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Hidden 7 yrs ago 7 yrs ago Post by Warborn123
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Character NameBeivan Bevolo
Class & Level Monk 3
Race High Elf
Background Acolyte
Alignment Neutral
Experience Points 900

Abilities & Modifiers
Strength: 10
Dexterity: 20
Constitution: 15
Intelligence: 9
Wisdom: 16
Charisma: 13
NOTE: I didn't fill in all the skills for this, I only filled in the ones I am Proficient in Or added skills too, all Proficient skills have are bracketed).
Skills
(Acrobatics:) +9
Animal Handling: 4
Arcana: 0
Athletics: 1
Deception: 3
History:
(Insight:) +8
Intimidation: 3
Investigation:
Medicine: +5
Nature:
(Perception:) +7
Performance:
Persuasion: 3
(Religion:) +3
Sleight of Hand:
(Stealth:) +9
Survivial:

Armor Class: 18
Hit Point Maximum/Current Hit Points: 23/23

Personality Traits: I oftenly pretend to be old and Senile.
Ideals: I am a religious fanatic
Bonds: I must reclaim a lost artifact in order to restore the ways of the old
Flaws: I am racist towards humans
Features &Traits: Fey Ancestry
Trance
Martial Arts: 1d4 for fists+if you use a Monk Weapon, you punch again
Shelter of the Faithful
Ki save: 13
Flurry of Blows: 2 extra unarmed attacks
Patient Defence: Dodge
Step of the Wind: Dash
Deflect Missles: 1d10+8
Open Hand Technique: Dex or Prone, Str Or 15 Push, No reaction when hit by a Flurry of Blows
Equipment/Money: Quarter Staff
Book of Eteyar
Holy Water
Other Proficiencies & Languages:
Common, Elven, Orc, Draconic
Character Appearance (picture required):


Age: 550
Height: 5'5
Weight: 150
Eyes: Blue
Skin: Caucasian
Hair: White

Allies & Organizations: The Monks of Eteyar
Character Backstory:Beivan was born before Humans owned Ulna Themar, to a Soldier and a Doctor, he loved his parents very much, life was good, Then the Humans attacked and laid siege to the city hoping to take it over for a reason beyond Beivan, His Father died defending the walls while his Mother died trying to save him, eventually the Human’s won and the head’s of his family and friend’s adorned the walls.

Then to make matter’s worst, his home was taken from him and given to a family of human immigrants, Beivan had nothing else to do but cry in a alley all day and night until his eventual death of starvation, Beivan swore that he would make the human race pay for their crimes in time, no matter how long it would take. Beivan was a patient man.

But one day a Monk named Elanan met him and offered him a home in return that Beivan served the monastery, Beivan agreed and joined the monks, who trained him in the arts of fighting and religion, His family was replaced by his god and his fellow Monks.

But Beivan wanted revenge, he wanted a city free of Humans and restored to it’s former glory, so he asked Elanan how he could do this, Elanan told him about the legendary lost artifact of Eteyar and if it is found, he will likely get his wish, So Beivan became obsessed with it and searched far and wide for it, Centuries passed and he grew older and older, he almost gave up until he found a map to where the artifact could be.

But the Journey would be deadly and he would likely die if he went alone, none of the other monks wanted to help him so he hired the adventurer’s to help him find it.

Treasure: A Map to the artifact
A Tear drop shaped Earing made from tears

Spells Minor Illusion (Spell save:9. Spell Attack:1.)

Here is my character!. I copied the character from a character sheet I made earlier, here is the original https://character-sheet-dnd5.appspot.com/#fileIds=0B6C569xZxSL2WU9ubjNGUlV2Vmc&userId=105331180067962710517
Hidden 7 yrs ago Post by Game Maker
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Hidden 7 yrs ago 7 yrs ago Post by Joshua Tamashii
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Character Name:
Riven

Class & Level:
Rogue 3

Race:
Revenant

Background:
Criminal

Alignment:
Neutral

Experience Points
900

Abilities & Modifiers
Strength: 12 (12 base + 0)
Dexterity: 17 (15 base +2 racial bonus)
Constitution: 15 (14 base + 1 racial bonus)
Intelligence: 14 (14 Base + 0)
Wisdom: 14 (14 base + 0)
Charisma: 10 (Base 10 + 0)

Skills (an * marks proficiency.)
Acrobatics*: 7
Animal Handling:
Arcana:
Athletics:
Deception*: 4
History:
Insight:
Intimidation:
Investigation*: 7
Medicine:
Nature:
Perception*: 7
Performance:
Persuasion:
Religion:
Sleight of Hand*: 8
Stealth*: 8
Survivial:

Armor Class:
14 (11 + 3 DEX MOD)

Hit Point Maximum/Current Hit Points:
24/24

Personality Traits:
Everyone gets out alive. If they can't, make their death quick and painless.
Death should be permanent. Let them rest in peace, uninterrupted, undisturbed

Ideals:
I'm loyal to by friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.

Bonds:
The gods of death saw fit to give me a mission. I'll complete it and put them in my debt.

Flaws:
My mission, mysterious though it might be, comes first. Any course of action that can get me closer to eternal rest is my priority.

Features &Traits:
Undead: You are considered undead for the purpose of effects that relate to them. You are also considered a living creature.

Past Life (elf): You are considered a elf for meeting prerequisites for feats and other such things.

Unnatural Vitality: When subjected to the dying condition, you can chose to be dazed instead of falling unconscious. You make death saving throws as normal and failing one renders you unconscious.

Expertise: Proficiency bonus for Perception and Thieves Tools is doubled during checks.

Sneak Attack: Deal extra damage to foes you have the advantage against or are within 5 feet of an ally that isn't incapacitated and you are not at a disadvantage.

Thieves Cant: You know the secret language and symbols of thieves.

Cunning Action: Can take a bonus action to Dash, Disengage, or Hide.



Equipment/Money:
Armor: Leather

Weapons: Shortsword, Shortbow, 20 arrows, Two daggers

Tools: Thieves' Tools

Misc: 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 of rations, a tinderbox, a water skin, and 50 feet of hempen rope.

Money: 15 GP

Other Proficiencies & Languages:
Thieves' Tools

Languages:
Common, Elven, and Thieves' Cant.

Character Appearance:


Age:
6 months

Height:
5'7"

Weight:
115 lbs.

Eyes:
Ghostly Red

Skin:
Ash Grey

Hair:
Snow White

Allies & Organizations:
A former group of adventurers he traveled with for a few months.

Character Backstory:
Riven awoke from his peaceful slumber sixth months ago in a graveyard during a stormy night. Rising from the earth gasping for breathe, with scattered, fleeting memories racing through his head of forests, a great fire, and then a peaceful darkness, broken only by a voice speaking of a task before he burst from the earth.

Confused, the newborn undead slowly collected himself before heading into town. It did not take him long to realize he was not welcome there, a fact that was helped by him being run out by a mob with pitchforks and torches. Running into the night, Riven narrowly avoided execution by the mob and wandered through the surrounding countryside. During his wonderings, he took stock of the items he had been reborn with and the skills he seemed to know despite not knowing how he had learned them. Eventually he came across another town and entered after taking the precautions needed to hide his undead nature. Falling in with a group of adventurers who needed someone with his talents, Riven enjoyed their company for several months before his calling suddenly hit him. Feeling he might get closer to his rest again, he set off to the unknown, following wherever his instincts were taking him.

Treasure:
A glass eye
Hidden 7 yrs ago 7 yrs ago Post by CajunRobinHood
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CajunRobinHood AKA Knight125, AKA Vulture585

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Character Name: Pitanios Poulí
Class & Level: Rogue 3
Race: Dragonborn
Background: Urchin
Alignment: Chaotic Good
Experience Points: 900

Abilities & Modifiers
Strength: 15/ +2 Modifier
Dexterity: 17/ +3 Modifier
Constitution: 13/ +2 Modifier
Intelligence: 8/ -1 Modifier
Wisdom: 12/ +1 Modifier
Charisma: 18/ +4 Modifier

Saving Throws: Dexterity, Intelligence

Skills
Acrobatics: 5 (+2 Proficiency) (+3 Dexterity)
Animal Handling: (+1 Wisdom)
Arcana:
Athletics: 4 (+2 Proficiency)
Deception: (+4 Charisma)
History:
Insight: (+1 Wisdom)
Intimidation: 7 (+4 Expertise) (+4 Charisma)
Investigation:
Medicine: (+1 Wisdom)
Nature:
Perception: (+1 Wisdom)
Performance: (+4 Charisma)
Persuasion: (+4 Charisma)
Religion:
Sleight of Hand: (+3 Dexterity)
Stealth: (+2 Proficiency) (+3 Dexterity)
Survivial: (+1 Wisdom)

Armor Class: 15
Hit Point Maximum/Current Hit Points: 26

Personality Traits: I like to squeeze into small places where no one else can get to me.

Ideals: The low are lifted up, and the high and mighty are brought down. Change is the nature of things.

Bonds: I owe my survival to another urchin who taught me to live on the streets.

Flaws: Gold seems like a lot of money to me, and I’ll do just about anything for more of it.

Features &Traits:
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.

When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Draconic Ancestry: Lightning resistance and lightning breath
Strength score +2, Charisma score +1

Equipment/Money: Thieves' tools, a map of the city you grew up in, common clothes, leather armor, an amber amulet on a thin chain, belt pouch containing 10 gp, one small knife, one dagger

Other Proficiencies & Languages:
Speaks Common, Draconic, Gnomish, Dwarvish, and Thieves Cant.

Proficient with athletics, acrobatics, stealth, and intimidation (+2).

Expertise: Proficiency bonus for Intimidation and Thieves Tools is doubled during checks.

Sneak Attack: Deal extra damage to foes you have the advantage against or are within 5 feet of an ally that isn't incapacitated and you are not at a disadvantage.

Thieves Cant: You know the secret language and symbols of thieves.

Cunning Action: Can take a bonus action to Dash, Disengage, or Hide.

Thief Archetype-

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, or 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.

Character Appearance:

Age: 15
Height: 6'8"
Weight: 320 pounds
Eyes: Gold
Skin: Blue
Hair: None

Allies & Organizations: Me, Myself, and I
Character Backstory: Years before Pitanios' birth, a bloody rivalry arose between the dragonborn of his small tribe and the dwarves with whom they shared a mountain. The two factions had remained peaceful, if not friendly, neighbors for decades until a large group of humans decided they deserved the mountain more than its current inhabitants. Being relative newcomers themselves, the dragonborn lacked either the numbers or the defenses to hold against a much more numerous foe. Rather than be wiped out, the leaders of the tribe contacted the dwarven elders and pleaded for temporary asylum. Although they were reluctant at first, the dwarves agreed to provide shelter for the dragonborn as long as the dragonborn took care of the actual fighting themselves. With both sides satisfied and now impenetrable dwarven caves protecting their rear, the dragonborn quickly turned the tide of battle against the humans. Within a matter of days, the humans had been slaughtered and it was soon discovered that they had truly intended to settle on the mountain and, as such, had all of their riches with them.

The dragonborn, happy to thank their saviors, generously offered a third of the humans' goods to their dwarven savior. The dwarves, however, did not feel the offer was nearly so generous. They felt that the shelter they had offered the dragonborn was the only reason the draconic descendants were still alive and, as such, were entitled to the entirety of the captured treasure. Whether you'd like to call if pride or stubbornness, what started as a civil discussion between two allies soon devolved into flying fists and clashing blades as the mountain that had been the savior of the dragonborn, now became their deathbed. Surrounded on all sides by solid, stone walls and even stouter dwarves, the dragonborn stood no chance. A scant few hours later and the scraping of swords against flesh and armor had died down. In its place remained only the gasps of the dying, and the anguished wails of the prisoners the dwarves had taken. This sorry group consisted mainly of those too old or sick to fight, but also one hulking female of a dragon born who, although a fierce fighter, was cradling in one arm a large, sapphire egg.

As the young mother crouched in the corner of the cell which herself and the rest of the prisoners, growling threateningly at every passing dwarf, something tapped her on her broad, bloodstained back. She turned to face a small hole in the wall and was greeted by two glowing, green eyes. The whispered conversation that followed was quick and left the mother unsure of herself for the first time in her young life. From the hall leading to the cell came the rambunctious sound of approaching dwarven warriors, signalling that a decision had been made concerning the prisoners. She looks at the egg one last time as her eyes filled with love and, without a word, shoved the egg into the open arms of the green-eyed creature.

Mere minutes later, small being clad in fur emerged from a crack in the side of the mountain and expertly descended into the river valley below. He reached into the pack slung across his back and from it drew a large, gem-like egg. Holding it close to himself to keep it warm, he quickly looks to his rear to ensure his escape had been unnoticed, then begins following the river southward.

While most of Pitanios' race are greeted upon breaching their egg with the objectively terrifying view of a scaly face, intense eyes, and razor sharp teeth, his birthing experience was quite different. Instead, his first look at the world included a bearded smile and bespectacled, jade eyes. Pitanios soon learned that his foster father, a gnome named Pontiki, had secretly been living among a dwarf clan until witnessing the slaughter of Pitanios' family. After escaping the scene with egg in tow, he had begun their new life in the nearest human settlement and used his skills in the clandestine arts to keep his new son fed. Over the years, Pontiki attempted to teach Pitanios everything he knew about remaining unseen. While the dragonborn quickly showed a surprising agility and proclivity for acrobatics, he rapidly grew to a monstrous size that prevented him from ever being truly unseen. That does not mean, however, he was not a successful thief. On the contrary, he was even more successful than his diminutive father. While Pontiki had to rely on true stealth, it seemed as if all of Pitanios' targets preferred to just look the other way rather than risk a confrontation with the azure behemoth. For over a decade, the two scavenged, stole, and robbed for an existence which, although meager, was filled with joy. Alas, even the long-lived gnomes must one day pass on. During Pitanios' fourteenth year of life, his lifelong tutor, best friend, and father, died in his sleep. Even as he cried bitter tears, he had to admit that it was the most peaceful death for which a career thief could hope.

One year later, Pitanios is honoring his father in the only way he knows how: pick pocketing the patrons of an inn to pay for a night of drinking. This is when he notices a flyer spouting the usual rubbish about adventuring and being a hero. He begins to turn away when the promise of 10,000 sovereigns catches his eye. A smile spreads across his dumbfounded face as he returns to the hiding spot he calls home. Taking only minutes to pack his meager possessions, he is soon on the road to Ulna Themar.

Treasure:
A small box filled with different sized buttons.
Hidden 7 yrs ago Post by Zhaliora
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Hidden 7 yrs ago 7 yrs ago Post by Joshua Tamashii
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Joshua Tamashii

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Character Name:
Aramil Nailo

Class & Level:
Ranger 3

Race:
Wood Elf

Background:
Outlander

Alignment:
Chaotic Neutral

Experience Points
900

Abilities & Modifiers
Strength: 10
Dexterity: 18 (16 base + 2 racial bonus)
Constitution:12
Intelligence: 12
Wisdom: 17 (16 base + 1 racial bonus)
Charisma: 9 (9 base)

Skills
Acrobatics: 4
Animal Handling*: 8
Arcana: 1
Athletics*: 5
Deception: -1
History: 1
Insight: 3
Intimidation: -1
Investigation: 1
Medicine: 3
Nature*: 9
Perception*: 5
Performance: -1
Persuasion: -1
Religion: 3
Sleight of Hand: 4
Stealth*: 9
Survival*: 8

Armor Class:
15

Hit Point Maximum/Current Hit Points:
25

Personality Traits:
I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear.

Ideals:
Life is like the seasons, in constant change, and we must change with it.

Bonds:
My family, clan, or tribe is the most important thing in my life, even when they are far from me.

Flaws:
I am slow to trust members of other races, tribes, and societies.

Features &Traits:


Equipment/Money:

Weapons:
Shortsword x2, Longbow, and 20 arrows

Armor
Leather

Misc:
Backpack, bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 feet of hempen rope

Money:
10 GP

Other Proficiencies & Languages:

Languages:
Common and Elven

Character Appearance (picture required):


Age:
150

Height:
5'2

Weight:
125lbs

Eyes:
Silver

Skin:
Lightly Tan

Hair:
Black

Allies & Organizations:
None

Character Backstory:

Aramil was born as Faen and grew up in the vast forests to the north with his small, secluded tribe. Born into a family of hunters, Faen was taught how to use a bow almost from the moment he could walk and make a fist. His father was her main teacher and taught Faen how to track, stalk, and kill prey from a distance with a bow and arrow. He was taught how to live off the land, how to know how many resources he would need to survive the night, and how to find those resources.

Upon reaching his fiftieth birthday, Faen was sent out to the wilds to survive for two how decades by himself with only a knife and flint as his tools for survival. Facing wild beasts, harsh weather, and complete isolation, Faen was pushed to his limits to survive and grew stronger as a hunter and Ranger. By the time he had returned to the village, he already felt a deeper connection to nature but he had also developed a thirst for hunting stronger then any he felt before

On his hundredth birthday, a group of adventurers from the south visited his people and, under seemingly peaceful circumstances, spent some time in the village. However, unknown to the tribe, the group had stolen a treasured artifact from a tribe of nearby orcs, angering them. In the middle of the night, the orc launched a raid on the tribe, taking them by surprise. As Faen fought alongside his tribesmen and helped hold off the invaders, he caught the adventurers trying to sneak away with the artifact. Confronting them, he was struck by a bolt to the chest by one of the group before they made their escape and left the elf to die.

Thankfully, Faen was found by one of the village healers and was not among the dead that night. Taking in the sight of the ruined tribe and seeing that things would have to change, Faen felt anger for the cowards who dared run away after his tribe had provided them shelter. Swearing vengeance, he told the remaining elders of the tribe what he had discovered and requested to right the wrong that had been inflicted upon them. He was granted permission but only after he became an adult.

So Faen spent the next few decades training and upon his hundredth birthday, took the name Aramil. Packing his things, Aramil set off and began his hunt. Fifteen years have passed and he is no closer to finding his quarry. But, upon hearing about groups of adventurers being hired to find an ancient artifact, Aramil headed for Ulna Themar, hoping this would bring his closer to his tribe's vengeance.

Treasure:
Iron symbol of an unknown god.
Hidden 7 yrs ago Post by TheUnknowable
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Hidden 7 yrs ago Post by Rockin Strings
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Rockin Strings Mechanically intelligent, musically inclined.

Member Seen 3 yrs ago

Character Name: Gabriel Hawkwing
Class & Level: Fighter 3
Race: Avariel (Winged Elf)
Background: Orphaned protector of his twin sister.
Alignment: NG
Experience Points

Abilities & Modifiers
Strength: 17 +3
Dexterity: 18 +4
Constitution: 15 +2
Intelligence: 16 +3
Wisdom: 10 +0
Charisma: 15 +2

Skills
Acrobatics: +6
Animal Handling: 0
Arcana: +3
Athletics: +5
Deception: +2
History: +3
Insight: +0
Intimidation: +2
Investigation: +3
Medicine: +0
Nature: +3
Perception: +0
Performance: +2
Persuasion: +2
Religion: +3
Sleight of Hand: +4
Stealth: +4
Survivial: +2

Armor Class: 15
Hit Point Maximum/Current Hit Points: 24/24

Personality Traits:
Ideals: Warlike
Bonds: His sister.
Flaws: Not very intelligent. Can come off as overprotective of his sister.
Features &Traits: Very handsome (18 comeliness) and average-tall (5'11).
Equipment/Money: Toga, pants, hard boots, padded armor, 2 shortswords, 2 bolas, 1 light crossbow, 2 daggers. 20gp, 5sp.
Other Proficiencies & Languages: Avariel, Common. Blind-fight, Endurance, Hunting, Tracking, Ambidexterity.

Character Appearance (picture required):


Age: 61
Height: 5'11
Weight: 91
Eyes: Green
Skin: Pale
Hair: Brunette

Allies & Organizations: His sister.
Character Backstory: [Below]
Treasure: 2 toy soldiers, one with a missing head.

Character Name: Gabriella Hawkwing
Class & Level: Wizard 3
Race: Avariel (Winged Elf)
Background: Orphaned "conscience" of her brother.
Alignment: NG
Experience Points

Abilities & Modifiers
Strength: 11 +0
Dexterity: 15 +2
Constitution: 13 +1
Intelligence: 19 +4
Wisdom: 17 +3
Charisma: 16 +3

Skills
Acrobatics: +2
Animal Handling: +3
Arcana: +6
Athletics: +0
Deception: +3
History: +4
Insight: +3
Intimidation: +3
Investigation: +4
Medicine: +3
Nature: +4
Perception: +3
Performance: +5
Persuasion: +3
Religion: +6
Sleight of Hand: +2
Stealth: +2
Survivial: +3

Armor Class: 10 + [no armor]
Hit Point Maximum/Current Hit Points: 12/12

Personality Traits:
Ideals: Peaceful
Bonds: Her brother.
Flaws: Very intelligent. Can come off as stuck-up around less intelligent people, the only exception being her brother.
Features &Traits: Very beautiful (20 comeliness) and average (5'4).
Equipment/Money: Toga, pants, soft boots, padded armor, needle, thread, fabric, bola, dagger, dagger +1, staff. 5gp, 2sp, 2cp.
Other Proficiencies & Languages: Avariel, Common. Spellcraft, Astrology, Religion, Etiquette, Weathersense, Seamstress, Observation, Modern Languages, Ambidexterity.

Character Appearance (picture required):


Age: 61
Height: 5'4
Weight: 76
Eyes: Green
Skin: Pale
Hair: Brunette

Allies & Organizations: Her Brother.
Character Backstory: [Below]
Treasure: A receipt of deposit of a large sum of money in the far away city of Edlebastion.

Backstory

Gabriel and Gabriella Hawkwing were born twins atop their mountain home. From a young age, Gabriel was always active, running around and causing mischief. Gabriella, however, was too busy trying to figure out how to do everything or how everything worked. She was also able to fly half a year before Gabe's first attempt.

Over the years, Gabriel and Gabriella, who both shortened their names to Gabe and Gaby respectively, had learned much with each of their paths. Gabe was quick to learn with a sword, both on the ground and in the air, and had a near perfect aim with his bolas and crossbow in half the time it normally took their best soldiers. Gaby, on the other hand, had buried herself in her books, learning much about magic on her own, though her true education on it didn't start until her brother's martial training neared its end, for that is when she was taken under the High Mage's wing, more figuratively than literally.

With both twins climbing their respective ranks quickly, Gaby more so than her brother, it wasn't long until everyone knew who they were. And then they were attacked. The beings in red robes came from everywhere around their town, and even from inside their town with portals. These beings attacked with fire and, by the time Gabe and Gaby finished killing the few their brethren had yet to, they realized they were the last ones alive. They left with what little they could scavenge and flew for days, hoping to find somewhere they might find more avariel. So far, their travels have discovered naught.
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