D&D 5E The Full Pregenerated Character Repository

Originally posted by Plaguescarred1:

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Droword
5th-level Half-Elf Warlock
Medium Male Humanoid

Armor Class 15 (studded leather armor) 
Hit Points 38 (5d8)
Speed 30 ft.
Sense darkvision 60 ft.      
Str 08 (-1)  Dex 16 (+3)  Con 14 (+2) 
Int 10 (+0)  Wis 12 (+1)  Cha 18 (+4) 
Alignment lawful evil 
Languages elvish, common, abyssal, infernal 
Trait 
Fey Ancestry
Background Guild Artisant [Guild Membership]
   Business: Woodcarver
   Personality Trait: I’m well known for my work, and I want to make sure everyone appreciates it. 
   Ideal: Good. Freedom. Everyone should be free to pursue his or her own livelihood. 
   Bond: One day I will return to my guild and prove that I am the greatest artisan of them all.
   Flaw: I’m quick to assume that someone is trying to cheat me.
Proficiency (+3)
   Tools: Woodcarver’s tools
   Saving Throws: Wisdom +4, Charisma +7
Skill Acrobatics +6, Arcana +3, Deception +7, Investigation +3, Perception +4, Persuasion +7,    
Pact Magic (Save DC 15, Spell Attack +7)
   Cantrip (at will) -  eldritch blast, guidance, mage hand, prestigitation, produce flame, vicious mockery
   3rd-level (2/days) - armor of agathys, darkness, fireball, hypnotic pattern, invisibility, mirror image 
Invocations agonizing blast, devil's sight, repelling blast
Fiend Otherwordly Patron
Tome Pact Boon
Dark One's Blessing
Actions
Melee Attack— Dagger: +6 to hit (reach 5 ft.; one creature). 
Hit: 1d4+3 piercing damage
Ranged Attack—Eldritch Blast: +7 to hit (range 120 ft; one creature). 
Hit:  1d10+4 force damage and can push the creature up to 10 feet away from you in a straight line.
Equipment: studded leather armor, dagger, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, component pouch, book of shadows, a small  an idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it, a small crystal eye (arcane focus), woodcarver’s tools, a letter of introduction from Phlan's Woodcarvers Guild, a set of traveler’s clothes, and a belt pouch containing 15 gp
Droword [Dro-WORD] was a commoner and a reputed member of Phlan's Woodcarvers Guild, well known for his fine oak coffins woodwork in town and former owner of Droword's Woodshop on Steel Avenue. This was until it burned down for inexplicable reasons on Kythorn 2nd of 1486 DR. His neightbors had already remarked a shift in Droword's appearance and behaviors seeing him act strangely and loose half his weight and all his body hair while his skin turned pale but it recently got out of hands and many suspect he put fire to his own shop in a crazed night. But Droword is not crazy, something forced or compelled him to do it. All began when he found a jade idol of a winged devil and started to have wild nightmares. In one of those dreams he was contacted by an otherwordly entity with whom he forged a pact with uncertain terms. Droword struck a deal with Hutijin, a powerful baatezu noble Duke of Hell on baator in the service of Mephistopheles, which closely resembles a pit fiend with a deep rust-red hue hide bathed in crackling lightning and electricity, but is actually a greater, higher-ranking being. He started to understand alien languages and collect obscure informations for Hutijin in a tome called the book of shadow - a fiendish codex written in infernal and abyssal - in exchange for great powers. Droword disappeared from Phlan's streets after having been approached by the Zhentarim, an unscrupulous shadow network of thieves and spies and just recently resurfaced brandishing an hand in which a glass eye is fixed to which supposedly Hutijin can see by, and is rumored to now work for the Black Network.
 

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Originally posted by StuleBrown:

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Xanjesika
 
8th-level Dark Elf Druid(Circle of the Moon)
Medium Female Humanoid
Armor Class 13 (leather armor)
Hit Points 51 (8d8)
Speed 30 ft.
Sense superior darkvision 120 ft.     
Str 12 (+1)  Dex 14 (+2)  Con 12 (+1)
Int 10 (+0)  Wis 17 (+3)  Cha 13 (+1)
Alignment neutral
Languages elvish, common, druidic, dwarf,
 
Trait
Keen Sense
Fey Ancestrry
Trance
Sunlight Sensitivity
Drow Weapon Training

Feats: Sentinel
Background
   Outlander
   Origin: Outcast  
   Personality Trait: "I feel far more comfortable around animals than people."
   Ideal:  "The natural world is more important than all the constructs of civilization."
   Bond: "An injury to the unspoiled wilderness of my home is an injury to me,"
   Flaw:  "Don't expect me to save those who can't save themselves. It is nature's way that the strong
                thrive and the weak perish."
Proficiency (+3)
   Saving Throws: Int +4, Wis +6
 
Skill: Athletics +4, Survival +6, Nature +4, Perception +6,    
 
Druid Magic (Save DC 14, Spell Attack +6)
   Cantrip (at will) - Produce Flame, Shillelagh, Guidance,
   1st-level (4/day) - Speak with Animals, Cure Wounds,
   2nd-level (3/day) - Barkskin, Hold Person,
   3rd-level (3/day) -  Speak with Plants, Water Breathing, Call Lightning, Dispel Magic,
   4th-level (2/day) - Polymorph, Ice Storm, Conjure Woodland Beings,
 
Wildshape
Combat Wildshape
Circle Forms
Primal Strike
 
Actions
Melee Attack— Dagger: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4+2 piercing damage
Ranged Attack—Produce Flame: +6 to hit (range 30 ft; one creature).
Hit:  1d8 fire damage
 
Equipment: leather armor, dagger, waterskin, component pouch, bed roll, pouch containing 15 gp
 
History
Xanjesika's mother fled the Underdark while she was pregnant with Xanjesika.  Her mother came out of the mountain range known as The Spine of the World and made her way into the Lurkwoods.  She was in the throes of labor when a Ranger named Taerik Bladestorm discovered her.  Taerik assisted the Drow and after several hours of labor, Xanjesika was born.  Her mother held her, calling her Xanjesika right before she died.  Taerik took Xanjesika to a Druid he knew of, Agatha Ravenshield.  Agatha was an older woman who lived by herself in a cabin in the Lurkwoods.  Agatha listened to the story Taerik told and agreed to take care of the baby.  For the next 50 years Agatha cared for the child.  She trained Xanjesika in the ways of the Druid as it would give her a fair chance of surviving in the world.  Xanjesika excelled in her training even though she was young.  By the time Agatha died, Xanjesika was a full fledge Druid.  The last thing Agatha told her was to stay in the woods and be wary of strangers. After her death, Xan left the cabin and lived in the woods.  For the next 50 years, Xan flourished in the woods but she was always interested in what lay beyond them. Her natural curiosity drove her to want to explore. Maybe it is time she found out what lies beyond.
 

Originally posted by Leugren:

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Caulder Sunspire
1st-level Mountain Dwarf Wizard
Medium Male Humanoid
Armor Class 16 (scale mail)
Hit Points 9 (1d6)
Speed 25 ft.
Senses Darkvision 60 ft.
Str 14 (+2) Dex 14 (+2) Con 16 (+3)
Int 14 (+2) Wis 8 (-1) Cha 10 (+0)
Alignment Neutral
Languages Common, Dwarvish, Primordial, Draconic
 
TRAITS
 
Background – Sage (Alchemist)
Feature: Researcher – When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.  Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.  Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.  Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Proficiency (+2)
Tools: Alchemists’ Supplies.
Saving Throws: Intelligence, Wisdom
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Battleaxe, Handaxe, Throwing Hammer, Warhammer.  
Armor: Light Armor, Medium Armor
 
SKILLS
 
Arcana +4, History +4*, Investigation +4, Religion +4
* Stonecunning: Any History check made to determine the origin of Stonework is +6 instead.
 
ACTIONS
 
Melee Attack— Warhammer: +4 to hit (reach 5 ft.; one creature)
Hit: 1d8+2 bludgeoning damage (versatile: 1d10)
Ranged Attack—Fire Bolt: +4 to hit (range 120 ft; one creature).
Hit: 1d10 fire damage
 
SPELLCASTING

 
Cantrips: Fire Bolt, Light, Mage Hand
Spells Prepared: Burning Hands, Shield, Detect Magic(r), Sleep, Find Familiar(r), Identify(r)
Spell Save DC: 12
Ritual Casting: You can cast a wizard spell as a ritual if the spell has the ritual tag and you have the spell in your spell book.  You don’t need to have the spell prepared.
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your wizard spells.
 
EQUIPMENT
 
A rod (arcane focus), scale mail, a warhammer, a spellbook, a scholar’s pack, a waterskin, 10 days of rations, a set of common clothes, and a belt pouch containing 10 gp.
 
scholar’s pack contents: a backpack, a book of alchemical lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
 
 
PERSONAL CHARACTERISTICS
 
 
Traits: “I … speak … slowly ... when talking … to idiots … which … almost … everyone … is … compared … to me.” “I’m convinced that people are trying to steal my secrets.” "I am a dyspeptic bastard, owing partly to my natural disposition, and partly to a gastro-intestinal disorder known as Dumathoin's Curse."
Ideal: Knowledge. “The path to power and self-improvement is through knowledge.” (Neutral)
Bond: “My life’s work is a series of tomes related to a specific field of lore.”
Flaw: “I am obsessed with knowledge for its own sake, and I am blind to the practical consequences of my research.”  “I speak without really thinking through my words, invariably insulting others”
Appearance: “My face is frozen into a beetle-browed scowl as the result of nerve damage suffered during a lab explosion.  A small pair of pince-nez perch at the end of my nose. I am completely bald, with a wispy white beard.  I am 4’2” tall, and weigh 145 lbs.  I believe that I am over 200 years old, but I lost count some time ago, having much more important things to occupy my thoughts.”
 
BACKSTORY
 
At an unusually early age, Caulder was admitted to the dwarven college of Khaval Krognyte as a distinguished fellow due to his revolutionary work in the field of alchemy.  Among other things, Caulder is usually credited with the invention of Alchemist's Fire. In his obsession to devise a much more potent form of Alchemist’s Fire, he eventually began to delve into forbidden lore.  After a tremendous explosion rocked his lab, the Provosts’ Council learned that he was conducting secret experiments involving arcane magic, and he was dismissed from the institution.  Chafing under the constraints imposed upon him by his closed-minded brethren, Caulder left Citadel Adbar and traveled to Candlekeep in order to continue his research unimpeded.  His efforts eventually took him into the field in search of rare reagents and obscure tomes, and also in an effort to further his understanding of the arcane arts.  He firmly believes that the key to unlocking the secrets he needs in order to complete his research lies with mastery of the arcane arts.
 
Awards and Distinctions: Caulder was voted "Most Likely to Blow Up Half of Faerun" by his colleagues at Khaval Krognyte.
 
Quest - Caulder's Clinging Conflagration:  I am researching  a powerful new spell the idea for which was conceived during my earliest days as an academic when I was trying to fabricate a new and improved version of Alchemist's Fire.  When completed, the spell will coat all targets in its area of effect with a flaming gel that sticks to the skin and burns for as long as a minute.  I am constantly in search of rare reagents and obscure tomes that might assist me with my research.  The list of books and reagents that I am hoping to acquire is fairly lengthy, and includes such odds and ends as the gizzard of a fire drake, the spleen of a lava mephit, the heart of a salamander, the eye of a magmin, and Otmer's Treatise on the Alchemical Properties of Oozes.
 
 
Quest - Caulder's Cataclysmic Conflagration: My true magnum opus will be a new spell called Caulder’s Cataclysmic Conflagration, which involves splitting tiny magical particles in order to unleash vast amounts of energy into the universe.  I’m not quite sure how much energy will be released, and quite frankly, I am not overly concerned about it.  The furtherance of my research is the important thing!
 
 
Bat Familiar (Iorgo; named after the brilliant dwarven alchemist Iorgo Fireshard)
 
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR DEX CON INT WIS CHA
2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.
 
 

Originally posted by ChrisCarlson:

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JAMS ULRIK
 
4th-level Mountain Dwarf Bard of Valor
Medium Male Humanoid
Armor Class  15 (Breastplate)
Hit Points  35 (4d8+12)
Speed  25 feet
Sense  darkvision 60-ft., passive perception 10
Str 16 (+3)     Dex 12 (+1)     Con 16 (+3)
Int  10 (+0)     Wis   8  (-1)     Cha 16 (+3)
Alignment  Lawful Neutral
Languages  Common, Dwarvish

TRAITS
Background - Entertainer
     Feature: By Popular Demand
Proficiency (+2)
     Instruments: Bagpipes, Drum, Horn, Lute
     Tools: Smithy’s Tools
     Saving Throws: Dexterity, Charisma.
 
RACIAL FEATURES
Dwarven Resilience
Dwarven Combat Training
Dwarven Armor Training
Stonecunning
 
CLASS FEATURES
Spellcasting
Ritual Casting
Spellcasting Focus
Bardic Inspiration
Jack-of-All-Trades
Song of Rest
Expertise*
Combat Inspiration

SKILLS
Acrobatics* +5, Athletics +5, Intimidation +5, Performance* +7, Stealth +3.

WEAPONS
Greataxe-Lute
+5 to hit, 1d12+3 slashing  heavy, two-handed
Handaxes
+5 to hit, 1d6+3 slashing  light, thrown (20/60)
Dagger
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)
 
SPELLS
Magic Ability: CHA
MAM: +5
Save DC: 13
Cantrips Known:
mending, prestidigitation, vicious mockery.
1st-level Spells Known: bane, heroism, sleep, thunderwave.
2nd-level Spells Known: shatter, suggestion.

EQUIPMENT
Breastplate armor, greataxe-lute, (2) handaxes, dagger, set of traveler's clothes, entertainer's pack, costume, aleskin, favor from an admirer, belt pouch with 15 gp.
 
PERSONALITY
Traits: I love a good insult, even one directed at me. And I get bitter if I'm not the center of attention.
Ideal: Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
Bond:
I idolize a hero of the old tales and measure my deeds against that person's.
Flaw:
I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
 
BACKSTORY
The legendary dwarven skald, Danzig Ulrik, passed away over a hundred years ago. On that day, his son Gunner Ulrik, mourned so deeply that he began to recite an epic dirge. The song was so powerful that it lasted nearly seventeen years without stopping. It was during the fifteenth year of that legendary recital that he conceived a son of his own, Jams. The day of his birth saw the completion of his father’s dirge. For having seen the birth of his son, Gunner passed away as well. It has been said by some that that legendary dirge, sung by his father, still echoes in the dwarf bard’s blood…
 
During his performances, he uses multiple prestidigitations to great effect, amplifying and distorting the sound of his greataxe-lute, as well as to conjure minor pyrotechnic displays and flashes of light. It has also become a fairly common sight, at the conclusion of his set, for Jams to smash his instrument on the ground. Sometime later he will use his mending cantrip to repair it.
 

Originally posted by iserith:

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3rd-level (Variant) Human Fighter
Medium Female Humanoid
Armor Class 13 (18 with mage armor and shield)
Hit Points 25 (3d10+3)
Speed 30 feet
Senses normal
Str 8 (-1)   Dex 16 (+3)   Con 12 (+1)
Int 16 (+3)   Wis 10 (+0)   Cha 13 (+1)
Alignment Neutral
Languages Common, Elvish, Draconic, Dwarvish, Gnomish, Halfling.

TRAITS
Background - Guild Artisan (Calligrapher, scribe, scrivener)
   Feature: Guild Membership
Proficiency (+2)
   Tools: Calligrapher's supplies
   Saving Throws: Strength, Constitution
Fighting Style: Dueling
​Second Wind
Action Surge
Archetype: Eldritch Knight
     Bonded Weapons (2)
     Spellcasting
Feat: Linguist
     +1 Int
     +3 languages
     Create ciphers (DC 18 to decipher)
 
SKILLS
Acrobatics +5, Athletics +1, Insight +2, Investigation +5, Persuasion +3

WEAPON ATTACKS
Letter Opener (bonded rapier)
+5 to hit, 1d8+5 piercing
Hole Punch (bonded light crossbow)
+5 to hit, 1d8+3 piercing (range 80/320)
 
SPELLS
Magic Ability: INT
MAM: +5
Save DC: 13
Cantrips Known: mage hand, poison spray
1st-level Spells Known (Slots - 2): comprehend languages, mage armor, shield
 
EQUIPMENT
traveler's clothes, rapier, light crossbow with 20 bolts, shield, calligrapher's supplies, a letter of introduction from the Guild of Lettered Men, explorer's pack, belt pouch containing 15 gp and a silver skull the size of a coin (trinket).
 
PERSONAL CHARACTERISTICS
Traits: I believe that anything worth doing is worth doing right. I can't help it - I'm a perfectionist.
Ideal: Aspiration. I work hard to be the best there is at my craft.
Bond: I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
Flaw: I'm never satisfied with what I have - I always want more.
 
BACKSTORY
The first female agent of the Guild of Lettered Men, Lucida Blackletter is an expert in linguistics, ciphers, arcane magic, and martial study. She was top of her class at the University-Temple of Ioun and graduated with the distinguished title of Eldritch Knight-Errant. A struggling economy brought on by the boom-and-bust cycle of adventurers spending their plundered gold left her (along with much of her graduating class) without much prospect for gainful employment. So despite her stellar skills and education, she became an unpaid intern at the Guild of Lettered Men, an association of scribes and scriveners that handle the written affairs of both commoners and the nobility. For three years she labored, copying tomes and scrolls, taking dictation, and running menial errands for her superiors.
 
But the guild was no mere union of scribes. Lucida's talents soon caught the eye of the higher-ups of the guild, who revealed themselves to be a conspiracy - one that traded in information, both in acquiring it and delivering it, for well-heeled and connected clients all of whom paid quite well for secrecy and discretion when it came to their records and correspondence. Lucida soon after became the first female agent of the Guild of Lettered Men and works in the field, one of the most talented secret couriers in the kingdom.
 
In addition to encoding and delivering important messages across the land, she has been tasked with locating the whereabouts of the wizard Mondegreen, leader of an evil organization known as A.C.R.O.N.Y.M. Mondegreen is working on a scheme to erase the letter "E" from the multiverse, unleashing chaos among speakers of Common. Lucida thought she found him several times, but it turned out to be someone else that looked and sounded quite similar.
 
Character Sheet
 

Originally posted by Plaguescarred1:

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Wynter
7th-level Centaur Fighter (Human)
Medium Male Humanoid

Armor Class 16 (breastplate)
Hit Points 60 (7d10) 
Speed 30 ft.
Sense Normal     
Str 18 (+4)  Dex 15 (+2)  Con 13 (+1)
Int 10 (+0)  Wis 12 (+1)  Cha 08 (-1)
Alignment neutral good
Languages Common, Elvish, Sylvan
Trait  
Background Outlander [Wanderer]
   Origin: Homesteader
   Personality Trait: I watch over my friends as if they were a litter of newborn pups.
   Ideal: Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe.
   Bond: My clan is the most important thing in my life, even when they are far from me.
   Flaw: I am slow to trust members of other races, tribes, and societies.
Feats Polearm Master, Charger
Proficiency (+3)
   Tools: Musical instrument (horn)
   Saving Throws: Strenght +7, Constitution +4
Skill  Animal Handling +4, Athletics +7, Perception +4, Stealth +5, Survival +4
Great Weapon Fighting Style
Second Wind (1/rest)
Action Surge (1/rest)
Champion Martial Archetype
Improved Critical 
Remarkable Athlete
Extra Attack
Actions
Melee Attack— Pike: +7 to hit (reach 10 ft.; one creature). 
Hit: 1d10+4 piercing damage / 1d4+4 bludgeoning damage (Hooves)
Ranged Attack—Longbow: +5 to hit (range 150/600 ft; one creature). 
Hit:  1d8+2 piercing damage   
Equipment: breastplate, pike, lowbow + quiver 40 arrows, explorer's pack:  saddlebags backpack, bedroll, mess kit, silk rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, climber's kit, an old key, a Harper's pin, a staff, a hunting trap, horn (a trophy from an animal you killed), and a belt pouch containing 10 gp
Wynter [VIHN-tuur]  was born in Thay, the son of a plantation worker who treated his slaves cruelly. More than 7 feet tall and a sturdily built, Wynter' equine body ressemble a glossy black-haired warhorse that started to pale with age. His humanlike torso also has inky-black hair that is cropped short except for one braid that hangs down on his back and he sports a closely trimmed black beard streaked with gray. His bare chest is tanned, muscular and hairless. Being a farmer by trade and a pacifist by nature, Wynter enters combat only when he is pressed. When doing so, he usually wears a breastplate and wield a pike in addition to kicking with front hooves. He'll  fight only when he is given no other choice, or when someone he cares about would be in danger if he did not act. He is no coward, but if he or an Harper companion can talk or use his magic to achieve their ends instead, Wynter will prefer that way of operating. In a way, his attitude reflects his awareness of his capabilities. Wynter knows he can be deadly in combat, and so tries to avoid being forced to fight. He hates everything about the Red Wizard of Thay, including their malevolent politics, their vile magic, and their inhumane practice of taking and keeping slaves. Disgusted by his familys practices and the land that sponsors and encourages them, Wynter fled Thay when he was 12 years old. He joined the Harpers after meeting the druid Galvin and his best friend Brenna Greycloak during the 1370's DR and getting the druids help in catching some outlaws who had robbed him. On the mission to Amruthar, Wynter served as a guide, using his knowledge of the area and the culture to help his friends fit in. He was instrumental in defeating the plans of the Red Wizards Maligor and Szass Tam, and he even freed a number of slaves by posing as a buyer for the plantation his family worked. (This is an excellent example of using nonviolent means to achieve a desired end. Wynter didnt kick down the slave pens and fight the slavers; that would have blown his cover and ruined the Harpers mission.) Though his efficiency was reduced when he was indoors, his fighting skills were critical in allowing the heroes to reach their goal. Motivations/Goals: Wynters main concern is to keep the evils of Thay within the borders of that country. While he dislikes entering the country of his birth, he will do so for the Harpers, knowing that good (he hopes) will come of it. (More on Wynter can be read in the AD&D Heroes's Lorebook pg. 132)
 

Originally posted by SterlingRat:

HEWarlock.jpg

 
Diogeen "The Cliché" Callo
 
1st-level Half-Elf Warlock
Medium Male Humanoid
Armor Class 14 (studded leather armor)
Hit Points 9 (1d8)
Speed 30 ft.
Senses Darkvision 60ft.   
 
Str 10 (+0)  Dex 14 (+2)  Con 12 (+1)
Int 12 (+1)  Wis 14 (+2)  Cha 16 (+3)
 
Alignment chaotic good
Languages common, elvish, thieves' cant
 
TRAITS
Background - Criminal
Feature: Criminal Contact
Criminal Specialty: Burglary
Proficiency (+2)
Saving Throws: Charisma, Wisdom
SKILLS: Stealth +4, investigation +3, peception +4, persuasion +5, deception +5, insight +4
Tools: Dice, Thieves tools

ACTIONS
Dagger +4, 1d4+2 damage
Eldrich Blast +5, 1d10 damage
EQUIPMENT
Light Crossbow w/ 20 bolts, Arcane Focus (cracked oak wand), dungeoneer's pack, Leather Armor, 2 daggers, quarterstaff, crowbar, dark clothes w/hood, belt pouch w/15 gold

PERSONAL CHARACTERISTICS
Appearance: Neither handsome nor ugly, ruddy complexion, black hair & eyes, usually with bags under them (depending on how long it's been since the last time he slept). Medium height, medium weight and medium build. He blends into a crowd well, becoming all but invisible in a crowd of 4 or more people. He's never been "out-of-place" among any group of people, whether noble or common, urban or rural; possesses what you might call a "reflective" personality, where people see what they want to see in him, and he's very good as saying what people want to hear.
Traits: I always have a plan for what to do when things go wrong. I am incredibly slow to trust; those who are good and worthy of trust should despise me and would strike to kill if they knew what I've done. Those who do not despise me cannot be good, no matter how they seem, and would betray me.
Ideals: I will avenge those who cannot avenge themselves, even if I have to do evil to do so.
Bond: My friend in the guard is dead because of me. His family, a wife and son, don't see it that way, but I do. I have arranged to provide them money anonymously (they believe it is from a "widow's fund" run by the city).
Flaw: Nightmares prevent me from resting for more than an hour if I haven't killed recently. I also tend to scream in my sleep, waking my companions and anyone else nearby.
 
BACK STORY:
Long Story made short:
I grew up as a criminal until circumstance and conscience put me in the wrong place at the wrong time. A hideous, dark power with no home or right to exist in our reality was dragged into it, and I made a deal so it would leave. Now I use the dark power I gained to fight the predators that would feed on the weak or innocent. In part to atone for the sins of my past; In part to keep that hunger from satisfying itself upon the weak and innocent.

The long story:
[sblock]
I was a petty criminal when the thieves guild I worked for sought to contact a dark god to secure more power. I don't mind the occasional involuntary redistribution of working capital, but they were getting into dark magic, human sacrafices, murder and politics. I betrayed them to a friend from my childhood that had joined the city guard. 
Unfortunately, the guard I went to for justice was betrayed and murdered by the cult, along with the rest of the guards, when they tried to intervene. I went underground and when the ensuing treachery-fest came to a head, the cult was dead, the guards were dead and I stood alone, ankle-deep in blood and gore, face to face with one of the Great Old Ones that the cult had summoned.
 
The ritual was nearly complete. The power was already in motion. The... creature... was there, it's presence on our plane was tearing at the reality all around it, as if reality knew that this creature had no proper place and yet could not reject it. The cult's magics bound the creature in our world until a conduit was established, yet the thing's mere presence tore at the fabric of reality. I did the only thing I could do. I finished the ritual. I made the deal, became the conduit that the spell required and sent the thing back where it came from.
 
Since then, when I closed my eyes, I can hear it wispering. I couldn't sleep more than two hours in a row. It waits for me in my dreams. I can't remember them and I'm not sure I want to; I only remember waking up soiled and screaming. I learned the hard way to empty my stomach, bladder and bowels before I close my eyes. It started to get worse, until I could hear it wispering with my eyes open. The wispers got louder and louder until it I thought I could recognize it; it reminded me of my own night-time screams, but it sounded like I screamed in a language, yet I couldn't understand the words. I don't want to understand the words. The constant whispering made me irritable and the lack of sleep made me desperate. One night I was trying to drown the whispers in a dockside bar. Alcohol had never helped before, but I was trying to drink enough to either drown the whispers or drown myself. Drunk and exhausted, I tried to walk out to the dock and throw myself to the sharks. Unfortunately, I stumbled into the wrong sailor and got in a fight. The alcohol never did help, but fighting seemed to make it quieter for the first time in days.
 
Less than a day after, as I suffered from a hangover and bruising from the barfight, on top of my ever-present exhaustion, I was set upon by some thugs looking for gold. Instead, they found death, and I found the first silence I'd heard in weeks. Now, I do the only thing I can silence the whispers; I find those that deserve to die and I give them what they deserve. It likes that. Afterwards, I can usually sleep for more than just a couple hours, though it's still a troubled sleep and I wake screaming.
 
I recently found something that worries me. I tracked some local youth disappearances to a man with blood-stained, child-sized manacles in his basement. We found a goal we agreed on, the creature and I. I took my time. After nearly a day in his basement, when his screams had started to lose a little volume because so many had torn their way out of his throat, I fell asleep. I slept while he screamed, and for the first time since making the deal, it was uninterupted and without dreams. I don't know exactly, but I'm sure I slept for nearly a day. When I awoke, refreshed for the first time in months, the only sound I heard was the slow drip of blood from the already cold corpse chained to the wall by his own, disturbingly small manacles.
 
Now I'm not sure what's worse; living with the whispers, or knowing what I have to do to stop them.
[/sblock]
 

Originally posted by ChrisCarlson:

Karlistigan_0.jpg

 
Karlistigan Ignacius Lucien Montenue Artimen Del Gato IV
 
3rd-level Human Battlemaster Fighter
Medium Male Humanoid
Armor Class  15 (Studded Leather)
Hit Points  25 (3d10+3)
Speed  30 feet
Sense  passive perception 12
Str 12 (+1)     Dex 16 (+3)     Con 13 (+1)
Int 10 (+0)     Wis 10 (+0)     Cha 14 (+2)
Alignment  Chaotic Good
Languages  Common, Dwarvish, Elvish

TRAITS
Background - Noble
     Feature: Position of Privilege
Proficiency (+2)
     Armor: All Armor and Shields.
     Weapons: All Simple and Martial Weapons.
     Tools: Card Games, Carpenter’s Tools.
     Saving Throws: Strength, Constitution.
 
CLASS FEATURES
Fighting Style: Two-Weapon
Second Wind
Action Surge
 
MARTIAL ARCHETYPE
Maneuver Dice: 4 (d8)
Maneuvers: Parry, Precise Strike, Riposte.

FEATS
Dual Wielder
 
SKILLS
Acrobatics +5, Athletics +3, History +2, Perception +2, Persuasion +4.

WEAPONS
Brace of Rapiers
+5 to hit, 1d8+3 piercing  finesse
Daggers
+5 to hit, 1d4+3 piercing  finesse, light, thrown (20/60)
Throwing Knives
+5 to hit, 1d4+3 piercing  finesse, thrown (20/60)
Light Crossbow
+5 to hit, 1d8+3 piercing  ammunition (80/320), loading, two-handed
 
EQUIPMENT
Studded Leather Armor, (2) Rapiers, (2) Daggers, (4) Throwing Knives, Light Crossbow (w/ 20 bolts), Fine Clothes, Signet Ring, Scroll of Pedigree, Silver Snuff Box, Drinking Flask, Small Steel Mirror, Whetstone, (1) Flask of Oil, Soap, Explorer's Pack, Silk Coin Purse containing 75gp.
 
TRINKET
Bony Dragon Talon on a Leather Thong (Given to him by his father on the day he left for officer's training. It is said his father slain the dragon in defense of a village under his command, when he was a young officer in the Cormyrian Army. From that legendary victory, his noble title was won.)
 
PERSONALITY
Traits: "I have a knack with words and a penchant for flattery." "Despite my noble birth, I do not place myself above other folk. We all have the same blood.”
Ideal: Independence. "I must prove that I can handle myself, be my own man, without the coddling of my family."
Bond:
"I will face any challenge to one day win back the favor of my family."
Flaw:
"I have difficulty resisting my insatiable desire for carnal pleasures."
 
BACKSTORY
Karl lived a privileged childhood. The oldest of four brothers to a Duke, he was given every benefit and advantage growing up. Perhaps that in part contributed to his lack of a desire to work so hard to follow in his father's footsteps. Joining the army, and becoming a decorated soldier, held absolutely no interest for the young man.
     One of the few things about courtly life that did interest him was the ready availability of unsatisfied ladies and all the eager-to-please handmaidens that travelled in their wake.
     But when the time came, his father ignored his disinterest for military service, insisting he join the Cormyrian Army. To honor his father, Karl reluctantly agreed. But it was no more than several months in that he knew he would only ever disappoint him if he tried to stick it out. So he did the only thing he could think to do. He left.
     That was over eight years ago now. And though he has not spoken to his father in over four years, he knows it must still sting him deeply. Perhaps someday he will be able to return home a hero. Perhaps that will be enough to stay his father's shame. It has to be.
 

Originally posted by sleypy:

cerrah_preview.png

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

[SIZE=16.0pt]Cerrah Willforge[/SIZE]
[SIZE=9.0pt]5th-level Human Champion Fighter[/SIZE]
[SIZE=9.0pt]Medium Male Humanoid[/SIZE]
[SIZE=9.0pt]Armor Class  16 (Scale armor)[/SIZE]
[SIZE=9.0pt]Hit Points  39 (5d10+5)[/SIZE]
[SIZE=9.0pt]Speed  30 feet[/SIZE]
[SIZE=9.0pt]Sense  passive perception 10[/SIZE]
[SIZE=9.0pt]Str 18 (+4)     Dex 14 (+2)     Con 14 (+2)[/SIZE]
[SIZE=9.0pt]Int  8 (+0)     Wis 10 (+0)     Cha 14 (+2)[/SIZE]
[SIZE=9.0pt]Alignment  Chaotic Good[/SIZE]
[SIZE=9.0pt]Languages  Common[/SIZE]
[SIZE=11.0pt] [/SIZE]
[SIZE=9.0pt]TRAITS[/SIZE]
[SIZE=11.0pt]Background - Child of a Hero[/SIZE]
[SIZE=11.0pt]     Feature: Rustic Hospitality[/SIZE]
[SIZE=11.0pt]Proficiency (+2)[/SIZE]
[SIZE=11.0pt]     Armor: All Armor and Shields.[/SIZE]
[SIZE=11.0pt]     Weapons: All Simple and Martial Weapons.[/SIZE]
[SIZE=11.0pt]     Tools: Herbalism Tools, Vehicles (land).[/SIZE]
[SIZE=11.0pt]     Saving Throws: Strength, Constitution.[/SIZE]
[SIZE=11.0pt]     Skills: Athletics, Acrobatics, Animal handling, Medicine, Persuasion[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]CLASS FEATURES[/SIZE]
[SIZE=11.0pt]Fighting Style: Great Weapon Fighter[/SIZE]
[SIZE=11.0pt]Second Wind[/SIZE]
[SIZE=11.0pt]Action Surge (1/rest)[/SIZE]
[SIZE=11.0pt]Extra Attacks (1/turn)[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]MARTIAL ARCHETYPE[/SIZE]
[SIZE=9.0pt]Improved Critical[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]FEATS[/SIZE]
[SIZE=9.0pt]Athletic, +2 Strength.[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]WEAPONS[/SIZE]
[SIZE=9.0pt]Greatsword: +6 to hit, 2d6+4 piercing  finesse[/SIZE]
[SIZE=9.0pt]Shortsword: +6 to hit, 1d6+4 piercing  finesse, light, thrown (20/60)[/SIZE]
[SIZE=9.0pt]Throwing Knife: +4 to hit, 1d4+2 piercing  finesse, thrown (20/60)[/SIZE]
[SIZE=9.0pt]Javelin: +6 to hit, 1d6+4 piercing  ammunition (30/120), loading, two-handed[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]EQUIPMENT[/SIZE]
[SIZE=9.0pt] [/SIZE][SIZE=11.0pt]A set of herbalism kit, a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10gp[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]TRINKET[/SIZE]
[SIZE=9.0pt]A gnarled quarterstaff with a curse on it.[/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]PERSONALITY[/SIZE]
[SIZE=9.0pt]Traits: "I’m confident in my own abilities and do what I can to instill confidence in others."[/SIZE]
[SIZE=9.0pt]Ideal: "I get bored easily. When am I going to get on with my destiny?"[/SIZE]
[SIZE=9.0pt]Bond: "A quarterstaff and a legacy are all I have left of my father, and I carry them so that I will never forget him."[/SIZE]
[SIZE=9.0pt]Flaw: "I’m convinced that I must live up to my father's name,  and blind to my shortcomings and the risk of failure. [/SIZE]
[SIZE=9.0pt] [/SIZE]
[SIZE=9.0pt]BACKSTORY[/SIZE]
[SIZE=10.0pt]Cerrah is the only child of Talli and Gedran Willforge. Her mother was a hunter who died when Cerrah was very young. Her father was the priest of her village where he raised her by himself.[/SIZE]
[SIZE=10.0pt] [/SIZE]
[SIZE=10.0pt]Cerrah was difficult child and when any of the other kids in the village were in trouble she was surely involved.  She would constantly get into fights when she was not convincing other children to take part in her mischief.[/SIZE]
[SIZE=10.0pt] [/SIZE]
[SIZE=10.0pt]This all changed after a strange illness started to spread across the local villages. A group of adventures had come to her village inquiring into the illness. Gedran and the adventures discovered a lead and went to pursue the source of the illness and Cerrah was charged with caring for the sick; a job she took very seriously. Weeks after the group had left people suddenly started recover from the illness. Despite her efforts many succumb to the illness.[/SIZE]
[SIZE=10.0pt] [/SIZE]
[SIZE=10.0pt]Only Gedran and another, a fighter named Jarvis, return from their adventure. The told tales of fighting a demon which was the cause of the ailment. After hearing their tales the two were celebrated as heroes.[/SIZE]
[SIZE=10.0pt] [/SIZE]
[SIZE=10.0pt]Unfortunately, [SIZE=10pt]Gedran never fully recovered from the experience and passed away a year later. Cerrah decide that priestly work wasn't her calling and convinced Jarvis to have her as an apprentice, where she began her training as a fighter.[/SIZE][/SIZE]
 

Originally posted by ChrisCarlson:

prehistoric%20batman.jpg

 
Ahnkuulnbaator and Windcutter
 
55006-papo-pteranodon.jpg

 
 
3rd-level Stout Halfling Beastmaster Ranger 
Small Male Humanoid
Armor Class
 15 (studded leather)
Hit Points 28 (3d10+6)
Speed 25 ft.
Sense Normal    
 
Str 14 (+2)  Dex 16 (+3)  Con 14 (+2)
Int   8 (-1)    Wis 14 (+2)   Cha  9 (-1)
 
Alignment Chaotic Neutral
Languages Common, Goblin, Halfling
 
TRAITS
Background – Outlander (Hunter-Gatherer)
      Feature: Wanderer
Languages: Common, Halfling, Goblin
Proficiencies (+2)
     Tools: Drums
     Saving Throws: Strength, Dexterity
Lucky
Brave
Halfling Nimbleness
Stout Resilience
Favored Enemy: Beasts
Natural Explorer: Grasslands
Fighting Style: Two-Weapon
Spellcasting
Primeval Awareness
Ranger’s Companion: Pteranodon
 
SKILLS
Animal Handling +4, Athletics +4, Nature +1, Stealth +5, Survival +4
 
SPELLS
Magic Ability: WIS
MAM: +4
Save DC: 12
Spells Known (3):
animal friendship, hunter's mark, longstrider.
Spells Slots: 3 (1st)
 
EQUIPMENT 
Studded leather armor, shortword, handaxe, dagger, shortbow, quiver (20 arrows), explorer’s pack, walking staff, hunting trap, trophy pelt (dire bat), traveler’s clothes, small drum, belt pouch containing 10gp.
 
TRINKET 
A small cloth doll skewered with needles (originally a harmless toy given to him as a small child by his mother, he has since given to seeing it as a proxy representation of his older brother. Thus the needles.)
 
PERSONAL CHARACTERISTICS
Traits: “I place no stock in wealth or well-mannered folk. Money and manners won’t save you from a rampaging Tyrannosaurus.” “I’m driven by a wanderlust that led me away from home.”
Ideal: Glory. “I must earn glory in battle, for myself and my tribe.”
Bond: “My tribe is the most important thing in my life, even when they are far from me.”
Flaw: “There is no room for caution in a life lived to the fullest.”
 
BACKSTORY
Ahnkuulnbaator only ever wanted to be a hero of his people. That’s all. But he’s always lived in the enormous shadow of his older brother. Every effort he made to provide for the family, and his tribe, his older brother already did. With superior flair. Disgruntled and frustrated, the young halfling set off on his own to seek out others who he could show off for and feel superior to. Oh, look, are those player characters over there?...
 

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