D&D5E - Diamond Lake / Whispering Cairn - Character Sheets - PBF
Jeff Wallace
United States
Pittsford
New York
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Each player will add an item to this list and paste their character information as the body of that item. It is the player's responsibility to keep track of hit points, gear, and supplies as the adventure progresses.

Cast of Characters
d10-1 Wex Smythe (Tiefling Sorcerer) played by Emilio
d10-2 Felix Dobrecoff (Human Monk) played by Skaldi
d10-3 Puckle Nag-Lore (Human Rogue) played by Richard
d10-4 TBD (Rock Gnome Wizard) played by Rueben
d10-5 Adrik Ironfist (Mountain Dwarf Fighter) played by Patrick


Deceased Characters
d10-1 Handric Goldenguard (Dwarf Barbarian) played by Skadi -- killed by Abel's fireball magic surge.
d10-2 Abel Piggums (Human Wild Magic Sorcerer) played by Rueben -- killed by his own fireball magic surge.
d10-3 Carric Mara (Half-Elf Bard) played by Patrick -- killed by Abel's fireball magic surge.
d10-4 Cardo Guttersnipe (Human Fighter) played by Richard -- killed by Abel's fireball magic surge.


Anyone who needs assistance adding an item to the list, please let me know.

Also, please use the Character Template that can be found HERE

Link to OoC Thread

Link to IC Thread

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1. RPG Item: Tieflings [Average Rating:5.73 Overall Rank:7188]
Emilio Ares
United States
North Carolina
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Name: Wexford "Wex" Smythe
Class: Sorcerer Draconic Bloodline
Race: Tiefling



Alignment: LN
Deity:
Size: Medium
Languages: Common, Draconic, Infernal, Goblin

Background:

Wex's mother was the daughter of a Free City noble. Their family was known to rise to power due to their Draconic bloodline. In an act of teenage rebellion she fell in with a cult who worshiped an Infernal entity. In her naivete she was unaware that she was merely being used as an offering to their deity. The ritual led to her pregnancy and having no where else to run she went back to her father Baron von Moryl. He hastily covered up the pregnancy keeping her locked in her rooms in the keep. When the child was born his red skin and tail proved his ancestry.
Baron von Moryl quickly had the midwife dispose of the child and tell his daughter that he died in childbirth. The midwife couldn't bring herself to destroy an innocent life no matter what it's heritage and recalled a distant cousin of hers in the nearby hovels of Diamond Lake. She knew the child would have a hard life there but would at least be hidden from the Baron's eyes and save her employer's family from scandal.
The midwife's cousin married had a local man named Jebediah Smythe and the couple agreed to adopt the young tiefling and raise him as their own. Jebediah taught his adopted son the family business of repairing the mining equipment so that their family would never be out of a job. Around the age of 13 Wexford's horns began to grow in and with the horns came strange magical abilities. Jebediah was worried that the rest of the town would see these abilities and become even more afraid of the child than they already were. Thus, Wex taught himself to use his abilities in secret.
As he grew stronger in his magic, Wex realized that there was more he could learn and told his parents that it was time for him to head out and discover the true nature of his parentage and the full extent of his powers. He wanted to travel to a place where he wouldn't be judged for the way that he looked and the powers that he had. With his father's blessing he began his life of adventure.

Personality Traits:

-Despite my noble birth, I do not place myself above other folk. We all have the same blood. (Because I don't know that I'm a noble)

Ideals:

- Responsibility/Respect. Despite my appearance, it is important to not be quick to judge and to treat others with the respect I myself would like.

Bonds:

-Those that raised me are my true family. I would do anything to protect them and ensure that they are safe and taken care of.

Flaws:

- Easily angered by the fact that everyone is afraid of him for the way that he looks.

Physical Characteristics
Age: 20
Gender: M
Height: 6' 4"
Weight: 212 lbs

Physical Description:


AC: 14
HP: (Max=9) (Current=9)
Level: 1
XP: 0
Speed: 30'
Initiative: +1
Hit Dice: 1d6 (1 HD available)
Proficiency Bonus: +2
Passive Perception: 11

Abilities: Score (Mod)
STR 15 (+2)
DEX 13 (+1)
CON 14 (+2)
INT 13 (+1)
WIS 13 (+1)
CHA 20 (+5)

Save Proficiencies: Constitution, Charisma


Skills
Acrobatics (Dex): +1
Animal Handling (Wis): +1
Arcana (Int): +1
Athletics (Str): +4
Deception (Cha): +5
History (Int): +1
Insight (Wis): +3
Intimidation (Cha): +7
Investigation (Int): +1
Medicine (Wis): +1
Nature (Int): +1
Perception (Wis): +1
Performance (Cha): +5
Persuasion (Cha): +5
Religion (Int): +1
Sleight of Hand (Dex): +1
Stealth (Dex): +1
Survival (Wis): +3

Skill Proficiencies:
Tool Proficiencies:
Weapon Proficiencies:
Armor Proficiencies:
Other Proficiencies:

Attack Workspace
Dagger +4 To Hit / 1d4+2 Piercing Damage / Throw
Quarterstaff +4 To Hit / 1d6+2 Bludgeoning Damage
Fire Bolt +7 To Hit / 1d10 Fire Damage

Spell Workspace
Spell Save DC: 15
Spell Attack Modifier: +7

Spell Slots: Total (Remaining)
Level 1: 2 (2)


Cantrips

Light Range = touch. Components = V, M. Duration = 1 hour.
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Control Flames Range = 60 ft. Components = S. Duration = Instantaneous.
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
You instantaneously extinguish the flames within the cube.
You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Fire Bolt Range = 120 ft. Components = v,s. Duration = instantaneous.
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Mage Hand Range = 30 ft. Components = V, S. Duration = 1 Min.
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Level 1:

Burning Hands Range = Self/15 ft. Components = V, S. Duration = Instantaneous.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Magic Missile Range = 120 ft. Components = V, S. Duration = Instantaneous.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class Features & Racial Traits:

e.g. Sneak Attack Once per turn, deal an extra 3d6 damage to one creature you hit with an attack, if you have advantage, or if there is another enemy of the target within 5 feet of it. Must use a ranged or finesse weapon.

Equipment:
Armor:
Shield:
Other Equipment:
e.g Rapier

Backpack containing:
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2. RPG Item: The Black Monk [Average Rating:0.00 Unranked]
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Felix Dobrecoff
Race: Human
Subrace: Variant
Alignment: TBD
Class: Monk
Archtype: ---
Level: 1
XP: 0
Downtime Days: 0
Inspiration: 0

Text For Posts


Hit Points: 9/9[/b][/COLOR]
Hit Dice: 1d8
Armor Class: 16 (unarmored defense)
Speed: 40' (+10 from Mobile)
Initiative: +4
Passive Perception: 14

Proficiency Bonus: +2

9, 12, 17, 11, 13, 12

Human, Variant (+1 to two stats; Dex and Wis)

STR 11 (+0)
DEX 18 (+4)
CON 12 (+1)
INT 09 (-1)
WIS 14 (+2)
CHA 11 (+0)

Saving Throws:
STR: +2
DEX: +6
CON: +1
INT: -1
WIS: +2
CHR: +0

Trinket: Alabaster Mask

Feats

Mobile: +10' speed, Difficult terrain doesnt affect when using Dash action, When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Attack Workspace:

Unarmed Strike: ATK d20+6 DMG d4+4

Spear ATK d20+6 DMG d6+4

Sling ATK d20+6 DMG d4+4

Bonus Actions:

Can make an unarmed strike as a bonus action

Skills

Acrobatics(Dex): +6

Animal Handling (Wis): +2

Arcana (Int): -1

Athletics (Str): +2

Deception (Cha): +0

History (Int): -1

Insight (Wis): +4

Intimidation (Cha): +0

Investigation (Int): -1

Medicine (Wis): +2

Nature (Int): -1

Perception (Wis): +2

Performance (Cha): +0

Persuasion (Cha): +2

Religion (Int): -1

Sleight of Hand (Dex): +4

Stealth (Dex): +4

Survival (Wis): +4

Tools

• Jeweler's Tools (+2)

• Cook's Utensils (+2)

Languages

Dwarvish, Common, Halfling

Weapon Profs

Simple weapons, Shortswords

Armor Profs

None

Bolded skills denote proficiency.
[D] = Disadvantage due to Armor


Race and Class Features and Traits:

Martial Arts: Use Dex for unarmed strikes & monk weapons; Use unarmed strike as bonus action; use d4 (changes with level) in place of damage of unarmed strike/monk weapon

Unarmored Defense: AC = 10 + Dex + Wis when unarmored

Guild Membership: fellow guild members will provide you with lodging and food; If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the
crime is justifiable. You can also gain access to powerful political figures through the guild; 5g per month membership fee.

Equipment

• Spear
• 10 Darts Sold for 2.5 silver
• Dungeoneer's Pack
• Backpack
• Crowbar
• Hammer
• 10 pitons
• 10 torches
• Tinderbox
• 10 days of rations
• Waterskin
• 50 feet of hempen rope
• Jeweler's Tools
• Letter of Introduction from Jewelers and Gem Cutters Guild
• Traveler's Clothes
• Belt Pouch
• Cook's Utensils (1g)
• Sling (1s) w/Pouch (5s)
• Sling Bullets (40) (8c)
• Chalk (10) (1s)
• Hooded Lantern (5g)
• Oil Flask (5)(5s)
• Block and Tackle (1g)


Gold: 06
Silver: 07
Copper: 02


Description/Background:
Height: 6'3"
Weight: 215lbs
Age: 32
Skin: Fair
Hair: Wavy, blonde hair.
Eyes: Grey Blue

Background: Guild Artisan

Factions:

Renown:

Personal Goal: Find someone worthy of my alabaster mask.

Personality Traits: I’m full of witty aphorisms and have a proverb for every occasion.

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

Bonds: I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.

Flaws: I would kill to acquire a noble title

Back story: will flesh out later Traveling Artisan in search of Opal, Obsidian and Emerald in order to adorn the alabaster mask he made to curry favor with a worthy king in hopes of procuring for himself a noble title. His caravan was attacked and though he all of his trade goods he managed to save the tools of his trade; and thus secure his livelihood.
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3. RPG Item: A Thief's Tale [Average Rating:0.00 Unranked]
Richard
United Kingdom
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Puckle Nag-lore

Class: Rogue 1
Race: Human
Alignment: Chaotic Neutral
Deity: Mask, god of thieves
Size: Medium
Languages: Common, Goblin

Background:
Puckle Nag-Lore was raised on a farmstead in horse-rearing country. Despite the richness of the land, his family lived on the most ramshackle and disreputable farm in the district, yet somehow managed to do a good trade in high-quality horses sold on for the nobility or army officers. There were persistent rumours not all the horses were come by honestly – entirely true, for the whole family were horse-thieves as much as farmers. They’d never have come by such fine specimens of horse-flesh by raising the livestock themselves, and Puckle made himself useful through his calming way with animals, and his ability to bandage up the wounded members of the family when an attempted theft went wrong.

The youngest of 5 brothers, Puckle's small size, cheekiness, and dislike of hard work made him a target for both his father and his brothers, and he soon learnt to duck, dodge, run or hide instead of facing confrontation directly. One day he was too slow to dodge, and after that beating he stole a horse and fled to the city, where he found a new adopted family in the shape of the Thieves' Guild. There he honed his skills as a thief, and proved himself adept with the bow.

He now intends to make his way in the world as a thief and gain greater riches, seeing this as an easier way to fortune than any more conventional work. Though he’s reliable with thieves' tools and with his bow, his inclination to run or hide from hand-combat or other direct threats can verge on cowardice.

Personality Traits
- I pocket anything I see that might have some value
- I have a joke for every occasion, especially occasions where humour is inappropriate
Ideals
- I'm only in it for the money
Bonds
- I will become the greatest thief that ever lived
Flaws
- I turn tail and run when things look bad

Physical Characteristics
Age: 17
Gender: Male
Height: 5'6”
Weight: 110 lbs

Physical Description:

Puckle is 17 years old and looks even younger than his tender years, with his slight build and shock of unruly black hair that frames a youthful face with bright green eyes. He is swift and light on his feet (as well as light-fingered...)

He has a sparkle to his eyes and impish expression to his face. Though his manner frequently gets him into trouble with those who feel they deserve to be shown more respect, for those who can take his cheek (and practical jokes), he is easy and agreeable company.

AC: 14
HP: (Max=9) (Current=9)
Level: 1
XP: 0/300
Speed: 30ft
Initiative: +3
Hit Dice: 1d8 (1 HD available)
Proficiency Bonus: +2
Passive Perception: 13

Abilities: Score/Mod
STR 9 (-1)
DEX 16 (+3)
CON 12 (+1)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)

Save Proficiencies: Dexterity, Intelligence

Skills
(+3) Acrobatics [Dex]
(+3) Animal Handling [Wis]*
(+0) Arcana [Int]
(-1) Athletics [Str]
(+2) Deception [Cha]*
(+0) History [Int]
(+3) Insight [Wis]*
(+0) Intimidation [Cha]
(+2) Investigation [Int]*
(+1) Medicine [Wis]
(+0) Nature [Int]
(+3) Perception [Wis]*
(+0) Performance [Cha]
(+0) Persuasion [Cha]
(+0) Religion [Int]
(+7) Sleight of Hand [Dex]* (Expertise)
(+5) Stealth [Dex]* (Armor Disadvantage? NO)
(+0) Survival [Wis]

Skill Proficiencies: Animal Handling, Deception, Insight, Investigation, Perception, Sleight of Hand, Stealth
Tool Proficiencies: Thieves' Tools (Expertise), Dice set
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armour Proficiencies: Light Armour
Other Proficiencies: None

Attack Workspace
Shortbow (Range 80/320) +5 to hit, d6+3 Piercing damage
Dagger (Range 20/60) +5 to hit, d4+3 Piercing damage
Shortsword +5 to hit, d6+3 Piercing damage

Class Features & Racial Traits:

Expertise Proficiency bonus doubled for 2 skills – Sleight of Hand and Thieves’ Tools
Sneak Attack Once per turn, deal an extra 1d6 damage to one creature you hit with an attack, if you have advantage, or if there is another enemy of the target within 5 feet of it. Must use a ranged or finesse weapon.
Thieves' Cant Secret dialect, signs and symbols.
Criminal Contact Has a reliable and trustworthy contact who acts as his liaison to a network of other criminals.
Feat – Healer
- When you use a healer's kit to stabilise a dying creature, that creature also regains 1 hit point
- As an action you can spend one use of a healer's kit to tend to a creature and restore 1d6+4 hit points to it, plus additional hit points equal to the creature's maximum number of hit dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.

Equipment:
Armour: Leather (10 lbs)
Dark, hooded clothes

Shortbow (2 lbs)
Quiver and 20 arrows (2 lbs)
Shortsword (2 lbs)
2 daggers (2 lbs)

Backpack (5 lb) containing:
Bag of 1,000 ball bearings (2 lb)
10 feet of string
A bell
5 candles
Hammer and 10 pitons (5.5 lb)
Hooded lantern (2 lb)
2 flasks of oil (2 lb)
5 days’ rations (10 lb)
Tinderbox (1 lb)
Waterskin (5 lb)
50 feet of hempen rope (10 lb)
Thieves' Tools (1 lb)
Healer's Kit (20 uses) (6 lb - two kits)
Chalk
2 empty sacks (1 lb)
Dice set
Partial fishing kit (lines, hooks, weights) (2 lb)
A pair of old "lucky" socks

Wealth: 7gp, 8sp, 7cp

Weight carried: 70.5 lbs
Carrying capacity 135 lbs
Push / Drag / Lift 270 lbs
 
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4. RPG Item: 100 Gnome Trinkets [Average Rating:0.00 Unranked]
Rueben S
Canada
Manitoba
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Name: Jebeddo Raulnor
Class: Wizard
Race: Rock Gnome



Alignment: CN
Deity:
Size: Small
Languages: Common, Gnomish, Abyssal, Draconic

Background: sage - researcher
Jebeddo has a thirst for knowledge. Always has as long as he can remember - which doesn't seem to be much of the last number of years. Growing up he took to learning always - reading, studying, tinkering, buidling, testing, trying. He enjoyed it all. He excelled at it all. Magic intrigued him more than anything, but it was rivaled closely by tinkering. As he studied and tinkered more and more, he began to wonder if he could combine the two - could he create a tinkered object to which he instilled magical life? This caught his inspiration in a significant way and he began looking for any way possible.
Unfortunately this information wasn't available in regular texts and he realized it would need to be found elsewhere, in places that weren't common - dungeons, tombs, old treasure hoards and wizards towers. Most of which were dangerous, but he didn't let that stop him. He set out on his adventures to learn these secrets. Though now he finds himself in a dark tomb, but can't remember how long he's been there or what exactly brought him to this place...


Personality Traits
- I am horribly, horribly awkward in social situations
- I am convinced people are trying to steal my secrets
Ideals
- Nothing should fetter the infinite possibility inherent in all creation (Chaos)
Bonds
- I've been searching my whole life for the answer to a certain question. [How to create life from magic - a golem]
Flaws
- Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Physical Characteristics
Age: 280
Gender: Male
Height: 3'8"
Weight
: 40lbs.

Physical Description:


AC: 11
HP: 8/8
Level: 1
XP: 0
Speed: 25
Initiative: +1
Hit Dice: 1/1d6
Proficiency Bonus: +2
Passive Perception: +1

Abilities: Score (Mod)
STR 7 (-2)
DEX 13 (+1)
CON 14 (+2)
INT 17 (+3)
WIS 13 (+1)
CHA 12 (+1)

Save Proficiencies: Int, Wis


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

Skill Proficiencies: Arcana, History, Investigation, Medicine
Tool Proficiencies: None
Weapon Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
Armor Proficiencies: None
Other Proficiencies: None

Attack Workspace
Quarterstaff +0, 1d6-2, blunt


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

Spell Slots: Total (Remaining)
Level 1: 2/2
Level 2: 0/0
Level 3: 0/0

Cantrips 3
Mage Hand
Ray of Frost
Minor Illusion

Prepared Spells

Level 1 (4 prepared, 6 1st level spells total)
Burning hands
Charm Person
Feather fall*
Mage Armor*
Magic Missile*
Sleep*





Racial Traits:

Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny c1ockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour
repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
-Clockwork Toy. This toy is a c1ockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
-Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
-Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or
when it is c1osed.

Feature - Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature, Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.


Class Features:

Spellbook: At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Ritual Casting: You ean east a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus: You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells.

Learning Spells of 1st and higher: Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

Arcane Recover: You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-leveI wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-levei spell slots.

Moneys:
10 Gp, Sp, Cp

Equipment:
Armor: none
Shield: none
Other Equipment:
Quarterstaff w/arcane focus gem atop it.
Spellbook
Scholar's Pack

Backpack containing:
Bottle of black ink
a quill
small knife
letter from a dead colleague posing a question not yet been able to answer
common clothes
belt and pouch

Jebeddo Raulnor, Gnome Wizard 1
HP 8/8, AC 11, Spells (2), Init +1, Per +1
 
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5. Board Game: Dungeon Fighter [Average Rating:6.87 Overall Rank:767]
Patrick DeVane
United States
Annapolis
Maryland
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Name: Adrik Ironfist



Class and Level: Fighter (1st)
Race: Mountain Dwarf
Alignment: Chaotic Good
Size: Medium
Languages: Common, Dwarvish, Elvish

Background:

Banished from the Ironfist clan of Mountain Dwarves due to a lengthy string of well-intentioned, but poorly planned actions, Adrik wondered far and wide before finally landing in Diamond Lake. He feels compelled to serve and help those he encounters, but his recklessness and lack of forethought often dooms his adventures to failure. His giftedness in fighting has kept him alive and he has honed that skill greatly. He has learned how to survive on his own, but longs for success and glory so that the Ironfists will welcome him back and give him what he longs for most, connection and family.

Personality Traits:

- Haunted by exile from his clan

Ideals:

- Find honor and glory, to be able to bring honor and glory to his clan.

Bonds:

- I will stop at nothing to restore my name and honor my tradition.

Flaws:

- Too reckless, too quick to act without forethought

Physical Characteristics
Age: 120
Gender: M
Height: 4' 8"
Weight: 160 lbs

Physical Description: Strong and striking in appearance, Adrik isn't handsome, but he is comfortable in his own skin and gives little thought to appearances.


AC: 18
HP: (Max=12) (Current=12)
Level: 1
XP: 0
Speed: 25'
Initiative: +1
Hit Dice: 1d10 (1 HD available)
Proficiency Bonus: +2
Passive Perception: 11

Abilities: Score (Mod)
STR 16 (+3)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 10 (+0)
CHA 12 (+1)

Save Proficiencies: Constitution, Strength


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

Skill Proficiencies:
Tool Proficiencies: Smith's tools
Weapon Proficiencies: All simple and martial weapons
Armor Proficiencies: All armor
Other Proficiencies: Lute

Attack Workspace
Warhammer +5 To Hit / 1d8+5 Bludgeoning Damage
Crossbow, Light +5 To Hit / 1d8+3 Piercing Damage (80/320)

Class Features & Racial Traits:

Darkvision - Accustomed to life underground, you have superior vision in dark and dim conditions. 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.

Stonecunning - Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Advantage on saving throws vs poison
Resistance against poison damage

Second Wind - You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Dueling Fighting Style - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Wanderer - You have an excellent memory 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.

Disadvantage on Stealth

Equipment: Staff, hunting trap
Armor: Chain mail
Shield: Standard Shield
Other Equipment: lute, 10 gp


Backpack containing: Explorer's pack, traveler's clothes, trophy from hunt
 
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6. RPG Item: The Sailor Moon Roleplaying Game and Resource Book [Average Rating:6.00 Overall Rank:6798]
Two Tangos
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Pirate Handric Goldenguard DECEASED

Race: Dwarf
Subrace: Mountain
Alignment: Neutral
Class: Barbarian
Archtype:
Level: 1
XP: 0
Downtime Days: 0
Inspiration: 0

Text For Posts


Hit Points: 14/14[/b][/COLOR]
Hit Dice: 1d12
Armor Class: 11
Speed: 25'
Initiative: -1
Passive Perception: 11

Proficiency Bonus: +2

7, 8, 9, 9, 12, 15

STR 17 (+3)
DEX 9 (-1)
CON 14 (+2)
INT 7 (-2)
WIS 9 (-1)
CHA 8 (-1)

Saving Throws:
STR: +5
DEX: -1
CON: +4
INT: -2
WIS: -1
CHR: -1


Attack Workspace:

PIKE: M: D20+5 D: 1D10+3

CLUB: M: D20+5 D: 1D4+3

GREATCLUB: M: D20+5 D: 1D8+3

JAVELIN: R: D20-1 D: 1D6+3 | 30/120'

Bonus Actions:

Cunning Action. Dash, Disengage or Hide (once per turn)

Skills

Acrobatics(Dex): -1

Animal Handling (Wis): -1

Arcana (Int): -2

Athletics (Str): +5

Deception (Cha): -1

History (Int): -2

Insight (Wis): -1

Intimidation (Cha): -1

Investigation (Int): -2

Medicine (Wis): -1

Nature (Int): -2

Perception (Wis): +1

Performance (Cha): -1

Persuasion (Cha): -1

Religion (Int): -2

Sleight of Hand (Dex): -1

Stealth (Dex): -1

Survival (Wis): +1

Tools

• Brewer's Supplies (+2)

• Navigator's Tools (+2)

• Water Vehicles (+2)

Languages

Dwarvish, Common

Weapon Profs

Simple, Martial

Armor Profs

Light, Medium, Shields

Bolded skills denote proficiency.
[D] = Disadvantage due to Armor


Race and Class Features and Traits:

Rage Advantage on Strength checks and saves; melee damage bonus +2; resistance to bludgeoning, piercing, and slashing damage (lasts 1 minute, use twice/rest) [ ][ ]

Dwarven Resilience Advantage on poison saves, resistance to poison damage

Stonecunning 2x prof bonus on stonework-related history checks.

Bad Reputation People in civilized settlement are afraid of you and will let you get away with minor crimes

Damage Resistances Poison


Equipment

• Javelin x4
• Club
• Explorer's Pack
-Rope, silk
- Clothes, common
- Pouch
- Belaying Pin
- Lucky Charm
- Trinket: . 1d100 = (14) = 14 An Enormous Scale!
• Pike
• Greatclub

Gold: 10g
Silver: 0
Copper: 0


Description/Background:
Height: 4'5"
Weight: 217 lbs
Age: 152
Skin: Light tan with a ruddy cast
Hair: Bald/scraggly red beard
Eyes: Raisin colored

Background: Pirate (Sailor variant)

Factions:

Renown:

Personal Goal:

Personality Traits: I exaggerate the tails of my exploits but no one seems to notice

Ideals: Planning? Why? Better to act decisively with violence of action than to waste time planning.

Bonds: A gnome helped me once and I intend to pay that favor forward.

Flaws: My reputation precedes me and people let me get away with minor criminal offenses; something I indulge in when money is tight.
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7. RPG Item: Wild Magic! [Average Rating:0.00 Unranked]
Rueben S
Canada
Manitoba
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incinerated by a fireball - along with most of the party

Name: Abel Piggums
Class: Wild Magic Sorcerer
Race: Human


Alignment: CG
Deity:
Size: M
Languages: Common, Elf, Dwarf

Background:
Abel Piggums. Born prematurely after his mother was struck by a lightning that arced from a nearby tree during a storm. His mother died in labor, since then misfortune has often followed him. A scrawny man that helped his father on their pig farm when the common misfortunes burst into magical fits at times wild and bizarre and at times dangerous. The last straw fell when Abel was 17 years old and practicing his newly discovered magical talents. While attempting magic a surge occurred and his father's thick salt and peppered beard fell completely out. Having had enough, his father gave him some coin and few belongings and told him it was time to make things for himself as man. Saddened, but understanding his father's situation, Abel set off and found his way to the Diamond Lake area where misfortune and surges followed him too. It was due to these things that working as a pig farmer and cook was short lived and he eventually turned to adventuring to pay the bills.

Personality Traits
- I like to talk at length about my profession
- I'm well known for my craft (Blue Pigs) and am surprised when someone hasn't heard of me.
Ideals
- People. I'm committed to the people I care about, not to ideals. (Neutral)
Bonds
- The workshop (Father's farm) where I learned my trade is the most
important place in the world to me.
Flaws
- Trust is hard to give due to the many times I've been cast out.

Abel Piggums, Wild Magic Sorcerer
HP 8/8, AC 10, Spell Slots: 1st 2/2

Physical Characteristics
Age: 20
Gender: Male
Height:
Weight:

Physical Description:


AC: 10
HP: 8/8
Level: 1
XP: 0
Speed: 30ft
Initiative: +0
Hit Dice: 1d6
Proficiency Bonus: +2
Passive Perception:

Abilities: Score (Mod)
STR 9 (-1)
DEX 11 (+0)
CON 14 (+2)
INT 8 (-1)
WIS 11 (+0)
CHA 18 (+4)

Save Proficiencies: Constitution, Charisma


Skills
Acrobatics (Dex): +0
Animal Handling (Wis): +0
Arcana (Int): -1
Athletics (Str): -1
Deception (Cha): +6
History (Int): -1
Insight (Wis): +2
Intimidation (Cha): +6
Investigation (Int): -1
Medicine (Wis): +0
Nature (Int): -1
Perception (Wis): +0
Performance (Cha): +4
Persuasion (Cha): +6
Religion (Int): -1
Sleight of Hand (Dex): +0
Stealth (Dex): +0
Survival (Wis): +0


Skill Proficiencies: Insight, Persuasion, Intimidation, Deception
Tool Proficiencies: Cooking Utensils
Weapon Proficiencies: Daggers, Darts, Slings, Quarterstaffs, light crossbows
Armor Proficiencies: None
Other Proficiencies:

Attack Workspace
Fire Bolt +6 to hit, 1d10 fire dmg, 120ft.
Shocking Grasp +6 to hit, 1d8 lightning dmg, touch
Witch Bolt +6 to hit, 1d12 lightning dmg, 30ft


Quote:

Spell Workspace
Spell Save DC: 14
Spell Attack Modifier: +6

Spell Slots:
Level 1: 2/2

Cantrips 4
- Firebolt
- light
- Shocking Grasp
- Minor Illusion

Prepared Spells

Level 1 [2]
- Witch Bolt
- Mage Armor



Class Features & Racial Traits:

Guild Business. Pig farming/cooking pig products.

Feature: Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership provides.
Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons,
allies, or hirelings. Guilds often wield tremendous political power. If
you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Wild Magic Surge. Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.
- Any roll of 1 or 2 that Abel makes results in an outburst
- Upon casting any 1st level or higher spell, there is a 75% chance of an outburst (1-15 on d20)
- Upon casting any cantrips, there is a 50% chance of an outburst (1-10 on d20)

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. Any time 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.


Equipment:
5g 0sp 0cp

Armor: none
Shield: none
Other Equipment:
Quarterstaff (arcane focus)
Dagger x2

Backpack containing:
(explorer's pack)
Cooking utensils
Traveler's Clothes
Letter of introduction from guild
Belt and pouch
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8. Board Game: Bard Saga [Average Rating:4.47 Unranked]
Patrick DeVane
United States
Annapolis
Maryland
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DECEASED
Name: Carric Mara
Class: Bard
Race: Half-Elf
College: College of Lore



Alignment: Chaotic Neutral
Size: Medium
Languages: Common, Elvish, Dwarvish

Background:
Carric was left on the steps of an orphanage as a baby. Knowing no family and feeling no connection to the orphanage, he ran away and learned to survive on the streets. As he grew, he moved from merely surviving to thriving, learning the code of how to make it in the shadier parts of Diamond Lake. He discovered quickly how to tell a story, cast a spell, or throw a punch to survive. He is young, cocky, and eager for adventure and riches. He feels too gifted to remain unknown for long and is careless with his risks and relationships. He bears a striking resemblance to Governor-Mayor Neff and secretly believes to be related to him. His hard life and difficult upbringing taught him to be sharp-witted and placed a steel resolve within him to break out of his poverty. His arrogance and ego have shaped his belief that his life is merely the first act of an epic story being told - a story that he will both tell and charge you for the privilege of hearing.

Personality Traits
I love a good insult, even one directed at me.
I settle for nothing less than perfection.

Ideals
The World is in need of new ideas and bold action and I'm just the bard to do it.

Bonds
I want to be famous. I deserve to be famous. I will make a name for myself and gain riches along the way.

Flaws
I'll do anything to win fame and renown.

Physical Characteristics
Age: 27
Gender: M
Height: 5'7"
Weight: 140lb

Physical Description: Strikingly handsome and totally aware of it, Carric uses his chestnut brown hair and striking almond eyes to drawn others in and create a sense of trust and friendship. Handsome, athletic, and animated, Carric creates a scene wherever he finds himself.


AC: 12
HP: (Max=9) (Current=9)
Level: 1
XP: 0
Speed: 30
Initiative: +1
Hit Dice: 1d8 (1 HD available)
Proficiency Bonus: +2
Passive Perception:

Text for posts

Abilities: Score (Mod)
STR 9 (-1)
DEX 12 (+1)
CON 12 (+1)
INT 9 (-1)
WIS 8 (-1)
CHA 14 (+2)

Save Proficiencies: Dexterity, Charisma


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

Skill Proficiencies: (See above)
Tool Proficiencies: Dulcimer, Lute, Bagpipes
Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Proficiencies: Light armor
Other Proficiencies:

Attack Workspace

RAPIER: 1d8+4 Piercing (Finesse)
DAGGER: 1d4+4 Piercing (Finesse)

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

Cantrips - 2

MINOR ILLUSION (Spell save DC 12)

VICIOUS MOCKERY (WIS Spell save DC 12) 1d4 damage (on fail) and
disadvantage on next attack roll before end of my next turn.

Spell Slots: 2 (Remaining-2)
Level 1: 2 (2)

Prepared Spells - 4 known

Level 1
CURE WOUNDS
DISSONANT WHISPERS (WIS spell save DC 12)
FAERIE FIRE
TASHA'S HIDEOUS LAUGHTER


Class Features & Racial Traits:
Darkvision - see in dim light within 60 feet as if it were bright light and darkness as if dim light.
Fey Ancestry - Advantage on saving throws against being charmed and magic can't put you to sleep.
Bardic Inspiration - (Bonus action) 1 creature other than myself within 60 feet who can hear me gains 1 d6 inspiration die. Once within the next 10 minutes, the creature can roll the die and add the number to any ability check. It can wait until after rolling a d20 to roll the die but before it is revealed whether it succeeds or fails. Number of bardic inspiration dice equals charisma modifier.

Equipment:
Armor: Leather armor
Shield:
Other Equipment: Dulcimer, Rapier, Dagger

Backpack containing: Entertainer's pack
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9. RPG Item: Urchin [Average Rating:7.75 Unranked]
Richard
United Kingdom
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I woke up in Escher's World today...
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Cardo Guttersnipe (deceased)

Class: Fighter 1
Race: Human
Alignment: Neutral
Deity: None
Size: Medium
Languages: Common

Background:
To those he grew up with on the streets he was just Cardo, with no family or family name to distinguish him from the many other urchins and street-rats inhabiting the city. On those streets he learned to look after himself, learned how to spot danger coming or how to grasp an opportunity when it presented itself, and learned disdain for the wealthy nobles who cared nothing for the people of the streets, invariably the ones to suffer whenever some ruler’s new scheme was enacted or conflict loomed.

The army became Cardo’s home for a while, and it was there that he discovered his real talent. His lean and tough frame held surprising strength, and coupled with his uncanny ability to read and predict the course of a battle he showed himself to be an exceptional soldier. “Guttersnipe” was the name the nobles gave him, to keep an undoubted talent in his place. Despite this, he might well have progressed a long way in the army. But one day, a noble-born officer took the taunts too far. To revenge the insults to himself and to the family he never knew, Cardo killed his own officer in the confusion of the battle, then fled (having stripped the dead man of a particularly fine pair of leather boots he didn’t need any more…).

Finding his way to Diamond Lake, Cardo became a soldier of fortune. For now, home is wherever he can find a warm place to lay, ideally with a hot meal and some ale in his belly and some coin in his pocket. But he knows his ability as a fighter makes him useful to others, and that his skills will bring him better rewards than this, one day…“General Guttersnipe” has a nice ring to it. I’m better than all the in-bred half-wits who are in power – and I’ll prove it to them.

Personality Traits
- I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
- I’m confident in my own abilities and do what I can to instill confidence in others.
Ideals
- I’m going to prove that I’m worthy of a better life.
Bonds
- A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
Flaws
- It’s not stealing if I need it more than someone else.
- I am wanted for desertion and murdering an officer – I can never go back home.

Physical Characteristics
Age: 25
Gender: Male
Height: 6'0”
Weight: 170 lbs

Physical Description:

Cardo’s strength is not apparent at first sight, but though not strikingly tall or heavily muscled he has a surprising physical power and understands how to use that strength to best effect.

His dark brown hair hangs to shoulder-length, and he is rarely clean-shaven, usually displaying several days’ growth on his cheeks. But though far from well-groomed or well-mannered, he has a certain rugged charm about him. He has a hungry look in his eyes; as one who knew real hunger on the streets, he is sometimes haunted by the feeling that only good luck and the demand for his skills as a fighter keeps him from ending up back there again.

AC: 17
HP: (Max=11) (Current=11)
Level: 1
XP: 0/300
Speed: 30ft
Initiative: +2
Hit Dice: 1d10 (1 HD available)
Proficiency Bonus: +2
Passive Perception: 12

Abilities: Score/Mod
STR 16 (+3)
DEX 14 (+2)
CON 12 (+1)
INT 8 (-1)
WIS 10 (+0)
CHA 10 (+0)

Save Proficiencies: Strength, Constitution

Skills
(+2) Acrobatics [Dex]
(+0) Animal Handling [Wis]
(-1) Arcana [Int]
(+5) Athletics [Str]*
(+2) Deception [Cha]*
(-1) History [Int]
(+0) Insight [Wis]
(+0) Intimidation [Cha]
(-1) Investigation [Int]
(+0) Medicine [Wis]
(-1) Nature [Int]
(+2) Perception [Wis]*
(+0) Performance [Cha]
(+0) Persuasion [Cha]
(-1) Religion [Int]
(+4) Sleight of Hand [Dex]*
(+4) Stealth [Dex]* (Armor Disadvantage? NO)
(+0) Survival [Wis]

Skill Proficiencies: Athletics, Deception, Perception, Sleight of Hand, Stealth
Tool Proficiencies: Thieves' Tools, Disguise Kit
Weapon Proficiencies: All weapons
Armor Proficiencies: All armour and shields
Other Proficiencies: None

Attack Workspace
Longsword +5 to hit, d8+3 Slashing damage, d8+5 if duelling, d10+3 if two-handed
Light Crossbow (Range 80/320) +4 to hit, d8+2 Piercing damage
Dagger (Range 20/60) +5 to hit, d4+3 Piercing damage, d4+5 if duelling
Improvised Weapon +5 to hit, d4+3 damage, d4+5 if duelling
Unarmed Strike +5 to hit, d4+3 Bludgeoning damage
Grapple: Athletics check contested by target's Athletics or Acrobatics. Grappled creature's speed becomes 0.

Class Features & Racial Traits:

Fighting Style – Duelling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Second Wind On your turn, you can use a bonus action to regain hit points equal to 1d10 + your
fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
City Secrets (Urchin background) Can find passages through the city that others would miss - when not in combat, can travel between two city locations (with companions) twice as fast as usual.
Feat – Tavern Brawler Strength increases by 1. Proficient with unarmed strikes and improvised weapons. Unarmed strike uses d4 for damage. When hitting a creature with an unarmed strike or improvised weapon, can use a bonus action to attempt to grapple the target.


Equipment:
Armour: Chain shirt, Shield

Other Equipment:
Longsword
Light crossbow, case and 20 bolts
Dagger strapped to calf, inside right boot
Signal whistle on a cord around his neck
A pair of fine leather army officer's boots

Backpack containing:

Thieves' Tools
Blanket
Piece of chalk
Crowbar
Hammer, 10 pitons, 10 iron spikes
50' hempen rope
2 sacks
Tinderbox
10 torches
2 days' rations
Waterskin
Whetstone

Wealth: 11 sp, 1 cp

Weight carried: 94 lbs
Carrying capacity 240 lbs
Push / Drag / Lift 320 lbs
 
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