D&D 5E The Full Pregenerated Character Repository

Originally posted by ChrisCarlson:

elf-assassin.jpg

 
Le'thael, the Pallid Ghost
3rd-level Half-Elf (Rogue-1/Monk-1/Warlock-1)
 
Medium Male Humanoid
Armor Class  16
Hit Points  21 (3d8+3)
Speed  30 feet
Sense  darkvision 60-ft., passive perception 17
Str   8  (-1)     Dex  16 (+3)     Con  12 (+1)
Int  10 (+0)    Wis  16 (+3)     Cha  14 (+2)
Alignment  Lawful Neutral
Languages  Common, Celestial, Elvish, Fey

TRAITS
Background - Acolyte
        Feature: Shelter of the Faithful
Proficiency (+2)
        Armor: Light Armor
        Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
        Tools: Forgery Kit, Thieves’ Tools
        Saving Throws: Dexterity, Intelligence.
 
RACIAL FEATURES
Darkvision
Fey Ancestry
Skill Versatility
 
CLASS FEATURES
Expertise*
Sneak Attack (1d6)
Thieves’ Cant
Martial Arts (1d4)
Otherworldly Patron: the Archfey
Expanded Spell List (faerie fire, sleep)
Fey Presence (DC 14)

SKILLS
Acrobatics +5, Athletics +1, Insight +5, Investigation +2, Perception* +7, Persuasion +4, Religion +2, Stealth* +7

WEAPONS
Elven Thinblades (shortswords)
+5 to hit, 1d6+3 slashing
Shortbow
+5 to hit, 1d6+3 piercing
Daggers
+5 to hit, 1d4+3 piercing 
Throwing Spikes
+5 to hit, 1d4+3 piercing 
 
SPELLS
Magic Ability: Charisma
MAM: +4
Save DC: 12
Cantrips:
friends, minor illusion.
1st-level Spells (1 slot): hex, sleep.

EQUIPMENT
Traveler’s clothes, (2) elven thinblades, (2) daggers, (6) throwing spikes, shortbow, quiver (w/ 20 arrows), thieves’ tools, burglar’s pack, holy symbol, prayer book, vestments, (5) stick of incense, belt pouch with 15 gp.
 
PERSONALITY
Traits: “I quote sacred texts and proverbs in almost every situation.”
               “I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.”
Ideal: Faith. “I trust the church knows what is best. I have faith that my obedience will lead to a better world.”
Bond:
“Everything I do, I do in the name of the church.”
Flaw:
“Once I set upon a goal, I become obsessed with it. Sometimes to the detriment of everything else in my life.”
 
BACKSTORY
           Le’thael was born to an elven mother and human father nearly 40 years ago. Having no memory of his parents, he was taken in and raised by the high elf priests and monks of the church on Velanthomyr, the Golden Isle. The monks and priests of his order have always refused or avoided speaking to the circumstances surrounding his birth and subsequent adoption by the church.
           Early in his youth, it became apparent he was a uniquely gifted child. Even more striking given his "deluded" blood. Marked by the gods, Le’thael (meaning “Given of the Gods” in elvish) was soon swept into the Order of the Unseen to train, and later serve, as an esteemed Hand of the Gods. Even in such an exclusive and demanding faction as the Unseen, he continued to excel. His skills and dominance eventually earned him the nickname, the Pallid Ghost.
           Now, Le’thael serves as a clandestine agent of the church, eliminating problems and maintaining the status quo. The needs of the church demand it. And Le’thael knows only to serve. Unquestioningly.
 

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Originally posted by Plaguescarred4:

Human_F%20226.jpg

 
Ataway
3rd-level Human Wizard
Medium Female Humanoid

Armor Class 16 (mage armor)
Hit Points 21 (3d6)
Speed 30 ft.
Sense normal     
Str 07 (-2)  Dex 17 (+3)  Con 12 (+1) 
Int 18 (+4)  Wis 10 (+0)  Cha 06 (-2) 
Alignment neutral good
Languages common, giant, undercommon, durpari
Trait 
Background Hermit [Discovery]
   Life of Seclusion: I was partaking of communal living in accordance with the dictates of Oghma order.
   Personality Trait: I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
   Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit.
   Bond: I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
   Flaw: I am dogmatic in my thoughts and philosophy.
Proficiency (+2)
   Tools: herbalism kit
   Saving Throws: Intelligence +4, Wisdom +2
Skill Arcana +6, Investigation +6, Medecine +2, Perception +2, Religion +6
Feat Observant
Spellcasting (Save DC 14, Spell Attack +6)
   Cantrip (at will) -  acid splash, ray of frost, shocking grasp
   1st-level (4/days) - comprehend language, mage armor, detect magic, find familiar, identify, magic missile, shield, thunderwave 
   2nd-level (2/days) - suggestion, scorching ray
Arcane Recovery
Enchantment Arcane Tradition
Enchantment Savant
Hypnotic Gaze
Actions
Melee Attack— Shocking Grasp: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8 lightning damage and the target can’t take reactions until the start of its next turn. 
Ranged Attack—Ray of Frost: +5 to hit (range 60 ft; one creature). 
Hit:  1d8 cold damage and the target's speed is reduced by 10 feet until your next turn.
Equipment: sling + 40 bullets, spellbook, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration 10 days, waterskin, a scroll case stuffed full of notes from your Curna prayers, a winter blanket, a set of common clothes, an ornate scabbard that fits no blade you have found so far, an herbalism kit, and 5 gp
 
Ataway [atta-WAY] is a Durpari female native with long dark hair and eyes, facial tattoos and feathers she wears as customs of her people. Born in Durpar in 1471 DR, Ataway worships the Adama, the Durparian concept of a world spirit that embraces and enfolds the divine essence that is part of all beings, known as Curna, goddess of wisdom. Ataway embarked on pilgrimage to an Oghma temple in the Heartland, who is most notably known as, to enter its congregation and share knowledge for the sages of the Library of Curna. The Library of Curna in the Curna Mountains, also known as the Mountains of Wisdom in the Shining South holds the most prominent center of scholarship and worship of Oghma in the guise of Curna. Its contents are said to differ from Candlekeeps in that they focus more on current events, business, and naturalistic studies that Candlekeeps collection, whose strength is by far in historical works. Ataway is a shaman excelling in charm enchantment magic.
 

Originally posted by Echamil:

Swanky Hank McArthur Esquire the IV
"Mac" to his friends.
1st-Level Half-Elf Rogue
Medium Male Humanoid
Armor Class: 14
Hit Points: 11 (1d8+3)
Speed: 30 Feet
Sense: Darkvision 60 ft., passive perception; 10
Str:   8 (-1)  Dex: 14 (+2)  Con: 16 (+3)
Int: 12 (+1) Wis: 10 (+0)  Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: Common, Elvish, Halfling.
 
Traits
Background - Charlatan
    Feature: False Identity
    Favorite Scheme: "I like to cheat at games of chances, using sleight-of-hand to pocket all sorts of goodies from my marks.
Proficiency: +2
     Armor: Light Armor
     Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords.
     Tools: Thieves' Tools, Disguise Kit, Forgery Kit.
     Saving Throws: Dexterity, Intelligence.
 
Racial Features
Darkvision
Fey Ancestry
Skill Versatility
 
Class Feature
Expertise*
Sneak Attack (1d6)
Thieves' Cant
 
Skills
Acrobatics +4, Athletics +1, Deception +7*, Insight +2,Perception +2, Persuasion +7*, Sleight of Hand +4, Stealth +4
 
Weapons
Melee--Shortswords (2): +4 to hit (reach 5ft.; one creature). Finesse, Light.
Hit: 1d6+2 piercing damage/ 1d6 piercing damage.
Melee--Clubs: +1 to hit (reach 5ft.; one creature). Light.
Hit: 1d4-1 bludgeoning damage.
Melee/ Range--Daggers (4): +4 to hit (reach 5ft; one creature). Finesse, Light, Thrown (range 20/60 ft.).
Hit: 1d4+2 piercing damage/ 1d4 piercing damage.
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 piercing damage.
 
Equipment
Studded Leather, Light Crossbow, Case of 20 Crossbow Bolts, 2 Shortswords, 4 Hidden Daggers, Club, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rations, Waterskin, and 50 ft. of Hempen Rope.), Thieves' Tools, Disguise Kit, Clothing (Common)*, Pouch containing 8 Gold Pieces & 1 Silver Piece.
 
*: Dyed dark blues and greys, includes a hood with a partial face mask, cloak.
 
Personality
      Personality Traits: Flattery is my preferred trick for getting what I want. I pocket anything I see that might have enough value.
      Ideals: Someday, people will tell legends of my accomplishments, whether they are true or not.
      Bonds: I owe everything to one man-- a dumb Rogue, who's rotting away in a whole, my dagger in his back.
      Flaws: I like to think of myself as a gift to any party. The others should treat me as such.

Backstory
Little bit of Flavor for the masses.
       Hank grew up as nothing more than a filthy commoner, who complained about his equally filthy and quite boring life of being a pig farmer. Most nights, he would spend his meager daily pay on a mug or two of ale, listening to tales of adeventurers who often passed through his small village. One night, after a badly played game of dice, Hank had finally had enough of his meaningless life. Always feeling like nothing more than a placeholder, a name in a pub, Hank finally took matters into his own hands.
       A few evenings later, pon walking home, he chanced upon the fellow who had played him out of his meager 2 Silver Pieces. Being as quiet as he could, Hank drove his only means of protection, 2 daggers, deep into the back of the Suave Rogue. Dragging him out into the wild, Hank stripped the dying man of his clothing, equipment and buried him partially alive with the daggers still lodged deep in the man's back.
       From that day onward, Hank told the dead man's adventures as his own, spreading rumors of a Suave rogue known through out the world as "Swanky Hank McArthur Esquire the IV,". He would lie, cheat, and con to get ahead, using his charming good looks to swindle.
 
-----
This Character should be legal by AL Standards. I used the starting wealth and standard array for stats.
-----
*Lil' backstory on Hank.
Hank was an NPC, in a campaign between myself a couple of friends. That was how he started out anyways. Originally, our DM at the time needed a name for a couple of characters who our (at-thetime) rogue was playing (cheating) against at Dice in a small pub, in a small inconsequential farming village we were passing through. After a few decent rolls, our Rogue (we'll call him Swarmy), had cheated 3 pig farming commoners out of about 15 SP. Nothing impressive, but he made a big deal out of it during break.
 
We at the table were growing of tired Swarmy, he was supposed to be playing a Neutral-Good rogue who stole from those who had robbed others for their wealth and power. We all guessed that the power went to his head. During a break, we as a group had a small discussion while Swarmy's player ran for Pizza. Upon returning to the game, the DM gave Swarmy plenty of chances to reflect on his swindling, and when Swarmy decided to spend the 15 SP on a night with a bar wench. We all agreed that we gave Swarmy plenty of chances. After a few days of downtime within the village, while the DM prepared for the next chapter of our collective adventure, a random NPC happened upon a drunken Swarmy one evening, attempting to privately do his bodily business in an alleyway. Hank of course got Surprise, a natural critical with both attacks, max damage on all 4 rolls plus an added "sneak attack", was all it took to take Swarmy down to 0, thanks to an early pub brawl already having tooken a small chunk of his over-all health points.
 
As swarmy's player sat there, partially mortified, partially growing angrier with each failed death save, swarmy was stripped, buried and left to die in a shallow, unmarked grave in a known goblin territory.
 
Thus, Hank, went from being an NPC to becoming Swanky Hank McArthur Esquire the IV, a rogue we heard many rumors of through out our travels.
Needless to say, Swarmy's player missed a few weeks, but eventually came back to play a character with a better attitude.
 

Originally posted by Echamil:

Can we add NPC's? I have an entire list of NPC's. Figure this will help the DM's who struggle with filling their world.
 
Hilda Greenhill
NPC Stout Halfling Commoner
Small Female Humanoid
Armor Class: 10
Hit Points: 4 (1d8)
Speed 25 ft.
Senses: passive Perception; 10
Str: 10 (+0) Dex: 12 (+1) Con: 11 (+0)
Int:  10 (+0) Wis: 10 (+0) Cha: 10 (+0)
Alignment: Lawful-Neutral
Languages: Common, Halfling
 
Racial Traits
Lucky
Brave
Halfling Nimbleness
Stout Resilience
 
Actions
Melee--"Cast-Iron Frying Pan" (Club): +2 to hit (reach 5ft.; one ceature). Light.
Hit: 1d4 bludgeoning damage.
 
Equipment
"Cast-Iron Frying Pan" (Club), Clothes (Common)*.
 
*: Earth-tone Blouse, floor length Skirt, Black Boots, dirty White Apron.
 
Personality:
      Personality Traits: I know a story relevant to almost every situation. I may stretch the truth for the sake of a good story.
      Ideals: No one should get preferential treatment before the law, and no one is above the law.
      Bond: Everything I do is for the common people.
      Flaw: I have a problem with Alcohol... There is never enough Ale.
 
Backstory
Flavor that can fit into any campaign.
      Hilda grew up in a small farming village. She was the only daughter, with nine older brothers. Life was simple for her growing up, filled with lackadaisical days. Reaching adulthood, Hilda married her childhood sweetheart, a jolly young human male named Edward Greenhill. Over the years, Hilda and Edward purchased a small inn along a major travelled stretch of road between two major cities, where they raised a small family. Edward manages the inn, while Hilda cooks and cleans.
 
----
This NPC can be used for any Campaign. Originally built for the Forgotten Realms.
---
 
Hilda is an NPC that sets herself a part. She came to be a couple months back, when a group I was playing with had stopped at an Inn that sat just north of the Triboar Trail, on the Sword Coast. The evening has been pretty quiet, our party just escaping out of a coastal storm that had manifested self earlier in the afternoon. Our party was exhausted from travel, and all we wanted to do was sit in front of a fire with something warm to drink. We were introduced to Hilda Greenhill, a sweet older halfling woman who managed the Inn with her husband, Edward. As a group, we probably spent a good half hour out of game time, just enjoying the Inn, roleplaying conversations with a few other patrons and a traveling provisioner. After an hour or two in-game, the DM decided that our characters were in need of sleep, the exhaustion and days of travel taking their toll on us. We were all enthusiastic to be able to sleep in an actual bed for the first time in almost 2 tendays time.
 
As a surprise, the DM decided that we would not get a full nights rest, only 4 hours of short rest. This didn't take care of our exhaustion, so the DM decided that Hilda and Edward would be able to take part of a night time encounter. It wasn't a particular difficult encounter, 8 goblins against a 4 member party, all at level 2. We were disadvantaged though.
 
If it wasn't for Hilda though, we would have been very hard pressed to finish the battle without quite a lot of issues. That trusty frying pan of her managed to scramble 2 goblins' brains and break the face of a third before we as the party were able to take even the first goblin out.
 
 

Originally posted by PhyrexianKitsune:

Here is a lovely little Necromancer in training for the list...
 
 
300367L.jpg

 
Alice Liddell
1st Level Human Wizard
Medium Female Humanoid
Armor Class: 12(15 with Mage Armor)
Hit Points: 7 (+1d4+4 with False Life)
Speed: 30ft
Senses: Standard
Str: 8 (-1) Dex: 14 (+2) Con: 13 (+1)
Int: 16 (+3) Wis: 9 (-1) Cha: 14 (+2)
Initative: +7
Passive Perception:  9
Alignment: Lawful Evil
Languages: Common, Draconic, Infernal
 
Traits:
Background- Noble
Personality Traits: I don't like to get my hands dirty, and I won't be caught dead in unsutiable acomidatons. If you do me an injury I will crush you, ruin your name and salt your fields, No one could doupt by looking at my regal bearing that I am a cut above the unwashed masses.
- Feature: Position of Privlage
- Ideal: Power (evil): If I can attain more power, nobody will tell me what to do.
- Bond: My loyalty to my sovrigen is unwavering.
- Flaw: In fact, the world does revolve around me.
 Proficiency Bonus- +2
Tools- Gaming Sets (Dragonchess)
Saves: Intelligence, Wisdom
Feat: Alert
 
Skills:
Arcana (+5)
Deception (+4)
Histrory (+5)
Investigation (+5)
Persuasion (+4)
 
Actions:
Melee Attack- Dagger:  +3 to hit
Hit: 1d4+1 piercing damage 
Ranged Attack- Dagger +3 to hit (range 20ft/60ft; one creature). 
Hit: 1d4+1 piercing damage
Ranged Attack Cantrip Spell- Chill Touch: +5 to hit (range 120ft; one creature)
Hit: 1d8 necrotic damage + target can't heal until the start of caster's next turn. If target is undead, it has disadvantage on attack rolls against caster until end of their next turn.
 
Spellcasting:
Spell Attack- +5
Spell Save DC- 13
Spellbook- 
Cantrips: Chill Touch, Minor Illusion, Prestidigitation
Lv 1: Detect Magic, False Life, Find Fammiliar, Mage Armor, Ray of Sickness, Sleep
Spells Prepared (4)- 
Lv 1: Detect Magic, Mage Armor, Ray of Sickness, Sleep
Spell Slots-
Lv 1: 2
 
Equipment:
Dagger, Arcane Focus (small black crystal), Scholar's Pack, Fine Cloths, Signent Ring, Scroll of Pedegree, Purse containing 25 gp
 
Backstory: 
 
Ruthless, power-obssessed and spoiled rotten, Alice is the embodiement of the worst qualities of the noble class.  Her father, lord Malchior Noctis Liddell was a powerful noble and court mage in one of the most powerful kingdoms in *insert world/setting name here.* His first, and only daughter, Alice was raised from day one to believe that she was better then everybody else and that she was entitled to rule over the massed. Pampered, spoiled and overindulged in the extreme, whatever she wanted, she got, and much to her father's pleasures she proved to excell in her studies. A naturally curious child, she was always wanting to know how things worked and things in the world where the way they are. So she often researched, but also tended to...experiment...on small animals. Alice's behavior as a small child was....sometimes troubeling to her family, to say the least. Initally our of curosity, she would take small animals found her family's palace whether it be mice or birds or whatever other creature was unlucky enough to stumble in and torture them, often in gruesome ways. She would claim it was because she wanted to know what would happen if she did x thing to the animal, and due to her very young age and lack of understanding her father, while somewhat troubled, decided that it was just a case of her curosity being misplaced. Deciding she needed a better outlet for her intelligent mind Malchior decided to start teaching magic. He started by teaching her the fundementals himself, training her the massive arcane labratory within his demiplane.... but as he grew more involved in the nation's politics and extraplanar affairs it became apparent he needed she needed a teacher that could work with her full time.
 
Thus, he sent her off to the world's most prestigous wizarding acadamy, trying to enroll her well before she reached the age at which students where usually allowing to enter the school, using both his influence as a powerful wizard and noble as well as her test results, which had proved on paper what he knew for a long time...that his daughter was a once in a lifetime child prodegy. This, combind with the significant influence Malchior had as a powerful noble lead to Alice being the youngest student ever to be admited to the academy, and she took like a fish to water when she began to study wizardry. However, while her studies kept her busy, they didn't rid her of her darker qualites as her father had hoped, but rather enhanced them. While skilled with them, Alice was quite...bored...by the typical paths of wizardry. While most students where conent in their lessons and did things like hang out and play games in their spair time Alice had a deep intrest in...darker lore. The school had a very low opinion of the "dark arts" and made things like fiend binding and espcially Necromancy out to be taboo, dangerous and magics that no budding spellcaster should pursue. This only proved to make Alice more interested in such magics. Curious as to "why" the school was saying such things where so bad, Alice sought out such lore while other students where relaxing. Using the cuteness that came with her young age, skill with words and natural charm she would often "sit in" on the study sessions of faculty and others that where allowed into the "adults only" section of the library. She would talk with them, get frendly with them and eventually became good friends with a paticular faculty member, Professor Charles Lutwidge. Charles Lutwidge was the school's leading expert on Necromancy, and as a result was mistrusted and disliked among his colleuges. He was deeply passionate about his specalized branch of magic and as a result the rest of the school saw him as...well...weird. In Alice, however, he had somebody who actually gave him the time of day. Somebody who liked talking with him, and whom he liked talking to. Alice, too, found his morbid sense of humor, dry wit, deep intrest in forbidden lore and the lovely, sometimes crazy stories and poems he wrote to be very entertaining. The two of them formed a close bond that you could call a friendship, though a deeply unusual one due to the age difference between the professor and Alice. 
 
Alice used this friendship as a means to an ends. Getting her hand on all kinds of necromantic lore courtesy of Charles was easy. He let her borrow all the forbidden books of dark lore in his name, all she had to do to check them out was claim that she was getting the books to deliever to the professor of necromancy and they let her pass. She filled her spellbook with all kinds of dark lore. Toyed, experimented, and became deeply wrapped up in the dark arts....and then, it all ended. The school had become....uneasy..about the connection between Charles and Alice, and came to believe that the relationship was one that was much more..depraved...then it actually was. The school banned Alice from speaking to Professor Charles Lutwidge, and he was promptly investigated. While they found no eveidence of the crimes they thought he was committing, they did find eveidence of others. Professor Lutwidge was in fact behind several missing students cases that happened a while back....the missing students found as vile, pulsating undead abominations floating in vats of sickly green liquid in Professor Lutwidge's private quarters. Even further, said hidden lab was full of notes...on a disease...a terryfying "biological weapon" that could spread like a disease turn masses of people into horrific undead monstrosities...when it was complete. Thankfully, it was not completed, and Professor Lutwidge was stripped of his position at the school and to be sent off to be charged for crimes in his own kingdom. which happened to be the same one Alice was from.
 
On the day that Professor Lutwidge was to be sent away to be tried, Alice got a message that her father was comming to see her with important news. Shocked, but intrigued, Alice met her father. He immedatly told her to get her things and leave with him, which she promptly did, but she questions his seirous and harsh mood. When they left the school, they didn't return home. Rather, they returned to....her father's demiplane, where she was surpised to see ex-professor Charles Lutwidge also waiting. He was scared stiff, and when Alice asked why he was here Malchior simply said "he has one last lesson to teach you" and with that he cast pointed his finger right at the professor and he dropped dead right before Alice's eyes, his body rotting at a rapid pace and transforming into a terrifying zombie. Malchior then turned to Alice and said "That, my daughter, was a spell called finger of death. It's considered one of the most powerful and dangerous spells a necromancer can learn. If you want to survive to learn it, you will do exactly what Mr Lutwidge didn't...be careful." Then Malchior told Alice the truth. He was himself, a specalist in the school of necromancy, but unlike Mr. Lutwidge hid his involvement with the dark arts. He claimed that he came to the study of the art out of curosity, but realized that it's applications could be helpful to his kingdom. He said that he, as the kingdom's foremost necromancer was doing things that the kingdom could not do in the open to forward the sovrigen's influence. Charles Lutwidge, he claimed, was a former student, and he was helping him desgine the aformentioned disease weapon to be used by their kingdom as a weapon of mass destruction to use against their enemies. He said, however, that Charles Lutwidge was not careful enough...he did not hide his activities well...he was, as Malchior said, smart, but a moron at the same time....but in Alice he saw qualites he lacked. He praised Alice's brillance in courting him for his secrects and befriending professors....and how despite her connection to him she was able to get the entire school to think she was a sweet, innocent little thing being taken advantage of by the professor rather then an acomplice to his deeds. He said she had what it took to, be like him, a shadow agent of the kingdom, doing the dark deeds that the more wholesome elements of the kingdom didn't have the stomach to do but none the less needed to be done. He then told her that the kingdom needed more people like her to gain and solidify power around the larger world, and to that end Malchior had decided now was the time for Alice to do what her father had always planned for her to do. Malchior told Alice that, as an adventurer she could pursue power and gain dark knowladge that could not be had in the acadamy or the courts of the kingdom. She could acssess dark tomes and find vile secrects no respectful person would dare touch in the dank, dark dungons of evil cuts and vile monsters. She could be both Malchior's hand, and the hand of her kingdom in the larger world, and Malchior stated outright that the King had told him he had an intrest in gaining more dark lore and black magic to use against enemies in secrect. As a result, Malchior asked Alice if she wanted to pursue the life of adventure, seeking out dark lore in dangrous places, gaining power and influence and defending her king, or go back to the acadamy where she could continue her life of being told what she can and can't study. Alice without hesitation chose the former, and with a generous purse as well as basic supplies provided by her father she set out into the larger world in the name of king, country and necromancy.
 
Adventure League Legality: 
Alice is actually Adventures League legal provided she is a member of either the Lord's Alliance or Zhentarim. From a fluff standpoint the Lord's Alliance is likely the best fit, though you can choose either-or if you wish to play her.
 
_______________________________________________________________________________________
 
Characters to Come:
 
Human Death Domain Cleric of Takahsis (Noble)
Dragonborn Oathbreaker Paladin (Acolyte)
Dragonborn Great Old One Pact Warlock (Sage)
Half-Elf Evoker Wizard (Soldier)
Human War Domain Cleric of Bahamut (Noble)
 
 

Originally posted by Echamil:

Jeralia Merewyn
1st-Level Dark Elf (Drow) Sorceress
Medium Female Humanoid
Armor Class: 12 (15 with Mage Armor)
Hit Points: 8 (1d6+2)
Speed: 30 Feet.
Sense: Superior Darkvision 120 ft., passive Perception; 11
Str:    8 (-1) Dex: 15 (+2) Con: 14 (+2)
Int: 10 (+0) Wis: 12 (+1) Cha: 16 (+3)
Alignment: Chaotic-Neutral
Languages: Common, Elvish, Undercommon, Infernal
 
Traits
Background - Sage
   Feature: Researcher
   Specialty: Wizard's Apprentice
Proficiency: +2
   Armor: None
   Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Rapiers, Shortswords, Hand Crossbows.
   Tools: None
   Saving Throws: Constitution, Charisma
 
Racial Features
Darkvision
Keen Senses
Fey Ancestry
Trance
Superior Darkvision
Sunlight Sensitivity
Drow Magic
Drow Weapon Training
 
Class Feature
Spellcasting
Sorcerous Origin: Wild Magic
 
Skills
Arcana +2, Deception +5, History +2, Perception +3, Persuasion +5
 
Attacks/ Weapons/ Actions
Melee--Shortswords (2): +4 to hit (reach 5 ft.; one creature). Fienesse, Light.
Hit: 1d6+2 piercing damage/ 1d6 piercing damage.
Melee/ Range-- Daggers (5): +4 to hit (reach 5ft.; one creature). Finesse, Light, Thrown (range 20/60 ft.).
Hit: 1d4+2 piercing damage/ 1d4 piercing damage
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 piercing damage.
Range--Chill Touch: +5 to hit (range 120 ft.; one creature).
Hit: 1d8 Necrotic damage and the target cannot regain hit points until start of your next turn.
Range--Fire Bolt: +5 to hit (range 120 ft.; one creature).
Hit: 1d10 Fire damage and any flammable object hit by this spell ignites if it isn't being worn or carried.
Range--Magic Missle: (Range 120 ft.; One to three Creatures).
Hit: 1d4+1 force damage for each Dart. All three Darts can be used on one creature.
 
Spells
Magic Ability: Charisma
SAM: +5
Save DC: 13
Cantrips:
Chill Touch, Dancing Light, Fire Bolt, Mage Hand, Minor Illusion.
1st-Level Spells (2-Slots):
Mage Armor, Magic Missle
 
Equipment
Component Pouch, 2 Shortswords, Light Crossbow, Case of 20 Crossbow Bolts, 5 Hidden Daggers, Clothes (Traveler's), Robes, Explorer's Pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Rtions, Waterskin, and 50 ft. of Hempen Rope.), Ink (1 Ounce bottle), Ink Pen, 10 Parchments, Case for Parchments, Pouch with 12 Gold Pieces, 4 Silver Pieces, & 8 Copper Pieces.
 
Personality
      Personality Traits: I can stare down a hell hound without flinching. I was, in fact, raised by a Tiefling.
      Ideal: Knowledge is the path to power and domination.
      Bond: I will become the greatest Sorceress the planes have ever known.
      Flaw: I am slow to trust memers of other races, tribes, and societies.
 
Backstory
A little seasoning to add some Flavor
      The first time Jeralia ventured to the surface world from the Underdark, was a part of a small raiding party. Poised to attack a defenseless village, Jeralia joined her fellow Drow in senselessly slaughtering anything and anyone in her path. As the moon grew low, and bodies were plenty, Jeralia stood before an old women, hood drawn, standing in front of a little boy. Jeralia didn't know, couldn't have known, that she would be struck down by a powerful bolt of mystical electricity that made her entire body cry out in agony. An hour or so before dawn, and on the brink of death, Jeralia was left behind as the raiding party fled back into the Underdark--their raid successful. Jeralia suffered for almost a full tenday, before awakening in an unfamiliar bed, her wrists shackled. The woman who had struck her down, revealed herself to be a Tiefling Wizard, who felt a powerful potential in Jeralia, one that might never be fully utilized or even discovered.
      For 10 years, Jeralia was forced to apprentice under the Teifling Wizard. Forced to learn what she was taught, forced to help the Wizard. As time passed and changed, so did Jeralia. Her opinions of the world began to warp, differing from how she was raised to think. After the 10 years were up, Jeralia was free, free to choose her own path in life. She took was she had learned, and set out to find her place.
 
-----
Should be AL Legal. Used the Starting wealth and Standard Array.
-----
 
I know it is a drow, NO, it is not a Drizz't Rip-off. Yes, I know it has two shortswords. While I understand if I made a Drow Ranger that dual weilds scimitar's and wore bracers of blinding strike, than yes--you could say it was a rip off. Fact is, If every Drow was a rip-off of Drizz't Do'Urden, then every Dwarf Fighter would be a rip off of Bruenor Battlehammer, every GWF Human Barbarian would be a rip-off of Wulfgar and etc.
 

Originally posted by PhyrexianKitsune:

Back...now I have  re-posted Lilly, working by the actual rules.
 
War%20Cleric.png

 
 
 
Lilly Seraphis Calem IV (Goes by "Lilly")
1st Level Human Cleric of Bahamut
Medium Female Humanoid
Armor Class: 16 (Chain Mail)
Hit Points9
Speed: 30ft
Senses: Standard
Str: 15 (+2) Dex: 10(+0) Con: 13(+1)
Int: 10 (+0) Wis: 16 (+3) Cha: 14 (+2)
Alignment: Lawful Good
Languages: Common, Draconic, Celestial
 
Traits:
Background- Noble
Personality Traits: The common folk love me for my kindness and generosity, I take great pains to always look my best and follow the latest fashions. My favor, once lost, is lost forever.
- Feature: Position of Privlage
- Ideal: Respect (Good): Respect is due to me because of my position, but all people reguardless of their station deserve to be treated with dignaty.
- Bond: Nothing is more important to me then the other members of my family
- Flaw: I too often hear veiled insults and threats in every word addressed to me, and I am quick to anger.
Proficency Bonus- +2
Tools- Gaming Set (Dragonchess)
Saves- Wisdom, Charisma
Domain- War
 
Skills:
Athletics (+4)
History (+2)
Persuasion (+4)
Religion (+2)
 
Actions:
Melee Attack- Greatsword- +4 to hit 
Hit: 2d6 +2 slashing damage
Ranged Attack Cantrip Spell- Sacred Flame- +5 to hit (range 120ft; one creature)
Hit: 1d8 radiant damage, ignores cover
 
Spellcasting:
Spell Attack- +5
Spell Save DC- 13
Cantrips- Guidance, Sacred Flame, Thaumaturgy
Spells Prepared (4 + Domain)- 
Lv 1: Bless, Cure Wounds, Detect Magic, Guiding Bolt
Lv 1 Domain: Divine Favor, Shield of Faith
Spell Slots-
Lv 1: 2
 
Equipment: 
Greatsword, Chain Mail, Holy Symbol of Bahamut, Priest's Kit, Fine Cloths, 36gp
 
Backstory:
 
Scion of House Calem and loyal servant of the Dragon God Bahamut, Lilly is an examplar of the idealized image of the noble class. Born into a life of excess and luxery, Lilly never wanted for anything growing up and indeed in another life she may very well have become a spoiled brat; however in this one her father, Lucius Seraphis Calem III made very sure he would raise his daughter right. While her life was one of plenty, the materal excess in which she found herself was tempered by a rigerous, demanding and discipined household in which all knees bent at the name of Bahamut. Put through a challanging academic, spirtual and martial education Lilly's childhood was constantly filled with work despite her station. She was not worked to death, mind you; Lilly was allowed to have her fun, however Lucius always made sure that she knew the value of hard work and was constantly training her mind, body and soul to be a tool of Bahamut's justice in the world. As a child she proved to have a quick temper and be quite an assertive young lady, and as a result took naturally to the more martial side of her education. She was a passionate warrior, but one who's passion and rage where tempered by the discipline of father and her faith.
 
Indeed, Lilly was born and raised in her faith, as her father while a powerful lord was also himself a Cleric of Bahamut and former adventurer of some renown. Growing up, Lilly longed to hear tales of her father's adventures and know all the great things he did, yet for some reason he always give the same repply about the importance of living in the present and not dwelling in the past or future for too long. However, what Lilly didn't know was that her father was hiding something much larger from her. So as she grew older, she lived blissfully unaware, one foot in the lavish world of a young aristocraric socialite and the other in the austier serenity of the faith of Bahamut, and while the former was fun the latter ultimatly drew her in. At age 15 Lilly was offcially no longer an acolyte; she had become a full-fledged priestess of Bahamut, and had become quite the talk of the town as a result. While most praised her, there where hushed whispers and rummors that her unusually young induction was due to the politcal and financial clout of her father. To make matters worse, members of the church of Bahamut had been murdered, as well as two close friends of Lilly's,and rummors started to point to Lilly's father as the cause. Indeed, for quite some time, there had been acusations against Lucius that his growing detachment from the world around him was due to...darker persuits. Some even acused him to being under the influence of the cult of Tiamat, trying to bring down the faith of Bahamut from within due to the...intrest...he had seem to take in the dark faith. He spend hours pouring over tomes related to tiamat, muttered prayers to tiamate to himself while walking through hallways, and had even kept a holy symbol of Tiamat sitting in a dark corner of his study. Rummors floated all around and while the church mantained Lucius's goodness the court started to mistrust him. Two of Lilly's cherished friends where dead and the rest began to slowly peel away as her family name became shrouded in darkness and her father became...deeply distrusted. This hurt Lilly deeply, and she started becomming more...bitter. She struggled against anger and rage on an almost daily basis, and while she had always had a temper and had been an assertive young lady got now got worse. She started focusing deeply on her martial training to purge the anger at the sensless murder of her friends and the situation  with her father...and prayed to Bahamut daily for guidence. Her dreams, too, became increasingly dark, filled with chromatic dragons feasting on the flesh of metalic ones and even further her father locked in a bloody battle with Tiamat herself. She reached out to Bahamut, and got her answer. In her dreams, a silver dragon, a messinger of Bahamut, told her to confront her father openly and honestly, and voice her concerns to him...then..everything would become clear.
 
So Lilly confronted her father and he told her the truth. Like Lilly herself, he had been sent a message from Bahamut in his dreams and it was a clear one: an old enemy from his adventuring days was going to re-surface, and that he had feared that this enemy would one day target not only him, but his family as well. The enemy in question? A cultist of Tiamat who had mannaged to escape a near-death encounter with Lucian's party, and he assured Lilly that both the Church of Bahamut and he knew with 100% certanty that the murdered clerics where killed by the cult of Tiamat. Lucian, as a church inqusitor, was tasked with rooting out internal threats to the church and hidden evil and his new found "intrest" in Tiamat's faith was not due to their infuence but rather was out of duty, he was the one tasked with finding out who the hidden tiamat cultists that caused the murders where, and he was onto some very fruitful leads. So fruitful, in fact, that he feared it put his family in danger. Seeing the fact Lilly's friends where murdered shortly after the cult murders of Bahamut Clerics, Lucian had come to believe the cultists where sending a message to him that if penned, he believed would read something like this "Your daughter's next, inqusitor." Our of concern and love for his daughter, Lucian told Lilly that he had planned on sending her away from his household, but had yet to tell her. He apologized for not being more..open..about what was going on and his plans, but he said he was doing it for her own safty and well-being. At first, Lilly didn't want to leave, but then she realized she had no choice; the warnings of her God that had come to both her father and herself in dreams  could not be ignored, and her father had done much to prepare. So, that day Lilly was loosed onto the larger world, being given a position in the *insert faction of choice here*  due in no small part to her father's influence, and now is off to grow stronger and bring Bahamut's justice to a world that sorely needs it. 
 
 
Adventure League Legality:
 
Lilly is totally 100% adventure league legal, and can find her home among any faction she wants. From a fluff standpoint I think she would work best in either the Lord's Alliance or the Order of the Gauntlet, however, if you plan on playing her faction choice is yours in the end.
 
 
 
 
 
 
 

Originally posted by Echamil:

Skur Metalfang
1st-Level Goblin Cleric
Small Male Humanoid (Goblinoid)
Armor Class: 17/ 15
Hit Points 10 (1d8+2)
Speed: 30 ft.
Senses: Darkvision 60 ft., passive Perception; 11
Str: 10 (+0) Dex: 14 (+2) Con: 14 (+2)
Int:    8 (-1) Wis: 15 (+2) Cha: 11 (+0)
Alignment: Lawful-Evil
Languages: Common, Goblin
 
Traits
Background - Hermit
  Feature: Discovery
  Life of Seclusion: I retreated from my home after a life-altering event.
Proficiency: +2
  Armor: Light Armor, Medium Armor, Shields, Heavy Armor*
  Weapons: All Simple Weapons, Martial Weapons*
  Tools: Herbalism Kit
  Saving Throws: Wisdom, Charisma
Disciple of War
 
Racial Features
Darkvision
Nimble Escape
Fast Movement
Hard Head, Big Teeth
 
Class Feature
Spellcasting
  Cantrips
  Ritual Casting
Divine Domain
  Domain Spells
War Domain
  Bonus Profiencies*
  War Priest
 
Skills
History +1, Insight +4, Medicine +4, Religion +1
 
Attacks/ Weapons
Melee--Warhammer: +2 to hit (reach 5 ft.; one creature). Versatile.
Hit: 1d8 Bludgeoning damage. (1d10 Bludgeoning damage)
Melee-Inflict Wounds (1st-Level Spell): +4 to hit (reach 5 ft.; one creature).
Hit: 3d10 Necrotic Damage.
Melee--Bite: +2 to hit (reach 5 ft.; one creature).
Hit: 1d4 Piercing Damage.
Melee/ Range--Handaxes (2): +2 to hit (range 20/60 ft.; one creature). Light, Thrown.
Hit: 1d6 Slashing Damage/ 1d6 Slashing Damage.
Melee/ Range--Daggers (5): +4 to hit (range 20/60 ft.; one creature). Finesse, Light, Thrown.
Hit 1d4+2 Piercing Damage/ 1d4 Piercing Damage.
Range--Light Crossbow: +4 to hit (range 80/320 ft.; one creature). Ammunition, Loading, Two-handed.
Hit: 1d8+2 Piercing Damage.
Range--Sacred Flame: +4 to hit (range 60 ft.; one creature).
Hit: 1d8 Radiant Damage on a failed Dexterity Saving Throw.
Range--Guidance Bolt (1st-Level Spell): +4 to hit (range 120 ft.; one creature).
Hit: 4d6 Radiant Damage. Next attack roll made against target has Advantage before the end of your next turn.
 
Spells
Magic Ability: Wisdom
SAM: +4
Save DC: 12
Cantrips:
Guidance, Sacred Flame, Spare the Dying.
Prepared 1st-Level Spells (2-slots):
Cure Wounds, Guidance Bolt, Inflict Wounds.
Domain Spells (War Domain)
Divine Favor, Shield of Faith.
 
Equipment
Chain Shirt, Shield*, Warhammer, 2 Handaxes, 5 Daggers (1 Hidden), Light Crossbow, Case of 20 Crossbow Bolts, Explorer's pack; (Backpack, Bedroll, Mess Kit, Tinderbox, 10 Rations, 10 Torches, Waterskin, & 50 ft. of Hempen Rope.), Clothes (Traveler's), 10 Candles, Holy Symbol (Emblem)**, Herbalism Kit, Ink Pen, Ink (1 Ounce Bottle), Book, Fishing Tackle, Flask, Pouch (with 19 Gold Pieces, 8 Silver Pieces & 6 Copper Pieces.)
 
*:Metal "Heater Shield 4" (Zelda Type), The image of a bloody Axe carved into the front of the shield.
 
**: A bloody axe tattoo, the axe blade sits just behind the ear.
 
Personality
     Personality Traits: I misuse long words in an attempt to sound smarter. I blow up at the slighest insult.
     Ideals: The ancient traditions worship and sacrifice must be preserved and upheld.
     Bonds: My loyalty to Maglubiyet is unwavering.
     Flaws: I drink alcohol a little to often.
 
Backstory
Pinch of Flavor goes a long way.
     Skur Metalfang was an everyday, average and very ordinary Goblin. A part of a war camp that was attacked frequently by low-level adventurers, used as nothing more than swinging practice. Always surviving encounters by mere death-saves, only to be forced into another encounter shortly after. Over time, Skur began to resent his lot in life, wanting more than just to be fodder for some fool's fresh blade. After a particularly brutal encounter, which resulted in the loss of adventurer's life, Skur decided that he wanted to experience more in life.
   During one festive evening, skur gathered his armor and scimitar, before leaving the War Camp and his clan behind. After many tendays of traveling, careful to avoid adventurers and threats alike, Skur found himself a suitable uninhabitated cave. Making himself a home, Skur began to pray to his Deity, Maglubiyet, for guidance.
  Over the coming months, Skur began to train himself, reciting prayers that every goblin knew every morning, seeking guidance from Maglubiyet, until finally his answered were awarded. With that, Skur Metalfang set out, passing himself off as a gnome hidden under layers of clothing, acquiring equipment and journeying to find the companions that would help lead Skur Metalfang to his destiny.
 
-------
Not 100% sure this is AL Legal. I had to take two Racial Traits from Pathfinders, as I don't have the new DMG as of yet. This can be edited ever so slightly though to remove those.
I used the standard array for stats and the Racial Modifiers from 3.5. Again, these can be edited.
I didn't know whether to go with Goblin's Hit Dice or the Clerics. I decided to use Clerics but this can be edited if needed.
I used the Starting Wealth for Cleric.
Can be Lawful-Evil with Lord's Alliance.
 
Backstory is free to be changed as needed.
------
 
Skur was born from a Campaign in which everyone wanted to play monsters. The first part of the campaign consisted of us helping an Evil wizard, in traping a group of low-level adventurers within the Wizard's dungeon. From there, it went on in pretty much the same way any campaign would, except- we fought monsters AND advenurers + normal NPC's. The goal our campaign/ group was to help a demon lord rise to power and enslave the Humans, Dwarves, Elves, Halflings, etc. Skur just happens to be one of my favorites.
 

Originally posted by Rhenny:

Brandle “Brand” Fizzwig           Human Fighter – Level 1      Medium Male Humanoid
 
AC: 19 (Scale Armor + shield)
HP: 12 (1d10+2 Con)
Speed: 30 ft (armored – Disadvantage on Stealth)
Initiative: +2
               bonus saves
Str   16       +3      +5
Dex 14       +2      +2
Con 14       +2      +4
Int    11         0        0
Wis  12       +1      +1
Cha 12       +1      +1
 
Alignment: Neutral Good                  Languages: Common, Dwarven
 
Background: Minstrel (I like to sing…even though I’m not so good at it)
Proficiency (+2)      Saving Throws: Strength and Constitution
 
Skills:  Athletics (Strength), Perception (Wis), Perform (Cha), Persuasion (Cha)
Tools:  musical instrument (lute), Mount (land)
 
Features: Protection Style (+1 to AC)  2nd Wind (1/rest gain 1d10+level hp), 
 
Attacks:
Longsword (s) or Warhammer (b)     +5   1d8+3   (or  1d10+3 2-handed)
Longbow (p)                                      +4   1d8+2   (150’/600’)
Dagger (p)                                         +5   1d4+3
 
Equipment:  scale mail, shield, longsword, warhammer, longbow, 40 arrows, a dagger, an old lute with a shoulder strap, a pouch, 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.   -- 2 gp and 8 sp
 
Background:  Brand always liked to write and sing songs even though he was not particular good at it.  Brand’s father taught him how to fight, but his mother always spent time with Brand, doting on him, calling him her “little bard”, which became ironic after Brand hit his teenage growth spurt (as he is now 6’ 5” tall – 245 lbs nearly 300 with armor).  Brand’s father disappeared 5 years ago (he believes he was abducted, but he may have just left him and his mother), and his mother lives at home, prematurely aging, nearly senile (it isn’t clear why she has suffered this affliction).   Brand decided to start adventuring partly to bring back tales to tell and sing to his mother, and partly to find out where his father had gone.   When he is not adventuring, he checks in on his mother who is cared for by a friendly neighbor, Ronna Gendry. 
 
Personality/Traits: Likes to sing, has a soft spot for mothers – Sensitive nature.
Ideals: Gain wealth to take care of mother and find Father.
Bonds: Mom and Ronna Gendry (Mom’s caretaker)
Flaws:  My desire to help my mother sometimes makes me blind to danger or deception.
 
 

Originally posted by Plaguescarred4:

DruidPaintedWeb.png

 
Sambert Heatherhome
3rd-level Halfling Paladin
Small Male Humanoid

Armor Class 15 (studded leather)
Hit Points 24 (3d10)
Speed 25 ft.
Sense normal    
Str 08 (-1)  Dex 16 (+3)  Con 12 (+1)  
Int 10 (+0)  Wis 13 (+1)  Cha 16 (+3)
Alignment neutral good
Languages halfling, common
Trait 
Lucky
Brave
Halfling Nimbleness
Naturally Stealthy
Background Soldier [Military Rank]
   Specialty: Scout.
   Personality Traits: I can stare down a hell hound without flinching.
   Ideal: Live and Let Live. Ideals aren’t worth killing over or going to war for. 
   Bond: A druid named Windra saved my life on the battlefield. To this day, I will never leave a friend behind.
   Flaw: My hatred of the Zhentarim is blind and unreasoning.
Proficiency (+2)
  Tools: Three-dragon ante,  vehicle (land) 
  Saving Throws: Wisdom +3, Charisma +5
Skill Athletics +1, Insight +3, Perception +3, Persuasion +5
Divine Sense
Lay On Hands
Protection Fighting Style
Spellcasting  (Save DC 13, Spell Attack +5)
  1st-level (3/day) - bless, command cure wounds, ensnaring strike*, speak with animals*, thunderous smite
Divine Smite
Divine Health
Sacred Oath of the Ancient
Channel Divinity: Nature's Wrath, Turn the Faithless
Actions
Melee Attacks— Quaterstaff: +5 to hit (reach 5 ft.; one creature). 
Hit: 1d8+3 bludgeoning damage
Ranged Attack—Sling: +5 to hit (range 30/120 ft; one creature). 
Hit:  1d4+3 bludgeoning  damage 
Equipment: Studded leather armor, wooden shield, quaterstaff, sling, insignia of rank (scout), a trophy taken from a fallen enemy (black pirate flag from Zhentarim fleet adorned with a dragon's skull and crossbones, a set of bone dice, a set of common clothes, sandals, explorer's pack: backpack, bedroll, mess kit, hempen rope 50 ft, tinderbox, 10 torch, ration  10 days, waterskin, spell components, a daisy (holy symbol of Sheela Peryroyl) and a belt pouch containing 10 gp

Sambert [SAM-BURT] is a tall halfling with emerald eyes, long brown hair, and beard, a rarity among the Small Folk. He was born in 1461 DR in Corm Orp in the Sunset Vale, where a handful of buildings that make up the small road-hamlet seem unremarkable at first, but where hundreds of halfling burrows lie under the hills. Sambert has served 6 years as a scout for the militia of Corm Orp, acting as a sentinel watching the Sunset Vale and the plains surrounding the region called Sheeland by the Small Folk. After a clash with Zhentarim agents from Darkhold that left him fatally wounded, Sambert was rescued by Windra, a druid of Sheela Peryroyl the Green Wise Sister and halfling diety of nature and weather, and brought back to the Ladyhouse, her temple in Corm Orp where he recovered. He then decided to join the clergy first as a Green Son, then ascended up to the rank of Watchful Brother. To this day Sambert continue to help defend the Vale against his most hatred enemy, the Black network and look to eradicate the threat from Darkhold, which the Small Folk of Corm Orp have come to call Devouring Shadow.
 
 

About Randomization
[sblock]
This character was generated by randomization of the various traits and elements; 
Name: [Sambert Heatherhome] = http://www.impossibleboulder.com/2013/04/halfling-name-generator.html 
Gender: 1d4 [2] = Male
Race: 1d10 [3] = Halfling
Halfling Subrace: 1d4 [1] = Lightfoot
Class: 1d12 [7] = Paladin
Sacred Oath: 1d6 [3] = Oath of the Ancient
Hit Points: 2d10 [11] = 11
Background: 1d20 [12] = Soldier
Soldier Specialty: 1d8 [2] = Scout
Gaming Set Proficiency: 1d4 [4] = Three-Dragon Ante
Personality Trait: 1d8 [5] = I can stare down a hell hound without flinching
Ideals: 1d6 [5] = Live and Let Live. Ideals aren’t worth killing over or going to war for
Bond: 1d6 [2] = Someone saved my life on the battlefield. To this day, I will never leave a friend behind
Flaw: 1d6 [4] = My hatred of my enemies is blind and unreasoning
Starting Wealth: 5d4 [11] = 110 gp
Trinket: 1d100 [96] = A black pirate flag adorned with a dragon's skull and crossbones

[/sblock]
 

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