Character Sheet Geeklist DDAL05
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Welcome to the PC Geeklist for the season 5 D&D Adventurers League, a play-by-forum game using the D&D 5th Edition rules.

When you have completed Character Generation, please enter all appropriate information as a new geeklist item. Please also subscribe to this list.

Current:
[jmayDET] Uninvited Guests IC
[jmayDET] Uninvited Guests OOC

Archive:
[jmayDET] The Black Road IC
[jmayDET] The Black Road OOC
[jmayDET] Treasure of the Broken Hoard IC
[jmayDET] Treasure of the Broken Hoard OOC

Players:
Clam Clammerson
United States
Bartlett
Illinois
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Vince G.
United States
Reynoldsburg
Ohio
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I am the Scherb
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Tampa
Florida
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Two Tangos
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Jon V
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Ontario (ON)
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1. RPG Item: VTT Map Pack: Buildings: In Town 1 [Average Rating:0.00 Unranked]
Cagey McCageface
United States
Clawson
MI
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2. RPG: Silver and White [Average Rating:0.00 Unranked]
Clam Clammerson
United States
Bartlett
Illinois
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Name: Xihuulini Altiuiri (Scratch)
Class: Sorcerer
Race: Dragonborn
Background: Inheritor
Alignment: CN
Deity: Bahamut(Wavering)
Size: Medium
Languages: Common, Draconic, Giant

Text For Posts
Scratch
#0000FF dialogue text
(Everyone should choose a different color)

Background:
Inheritor

Excerpt from Clan Hall Documents:

"An egg was rescued from the Whites. Cared for and augmented by good magic, it was to be a Silver. What came out was a runt. A winged runt. It trained with our clans sorcerers since it was too small to fight. It showed skill at times, but often was followed by odd bursts of untamed energies. The egg shouldn't have been converted. It should have stayed a feral, thoughtless White. Proving itself is the only way it can be part of this clan. It will have to do something remarkable, or else keep the name Xihuulini Altiuiri."

-Shiningscale Clanmaster

Personality Traits
- When I set my mind to something, I follow through no matter what gets in my way.
- If someone is in trouble, I'm always ready to lend help.
Ideals
- If I become strong, I can protect what I want, what deserves protecting.
Bonds
- I protect those who cannot protect themselves, but they should help.
Flaws
- The people who knew me when I was young know my shameful secret, so I can't go home until I prove myself.

Physical Characteristics
Age: 17
Gender: Male
Height: 5'1"
Weight: 190 lbs.

Physical Description: Covered in silver and white scales, Scratch is a runt of a dragonborn. A silver frill runs down the center of his head. A white dewlap with lined with spines is hardly hidden behind his small chin frill. Crystal blue eyes that would be the focus of any humanoid are overshadowed by the wings on his back. The double talons on the wings are unmistakably of silver heritage, while the frayed snow-white membranes are very much of a white.

AC: 12
HP: Max=20, Current=20
Level: 3
XP: 1010
Speed: 30 ft.
Initiative: +1
Hit Dice: 3D6 (2 Available)
Proficiency Bonus: +2
Passive Perception: 09
Downtime: 21 days

Abilities: Score (Mod)
STR 11 (+0)
DEX 14 (+2)
CON 14 (+2)
INT 11 (+0)
WIS 08 (-1)
CHA 16 (+3)

Save Proficiencies: CON +4, CHA +5


Proficiencies:
Acrobatics (Dex): +2
Animal Handling (Wis): -1
Arcana (Int): +2
Athletics (Str): +0
Deception (Cha): +5
History (Int): +0
Insight (Wis): -1
Intimidation (Cha): +3
Investigation (Int): +0
Medicine (Wis): -1
Nature (Int): +0
Perception (Wis): -1
Performance (Cha): +3
Persuasion (Cha): +5
Religion (Int): +0
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +1

Weapon Proficiencies: Dagger, Dart, Sling, Quarterstaff, Light Crossbow
Armor Proficiencies: None
Tool Proficiencies:Dice set

Attack Workspace:
Quarterstaff +3 To Hit / 1d6+1 bludgeoning; Versatile 1d8+1
Light Crossbow (Range 80/320) +3 To Hit / d8+1 Piercing Damage
Dagger +3 To Hit / 1d4+1 piercing damage / 20-60ft thrown
Breath Weapon: Cold 15 ft cone, 2d6 cold damage DC11 CON save 1/2 damage on successful save. 1/SR

Spell Workspace:
Spell Save DC: 13
Spell Attack Modifier: +5

Spells Known: 4
Spell Slots:
Level 1: 4/4
Level 2: 2/2
Level 3:

Cantrips
Dancing Lights
Frostbite
Prestidigitation
Ray of Frost

Prepared Spells

Level 1
Ice Knife
Mage Armor
Chaos Bolt

Level 2
Suggestion

Class Features & Racial Traits:

Wild Magic Surge:
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a1, roll on the Wild Magic Surge table to create a random magical effect.

Tides of Chaos:
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Anytime before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

Font of Magic:

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points:

You have 3 sorcery points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a Long Rest.

Flexible Casting

You can use your sorcery points to gain additional Spell Slots, or sacrifice Spell Slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.

Metamagic
At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.

Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 sorcery points to change the Casting Time to 1 Bonus Action for this casting.

Draconic Ancestry: You have draconic ancestry. Choose one type of dragon from the Draconic Ancestry table. Your breath weapon and damage Resistance are determined by the dragon type, as shown in the table.

Damage Resistance: You have Resistance to the damage type associated with your draconic ancestry. COLD

Money: 45gp 8sp

Equipment:
Armor: None, Traveler's Clothes (4 lbs)
Shield: None
Other Equipment: Item/Wt
Dagger (2 lbs)
Light Crossbow (5 lbs)
Bolts - 20 (1.5 lbs)
Pouch (1 lbs)
Component Pouch (2 lbs)
Week's rations bought in Parnast
Healing Potionx2

Backpack (5 lbs)containing:
Waterskin (5 lbs)
Bedroll(7 lbs)
Rations 1day (2 lbs)
Hempen Rope 50ft (10 lbs)
Mess Kit (1 lbs)


Total Weight: 45.5 lbs
Carrying Capacity: 180 lbs
Push/drag/lift: 360 lbs
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3. RPG Item: The Quintessential Half-Orc [Average Rating:3.50 Unranked]
Vince G.
United States
Reynoldsburg
Ohio
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Name: Ogrutz the Persuader
Class: Warlock
Race: Half-orc
Background: Guild Merchant
Alignment: Chaotic Good
Otherworldly patron: Three Ancient Hags (archfey)
Faction alignment: Lords' Alliance
Deity: Sune, goddess of love and beauty
Size: Medium
Languages: Common, Orc, Dwarvish, Goblin

Ogrutz speaks
Ogrutz thinks (occasionally)

Background:
Half-orcs often have troubled upbringings - abandoned, unloved, exiled from both human and orc society. Not so for Ogrutz. His parents (half-orc father, human mother) raised him in a poor mixed-race neighborhood attached to Parnast, where he played on safe streets with children of a half-dozen or more demihuman races. He always considered himself just the same as any of the other kids, just bigger.

His parents were small tradesmen, like most of the neighbors, so he apprenticed himself to a merchant to learn the arts of buying and selling. Being large for his size, a lot of his experience involved loading and unloading wagons, but eventually he was trusted to drive his own cart and make his own deals.

With his shiny new cart and copper in his purse, Ogrutz fancied himself a success and a lady's man, and that's when he ran into trouble. Three ancient hags from the fey realm were scrying the material plain looking for amusement (the fey equivalent of reading Facebook, I suppose) and stumbled across 15-year-old Ogrutz wooing a pretty half-elven lass with his wretched love poetry. They were captivated by this hilariously incongruous sight (the lass not so much). That night, they visited Ogrutz in his dreams. "You want to be charming? We'll give you power to charm anyone! And then you'll do some things for us..." Ogrutz foolishly accepted.

Soon he found that his new-found powers had their up-side (annihilating pesky rodents with his blasts, and getting the best deals with strangers in the marketplace whenever he concentrated in just the right way), but when he tried his arts on the girls of his neighborhood, he found out what "when the spell ends, the creature knows it was charmed by you" really means when your target lives two houses down. After dealing with more than a few outraged parents of young girls, Ogrutz's parents sadly told him it was about time that he went out into the world and found himself a new path, at least until he could prove he'd learned to behave himself.

Personality Traits
When Ogrutz gets angry enough, he tends to forget his magic and resort to physical violence.

Ogrutz flinches and gets nervous whenever he hears the cackling laughter of old women, until he can convince himself it isn't a visitation by his patrons.

Ideals
Love follows no racial boundaries.

Bonds
Family above all - Ogrutz loves his parents and siblings, and will drop everything to help them.

Flaws
Always falls for the "pretty" girl (pretty being relative - he likes his women big and tough, rather than text-book pretty).

Physical Characteristics
Age: 21
Gender: Male
Height: 6.5 ft
Weight: 220 lb

Physical Description:
Tall, thick, and nothing one would call graceful, Ogrutz towers over most others. He has classic half-orc features but they're strangely "muted" - ears less pointy, canines less protrusive, nose less pig-snouty - probably due to being a "quarter-orc" in reality. He has thick, unruly dark hair and abundant body hair as well. Nobody would call him handsome, but he's not repulsive.

AC: 9 without armor, 11 with studded leather armor
HP: 24 (Max=24)
Level: 3
XP: 1010 / 2700
Speed: 30
Initiative: -1
Hit Dice: 1d8 (2 HD available)
Proficiency Bonus: +2
Passive Perception: 10

25 downtime days

Abilities: Score (Mod)
STR 15 (+2)
DEX 9 (-1)
CON 14 (+2)
INT 12 (+1)
WIS 11 (+0)
CHA 15 (+2)

Save Proficiencies:
Wisdom +2
Charisma +4

Skills

Acrobatics (Dex): -1
Animal Handling (Wis): +0
Arcana (Int): +1
Athletics (Str): +2
Deception (Cha): +4
History (Int): +1
Insight (Wis): +2
Intimidation (Cha): +4
Investigation (Int): +3
Medicine (Wis): +0
Nature (Int): +1
Perception (Wis): +0
Performance (Cha): +2
Persuasion (Cha): +4
Religion (Int): +1
Sleight of Hand (Dex): -1
Stealth (Dex): -1
Survival (Wis): +0

Skill Proficiencies:

Deception (class)
Intimidation (racial)
Insight (background)
Investigation (class)
Persuasion (background)

Tool Proficiencies:
none

Weapon Proficiencies:
Simple weapons

Armor Proficiencies:
Light armor

Other Proficiencies:
none

Attack Workspace
Light crossbow (range 80/320) +0 to hit, 1d8-2 piercing damage
Dagger (thrown, range 20/60) +0 to hit, 1d4-2 piercing damage

Dagger (melee) +4 to hit, 1d4+2 piercing damage
Quarterstaff (1-handed) +4 to hit, 1d6+2 bludgeoning damage
Quarterstaff (2-handed) +4 to hit, 1d8+2 bludgeoning damage

Spell Workspace
Spell Save DC: 12
Spell Attack Modifier: +4

Spell Slots: Total (Remaining)
Level 2: 2 (2)

Cantrips
(2 cantrips known)
Blade Ward (1 action, self, VS, 1 round) You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Eldritch Blast (1 action, 120 ft, VS, instant) Make a ranged spell attack against the target. On a hit, target takes 1d10 force damage (+2 CHA damage with Agonizing Blast invocation).

Spells
(4 1st or 2nd level spells known - casting all as 2nd level spells)
Remember: Warlocks recover all spell slots after a short or long rest.

Level 1

Armor of Agathys (1 action, self, VSM, 1 hour) A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

Charm Person (1 action, 30 ft, VS, 1 hour) Attempt to charm a humanoid you can see within range. It must make a WIS save, with advantage if you or your companions are fighting it. If it fails the save, it is charmed until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

Sleep (1 action, 90 ft, VSM, 1 minute duration) Sends creatures into a magical slumber. Roll 5d8 to determine the number of hit points of creatures that can be affected. Creatures within 20 ft of a point you choose are affected in ascending order of current hit points. Each creature affected falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to wake it up. Undead and creatures immune to being charmed are not affected.

Invocations
(2 known)

Agonizing Blast: When you cast eldritch blast, add your Charisma
modifier to the damage it deals on a hit.

Eldritch Sight: You can cast detect magic at will without expending a spell slot. Detect Magic (VS, concentration up to 10 minutes): For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class Features & Racial Traits:

Darkvision (racial trait) You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Relentless Endurance (racial trait) When you are reduced to 0 HP but not killed outright, you can drop to 1 HP instead. You can't use this feature again until you finish a long rest.

Savage Attacks (racial trait) When you score a critical hit with a melee weapon, you can roll one of the weapon's damage dice an extra time for additional damage.

Fey Presence (class/patron trait) An an action, you can cause each creature in a 10-foot cube originating from you to make a WIS saving throw against your spell save DC. The creatures that fail are all charmed or frightened (your choice) until the end of your next turn. Cannot be used again until after a short or long rest.

Victim of Greed (CURSE) You were stung by greed, and your soul has been infected by the deadly sin. When you’re in the presence of great wealth (in the form of coins or gems/jewelry worth over 1,000 gp), you are stunned until the end of your first turn, as your mind reels at such great wealth. This can be removed with a remove curse.

Equipment:
Armor: studded leather armor (AC 12 + dex modifier) (13 lb)

Other Equipment: Item/Wt

(from class)
light crossbow and 20 bolts (6.5 lb)
arcane focus (a tiny copper cauldron, gift from the hags) (n/a)
quarterstaff (4 lb)
two daggers (2 lb)

(from background)
cart (200 lb)
mule (speed 40, carry 420 lb, pull 2100 lb)
pack saddle
saddlebags

letter of introduction from the merchant guild (n/a)
set of traveler's clothes (4 lb)

belt pouch (1 lb)
54 gp

6 miniature scimitars (shrunken goblin souvenir)
1 badly made and badly marked deck of cards (kobold souvenir)

2 potions of healing

Trinket: 1d100 = (56) = 56
An old key he found as a child - no idea what it is for. Ogrutz hangs it on the same cord as his cauldron.

Backpack (dungeoneer's pack) containing:
crowbar (5 lb)
hammer (3 lb)
10 pitons (2.5 lb)
10 torches (10 lb)
tinderbox (1 lb)
10 days of rations (20 lb)
waterskin (5 lb)
50 ft rope (10 lb)


Total Weight: 84 lbs
Carrying Capacity: 225 lbs
Push/drag/lift: 450 lbs
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4. RPG Item: Gnomes-100, Dragons-0 [Average Rating:6.29 Overall Rank:5902]
I am the Scherb
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Davvyn DarkGem
Race: Gnome, Rock
Alignment: Neutral Good
Class: Rogue
Background: Guild Artisan
Level: 3
XP: 1010
Downtime Days: 30
Inspiration: 0

Hit Points: (Max=24) Current= (see in char stat line)
Hit Dice: (3)d8 +2
Armor Class: 15
Speed: 25 ft
Initiative: +3
Passive Perception: 13
Proficiency Bonus: +2

-----------------------------------------------------
Attack Workspace:
Rapier: +5 to hit / 1d8+3 slashing, proficient, finesse
Dagger: +5 to hit / 1d4+3 piercing, proficient, light, finesse, thrown (20/60)
Short Bow: +5 to hit / 1d6+3 +2(bracers) piercing, proficient, ranged (80/320)
Sling: +5 to hit / 1d4+3 bludgeoning, proficient, ranged (80/320)

-----------------------------------------------------
Ability Score/ Modifier / Save
STR 4 (-3)
DEX 16 (+3) Prof: +5
CON 14 (+2)
INT 18 (+4) Prof: +6
WIS 12 (+1)
CHA 12 (+1)

Skills
Acrobatics(Dex): +3
Animal Handling (Wis): +1
Arcana (Int): +4
Athletics (Str): -3
Deception (Cha): +1
History (Int): +4
Insight (Wis): +5 *
Intimidation (Cha): +1
Investigation (Int): +6 *
Medicine (Wis): +1
Nature (Int): +4
Perception (Wis): +3 *
Performance (Cha): +1
Persuasion (Cha): +3 *
Religion (Int): +4
Sleight of Hand (Dex): +5 *
Stealth (Dex): +5 *
Survival (Wis): +1
Bolded skills denote proficiency.
[D] = Disadvantage due to Armor

-----------------------------------------------------
Race and Class Features and Traits:
• Darkvision 60ft
• Gnome Cunning. Advantage on INT, WIS, and CHA saves against magic
• Artificer's Lore. Add 2X prof bonus on magical, alchemical, or technological item-related history checks.
• Tinker. proficiency with Tinker's tools, construct a tiny device (AC 5, HP 1) in 1 hour (10 gp)
• Thieves' Cant: It takes four times longer to convey messages than it does to speak the same idea plainly.
• Sneak Attack: Once per turn, deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5ft of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
• Guild Membership: As a member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide lodging and food if necessary. If you are accused of a crime, your guild will support you if a good case can be made for you innocence or the crime is justifiable. You must pay dues of 5 gp per month to the guild to remain in the guild’s good graces.
• Guild Business. Jewelers and gemcutters
• Cunning Action: You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
• Fast Hands: you can use the bonus action granted by your Cunning Action to:
- Make a Dexterity (Sleight of Hand) check
- Use your thieves’ tools to disarm a trap or open a lock.
- Take the Use an Object action.
• Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

-----------------------------------------------------
Weapon Proficiencies:
Simple weapons, hand crossbows, long swords, rapiers, short swords

Armor Proficiencies:
Light armor

Tool Proficiencies:
Thieves' tools, Jeweler's tools, Tinker's tools

Other Proficiencies:


Languages:
Common, Gnomish, Dwarvish, Undercommon

Expertise:

-----------------------------------------------------
Equipment:
54 gp 3 sp 2 cp

Armor: Studded Leather (set)

Burglars Pack
• Backpack
• a bag of 1,000 Ball bearings
• 10 feet of string
• a bell
• 5 candles
• a Crowbar
• a Hammer
• 10 pitons
• a Hooded lantern
• 2 flasks of oil
• 5 days Rations
• a Tinderbox
• 3 Waterskins
• 50 feet of Hempen rope
Sling
Sling Bullets (20)
Chalk (4)
Flask
Ink Pen
Parchment(5)
Pouch
Soap
Signal whistle
Sealing wax
Sack
Dice Set
Mirror
Large cloth robe

Parnast Mountain Map

Blue Eye Agate ( rough stone for shaping )
Blue Quartz ( rough stone for shaping )

(1) Healing Potion

(1)Sylas's Wake-Up Sauce (neutralizes the effect of intoxication on a creature for 24 hours)
(1) Alchemist's Fire

Trinket: Empty glass vial that smells of perfume when opened, belonged to my wife I am estranged from.

Fine shortbow with gnomish sights (mundane, worth 25gp)

Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide.

These bracers are bulky with hexagon designs along them that do not match any common racial or family styling.

In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

-----------------------------------------------------
Description/Background:
Physical: Male, 200 yrs old, 2'11", 35 lbs, Pale grey skin, Green eyes, White hair.

Narrative Background:
Davvyn spent his entire life slaving over the gemstones of other people. Business had been good, too good in fact. So good, that his son stole the family business right out from under him. It took years, but Salcryn had built up a file of documents to frame Davvyn with. His other children were probably oblivious, but he would fine out the truth someday. Salcryn had even included evidence of adultery. Davvyn occasionally traveled on behalf of the business. Cutting gemstones on site for various nobles when the stone in question was unable to travel for security reasons, etc. His wife Jelzyre, fell whole heartedly for the rouse. Escapades with halfling women, all-nighters with a succubus provided by a rich client. (Of course, fully documented with eye-witness testimony.) Davvyn’s heart broke at the thought of the night she kicked him out, clothes piled everywhere out in the main tunnel. The age of years had not been kind to Davvyn along with the years of toil over the workbench. The strength of youth has left him. Now he kept his back pack as light as possible, carried only what he needed. But on the flip side, his finesse and quickness, fine motor skills, they were all in top shape. At least he could be of use to someone as a common thief while he plotted his way back home. He had met Ogrutz in travels on the road, and it was an easy time to convince him to allow Davvyn to join up, to escape the exilement from the community. The open road was uncomfortable for Davvyn, a creature of the rock. The solid feel of the mountain above you. And the overlanders always glanced at him out of the corner of their eyes. His skin a pale grey and hair white as snow, a gift from his mother, a deep gnome (svirfneblin). The only thing he had from her, his father said she died in childbirth. His ability with gems was his saving grace in the community... Until that traitor, Salcryn. How to get the evidence to refute Salcryn’s claims? That was the question. First build up a warchest, then seek out the sources of Salcryn’s lies. Then return home and stab his cursed son dead in the heart with them! (and a dagger too..)

-----------------------------------------------------
Factions:
Lords’ Alliance: Rank 1

Renown

Friend of Prrrt. You helped alleviate the suffering of a galeb duhr named Prrrt. It tells others of its kind of your kindness, garnering you a positive reputation among elemental earth creatures. As an action, you can attempt a DC 10 Charisma (Persuasion) check to convince earth creatures of the elemental type not to attack you. As long as you do not attack the creature or other elemental earth creatures, it targets others. This, however, does not protect your allies. You lose this story aware if you attack or otherwise harm an elemental earth creature.

Friend of Kraddokk You talked with the storm giant Kraddokk and did not desecrate the shrine of Annam. He tells his friends about your interaction with him. This friendship might bear fruit at a later date.

Friend on the Black Road You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free.

-----------------------------------------------------
Personal Goal:
Regain business and family.

Personality Traits:
I believe that anything worth doing is worth doing right. I can’t help it — I’m a perfectionist.I’m rude to people who lack my commitment to hard work and fair play.

Ideals:
Aspiration. I work hard to be the best there is at my craft.

Bonds:
The workshop where I learned my trade is the most important place in the world to me.

Flaws:

-----------------------------------------------------
Posting Header:


Davvyn Darkgem
HP 10/10, AC 14, Insp 0

-----------------------------------------------------

or

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5. RPG Item: Vanguard Free Roleplaying [Average Rating:0.00 Unranked]
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Name: Adal
Class: Forge Cleric
Race: Mountain Shield Dwarf
Background: Faction Agent: The Zhentarim
Alignment: Lawful Neutral
Deity: Dumathoin
Size: Medium
Languages: Dwarven, Common, Draconic, Orcish

Background:
Parents: . 1d100 = (2) = 2 You know your parents
Birthplace: . 1d100 = (34) = 34 You grew up at home.
Number of Siblings: . 1d10 = (5) = 5 With . 1d4+1 = (1) + 1 = 2 siblings.
Birth Order: , 2d6 = (3 + 6) = 9 You are the 2nd youngest of the siblings.
Family: . 1d100 = (65) = 65 We were raised by a single mother
Absent Parent: . 1d4 = (4) = 4 when my father disappeared to an unknown fate.
Family Lifestyle: . 3d6 = (1 + 5 + 6) = 12
Childhood Home: . 1d100 = (8) = 8 We lived in a rundown shack.
Childhood Memories: . 3d6-1 = (2 + 5 + 3) - 1 = 9 but I had a few close friends and lived an ordinary dwarven childhood.
I became a Faction Agent because.... 1d6 = (3) = 3 I gew up in a household with a strong work ethic. Entering the service of one of the factions seemed natural.
I became a Cleric because.... 1d6 = (5) = 5 I used to serve in my religion's bureaucracy but found I needed to work int he world, to bring the message of my faith to the darkest corners of the land.
Number of Life Events: . 1d12 = (6) = 6
Life Events:
. 1d100 = (23) = 23: Fell in Love
. 1d100 = (40) = 40: Made an enemy of an adventurer. . 1d6 = (4) = 4 but you are blameless.
. 1d100 = (73) = 73: Met someone important.
. 1d100 = (64) = 64: Spent time working in a job related to background. Gain . 2d6 = (4 + 1) = 5 gold
. 1d100 = (4) = 4: Spent time working in a job related to background. Gain . 2d6 = (1 + 1) = 2 Gold
. 1d100 = (13) = 13: Gained a bit of Good fortune. boons 1d10 = (1) = 1 when a friendly wizard gave me a spell croll containing one cantrip.


Personality Traits
• Duty bound to his diety and task
• I idolize a particular Blacksmith and constantly refer to their craftsmanship and quality of work.
Ideals
Patience and Hardwork always pay off
Bonds
I will seek out great weapons and armor lost to the forces of darkness
Flaws
A rare or wonderous material can distract me from the task at hand.

Physical Characteristics
Age: 217
Gender: Male
Height: 5'2"
Weight: 185lb

Physical Description: Rather tall for a dwarf. He attributes that to eating large plates of root vegetables as a young dwarf. His skin is a pale rosy brown. His hair is a deep rosewood color which he keeps long in braids in the rear, though it is thinning on top. His beard is kept short and well groomed as a long beard can be dangerous near a forge.


AC: 16/17 (w/o Shield/w/BotF)
AC: 18/19 (w/ Shield/w/BotF)
HP: 27/27
Level: 3
XP: 1010/2700
Speed: 25'
Initiative: +1
Hit Dice: 3d8+3
Proficiency Bonus: +2
Passive Perception: 12

Abilities: Score (Mod)[
STR 16 (+3) (14 + 2 racial)
DEX 12 (+1)
CON 16 (+3) (14 + 2 racial)
INT 8 (-1)
WIS 15 (+2)
CHA 8 (-1)

Save Proficiencies: Wisdom, Charisma


Skills (put proficient skills in bold; Gold for Expertise)
Acrobatics (Dex): +1
Animal Handling (Wis): +2
Arcana (Int): -1
Athletics (Str): +3
Deception (Cha): -1
History (Int): -1
Insight (Wis): +4
Intimidation (Cha): -1
Investigation (Int): -1
Medicine (Wis): +4
Nature (Int): -1
Perception (Wis): +4
Performance (Cha): -1
Persuasion (Cha): -1
Religion (Int): -1
Sleight of Hand (Dex): +1
Stealth (Dex): +1 (Armour disadvantage)
Survival (Wis): +4

Skill Proficiencies: Medicine, Insight
Tool Proficiencies: Smith's Tools, Mason's Tools
Weapon Proficiencies: Simple, Battleaxe, Handaxe, Throwing hammer, Warhammer
Armor Proficiencies: Light, Medium, Heavy, Shields
Other Proficiencies: N/A

Renown: 1 Zhentarim
Down Time Days: 5 days

Attack Workspace
Warhammer +5/(+6 w/BotF) To Hit / d8+3/(+4 w/BotF)Bludgeoning Damage
Versatile d10+3/(+4 w/BotF)
Handaxe +5/(+6 w/BotF) To Hit / d8+3/(+4 w/BotF)Slashing Damage

Spell Workspace:
Spell Save DC: 12
Spell Attack Modifier: +4
Ritaul Caster: Yes
Spellcasting Focus: Holy Symbol

Spell Slots: 4/4 1st level 2/2 2nd level
Level 1: 4 Prepared (Y)
• Searing Smite
• Cure Wounds
• Shield of Faith
• Guiding Bolt
• Identify
• Create or Destroy Water

Level 3: 5 Prepared


Cantrips: 3

• Word of Radiance: 5' (each creature of casters choice must make a Con save throw or take 1d6 radiant damage) (Xanathar's Guide)
• Spare the Dying
• Mending

Level 1: 4/4
Cure Wounds: Range touch. Components V, S. Restores hp equal to 1d8 + Wis modifier. +1d8 for each spell slot level above 1st.

Searing Smite: 1 bonus action, V, Self. Next hit with melee weapon attack deals extra 1d6 fire damage and causes target to ignite in flames. At end of targets turn make Con save throw. Failed save take 1d6 fire damage.

Guiding Bolt: Range 120', 1 action, 1 round, V,S. Ranged spell attack, on hit 4d6 radiant damage, next attack roll made against target has advantage

Shield of Faith: 1 bonus action, 60', VSM, +2 AC for 10 min


Level 2: 2/2

Heat Metal: Range 60'. Concentration, 1 min. V, S, M. Cause metal object you can see to glow red hot dealing 2d8 fire damage. Use bonus action on subsequent turns to cause this damage again. Creature makes Con Save to drop object if it can. If it doesn't drop it has disadvantage on ability checks and attack rolls until my next turn.

Magic Weapon: 1 bonus action. Range: touch. Touch nonmagical weapon to give it +1 to attack and damage rolls. Concentration 1 hour.

Class Features & Racial Traits:

• Darkvision
• Adv on saving throws against poison
• Resistance to poison damage
• Stonecunning: Add double proficiency in History when making History checks on Stonework.
• Turn Undead: Present Holy symbol, each undead that can see or hear within 30' make Wis save. On fail it is turned for 1 minute until it takes damage. Turned creature moves aas far away as possible and can only use Dash action.
• Blessing of the Forge (BotF) Imbue magic into a waepon or armor. Once per long rest, until end of next long rest, object becomes a magic item graning a +1 bonus to AC if armor or +1 bonus to attack and damage if weapon.
• Conduct hour long ritual that crafts a nonmagical item that must include some metal equal to cost of the item. Can make a simple or martial weapon, suit of armor, 10 piecs of ammunition, set of tools or another metal object. Cant be worth more than 100g.
• Safe Haven: Access to secret network of supporters and operatives who can assist in adventures.

Equipment:
Armor: Chain Mail (55 lb)
Shield: Shield (6lb)
Other Equipment: Item/Wt
• Warhammer (2lb)
• Explorer's Pack (42lb)
- Backpack (5lb)
- Bedroll (7lb)
- Mess Kit (1lb)
- Tinderbox (1lb)
- 5 Torches (5lb)
- 4 days of Rations (8lb)
- Waterskin (5lb)
- 50' Hempen Rope (10lb)
• Handaxe (2lb)
• Holy Symbol, Emblem (-)
· Holy Water

Backpack containing:
• Badge of Zhentarim faction (-)
• Copy of Zhentarim codes (1lb)
• Common Clothes (3lb)
• 28g 7s 9c
• Trinket . 1d100 = (100) = 100 A metal urn containing the ashes of a hero


Total Weight: 185lbs
Carrying Capacity: 240lbs
Push/drag/lift: 480lbs

Rewards:
Friend on the Black Road. You aided the caravan master Azam on a perilous journey along the Black Road. If you find yourself needing to travel the Black Road or transport something discretely, Azam will provide it safely once for free.
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  • 1221485. EyeOfSkadi
  • 4d6l =
  • (5 + 1 + 6 + 3) =
  • 14
  • .
  • Mon Jan 8, 2018 11:42 pm
  • [+]
  • 1221486. EyeOfSkadi
  • 4d6l =
  • (2 + 6 + 5 + 4) =
  • 15
  • Mon Jan 8, 2018 11:42 pm
  • [+]
  • 1221487. EyeOfSkadi
  • 4d6l =
  • (2 + 4 + 6 + 2) =
  • 12
  • .
  • Mon Jan 8, 2018 11:43 pm
  • [+]
  • 1221488. EyeOfSkadi
  • 4d6l =
  • (1 + 3 + 4 + 2) =
  • 9
  • .
  • Mon Jan 8, 2018 11:43 pm
  • [+]
  • 1221489. EyeOfSkadi
  • 4d6l =
  • (3 + 3 + 1 + 1) =
  • 7
  • .
  • Mon Jan 8, 2018 11:43 pm
  • [+]
  • 1221490. EyeOfSkadi
  • 4d6l =
  • (2 + 3 + 2 + 2) =
  • 7
  • .
  • Mon Jan 8, 2018 11:43 pm
  • [+]
  • 1221555. EyeOfSkadi
  • 1d100 =
  • (100) =
  • 100
  • .
  • Tue Jan 9, 2018 4:31 am
  • [+]
  • 1221560. EyeOfSkadi
  • 1d100 =
  • (2) =
  • 2
  • .
  • Tue Jan 9, 2018 4:50 am
  • [+]
  • 1221561. EyeOfSkadi
  • 1d10 =
  • (5) =
  • 5
  • .
  • Tue Jan 9, 2018 4:50 am
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  • 1221563. EyeOfSkadi
  • 2d6 =
  • (3 + 6) =
  • 9
  • ,
  • Tue Jan 9, 2018 4:51 am
  • [+]
  • 1221564. EyeOfSkadi
  • 1d100 =
  • (65) =
  • 65
  • .
  • Tue Jan 9, 2018 4:51 am
  • [+]
  • 1221566. EyeOfSkadi
  • 1d4 =
  • (4) =
  • 4
  • .
  • Tue Jan 9, 2018 4:51 am
  • [+]
  • 1221567. EyeOfSkadi
  • 3d6 =
  • (1 + 5 + 6) =
  • 12
  • .
  • Tue Jan 9, 2018 4:51 am
  • [+]
  • 1221569. EyeOfSkadi
  • 1d100 =
  • (8) =
  • 8
  • .
  • Tue Jan 9, 2018 4:52 am
  • [+]
  • 1221570. EyeOfSkadi
  • 3d6-1 =
  • (2 + 5 + 3) - 1 =
  • 9
  • .
  • Tue Jan 9, 2018 4:52 am
  • [+]
  • 1221571. EyeOfSkadi
  • 1d6 =
  • (3) =
  • 3
  • .
  • Tue Jan 9, 2018 4:53 am
  • [+]
  • 1221572. EyeOfSkadi
  • 1d6 =
  • (5) =
  • 5
  • .
  • Tue Jan 9, 2018 4:53 am
  • [+]
  • 1221573. EyeOfSkadi
  • 1d12 =
  • (6) =
  • 6
  • .
  • Tue Jan 9, 2018 4:55 am
  • [+]
  • 1221574. EyeOfSkadi
  • 1d100 =
  • (23) =
  • 23
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221575. EyeOfSkadi
  • 1d100 =
  • (40) =
  • 40
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221576. EyeOfSkadi
  • 1d100 =
  • (73) =
  • 73
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221577. EyeOfSkadi
  • 1d100 =
  • (64) =
  • 64
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221578. EyeOfSkadi
  • 1d100 =
  • (4) =
  • 4
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221579. EyeOfSkadi
  • 1d100 =
  • (13) =
  • 13
  • .
  • Tue Jan 9, 2018 4:56 am
  • [+]
  • 1221580. EyeOfSkadi
  • 1d6 =
  • (4) =
  • 4
  • .
  • Tue Jan 9, 2018 4:59 am
  • [+]
  • 1221582. EyeOfSkadi
  • 1d10 =
  • (1) =
  • 1
  • boons
  • Tue Jan 9, 2018 5:00 am
  • [+]
  • 1221584. EyeOfSkadi
  • 2d6 =
  • (4 + 1) =
  • 5
  • .
  • Tue Jan 9, 2018 5:02 am
  • [+]
  • 1221585. EyeOfSkadi
  • 2d6 =
  • (1 + 1) =
  • 2
  • .
  • Tue Jan 9, 2018 5:03 am
  • [+]
  • 1221586. EyeOfSkadi
  • 1d100 =
  • (34) =
  • 34
  • .
  • Tue Jan 9, 2018 5:07 am
  • [+]
  • 1221587. EyeOfSkadi
  • 1d4+1 =
  • (1) + 1 =
  • 2
  • .
  • Tue Jan 9, 2018 5:08 am
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6. RPG Item: Pimp my Paladin [Average Rating:0.00 Unranked]
Jon V
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Name: Mist on the Lake (Mist)

Race: Tabaxi
Alignment: LN
Class: Paladin
Level: 2
XP: 630


Downtime Days: 15
Faction: THE ORDER OF THE GAUNTLET
Renown: 1

Speaking Text
Thinking Text

Hit Points: 20
Hit Dice: 2d10
Armor Class: 15 (+2 w Shield)
Speed: 30 ft
Initiative: +3
Passive Perception: 12
Proficiency Bonus: +2


Stats
STR 10 (+0)
DEX 16 (+3)
CON 14 (+2)
INT 8 (-1)
WIS 10 (+0)
CHA 16 (+3)

Saving Throws:
STR: +0
DEX: +3
CON: +2
INT: -1
WIS: +2
CHR: +5

Attack Workspace:
Rapier: melee, +5 hit, 1d8+3
Unarmed Strike: melee, +5 hit, 1d4+3
Whip: 10ft reach, +5 hit, 1d4+3

Heavy Crossbow: Ranged-100ft-400ft, +5 hit, 1d10+3 dmg

Skills
Acrobatics(Dex): +3
Animal Handling (Wis): 0
Arcana (Int): -1
Athletics (Str): +2
Deception (Cha): +5
History (Int): -1
Insight (Wis): 0
Intimidation (Cha): +5
Investigation (Int): -1
Medicine (Wis): 0
Nature (Int): -1
Perception (Wis): +2
Performance (Cha): +3
Persuasion (Cha): +5
Religion (Int): -1
Sleight of Hand (Dex): +3
Stealth (Dex): +5
Survival (Wis): 0
Bolded skills denote proficiency.
[D] = Disadvantage due to Armor

Race and Class Features and Traits:

Darkvision:
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Feline Agility:
You can move double your speed for one of your moves. You can't use this again until you don't move on a turn.

Cat's Claws:
Your claws give you a 20ft climb speed and cause your unarmed attacks to do 1d4+STR slashing damage.

Cat's Talent:
You are proficient in the Stealth and Perception skills.

Bounty Hunter Feature:
You have cotacts in cities who can provide information.

Paladin Features:

Lay on Hands:
You have a pool of points equal to 5x your Paladin level. As an action you can touch a creature and spends points to heal them 1 point = 1 hp. You can spend 5 points to cure a disease or remove a poision

Divine Sense:
As an action you can know the location of any celestial, frend,
or undead within 60 feet of you that is not behind total
cover. You know the type (celestial, frend, or undead) of
any being whose presence you sense, but not its identity. You can do this 1+ Cha mod per long rest

Divine Smite:
Sacrifice a spell slot on hit with melee weapon to add (1 + spell level)d8 radiant damage if target is fiend or undead add an additional 1d8.

Fighting Style: Dueling
+2 to damage rolls when using one 1-handed melee weapon


Weapon Profiencies:
Simple weapons, Martial Weapons

Armor Proficiencies:
Light, Medium, Heavy

Tool Proficiencies:
Thieves Tools, Dice

Other Proficiencies:
none

Languages:
Common, Giant

Equipment:
54 gp 12 sp 3 cp

Studded Leather Armor
Rapier
Shield
Heavy Crossbow
Crossbow Bolts (20)
Whip

Backpack Containing
Bedroll
Mess Kit
Torch x10
Tinderbox
Rations x10
Waterskin
Hemp rope (50ft)
Winter Festival Mug
Dice Set
Blue Gem from Davvyn

Description/Background:
Mist is perhaps the most unusual Paladin you will ever see. Rather than standing tall in gleaming metal, Mist skulks in the shadows stalking her targets in the service of Hoar. If they manage to see her coming they would glance a average sized Tabaxi with a rapier and shield in hand, a heavy cross bow across her back and her trusty whip on her right hip. A former thief she is no stranger to the underbelly of most cities and isn't afraid to bend the law if it means taking down her mark.

Background: Urban Bounty Hunter

Personal Goal:
Make the most of the second chance afforded to me.

Personality Traits:
I always have a plan for what to do when things go wrong.

Ideals:
I never steal from honest folk, but others are fair game.

Bonds:
Someone I loved died because of I mistake I made. That will never happen again.

Flaws:
I'd rather eat my armor than admit when I'm wrong.

Spell Workspace:
Spell Save DC: 13

Spells Prepared:

Bless: VSM; 30ft; Conc->1 min; 3 creatures +1d4 attack/save;

Cure Wounds: VS; touch; instant; heal 1d8+3 hp;

Command: V; 60ft; instant; On failed save target obeys a one word command;

Protection from Evil and Good: VSM; touch; Conc->10 min; 1 creature warded against monster type (attacks vs have disadvantage);

Spoiler (click to reveal)
Thunderous Smite: ba; self; Conc->1 min; +2d6 dmg and Str sv or 10 ft push and prone
Wrathful Smite: ba; self; Conc->1 min; +1d6 dmg and Wis sv or frightened (action-Wis check v. DC to end)


Story Awards:

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7. RPG Item: Loot: A Field Guide [Average Rating:6.82 Overall Rank:4764]
Jon V
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Party Loot

- Copper Necklace; Value 200gp SOLD
- Giant Nosering (Silver); Value 100gp SOLD

- Cult Ledger (damaged); Value 50gp
- Diamond Dust; Value 100gp SOLD
- Topaz; Vaule 50gp SOLD
- Lump of Silver; Value 150gp SOLD
- Dragon Cultist Loot; Value 200gp SOLD
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8. RPG: Barbarians, Booze, & Battle Axes! [Average Rating:0.00 Unranked]
Jon V
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Name: Ikki Strongbeak
Class: Barbarian
Race: Aarakocra
Background: Outlander
Alignment: CG
Deity: Sune, goddess of love and beauty
Size: Medium
Languages: Common, Aarakocra, Auran, Sylvan


Background:

Ikki was a promising young warrior in his home land on the plane of air. He helped defend his people against their hated enemies gargoyles. However in one battle he was hit with a curse which causes extreme pain when flying.

Only being able to ignore the pain during his barbarian rages meant he could only fly a few min a day. Soon he realized that watching the other Aarakocra fly freely while he had to be carried from nest to nest was unbearable and he left for the material plane hoping to find a way to undo the curse.


Personality Traits
- I watch over my friends as if they were a litter of
newborn pups.

Ideals
- Freedom. Everyone should be free to pursue his or her
own livelihood.

Bonds
- I would do almost anything to fly freely agian.

Flaws
- Violence is my answer to almost any challenge.

Physical Characteristics

Age: 10
Gender: Male
Height: 5'10"
Weight: 150lb

Physical Description: (Think a Bluejay)

White feathers covering face, torso, arms and legs
Silver/white feathers on underside of wings
Brilliant blue feathers on back,wings and top of head

Stats

AC: 15
HP: (Max=23) (Current=23)
Level: 2
XP: 500
Downtime: 15 days
Speed: 25ft; 50ft flying
Initiative: +3
Hit Dice: 2d12 (1 HD available)
Proficiency Bonus: +2
Passive Perception: 15

Abilities: Score (Mod)
STR 16 (+3)
DEX 17 (+3)
CON 15 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 10 (+0)

Save Proficiencies: e.g. Strength, Constiution


Skills (proficient skills in bold)

Acrobatics (Dex): +3
Animal Handling (Wis): +3
Arcana (Int): +0
Athletics (Str): +5
Deception (Cha): +0
History (Int): +0
Insight (Wis): +3
Intimidation (Cha): +2
Investigation (Int): +0
Medicine (Wis): +3
Nature (Int): +0
Perception (Wis): +5
Performance (Cha): +0
Persuasion (Cha): +0
Religion (Int): +0
Sleight of Hand (Dex): +3
Stealth (Dex): +3
Survival (Wis): +5

Skill Proficiencies: Athletics, Perception, Survival, Intimidation
Tool Proficiencies: Viol
Weapon Proficiencies: All Simple/Martial Weapons
Armor Proficiencies: Light/Medium and Shields
Other Proficiencies:

Attack Workspace

Greataxe: +5 To Hit / d12+3 Slashing Damage
Handaxe Melee: +5 To Hit / d6+3 Slashing Damage
Talons (Unarmed): +5 To Hit / d4+3 Slashing Damage

Handaxe Thrown: (Range 20/60) +5 To Hit / d6+3 Slashing Damage
Javelin Thrown: (Range 30/120) +5 To Hit / d6+3 Piercing Damage

Class/Racial/Background Features & Traits:

Rage (2/long rest)
• You have advantage on Strength checks and Strength
saving throws.
• When you make a melee weapon attack using
Strength, you gain a bonus to the damage roll (+2)
• You have resistance to bludgeoning, piercing, and
slashing damage.
• Fly speed of 50ft while raging

Unarmored Defense
While you are not wearing any armor, your Armor Class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.

Reckless Attack
You can gain advantage on Str based melee attacks by granting advantage to attacks against you for the round

Danger Sense
You gain advantage on Dex saves vs things you can see, such as spells and traps.

Wanderer
You have an excellent memmory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Equipment & Money

Belt Pouch (224gp 7sp 0cp)

Armor: None
Shield: Shield (6 lb)

Other Equipment: Item/Wt

Greataxe (7 lb)
Handaxe (2 lb)
Javelin x4 (8 lb)
Traveler's Clothes (4 lb)
Desert Clothes (2 lb)

Backpack (5 lb) containing:
Bedroll (7 lb)
Mess Kit (1 lb)
Tinderbox (1 lb)
Torches x10 (10 lb)
Rations x10 (20 lb)
Waterskin x3 (15 lb)
50 ft Hemp Rope (10 lb)
Hunting Trophy
Four leaf clover pressed in book of manners and etiquette
Potion of Healing (1 lb)


Total Weight: 99 lbs
Carrying Capacity: 240 lbs
Push/drag/lift: 480 lbs
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9. RPG Item: OB2: The Barrow of the Moon Druid [Average Rating:0.00 Unranked]
Rueben S
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Roscoe Tealeaf

Race: Ghostwise Halfling
Alignment: Chaotic Neutral
Class: Druid
Level: 1
XP: 500/900
Inspiration: 0

Downtime Days:25
Faction:
Renown: 0

Text For Posts
green dialogue text

Roscoe Tealeaf, Moon Druid 2
HP 15/15, AC 14, Spell Slots [3]



Hit Points: 15/15
Hit Dice: 2/1d8
Armor Class: 14
Speed: 25 ft
Initiative: +3
Passive Perception: 14
Proficiency Bonus: +2

STR 13(+1)
DEX 16(+3)
CON 13(+1)
INT 13(+1)
WIS 15(+2)
CHA 12(+1)

Saving Throws:
STR: +1
DEX: +3
CON: +1
INT: +3*
WIS: +4*
CHR: +1
*Denotes proficiency

Attack Workspace:
Scimitar +5 to hit / 1d6+3 slashing, finesse
Dagger +5 to hit / 1d4+3 piercing, light, finesse, thrown (20/60)



Skills
Acrobatics(Dex): +3
Animal Handling (Wis): +4
Arcana (Int): +1
Athletics (Str): +1
Deception (Cha): +1
History (Int): +1
Insight (Wis): +4
Intimidation (Cha): +1
Investigation (Int): +1
Medicine (Wis): +2
Nature (Int): +1
Perception (Wis): +4
Performance (Cha): +1
Persuasion (Cha): +1
Religion (Int): +1
Sleight of Hand (Dex): +3
Stealth (Dex): +3
Survival (Wis): +4
Bolded skills denote proficiency.
[D] = Disadvantage due to Armor

Race and Class Features and Traits:

Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language . You can speak telepathically in this way to one creature at a time.

Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave: You have advantage on saving throws against being frightened.

Halfling Nimbleness: You can move through the space of any Creature that is of a size larger than yours.

Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell Casting Focus: You can use a druidic focus (found in chapter 5) as a spellcasting focus for your druid spells.

Druidic: You know Druidic, the secret language of druids. You
can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.

Feature: All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest ofscholars and others intrigued by far-off lands, to say nothing ofeveryday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and
your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

Wild Shape: you can use your action to magically assume the shape of a beast that you have seen before, You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't
have a f1ying or swimming speed.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal
form earlier by using a bonus action on your turn, You automatically revert if You fall unconscious, drop to O hit points, or die.

Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action,
rather than as an action. Additionally, while you are transformed by Wild Shape. you can use a bonus action to expend one spell slot to regain ld8 hit points per level of the spell slot expended.

Circle Forms: The rites ofyour circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.


Weapon Proficiencies: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Armor Proficiencies: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Tool Proficiencies: Herbalism Kit

Other Proficiencies: Musical instrument (Chandalwood Flute)

Languages: Common, Halflng, Druidic, Elvish

Expertise: n/a

Equipment:
165gp 0sp 0cp

Scimitar
Dagger
Leather Armor
Traveller's Clothes
Chandalwood Flute
Poorly wrought maps from my homeland, Identifying where I'm from
A small charm of a bear worn on a necklace (10gp value)
Small Pouch
Explorer's Pack
Druidic Focus - mistletoe clipped to his shirt like a broach.
a whistle made from gold colored wood

Description/Background:
Physical - 3' tall, 45lbs. Dark curly hair, and thick mutton chop side burns. Tan complexion, bit of a belly.


Background: Far Traveler
very fun loving halfling that loves joking, pranks, however quite protective of those close to him and to nature. Has been known to confront those who pose a threat or are a current threat without much hesitation at times causing danger for himself or those he's with.
This same attitude is what has caused his tribe to task him with searching out the recent mysterious threat that has risen in the Chandalwood. The elders are not sure what it is, but know that it comes from outside their tribal lands.

Personal Goal:
Discover the source of evil that threatens the Chandalwood and put it to and end.

Personality Traits:
Loves life, laughter and joking, including practical jokes.

No sense of personal space.

Ideals: Inquisitive. Everything is new I have a thirst to learn. (neutral)

Bonds: So long as I have this token from my homeland, I can face any adversity in this strange land.

Flaws: Fierce opponent of those who would affect nature in anyway. Will confront even when it puts himself or allies at risk.

Quote:
Brown Bear
HP: 34/34
Multi-attack: The bear makes two attacks: One with it's bite and then it's claws.

Bite +5, 1d8+4
claws +5, 2d6+4



Quote:

Spell Workspace:
Spells Known:
# Prepared Spells: 3
Spell Save DC: 12
Spell Attack Modifier: +4

Cantrips Known: 2
- Guidance add 1d4 to a check
- Produce Flame

1st Level Spells Known:
- Cure Wounds
- Faerie Fire
- Charm Person


Spell Slots:
1st level (3) [ ] [ ]




Leveling Notes; to do yet
Spoiler (click to reveal)

3-HP, Martial Archetype - EK, cantrips - booming blade, fire bolt spells: Shield, absorb elements, Find Familiar
4-HP, check spell chart Ability score improvement or Feat: War Caster,
5-HP, check spell chart, Extra attack, Prof Bonus +3 now adjust skills and saves and to hit
6-HP, check spell chart, Ability Score Improvement (ASI) or feat
7-HP, check spell chart, Martial Archetype feature
8-HP, check spell chart, ASI or feat,
9-HP, check spell chart, Indomitable, Prof Bonus +4 now adj skills, saves, to hit


Special Rewards:
Friend of Kraddokk. You talked with the storm giant Kraddokk and did not desecrate the shrine of Annam. He tells his friends about your interaction with him. This friendship might bear fruit at a later date.
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