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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
@Joshua Tamashii You can move your character to the character tab. Your "treasure" is a glass eye. I wonder why these treasures might be important......


It's a magical glass eye that lets the god of death that brought him back keep an eye on him... wait, they can do that anyway... eye of true seeing?
Let me know of any edits that need to be made @Game Maker

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*: 5
Animal Handling:
Arcana:
Athletics:
Deception*: 2
History:
Insight:
Intimidation:
Investigation*: 4
Medicine:
Nature:
Perception*: 4
Performance:
Persuasion:
Religion:
Sleight of Hand*: 5
Stealth*: 5
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: Two daggers

Tools: Thieves' Tools, crowbar

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:
@Bishop he did say there would be scrolls that can grant a permanent boost to skills in the house rule.
House Rule for Skills:
When I was first learning how to play my DM had a house rule that I've used in all of my own campaigns. For your first level you get 10 skill points to invest in any skill you like, you don't have to be proficient in it. NOTE: Modifiers will still apply to these skills so if you have 4 skill points invested in persuade but your charisma modifier is -3 you would technically have 1 usable skill point in persuade. Every level you get an additional 3 points to spend at that time. At certain levels you will get 5 instead of 3 skill points. You can also find scrolls or other items in game that may grant either a temporary or permanent boost to certain skills.


So we'll have 16 points to spend since all characters will be level 3
@Game Maker do we roll our own stats or do you do that?
With the variety there us in terms of class, and the fact that alot of people from the int check haven't shown up I think everyone could play something different.@CajunRobinHood
@CajunRobinHood cause, stealth and traps are both tied to the Dex star. Only possible difference is that mine might be slightly more alert to his surroundings.
@CajunRobinHoodtwo rogues then... Guess I can go ranger.
@Game Maker Which should make the undead revenant interesting. But he's a sneaky thief, so he might be able to just hide
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