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Hidden 8 yrs ago 8 yrs ago Post by Mimikyu
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Mimikyu

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[Name] (Race Appropriate)
[Age] (Early Teen)
[Race] (Any races are welcome, even homebrew with approval!)
[Languages] (Common and typically 1 other!]
[Background] (Kid appropriate please!)
[Class] (Any classes are welcome, even homebrew with approval!)
[Stats] (4d6 drop lowest, or challenge yourself if you'd like!)
[Level] 1st.
[Equipment] (Please use the class description options.)
[Features] (Racial first then Class)
[Skills]
[Spells]
[Keyblade Questions]
What power will you embrace and what power will you give up?
Powers: The Warrior, The Mystic, and the Guardian.

NPCs



Hidden 8 yrs ago 8 yrs ago Post by DustyOldCrow
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DustyOldCrow An avian of grey coloration.

Member Seen 8 yrs ago

[Name] Sibyll Ashworth
[Age] 14
[Race] Human
[Languages] Common and Elven

[Background] (Mechanically, the Gladiator Variant of Entertainer, but he's an athlete.)

Sibyll is what you call an active student. His intellect is a little below average, but still plenty sufficient to see him through school. He's not a jock; he doesn't go out of his way to make people feel inferior in the slightest. Quite the opposite; he's always willing to chat with someone who's receptive, even if they don't end up saying much of meaning between the two of them. He enjoys smalltalk and banter while he works on something else. He's a compulsive multitasker, and if he has to focus on one thing he's easily distracted. That's part of why he's so involved with the different teams at school; the kid is on the archery team and the fencing team, and he only recently dropped soccer because of changes to the game schedules would've taken him off the fencing team.

Like many young boys, Sibyll dreams of a grand adventure somewhere away from his hometown. So far, the best he's got is his regular trips to an island a short distance away from the main islands, which he takes with his friends. It's their hangout, but he knows it back to front by this point and he's itching to discover somewhere new and exciting.

[Class] Fighter

[Stats]
roleplayerguild.com/rolls/1036 14 Base STR
roleplayerguild.com/rolls/1037 15 Base +1 Racial = 16 DEX
roleplayerguild.com/rolls/1041 13 Base +1 Racial = 14 CON
roleplayerguild.com/rolls/1039 9 Base INT
roleplayerguild.com/rolls/1040 12 Base WIS
roleplayerguild.com/rolls/1038 10 Base CHA

[Level] 1st.

[Equipment]
1 Fencing Uniform (Mechanically, leather armor.)
1 Longbow, used for competition shooting.
20 Arrows, as above.
1 Rapier, kept in immaculate condition and used for competitions.
1 Spare Rapier, used for practice and not quite as shiny as its brother.
2 Handaxes, because his parents insist that if he's going to the island he's going to have a way to chop wood if he needs it.
1 Backpack full of Camping Gear (Explorer's Pack), containing: 1 Bedroll, 1 Mess Kit, 1 Tinderbox, 10 torches, 10 days' worth of rations, 1 canteen (waterskin), and 50 feet of rope. Because rope.
Belt Pouch containing 15gp (I suppose these are Munny)
Archery Team Uniform
Letter from a Secret Admirer
Flute

[Features]
RACE
+1 Racial Bonus to DEX and CON
Human Racial Proficiency in (SKILL)
Human Racial Feat: Martial Adept

BACKGROUND
Background Skills: Acrobatics and Performance
By Popular Demand (Gladiator Variant)
Disguise Kit Proficiency for covering up all the bruises from fencing.
Flute Proficiency because music.

CLASS
Fighter Skill Proficiency: Athletics and Perception.
Fighting Style (Dueling): When wielding a weapon in one hand and no other weapons, add +2 to damage rolls.
Second Wind: Heal 1d10+Fighter Level 1 time, recover use after short or long rest.

[Maneuvers]
Superiority Dice: 1d6, recovered after short or long rest.
Parry: Remove Superiority Die + Dex Mod from damage taken
Riposte: If missed by an attack, strike back as a reaction. If the counter is a hit, add Superiority Die to the damage roll.

[Skills]
Proficiency Bonus: +2
Acrobatics: DEX
Athletics: STR
Perception: WIS
Performance: CHA

You have embraced the power of the Warrior.
You have given up the power of the Mystic.

Is this the path you choose? [Y/N]
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Hidden 8 yrs ago 8 yrs ago Post by Lady Athena
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Lady Athena Chaotic good with a hint of insanity

Member Seen 5 yrs ago

[Name]
Name goes by:
Karina

Actual name:
Lucretia

[Age]
16

[Race]
Half-Kitsune

[Languages]
Common
Sylvan
Auran
Primordial

[Background]
Bonded

[Class]
Swordmage 1

[Stats]
Hit points: 12
Hit die: 1D10 per level
Str: 10 (0)
Dex: 16 (3)
Con: 16 (3)
Int: 12 (1)
Wis: 13 (1)
Cha: 18 (4)
Saving throws: Dex, Int

[Level]
1st level

[Equipment] (Please use the class description options.)
Rapier
Light armor
2 Daggers
Explorers pack

[Features]
Race:
Darkvision: Thanks to your Kitsune heritage, 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 colour in Darkness, only shades of gray.
Counter Charm: When you are a target of a charming ability or a spell you can use your own glamour to contest it. You must be able to see the target that is charming you. Using a reaction, use your Charisma saving throw as your contest roll. Your enemy uses the DC of the ability or spell they used as the result of their contest roll. If you win you charm the enemy for 1 minute, if you lose you end up being charmed and suffer any effects that the ability or spell included. In case of a tie neither of you are charmed. You can use this feature once. The number of uses increases to 2 at 6th level, 3 at 11th level, and 4 at 16th level. All of the expended uses are restored after you finish a long rest. This trait does not work against other Half-Kitsune.

Background:
You are permanently bonded with an outsider. You may ask it advice and guidance though it may not always be willing to talk. If you die the voice dies as well until you are revived.

Class:
Swordbond: You may bond with your weapon by meditating with it during a short rest. This will let you call the sword to your hand if you are on the same plane of existence as it. You may bond to up to two weapons at once
Magic Shadow: Beginning at 1st level when you choose this Aegis, You add double your proficiency modifier to Stealth and Deception checks.

[Skills]
Proficiencies: +2
Deception (Cha)
Persuasion (Cha)
Stealth (Dex)
Arcana (Int)
Nature (Int)

[Spells]
Spell casting ability: Int
Cantrips:
•Minor illusion http://engl393-dnd5th.wikia.com/wiki/Minor_Illusion
•Mending http://engl393-dnd5th.wikia.com/wiki/Mending
•Chill touch http://engl393-dnd5th.wikia.com/wiki/Chill_Touch
•Light http://engl393-dnd5th.wikia.com/wiki/Light

[Keyblade Questions]
I embrace the power of: The Mystic
I give up on the power of: The Warrior

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Hidden 8 yrs ago 8 yrs ago Post by VKAllen
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VKAllen Friendo

Member Seen 2 yrs ago

[Name] Aellios
[Age] 18
[Race] Wood Elf, Paragon Tier 0
[Languages] Common, Elvish

[Background] Sailor

Aellios is a wood elf who grew up at the coast of his main city. His father was a fisherman who often taught Aellios how to fish and also how to work and care for a boat. His mother is a stay at home mother who makes their houses a home with hearty meals and affection. As he started to become a yound adult, he undertook a Paladin Initiation phase through the town's monastery in order to exact peace in the surrounding area.

[Class] Paladin 1
[Stats]
17 STR
15 DEX (after +2 Racial Bonus)
15 WIS (after +1 Racial Bonus)
15 CON
15 INT
15 CHA

Saving Throws

STR +3
DEX +2
WIS +4
CON +2
INT +2
CHA +4

Proficiencies

Athletics
Insight
Perception
Intimidation

[Level] 1st

[Equipment]
1 Greatsword
5 Javelins
1 Chain Mail
Explorer's Pack
Holy Symbol
Belaying Pin
50 feet of Silk Rope
Lucky Charm
Set of Common Clothes
Belt Pouch

[Features]
Racial
  • Dark Vision - Within 60 feet of you, treat dim light as bright, darkness as dim light
  • Fey Ancestry - Immune to magical sleep, advantage on saves vs charmed
  • Trance - Meditating 4 hours counts as 8 hours of rest
  • Natural Camouflage - Can hide while lightly obscured by natural phenomena
  • Perceptive - Gain proficiency in Perception


Background
  • Ahoy Mateys - You can arrange free passage on a ship for your party


Class
  • Holy Attunement - As an action, detect the location of any celestial, fiend or undead and any consecrated or desecrated place or object within 60 feet (1 + Cha mod per day)
  • Lay On Hands - Gain a reservoir of healing power (5hp), and as an action, you can heal a creature you touch by draining that power. You can also cure one poison or disease from the creature by sacrificing 5hp from the reservoir


[Skills (Proficiencies?)]
  • Simple and Martial Weapons
  • Light, Medium and Heavy Armours
  • Shield
  • Navigator's Tools
  • Water Vehicles


[Spells]
Not Applicable at present.

[Keyblade Question]
What power will you embrace?
The Warrior
What power will you give up?
The Mystic
Hidden 8 yrs ago 8 yrs ago Post by tobiax
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tobiax

Member Seen 12 hrs ago

[Name] Glacies
[Age] 17
[Sex] F
[Height] 5' 2"
[Weight] 115 lb
[Race] Dhampyr
[Languages] Common, Elvish, Infernal, Abbysal
[Background] Shadowchild
[Class] Ranger [Level] 1
[Stats]
Hit-Points- 9 AC: 15
14 STR (2)
18 DEX (4)
8 CON (-1)
12 INT (1)
16 WIS (3)
14 CHA (2)
[Equipment]
Longbow 1d8 Pierce (150ft base, 600ft max) [20]
Short Sword (x2) 1d6 Pierce
Leather Armor(Sturdy Jacket)
Herbalist Kit
Backpack
Bedroll
Tinderbox
Mess kit
Rations(10)
Torches(10)
Waterskin
Rope(50ft)
[Features]
Ability Scores: +2 DEX +1 CHA
Undead Resistance: Dhampyr gain advantage on saves against disease. In addition, Dhampyr are resistant to Necrotic Energy.
Darkvision. You can see in darkness up to 60 feet.
Manipulative: Dhampyr gain proficiency in bluff and perception.
A Scent of Darkness: A dhampyr can use Detect Good and Evil three times per day as a spell-like ability.
Negative Energy Affinity: A dhampyr can absorb necrotic energy a number of times equal to half their character level per day. This absorption is activated as a reaction. However, in exchange, they can not be healed by divine means, and can only tolerate medical or magic neutral healing such as potions, or herbal remedies.

Proficiency Bonus: +2
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency
Saves: DEX, STR
Casting Ability: WIS

Favored Enemy- Undead (Advantage on Knowledge checks and Survival checks to track, +2 to hit, +2 damage)
Favored Terrain- Forest (Double Proficiency on INT and WIS checks, bonuses after one hour.)
[Skills]
Perception, Deception, Survival, Stealth, Nature, Investigation
[Spells]
Detect Good and Evil- Detect select creatures or blessed/cursed ground for 30 ft- subject to interference by matter. 3/day.

You embrace the power of the Guardian.
You give up the power of the Warrior.
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