Hidden 9 yrs ago 9 yrs ago Post by Shadolord
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Shadolord

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Bryn Amakiir
Wood Elves Druid 1 CG

AC 13 HP 10 Speed 35ft

Str 10 (0) Dex 14 (2) Con 14 (2) Wis 16 (3) Int 12 (1) Cha 9 (-1)

Attacks
Scimitar +4 1d6s
Quarter staff +2 1d6b


Hidden 9 yrs ago Post by GodOfWar
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@Shadolord, looks amazing so far. No cracks that I can see.

Approved. You may enter your character sheet into the CS tab.
Hidden 9 yrs ago Post by Shadolord
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Shadolord

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Woot
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Hidden 9 yrs ago 9 yrs ago Post by daltar
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daltar The Apprentice

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"After all my wandering and struggles, after seeing the horrors lurking in the dark and the terrors brought by the weak hearts of men... I wonder, what is most needed? A new Light to bring Hope? Or merely one person, no matter the color of their soul, to rend away the Darkness?"

Alexia Sindarin Calbridge
Half Elf Paladin 1 Lawful Good

AC 18 HP 11 Speed 30ft

Str 16 (3) Dex 14 (2) Con 12 (1) Wis 8 (-1) Int 10 (0) Cha 16 (3)

Attacks
Longsword 1d20+5 1d8+3 or 1d10+3
Light Crossbow 1d20+4 1d8+2
Quarterstaff 1d20+5 1d6+3



Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Darkvision: Thanks to your elf blood, 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.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility: You gain proficiency in two skills of your choice (Insight and Persuation)

Languages: You can speak, read, and write Common, EIvish, and one extra language of your choice (Infernal)

Background - Demon Hunter (Custom) - Proficiency in Investigation and Stealth, Smiting Tools and a language (Celestial), Wanderer Feature and Outlander Package.

Reason for coming to The Morgues: As a demon hunter and exterminator of dark magics, it's her calling in life to try and do something for such a cursed locale. However, her focus on this place has become more keen since she discovered that there may be some link between the dark powers that destroyed her hometown and the evil that plagues The Morgues.
Hidden 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

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Haha, posted in the interest check since I didn't know you had an actual thread going. Just here to restate my interest and to say that I would likely play a Human Ranger. Probably an aspiring Vampire hunter.
Hidden 9 yrs ago Post by GodOfWar
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Haha, posted in the interest check since I didn't know you had an actual thread going. Just here to restate my interest and to say that I would likely play a Human Ranger. Probably an aspiring Vampire hunter.


Sure, the party's still young, and I would be willing to accept 1 more participant. Yet, with party now coming out to a grande total of 6, we're sort of stretching the small group budget.

I'll now be closing the Ooc to new players, but yes, you may join, Theorist. ^^
Hidden 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

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Awesome! Thanks. I've been working on my sheet. Should have it done within the hour.
Hidden 9 yrs ago 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

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Double post, but here it is;

(EDIT) Forgot to add my Background feature... silly me.

Oster Trevayne
Human Ranger 1 LN

AC 14 HP 10 Speed 30ft

Str 12 (1) Dex 16 (3) Con 10 (0) Wis 16 (3) Int 12 (1) Cha 12 (1)

Attacks
Longbow +5 1d8+3
Shortsword x2 +5 1d6+3




Hit Dice: 1d10

Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout o f 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.

Favored Enemy: Undead:
Advantage on Wisdom checks to track undead, as well as advantage on Intelligence checks to recall information on them.

Natural Explorer: Swamp
When you make an Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Hidden 9 yrs ago Post by Rogue Colm
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Rogue Colm The Silver Shadow

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Still working on the numbers side, but here's the basic layout for my character:

Cecelia
Dark Elf Rogue

Weapon: Dagger (wanting a parrying dagger in offhand, but not sure on price)

Going to max Dex and Cha as best as possible
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Hidden 9 yrs ago Post by 20aliens
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20aliens art hoe

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Is there still room in this RP? If so, I'd absolutely love to be apart of this. I have the DnD handbook... but I've never gotten a chance to play. :/
Hidden 9 yrs ago 9 yrs ago Post by GodOfWar
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@Theorist, @daltar, both of your character sheets look wonderful. Though, I did see that both of you may have forgotten to add why your character has entered The Morges. Otherwise, I see now flaws in your stat structure, so Approved, you may enter your character sheet(s) into the CS tab whenever, but please do add why your character has entered The Morges. Pretty please?

@Rogue Colm, sounds like it's coming along swell. Awaiting your CS, and excited to have a drow in the mix.

@20aliens, I'm sorry to say, but no. I set a maximum of 6 players. Yet, if anyone does drop out, I'll be quick to inform you. Thanks for taking a look at the RP, though, even if it was in vain ;~;
Hidden 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

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@Theorist, @daltar, both of your character sheets look wonderful. Though, I did see that both of you may have forgotten to add why your character has entered The Morges. Otherwise, I see now flaws in your stat structure, so Approved, you may enter your character sheet(s) into the CS tab whenever, but please do add why your character has entered The Morges. Pretty please?


Sweeeeet! I was kind of afraid I got my math wrong and everyone would think I was a cheater. xD I normally use the standard array, which results in pretty low stats, so having two scores at 16 and no minuses made me go "uh..." But yeah, I can't believe I forgot something as crucial as the reason he is even there in the first place. xD I'll add that to my sheet. It'll be at the bottom.
Hidden 9 yrs ago Post by daltar
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daltar The Apprentice

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Perfect and done! Alexia's calling in life is fighting against the darkness and it's what she has been training to do these last years... however, her hometown got destroyed by dark forces, her parents slain and sister taken... and on her last job she got a hint that perhaps entities responsible for such an attack were acting on The Morgues. Whenever this is a fake lead, a trap or something the GM wants to use, I leave it up to you.
Hidden 9 yrs ago 9 yrs ago Post by Izaka Sazaka
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Izaka Sazaka Carai an Caldazar! Carai an Ellisande!

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Frygga (Eothain) the Foehammer
Variant Human Fighter 1 Chaotic Good

AC 16 HP 13 Speed 30ft

Str 16 (3) Dex 10 (0) Con 16 (3) Wis 13 (1) Int 10 (0) Cha 10 (0)

Attacks
Greatsword 20+5 1d12
Light Crossbow 20+0 1d8+2

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

Background: Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument (Carnyx)
Languages: One of your choice (Goblin)
Equipment: A staff, a hunting trap, a trophy from an animal you killed (Goblin Teeth Necklace), a set of traveler’s clothes, and a belt pouch containing 10 GP.

Feats:
Heavy Armor Master:
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
X Increase your Strength score by 1, to a maximum of 20.
X While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

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.
Hidden 9 yrs ago Post by GodOfWar
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@Izaka Sazaka, your CS, aswell, looks amazing. Yet, like some of the others, you have left out why your character has entered The Morges. Also, your saving throws are a little confuzzled. You seemed to have added your proficiency bonus to each of your saving throws, not just the ones you are proficient at. These are some minor blemishes, though, and can be easily corrected. Really loving the frenzied fighter concept, Izaka.
Hidden 9 yrs ago 9 yrs ago Post by Izaka Sazaka
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Izaka Sazaka Carai an Caldazar! Carai an Ellisande!

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@Izaka Sazaka, your CS, aswell, looks amazing. Yet, like some of the others, you have left out why your character has entered The Morges. Also, your saving throws are a little confuzzled. You seemed to have added your proficiency bonus to each of your saving throws, not just the ones you are proficient at. These are some minor blemishes, though, and can be easily corrected. Really loving the frenzied fighter concept, Izaka.


Thanks for pointing out that discrepancy. My lack of knowledge about this edition forced me to look at others' completed CS's to puzzle out how the stat bonuses work so I'll get to fixing that now. As for the reason she went to the Morges, Frygga is searching for a weapon capable of killing the goblin tribes of her homeland. I put that + her backstory down in the 'description' section on the second page. I'll go ahead and put it in a hider here for your convenience though.



If there is anything else that needs to be changed just let me know and I'll get on it ASAP.

x]

EDIT:

Also wondering if Variant Human is acceptable as a race? From my understanding it isn't part of the core rulebook but is widely accepted as a reasonable substitute?
Hidden 9 yrs ago Post by GodOfWar
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@Izaka Sazaka, thank you for pointing out that you had already specified why Frygga entered The Morges, my mistake for not reading well enough. Also, I will accept variant human as a playable, somewhat homebrew, race in the campaign.
Hidden 9 yrs ago Post by daltar
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daltar The Apprentice

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It is within the Player's Handbook so it's as core as there can be. Feats as a whole are actually an optional rule but very rarely have I seen them banned as well with Variant Human.
Hidden 9 yrs ago Post by Izaka Sazaka
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Izaka Sazaka Carai an Caldazar! Carai an Ellisande!

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@GodOfWar

Made the changes to Variant Human (stats re-adjusted as necessary) and added the racial bonus. If you think everything looks good I'll move it to the 'Characters' tab.
Hidden 9 yrs ago 9 yrs ago Post by Rogue Colm
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Rogue Colm The Silver Shadow

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So, I used the point-buy system (12 points, no higher than 15 without racials if I calculated that right), and here she is:

Cecelia
Elf - Drow Rogue 1 TN

AC 14 HP 8 Speed 30ft

Str 8 (-1) Dex 17 (3) Con 10 (0) Wis 12 (1) Int 11 (0) Cha 16 (3)

Attacks
Rapier +3 1d6+3
Dagger +3 1d4+3




Sneak attack (+1d6 damage to someone with advantage)

Thieves' Cant

Expertise - Sneak and Sleight of Hand

Background (bare bones atm): Cecelia was a Spymaster, but her organization was scattered due to monsters. She's looking for a central base to reestablish her organization
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