: how much does the moon weigh?.
Flaw: Ravengeld is easily distracted by the promise of information.
Religion: Ravengeld worships Calicos, the CN God of Knowledge. Followers of Calicos are required to carry prayer beads and a sewing needle at all times, to wear a green headband on holy days and to give one twelfth of their income to the community

BACKSTORY
Ravengeld suffered from poor diet as a child and walks awkwardly. Unable to engage in rough-and-tumble with his boyhood peers, he failed to develop social skills and retreated into books. He corresponded frequently with Anwarad The Astromancer who, shortly before his bizarre death - he was struck on the head by a large meteorite whose precise time and location he had accurately predicted - had written to Ravengeld posing the question: how much does the moon weigh? which Ravengeld now feels obliged to try to answer. Lately, he has been studying with another mentor - Trufeld The Unkempt - who is a noted evoker and discoverer of the Moonstorm spell that bears his name. Ravengeld has several times asked Trufeld to cast that spell onto a butcher's scales with a view to determining the weights of the miniature moons that are evoked, but every time the scales (and, in one case, a hapless butcher) have been crushed without any measurement being possible.
 
Last edited:

Originally posted by iserith:

Learning_Experience_by_Boompoet.jpg

 
Hex Arcana
1st-level Tiefling Warlock (The Fiend)
Medium Male Humanoid

Armour Class 13 (studded leather)
Hit Points 8 (1d8)
Speed 30 feet
Sense Darkvision 60 feet
Str 8 (-1)   Dex 13 (+1)   Con 10 (+0)
Int 16 (+3)   Wis 12 (+1)   Cha 16 (+3)
Alignment Neutral
Languages Common, Infernal

TRAITS
Background - Entertainer
   Feature: By Popular Demand (Instrumentalist)
Proficiency (+2)
   Tools: Disguise kit, fiddle.
   Saving Throws: Wisdom, Charisma.
Darkvision
Resistance to fire damage
Expanded Spell List (burning hands, command)
Uncle Daddy's Blessing

SKILLS
Acrobatics +3, Arcana +5, Deception +5, Performance +5.

WEAPON ATTACKS
Dagger
+3 to hit, 1d4+1 piercing  finesse, light, thrown, range(20/60)
 
SPELLS
Cantrips: Eldritch Blast, Mage Hand, Minor Illusion, Thaumaturgy (racial).
Focus: Conductor's wand.
Magic Ability: CHA
MAM: +5
Save DC: 13
Spells Known: Command, Hex.
Spells Slots: 1
Spell Level: 1st
 
EQUIPMENT
Studded leather armor, conductor's wand (arcane focus), a scholar's pack, two daggers, a fiddle, a container of Jahni's rosin, a belt pouch, and a big ol' belt buckle that says "Don't Mess With Hexes."

PERSONAL CHARACTERISTICS
Traits: I know a story relevant to almost every situation.
Ideal: Greed. I'm only in it for the money and fame. And souls for Uncle Daddy. (Evil)
Bond: Someone stole my precious instrument, and someday I'll get it back.
Flaw: A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
 
BACKSTORY
Short on his quota and on time, Hex Arcana headed west to Fandango(x), looking for souls to steal for his Father (and Uncle) Dispater, Archduke of the Iron City. He came across Falsetto Jones(x), a bard and confidence man who was going by the name of Jahni Fiddler at the time. Hex challenged Jahni to a fiddling contest with Hex betting his prized golden fiddle against Jahni's soul. Jahni took the bet and they dueled with fiddles until the rising sun. But despite having a band of devils join in, Hex to his utter shock and dismay lost the bet. Jahni was just too damn good. After he snatched up his prize, he called Hex an unkind name, threw him some rosin as a gesture of pity and scorn, and challenged him to another match some day. Since that day, Hex has been scheming to get his golden fiddle back.
 
Also, he goes on adventures, if it serves Uncle Daddy's purposes.
 

Originally posted by OrwellianHaggis:

dragonborn_by_tghermit-d62z2tb.jpg

 
Ghesh
Dragon-born Barbarian 1/Rogue 1/Sorcerer 1
Medium Male Humanoid
Armor Class
 13 (leather)
Hit Points 16 (1d12, 1d8, 1d6)
Speed 30ft.
Senses N/A

Str +3 (16)
Dex +2 (14)
Con +0 (10)
Int +0 (10)
Wis +0 (10)
Cha +2 (15)

Alignment chaotic neutral
Languages common, draconic, thieves' cant
 
TRAITS
Background - sailor (pirate)
    Feature: ship's passage
Draconic ancestry: green dragon
   Dragon breath (poison)
   Resist poison damage
Expertise
Proficiency (+2)
   Tools: Navigators Tools, Thieves’ Tools, Vehicles (water)
   Saving Throws: Dexterity, Intelligence
Rage
Sneak Attack (+1d6)
Spellcasting
   Save DC: 12
   Spell attack modifier: +4
Sorcerous origin: wild magic
   Wild magic surge
   Tides of chaos
 
SKILLS
Acrobatics +2
Athletics +7 (expertise)
Intimidation +4
Perception +2
Persuasion +6 (expertise)
Sleight of hand +4
 
SPELLS KNOWN
Blade ward (cantrip)
Burning hands (1st)
Light (cantrip)
Minor illusion (cantrip)
Shield (1st)
True strike (cantrip)
 
ACTIONS
Spear

+5 to hit, 1d6 piercing damage (versatile 1d8, thrown 20/60)
Dagger
+5/+4 to hit, 1d4 piercing damage (finesse, thrown 20/60)
Sling
+4 to hit, 1d4 bludgeoning damage (ammunition, 30/120)
 
EQUIPMENT
Clothes (common)
Dagger
Empty ale bottle (the ale was poisoned, it killed his friend, and he's seeking the brewery)
Leather armour
Sling (bullets: 20)
Spear
 
GP: 28
SP: 8
CP: 4
 
PERSONAL CHARACTERISTICS
Personality
I work hard, I play hard.
 
I once pickled a shipmate in rum and delivered him to his family so he could have a proper burial and they could mourn their father. It was an awkward day, and for once it wasn't because of my looks.
 
Ideal
Those who do the work share in the reward.
 
Bond
The gods took our ship at sea. I am utterly loyal to the few survivors.
 
Flaw
Once someone questions my courage I won't back down, no matter how dangerous the situation.
 
Background
I had a crappy life growing up, surviving on scraps and constantly having to move. Disaster followed me everywhere. I fell in with pirates as a young man and found myself loving the life, and lived it until the gods smashed our ship at sea. I took that as a sign, so now I wander land, looking for adventure and reward.
 
I don't like to talk about the magic. I try not to use it because, honestly, it scares me.
 

Originally posted by Diffan:

DPAC_1.png

[UNKNOWN=#comment]: <!--MEDIA-WRAPPER-END-1-->

 
Æther
1st-level Human Fighter
Medium Male Humanoid
Armor Class
15 (chain shirt)
Hit Points 12 (1d10)
Speed 30 ft.
Senses normal
Str 16 (+3)    Dex 14 (+2)    Con 14 (+2)
Int 10 (+0)    Wis 12 (+1)    Cha 8 (-1)
Alignment Neutral Evil
Languages Common, Elven

TRAITS
Background – Criminal
     Feature: Criminal Contact
     Criminal Specialty: Hired Killer
Proficiency (+2)
     Tools: Thieves tools, Playing Cards,
     Saving Throws: Strength (+5), Constitution (+4)
Fighting Style: Two-Weapon Fighting (add full damage from ability score to off-hand attack).
Second Wind (regain 1d10 + 1 hit points)
 
SKILLS
Athletics (+5), Acrobatics (+4), Deception (+1), Perception (+3), Stealth (+4)

ACTIONS
Multiattack:
Ether can make two Longsword attacks with his action. This uses his bonus action.

Longsword (Katana). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage or (1d10 + 3) slashing damage if used with two hands.
 
Light Crossbow. Ranged Weapon Attack: +4 to hit, range 100/300 ft., one target. Hit: (1d8 + 2) piercing damage.

EQUIPMENT
Chain shirt, two longswords (Katanas), light crossbow with 20 bolts in quiver, explorers kit, thieves tools, playing cards, 15 gp.

PERSONAL CHARACTERISTICS
Traits: Ether is slow to trust. And NEVER tell him the odds for he’s prone to jump into situations without thinking them through.
Ideal: I do what I want to be wealthy (Evil).
Bond I lost someone I loved once and I plan on never letting that happen again.
Flaw: “If there’s a plan, I’ll forget it. If I don’t forget it, I’ll just ignore it.”
 
BACKGROUND

Show
[sblock]
Æther is a skilled warrior and thief. He often takes money for killing people yet detests the term “murderer” saying that to perform murder one needs to have something wrong with their head and he thinks the term “Assassin” is too flamboyant. He also don’t like to put labels on things. Æther doesn’t like to talk about this past and rarely, if ever, gives out his alias. When asked for his name he’ll answer by addressing the same question back to the person then take the name for himself by saying “By the GODS, that’s my name TOO!” He’s capricious demeanor is only off-set by his deadly skill at arms and ruthless determination to see a job to the end. He is most assuredly evil but gets along with people so long as they don’t get in his way of getting wealthy or there isn’t money is killing them. 
Very little is known about his background. Authorities know he most likely lived off the streets and only received military training as a recruit in the army of one nation or another. Chances are his megalomania proved to be the reason he was ejected OR he killed someone for getting in his way. His appearance is almost always the same, a tan vest with red shirt and a chain shirt for armor under a black or dark brown hood and cloak. When doing his bed-time work, he often adorns a mask and gloves to reduce the chances of someone obtaining his identity.

[/sblock]
 

Originally posted by swurvDESN:

dorn_il_khan_by_hellstern-d6n6nlt.jpg

Imsh Il-Khan
1st-level Half-Orc Fighter
Medium Male Humanoid
Armor Class
 16 (chain mail)
Hit Points 13 (1d10)
Speed 30 ft. (not reduced by wearing heavy armor)
Sense Darkvision 60ft.    
Str 17 (+3)  Dex 12 (+1)  Con 16 (+3)
Int 8 (-1)  Wis 8 (-1)  Cha 13 (+1)
Alignment lawful evil
Languages common, orcish

TRAITS
Background - Outlander
     Feature: Cult of the Dragon Infiltrator
    
Proficiency (+2)
     Tools: Poisoner Kit, Vehicles (land)
     Saving Throws: Strength, Constitution
Fighting Style - Great Weapon
Second Wind
Relentless Endurance
Savage Attacks

SKILLS
Athletics (+5), Intimidation (+3), Insight (+1), Stealth (+3) Deception (+3)
 
ACTIONS
Melee Attacks— Great Sword: +5 to hit (reach 5 ft.; one creature). 
Hit: 2d6+3 slashin damage (d10 versatile)
Ranged Attack—Handaxe: +5 to hit (range 20 ft/60 ft.; one creature). 
Hit:  1d6+3 piercing damage 

EQUIPMENT
chainmail, Great sword,(1) Hand axe, back pack, lock of mothers hair, common clothes, potion of healing, Poisoner Kit, tinder box, 10 torches, mess kit, (1)day of rations,waterskin

PERSONAL CHARACTERISTICS
Trait: “I judge people by their actions, not their words.” “I am incredibly slow to trust. Those who seem the fairest often have the most to hide."
Ideal: Might. “If I become strong I can take what I want-what i deserve.” (Evil)
Bond: "My Family and I were members of the Cult of the Dragon, until my rivals in the cult arranged to wipe us out. Though they slaughtered my kin, I survived-but they think I'm dead, and now is my chance for vengeance! I seek revenge on three betrayers: A human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half dragon named Rezmir. I have come to Greenrest knowing it's next on the cult's list of targets.Flaw: "I openly believe that everyone is beneath me."
 
Back Story
Imsh Il-Khan fled the north after ogres raided his tribe in the spine of the world. His human mother and himself escaped to Baldur's Gate. There he discovered the nature of..."Civilized" men. He joined the Cult of the Dragon and rode across mountains, slaying all challengers and plundering ancient temples for the benefit of the cult. Eventually his band came to fear his prowess and turned their blades on him. He could have slain anyone of them but combined he succumbed to spell and blade. They left him to take the blame for the slaughter and pillageing of a small hamlet and butchered any kin he had left in the cult. His hatred for Rezmir and the others ran deep, deep enough something outside this world felt it. A cruel and powerful entity answered his desire for revenge. In exchange for the power to break free of his bonds and wreak vengeance on his betrayers he agreed to be it's champion in the mortal realm. The souls he slays feeds it's hunger. Bursting from his bonds he slew all who stood before him, pausing only to give special attention to his tormentors. Whispering to Imsh from a distant plane, his patron led him to Greenrest.
Progression beyond level 1
at level 3 multiclass in warlock-fiend pact and choose hex as a spell, target constitution to amplify your use of poison. Use downtime days to create poison.You can also wait till 6th level to multiclass. Two levels in warlock would suffice in adding a strong base for more dps, repelling blast and disguise self are useful invocations. wield a two handed weapon and take the great weapon master feat, war caster feat.
Stand among the corpses as a god of destruction and smile in the ecstasy of triumph.[ATT class]/modules/file/icons/application-pdf.pngImsh.pdf(x)[//ATT]
 

Originally posted by Plaguescarred1:

combat_cleric_by_beaver_skin-d6eq73c.jpg

 
Doomguide Daulfgrund
1st-level Human Cleric
Medium Male Humanoid

Armor Class 18 (scale mail + shield)
Hit Points 10 (1d8)
Speed 30 ft.
Sense Normal
Str 13 (+1)  Dex 14 (+2)  Con 15 (+2) 
Int 08 (-1)  Wis 16 (+3)  Cha 11 (+0)
Alignment lawful neutral
Languages common, undercommon
Trait 
Background Urchin [City Secrets]
   Personality Trait: I bluntly say what other people are hinting at or hiding, I eat like a pig and have bad manners.
   Ideal: People. I help people who help me - that's what keeps us alive. 
   Bond: I owe a debt i can never repay to the person who took pity of me, Doomguide Yovir Glandon.
   Flaw: I will never fully trust anyone other than myself.
Proficiency (+2)
   Tools: Disguise kit, thieves’ tools
   Saving Throws: Wisdom +5, Charisma +2
Skill Insight +5, Religion+1, Sleight of Hand +4, Stealth +4
Spellcasting (Save DC 13, Spell Attack +5)
   Cantrip (at will) - guidance, sacred flame, chill touch, spare the dying
   1st-level (2/days) - bless, cure wounds, false life*, guiding bolt, inflict wound*, shield of faith, 
Death Domain 
Reaper
Actions
Melee Attack— Mace: +3 to hit (reach 5 ft.; one creature). 
Hit: 1d6+1 bludgeoning damage
Ranged Attack—Chill Touch +5 to hit (range 120 ft; two creatures). 
Hit:  1d8 necrotic damage, and it can’t regain hit points until the start of your next turn.
Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage
on attack rolls against you until the end of your next turn.
Equipment: scalemail, holy symbol of Kelemvor engraved on shield, mace, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a small knife, a map of Phlan, a pet mouse, a stone thumb (a token to remember your parents by), a set of common clothes, the shell of an egg painted with scenes of human misery in disturbing detail and a belt pouch containing 10 gp
Daulfgrund [DOLF-grunnd] was born in 1472 DR in Phlan but grew up as an urchin in the streets after his parents were petrified by a cockatrice. Daulfgrund was taken off the streets of Phlan by Doomguide Yovir Glandon and brought to Valhingen Graveyard to help Kelemvorite tend the garden in exchange for food and entered Kelemvor priesthood when he reached maturity despite his young age. Daulfgrund has a old grey mouse named Kiri he has kept as pet from the time he lived in the street and which he has spared from dying since then. Kiri nowadays remain hidden on his person but is often seen crossing from a under the cloak to between shoulder armor plates for exemple.
 

Originally posted by Plaguescarred1:

last_knight_by_pler0-d68q2at.jpg

 
Sir Vilemar Uskevren
4th-level Human Fighter
Medium Male Humanoid

Armor Class 20 (plate + shield)
Hit Points 36 (4d10)
Speed 30 ft.
Sense Normal
Str 17 (+3)  Dex 14 (+2)  Con 15 (+2) 
Int 10 (+0)  Wis 13 (+1)  Cha 08 (-1)
Alignment lawful good
Languages common, giant, undercommon
Trait 
Background Noble [Position of Privilege]
   Personality Trait: Despite my noble birth, I do not place myself above other folk. We all have the same blood.  
   Ideal: Noble Obligation. It is my duty to protect and care for the people beneath me.
   Bond: The common folk must see me as a hero o f the people.
   Flaw: I too often hear veiled insults and threats in every word addressed to me, and I’m quick to anger.
Proficiency (+2)
   Tools: Cartographer's tool, dragonchess set 
   Saving Throws: Strenght +5, Constitution +4
Skill Athletics +5, Acrobatics +4,  History +2, Perception +3, Persuasion +1
Feat heavy armor master, sentinel
Dueling Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Battlemaster Martial Archetype
Combat Superiority (4d8 superiority dice, save DC 13)
  Maneuvers: menacing attackparryriposte attack
Actions
Melee Attack— Longsword: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+5 slashing damage
Ranged Attack—Javelin +5 to hit (range 30/120 ft; one creatures). 
Hit:  1d6 +5 piercing damage
Equipment: plate, shield, longsword, warhammer, sheaf of 6 javelins, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin,a set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp.
Vilemar [V-lay-MAR] was born in 1465 DR in Sembia. Of noble birth, he is the son of Phaldinor II from the Uskevren house (meaning "too bold to hide" in some forgotten tongue), a noble family of Selgaunt who live primarily in Stormweather Towers, with a house badge depicting a gold horse-head-and-fouled-anchor. Their money originally stockpiled through piracy but the family was nearly destroyed in the 1330s DR by rival families who discovered their illicit means of money-making and they since then rebuilt their finance and reputation by bying and selling land. Vilemar left Sembia to adventure and enter legends among other heroes of the realms.
 

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