Welcome to the Jungle (New ToA - RG)

FrontLine MeatShield

Explorer
Epic
Links:
OCC
IC Thread

PLAYERS:
Steve Gorak - High Elf cleric
VLAD the Destroyer - Human ranger
Leatherhead - Tiefling paladin
KahlessNestor - Human rogue
FitzTheRuke - Human wizard
Neurotic - Aasimar warlock

Reserve and alt players:
mikeawmids1
aco175
to busy right now
Kobold Stew - First spot next non ToA game
JustinCase

Character Gene:
Staring LvL:
1st with 0 xp
Race: PHB
Class: PHB
Attributes:
choose one
a) Standard array + 1 minor magic item(common or uncommon XGtE)
b) Point buy using 31 points
Background: use ToA, SCAG, or PHB
Equipment: Starting Gear plus a potion or scroll of cure wounds(lvl1), and10 extra gp added to their background gold
 
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FrontLine MeatShield

Explorer
Epic
Nyanzaru.jpg


Port Nyanzaru is a city of walls within walls. Each is an impressive structure of fitted stones and decorated with colorful paintings of geometric designs, animals, and mythic heroes. The city is defined by four steep hills, connected by wide stone bridges that arch above the streets. Outside the city walls are three slums, where about half of the cities population live.

Locations of Interest:
-
 
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Steve Gorak

Adventurer
Untitled.png


Name: Enanthil
Class: Nature Cleric
Race: High Elf
Background: Outlander
Size: Medium (5'6", 155 lbs)
Gender: Male
Alignment: Neutral Good

STR: 12 (+1) HP: 9 (1d8+1)
DEX: 16 (+3) AC: 20 (18 mithral plate + 2 shield)
CON: 13 (+1)
INT: 8 (-1) Save:+3 Speed: 30
WIS: 16 (+3) Save:+5 Init: +3
CHA: 10 (+0) Passive Perception: 15


Skills:
Acrobatics +3
Animal Handling +3
Arcana -1
*Athletics +3
Deception +0
History -1
*Insight +5
Intimidation +0
Investigation -1
Medicine +3
*Nature +1
*Perception +5
Performance +0
*Persuasion +2
Religion -1
Sleight of Hand +3
Stealth +3
*Survival +5


Abilities
Fey Ancestry: advantage on saving throws against being charmed, and magic can’t put you to sleep.
Darkvision 60 ft
Keen Senses: proficiency in the Perception skill.
Trance: long rest lasts 4h remaining semiconscious
Elf Weapon Training: proficiency with the longsword (replaced with woodcarver Tool), shortsword, shortbow, and longbow.
Cantrip: booming blade
Extra Language: You can speak, read, and write one extra language of your choice.

Background feature: Wanderer
Excellent memory for maps and geography, can find food and water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.


Proficiencies:
Armor from class: Light, Medium, Heavy, shields
Weapons: Simple plus elven weapons minus longsword
Skills: from Cleric: Insight Religion; from nature Cleric: Nature; from outlander background: athletics, Survival; Elf: Perception
Tools: leatherworking tools (from background, instead of musical instrument), woodcarver's tools (from longsword - elf), Cartographer’s tools (replaces short bow proficiency, included with cleric)
Saves: Intelligence and Wisdom

Languages: Elf, common, The Trade Tongue (high elf), sylvan (from background)


Spellcasting:
Spell Attack Modifier: +5
Spell Save DC: 13
Cantrips Known: Guidance, Mending, Sacred Flame, thorn whip (nature domain), prestigitation (High Elf)
Spells Known (4):
Level 1: Animal Friendship(D) , Speak with Animals(D), Healing Word, Bless, Guiding bolt, Sanctuary
Spell Slots: 2/-/-/-/-/-/-/-

Feats:
None

Weapon Attack Damage Type Range
Longbow +5 1d8+3 P range 80/320, Ammunition (range 150/600), heavy, two-handed
Sling +5 1d4+3 B 30/120
Dagger +5 1d4+3 P 20/60 Finesse, light
short sword +5 1d6+3 P Finesse, light


Equipment:
a mace (Sold for 5gp)
Chain shirt (sold 75gp)
a light crossbow and 20 bolts (sold for 25 gp)
A shield and a holy symbol (amulet 1 lb)
• explorer’s pack
- backpack,
- bedroll,
- a mess kit,
- a tinderbox,
- 10 torches,
- 10 days of rations
- a waterskin.
- 50 feet of hempen rope strapped to the side of it.


A staff (discarded), a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a belt
pouch containing Money

Uncommon magic item: Mithral plate armor

Potion of cure wounds (lvl 1)

Money: 10 GP +10+105 gp = 125 gp

Equipment purchased: sling 1 sp
Sling bullets (40) 8 cp 3 lb.
2 extra daggers 4 gp 2 lbs

2x Healer's kit 10 gp 6 lb
leather worker's tools 5gp 5 lbs
woodcarver's tools 5gp 1lb
cartographer's tools 15 gp 6lbs

longbow 50 gp, 2 lb
shortsword 10 gp 2lb.

Additional holy symbol emblem on shield: 5gp
Additional holy symbol emblem on clothes: 5gp
Additional holy symbol: emblem on Short sword 5gp
Additional holy symbol: emblem on longbow 5gp


Money left: 5.82gp


Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
Ideal: Greater Good, It is each person’s responsibility to make the most happiness for the whole tribe.
Bond: My Order is the most important thing in my life, even when they are far from me.
Flaw: I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me

Background:
Enanthil comes from the Vesve forest. He was raised in a typical Moon Elf community, and showed an appreciation for nature from a young age. He joined a religious order honoring Ehlenestra, or Ehlonna as the humans call her.
Shortly after his naming ceremony, the order's elders asked him to go investigate news of an unnatural curse in Chult. Armed with his wits, his family's heirloom mythral full plate, and what he could carry, he left his ancestral home for Chult
 
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Braiden2.jpg

Name: Braiden Masterson
Race: Male V. Human
Background: Outlander
Class: Ranger
Alignment: Chaotic Good
Proficiency Bonus: +2
Inspiration: No
Spent HD: none

Strength:10 (+0) / 19 (+4) w/ gauntlets
+Athletics: +6​

Dexterity:16 (+3)
Acrobatics: +3
Sleight of Hand: +3
+Stealth: +5​

Constitution: 14 (+2)

Charisma:8 (-1)
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1​
Passive Perception: 16
Initiative: +3
AC: 16
Speed: 30 ft
Hit Dice: 1d10
HP: 12/12


Intelligence:12 (+1)
Arcana: +1
History: +1
+Nature: +3
Investigation: +1
Religion: +1​

Wisdom:14 (+2)
+Animal Handling: +4
Insight: +2
Medicine: +2
+*Perception: +6
Survival: +4​

+Proficient
*Expertise

OFFENSE
Initiative: +3

Weapon
Battleaxe
Handaxe
Longbow
Range

Melee, 20/60 ft
150/600
To Hit
+6
+6
+5
Damage
1d8+4 (s)
1d6+4 (s)
1d8+3 (p)
Notes
Versatile (1d10)
Light, thrown
Ammunition, heavy, two-handed
DEFENSE AC: 16
+Strength: +6
Intelligence: +1
+Dexterity: +5
Wisdom: +2
Constitution: +2
Charisma: -1


Proficiencies and Languages
Languages: Common, Draconic, Sylvan, Chultan, Elven​
Weapons: Simple, Martial​
Armor: Light, Medium​
Tools: Flute​
Race: V. Human​
+1 Dex and +1 Wis​
Speed: 30 ft​
Size: Medium;​
Skills: I gain proficiency in one skill of my choice.​
Feat: I gain one feat of my choice.​

Background: Outlander​
Skills: Medicine, Religion;​
Wanderer: I have an excellent memory for maps and geography, and I can always recall the general layout of terrain, settlements, and other features around me. In addition, I can find food and fresh water for myself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.​
Class: Ranger​
Favored Foe: (in place of Favored Enemy.) [+1d4 damage, Proficiency Bonus per long rest] When I hit a creature with an attack roll, I can mark it as my favored enemy for 1 min I deal extra damage to it when I mark it and the first time I hit a marked on my turn. Keeping a creature marked as favored enemy requires me to concentrate, like on a spell.​
Deft Explorer: (in place of Natural Explorer.) Canny (Ranger 1, TCoE 56) [extra benefits at 6th and 10th level] I learn two languages and gain expertise with one skill I'm proficient with.​


Feats:
Dual Wielder: I can use two-weapon fighting even when the one-handed melee weapons I'm wielding aren't light. I can draw or stow two one-handed weapons when I would normally be able to draw or stow only one. +1 AC while wielding separate melee weapons in each hand.​

Equipment:
Equipment Weight:​
Winter Blanket​
Herbalism Kit​
Quiver​
Backpack, with:​
-Bedroll​
-Mess kit​
-Tinderbox​
-Torches x 10​
-Rations, 10 days​
-Waterskin​
-50 ft Hemp Rope​
-Flute​
Traveler's clothes​
Staff​
Hunting trap​
Trophy from animal​
Belt pouch (with coins)​
Studded Leather armor​
Longbow​
Handaxe x 2​
Battleaxe​
Arrows x 20​
Quiver​
Gauntlets of Ogre Power​
10 gp​
Carrying Capacity:
Carried: 117 lbsCarrying Capacity: 285 lbsPush, Drag, Lift: 286-570 lbs

DESCRIPTION and HISTORY
HISTORY:
Race: V. Human
Gender: Male
Age: 22
Deity:
Height: 6'6"
Weight: 198 lbs
Complexion:
Skin:
Tanned
Hair: Long red-brown
Eyes: Blue

APPEARANCE:
PERSONALITY:
Traits: I'm driven by a wanderlust that led me away from home. I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
Ideal: Change: Life is like the seasons, in constant change, and we must change with it. (Chaotic)
Bond: I suffer awful visions of a coming disaster and will do anything to prevent it.
Flaw: There's no room for caution in a life lived to the fullest.
 
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Leatherhead

Possibly a Idiot.
Kargadan.jpg
Kargadan "The Rhino"

Backstory:

Abandoned to a Lathanderite orphanage shortly after he was born, Kargadan, or Rhino as he is more commonly known, has been looking for a place to truly call his own all his life. However, being raised in a Temple of the Morninglord was not without it's merits. While the church is often called gaudy or opulent, it's appreciation of fine arts extends into museum curation, a job which Rhino aspired to attain. By learning about other peoples, he hoped to find his people. Initially trained as a guard due to his imposing frame, his love for learning about cultures soon impressed upon his seniors, allowing him more leeway in assignments. When he heard about a campaign in Chult, he leapt at the opportunity. Not only to learn about other cultures first hand, but also to learn about the place where his namesake animal comes from, and perhaps a little about himself.
 


Neurotic

I plan on living forever. Or die trying.
Amitiel - angel of truth, Amil for mortals
Patron: Radueriel - angel who can create other angels and oversees archives

Protector Aasimar Celestal Warlock 1


Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Outsider)
Init: +2
Senses: Darkvision 60'
Passive: Perception 11, Insight 11

DEFENSE
AC: 14 (studded leather 12 +2 dex)
HP: 10 = 10 + 0 x (1d8+2)
Saves: Str -1 Dex +2 Con +4, Int +2 Wis +0, Cha +5
Special Defenses: Necrotic and Radiant Resistance

OFFENSE
Speed: 30ft / Fly 30 ft
Melee: Dagger +4 / 1d4+2
Ranged: Eldritch blast +5 / 1d10

ATTRIBUTES

Str 8 (-1) - 0 pts
Dex 14 (+2) - 7 pts
Con 14 (+2) - 7 pts
Int 14 (+2) - 7 pts
Wis 10 (+0) - 1 pt
Cha 17 (+3) - 9 pts
(Cha +2 Aasimar, Wis +1 Aasimar)

SPELLS (2 slots):
Cantrips:
Eldritch Blast (warlock)
Minor Illusion (warlock)
Light (Aasimar)

1st: Cause Fear, Cure Wounds


FEATS:

Warlock: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
SKILLS:
ProficiencySource
ArcanaWarlock
InvestigationWarlock
HistoryCloistered Scholar
ReligionCloistered Scholar


SkillAttribModProfTotal
AcrobaticsDEX+2+2
Animal HandlingWIS+0
ArcanaINT+2+3+5
AthleticsSTR-1-1
DeceptionCHA+3+3
HistoryINT+2+3+5
InsightWIS+0+0
IntimidationCHA+3+3
InvestigationINT+2+3+5
MedicineWIS+0+0
NatureINT+2+2
PerceptionWIS+0+0
PerformanceCHA+3+3
PersuasionCHA+3+3
ReligionINT+2+2+4
Sleight of HandDEX+2+2
StealthDEX+2+2
SurvivalWIS+0+0

Aasimar
Languages: Celestial, Common
Healing Hands: As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.
Light Bearer: You know the Light cantrip. Charisma is your spellcasting ability for it.
Radiant Soul: Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Background
Skill Proficiencies: History, Religion
Languages: Ancient, Primordial
Equipment: The scholar's robes of your cloister
a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife)
a borrowed book on the subject of your current study (Necronomicon)
and a pouch containing 10 gp

Library Access

Warlock
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Saving Throws: Wisdom, Charisma

Bonus Cantrips: Sacred Flame, Light
Healing Light 2d6 of healing daily in 1d6 steps
Radiant Soul: add Cha to damage of Fire or Radiant spells against 1 target 1/day

Spellcasting: DC 13

TRAIT: I quote (or misquote) sacred texts and proverbs in almost every situation.
IDEAL: Faith. I trust that my deity will guide my actions, I have faith that if I work hard, things will go well.
BOND: I would die to recover an ancient relic of my faith that was lost long ago.
FLAW: I put too much trust in those who wield power within my temple’s hierarchy.


Quarterstaff
Arcane Focus
A scholar's pack
Studded leather armor
Three daggers
Light crossbow +20 bolts
Ink
Parchment
Backpack
  • hempen rope 50'
  • Rations x 10
  • Tinderbox
  • Waterskin

Amitiel looks human for the most part and only those knowledgeable in such things can discern his true nature. He has black hair, a hooked nose, and a clear tan with dark intense eyes. For most of the existence, he remembers he lived in Oghma halls, maintaining the library, keeping records of new tomes, and doing things most of the librarians anywhere would find familiar. Only library patrons would be strange, angels, archons, primordials, spirits, even occasional fiend.

Everything in his world turned upside-down when he was chosen to find out more about the threat patron of bards detected in the future. Amitiel was sent down as a simple monk, a librarian in the Great Library of Waterdeep where he was to search for clues of Death Apocalypse and lead mortals toward recovering artifacts for Good and discouraging those who searched for dark lore.

In the last half-century of his life, he was a fixture in the library, searching, questing, trying to prevent the thing Oghma saw. And he failed. Not only that, he felt the grace of Oghma retreat as people turned their faces from gods and simply died where they stood. He got sick too - a new experience for an angel - and was fading quickly when his superior contacted him and offered to bring him home.

Amitiel turned the offer down and asked to be cast down from the heavens into the mortal body. He remained at the library even as the mortal world kept shrinking. He questioned survivors, new arrivals, incoming mages, and other casters. And he couldn't find anything that could reverse the events. Finally, in desperation, he removed himself from his exile and tried to do something real, something that could be felt.

And for his troubles, he almost got killed as he tried to negotiate the exit with thieves guild appealing to their better natures. Even if he is mortal now, he still doesn't understand them and lying comes hard to him. He just missed the group of adventurers hired to go out. Using his contacts he went over the sea in a blink of an eye waiting for the group.

Amitiel.jpg
 
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