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PostPosted: Thu Aug 14, 2014 6:19 pm 
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I've decided to start a thread where people can build and submit 5th Edition characters just for fun and for practice with learning the system.

There have been a lot of contests popping up recently and I thought about making this a contest as well but I decided I'd rather people be able to submit stuff without worrying about winning and voting.

I'm guessing that many of us dont have the 5e PHB yet but I figured we could just agree to use the Basic Rules which are available for free from WotC via download HERE. The basic rules only have the basic classes and basic races, as well as some of the default backgrounds, but I figured it would be a good way to get people into the rules by going through the motions of character creation.

Edit: Now that the PHB is out and about, fee free to make characters from it as well!



So here it goes:

Create a level one character using the 5e Basic Rules or PHB with a background as if we were going to play The Ghosts of Dragonspear Castle.

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Last edited by Bounty Hunter on Thu Aug 28, 2014 12:25 pm, edited 1 time in total.

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PostPosted: Thu Aug 14, 2014 6:29 pm 
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The Ghosts of Dragonspear Castle

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Every year around midsummer, the population of Daggerford swells as people come from up and down the Sword Coast to partake in the town’s annual festival of games. While merchants hawk their wares along crowded boulevards, crowds gather to witness all manner of contests, from archery and tug o’-wars to wrestling and pie eating. But alas, ill weather has dampened this year’s festivities. Torrential rain falls from thick black clouds as wild coastal winds howl through the darkened streets. Guests pack the local inns and taverns, hoping for some reprieve while keeping their spirits high with drinking games and music, but the storm has been relentless, and there’s no end in sight.

Not surprisingly, the storm has given rise to lots of gossip about recent events in town, namely the capture of a tattooed man believed to be a Red Wizard of Thay. What would a Red Wizard be doing so far from home, you ask? Well, according to the local gossip mongers, he was magically disguised and working for Lord Floshin as a gardener, ofall things! That’s right, the same Lord Floshin whose estate was attacked and looted by orcs and half-orcs a fortnight ago. They say the Red Wizard was behind it, and that’s why he’s doomed to hang after the festival. It’s a good thing Lord Floshin wasn’t home during the attack. He could’ve been captured and taken away by the orcs. That’s what happened to his servants, gods protect them! One can only imagine their horrible fate.

The foul weather just won’t let up. Wet banners flap in the cool morning wind as a grim, raindrenched crowd gathers around the wooden
gallows in the town square. Town guards in dark cloaks scan the periphery. A masked hangman ascends the scaffold and waits. He nods to a slender, rain-soaked knight in bright armor, who limps into the heart of the crowd, a greatsword slung over his back. He stands like a beacon of light in the gloom and keeps a watchful eye on the proceedings. A few paces behind him stands a dour elf of noble bearing clad in a handsome gray cloak. The malaise of the crowd turns to anger as the prisoner is hauled toward the gallows by a pair of cloaked guards. The bald wizard wears nothing but a loincloth, and most of his thin frame is covered with serpentine tattoos. His wrists and ankles are bound with rope, and his eyes and mouth have been sewn shut—a sight that doesn’t sit too well with the armored knight.

The rolling thunder ofthe storm cannot drown the roar ofthe crowd. Shouts of”Kill the wizard!” abound. One old woman dies out, “Filth for the maggots!” A heavily guarded horse-drawn carriage comes to a stop at the edge ofthe crowd. Through the carriage’s rain-streaked window, you see the pale visage of Duke Maldwyn Daggerford, who watches the proceedings closely. As the noose tightens around the wizard’s neck. the tattoos covering his body begin to writhe. The crowd gasps in horror at the sight, and the armored knight draws his greatsword.

Moments later, the captain of the guard signals the hangman to pull the trapdoor lever. A short drop spells the wizard’s demise. Lightning flashes, and you half expect the wizard to be gone, but there his body hangs, the serpentine tattoos no longer writhing. “To the Hells with him!” a peasant shouts. The knight relaxes as the crowd begins to disperse. Suddenly, a rider on a black horse gallops into the square, surprising everyone. He seems drawn to the armored knight. “My lord! My lord! Terrible news! Cromm’s Hold has been attacked by a black dragon!”

There’s another flash oflightning as the armored knight, Sir Isteval, turns toward you. “Cromm’s Hold is well defended, but a dragon might be too great a threat even for Baroness Wynne. If you have no other business to tend to, we could use some additional reinforcement.” Duke Maldwyn casts a wary gaze upon the stormy sky then turns to Isteval. “The bulk of our militia will remain here, in case the dragon attacks.” “Of course, your Grace,” the knight replies. “That would be wise. Thirty stalwart men and horses should suffice.”

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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."

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PostPosted: Thu Aug 14, 2014 7:27 pm 
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is this a trick to get us into a 5e game

i imagined waterdeep being much bigger than it is on the map.

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PostPosted: Fri Aug 15, 2014 4:17 am 
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Sure, why not.

Aria Bellatore
level 1 human fighter
female, lawful neutral, noble background

Armor Class: 16 (leather armor, dueling cape)
Hit Points: 12 (1d10+2)
Speed: 30 ft.

Str: 11 (0); Dex: 16 (+3); Con: 15 (+2); Int: 14 (+2); Wis: 13 (+1); Cha: 9 (-1)

Proficiencies (+2 bonus)
Acrobatics, History, Persuasion, Insight
Str and Con saving throws
All armor, shields, simple and martial weapons
Dragonchess set

Rapier Attack: +3 to hit, 1d8+5 damage.
Longbow Attack: +3 to hit, 1d8+3 damage.
Fighting Style - Dueling: +2 on damage rolls when only weapon is a melee weapon in one hand.
Second Wind: 1/rest. Heal 1d10+level hp as bonus action.

Noble Background - Position of Privilege: My noble birth grants me prestige and influence.
Appearance: Fair skin, brown eyes, short brown hair. Ethereal poise and grace.
Languages: Common, Elvish, Halfling
Traits: I spend all my spare time training. I speak little and let my actions speak for themselves.
Ideal: I will restore glory to House Bellatore by becoming the greatest fighter in the world.
Bond: I bear the sword of my grandfather, my idol and the last great duelist of House Bellatore.
Flaw: Death before dishonor.

Equipment: leather armor, rapier, dagger, dueling cape (refluffed shield), longbow with 20 arrows, explorer's pack, traveling clothes, Bellatore signet ring, tattered sword manual, intricate locket worth 5 gp

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PostPosted: Fri Aug 15, 2014 4:23 pm 
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Sorrak Slatebreaker

Level 1 Dwarf Fighter
Male, Lawful Good, Folk Hero

Armor Class: 18
Hit Points: 13
Speed: 25 feet

STR: 17 (+3)
DEX: 10 (+0)
CON: 16 (+3)
INT: 8 (-1)
WIS: 12 (+1)
CHA: 13 (+1)

Proficiencies(+2 bonus)
All Armor Types and Shields
Simple and Martial Weapons
Battleaxe, Handaxe, Throwing Hammer, and Warhammer
Smith's Tools
Vehicles (Land)

Languages
Common, Dwarven

Weapon Attack:
Fighting Style - Dueling: +2 on damage rolls when only weapon is a melee weapon in one hand.
Second Wind: 1/rest. Heal 1d10+level HP as bonus action.

Darkvision - 60ft
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.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage

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.

Folk Hero Background - Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They shield you from the law or anyone else searching for you, though they are unwilling to risk their lives for you.

Traits -- It is the duty of the strong to protect the weak, not seek to enslave them. If someone needs help I will assist to the best of my abilities.
Ideal -- These are dark times and the world needs heroes to stand up and drive the evil from our lands.
Bond -- My handaxes are family heirlooms and I kept them close at all times. Someday I will return home and show my clan what a hero I have become.
Flaw -- Sometimes my ego gets the best of me or my desire for glory clouds my judgement of the true nature of a situation

Equipment:
Chainmail
Morningstar
Shield
Handaxe x2
Dungeoneer's Pack
Smith's Tools
Iron Pot
Shovel
Common Clothes
Belt Pouch (10gp)

Appearance

Backstory

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Phandelver : IC / OC / Map


Last edited by Bounty Hunter on Thu Aug 28, 2014 1:34 pm, edited 2 times in total.

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PostPosted: Sat Aug 16, 2014 8:35 pm 
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Vidrir of Hidden Flame
Race/Class: Mountain Dwarf, Wizard 1
Alignment: Lawful Neutral
Background: Soldier
Languages: Common, Dwarvish

Saving Throws: Intelligence, Wisdom
Armour Class: 12
Hit Points: 10
Speed: 25ft

Str: 17 (+3)
Dex: 12 (+1)
Con: 18 (+4)
Int: 18 (+4)
Wis: 13 (+1)
Cha: 10 (+0)

Skills
Athletics, Arcana, History, Intimidation

Racial Features
Darkvision: Lighting conditions improved by one step within 60ft (Darkness > Dim > Bright)
Dwarvern Resilience: You have advantage on ST vs Poison and Poison Resistance
Dwarvern Combat Training: Proficiency (Battleaxe, Handaxe, Throwing Hammer, Warhammer)
Dwarvern Armour Training: Proficiency (Light Armour, Medium Armour)
Tool Proficiency: You are proficient with Smith's Tools.
Stonecunning: You are considered proficient in the History skill and add double your normal proficiency bonus to checks when relating to the origin of stonework.

Class Features
Proficiencies: Dagger, Dart, Sling, Quaterstaff, Light Crossbow
Spellcasting: You can cast Arcane Spells.
Arcane Recovery: Once per day I can recover one level worth of spell slots after a short rest.

Background
Proficiencies: Cards, Vehicles (Land)
Specialty: Infantry
Military Rank: Pull rank to request equipment and access to military encampments.

Equipment
Battleaxe, Arcane Focus, Dagger
Leather Armour, Common Clothes, Insignia of Rank
Explorer's Pack, Deck of Cards, Battlefield Trophy
Spellbook

Known Spells
Cantrips: Fire Bolt, Prestidigitation, Ray of Frost
1st Level: Burning Hands, Detect Magic, Mage Armour, Shield, Silent Image, Sleep

Personality
Trait: I face problems head-on. A simple, direct solution is the best path to success.
Ideal: Responsibility - I do what I must and obey just authority.
Bond: Those who fight beside me are those worth dying for.
Flaw: I obey the law, even if the law causes misery.

Appearance
TBA

Backstory
TBA

Dwarvern Battlemage! Whoop for no more arcane spell failure. Platemail caster here I come!

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PostPosted: Sun Aug 17, 2014 1:07 am 
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Kazan the Exile
level 1 hill dwarf rogue
male, neutral good, tinker background (variant sage)

Armor Class: 13 (padded armor)
Hit Points: 11 (1d8+3)
Speed: 25 ft.

Str: 8 (-1); Dex: 14 (+2); Con: 14 (+2); Int: 15 (+2); Wis: 14 (+2); Cha: 10 (0)

Proficiencies (+2 bonus)
Arcana, History*, Insight, Investigation (2x), Perception, Sleight of Hand
Dex and Int saving throws
light armor, simple weapons, battleaxe, handaxe, hand crossbow, longsword, rapier, shortsword, light hammer, warhammer
smith's tools, tinker's tools, thieves' tools (2x)

Shortsword Attack: +2 to hit, 1d6+2* damage.
Light Crossbow Attack: +2 to hit, 1d8+2* damage.
Dwarven Resilience: Advantage on poison saves, resist poison damage.
Dwarven Toughness: +1 hp per level.
Stonecunning: 2x proficency bonus on Int (History) checks about stonework.
Sneak Attack: 1/turn. +1d6 damage to one target of Dex attack with advantage or an adjacent ally.

Sage Background - Researcher: I know exactly where to find what I do not know.
Appearance: Tan skin, steel eyes, long gray hair, full beard. Covered head to toe with contraptions and tools.
Languages: Common, Dwarvish, Gnomish, thieves' cant
Traits: I've an overcomplicated gadget for everything. I drool over machinery I've not seen before.
Ideal: Artifice and craft better the world by allowing us to overcome our limits.
Bond: My old clan's too small-minded to see the possibilities of clockwork. One day I'll return, mark my words.
Flaw: I'll not back down from any slight against my skills or the work of Gond.

Equipment: padded armor, shortsword, dagger, light crossbow with 20 bolts, burglar's pack, common clothes, smith's tools, tinker's tools, thieves' tools, an ever-expanding collection of scrap metal bits

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Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sun Aug 17, 2014 5:09 pm 
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I mentioned it down in the PBP Out-of-Character board, but I'm actually pretty damn excited for 5e so far... screw the haters. I wasn't exactly feeling it for the Mines of Madness game we did and a lot of the stuff didnt quite make sense to me, I kept having to look up what my modifiers were, and didn't really understand proficiency. But one of the reasons I made this thread was by getting in and looking at the content it forced me to read everything a time or two and some of it started making sense.

I may be tempted to convert the freeform steampunk world I was building into a high fantasy world and run a 5e game. Hmmm. People might be a bit tired of high fantasy though.

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PostPosted: Wed Aug 20, 2014 12:52 pm 
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Sandal Light

Race/Class: Human, Cleric 1
Alignment: Chaotic Good
Background: Acolyte
Languages: Common, Dwarvish, Elvish, Gnomish

Armour Class: 18
Hit Points: 8
Speed: 30 ft

Str: 15 (+2)
Dex: 14 (+2)
Con: 11 (0)
Int: 9 (-1)
Wis: 16 (+3)
Cha: 13 (+1)

Racial Features:
+1 at every ability score.

Proficiencies: (+2)

Armor: Light armor, medium armor, shields.
Weapons: All simple weapons.
Tools: None.
Saving Throws: Wisdom, Charisma.
Skills: Persuasion, Medicine, Insight, Religion.

Class Features:

Spellcasting: You can cast Cleric spells.
Ritual Casting: You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus: You can use a holy symbol as casting focus.
Divine Domain: Light domain
- Bonus cantrip: Light
- Warding Flare (3X/long rest).

Equipment:
- A mace, scale mail, and a light crossbow with 20 bolts.
- A shield and a holy symbol.
- A priest’s pack.
- A prayer book, 2 flasks of holy water, vestments, a set of common clothes, and a belt pouch containing 15 gp.

Known Spells:

Cantrips: Guidance, Light, Sacred Flame, Spare the Dying
1st Level: Burning Hands, Faerie Fire, Bless, Command, Healing Word, Guiding Bolt

Personality:

Trait: I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.
Ideal: Change. We must help bring about the changes the gods are constantly working in the world.
Bond: I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
Flaw: I judge others harshly, and myself even more severely.

Background Feature:

- Shelter of the faithful

Appearance:

Medium height and thin. Brown hair and green eyes.

Backstory:

Sandal was an orphan that was rescued by a priest at a small town when he had 3 years old, without any clue about his real family. He was raised by a priest named Gond Lind, a priest of Pelor. This priest treated him as a son and taught him everything he know. This same priest gave him a surname based in the light of Pelor. He grew surrounded by religious people all his life, acquiring all their knowledge, but he never was officially ordained at the church hierarchy, despite being responsible for the town church late in his life.

When his savior died, a new priest assumed the town. This knew priest relegated him only small functions at the church and never recognized him as an equal. Furthermore he started to steal from the church and use his position to get favors from the town citizens. Sandal tried to give a warning to the church superior, but he was expelled.

One day he lost his patience and decided to confront the abusing priest. In this discussion, he killed him. He had to fled the town as an outlaw and heretic; and since then he decided to travel the world spreading the word of Pelor and trying to bring light to the world and punishing darkness whenever possible. The church doesn't know him, but he decided his ultimate goal in life was to purge it from sinners and give Pelor a church his god deserves.


Last edited by True_Believer on Fri Aug 22, 2014 5:34 am, edited 3 times in total.

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PostPosted: Wed Aug 20, 2014 1:32 pm 
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Chaotic Good cleric. I love it!

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PostPosted: Mon Aug 25, 2014 4:46 am 
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Obed Olmstead
Race/Class: Half-Elf Warlock 1
Alignment: Chaotic Neutral
Background: Sailor
Languages: Common, Elvish, Halfling

Saving Throws: Wisdom, Charisma
Armour Class: 12
Hit Points: 11
Speed: 30 feet

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

Skills
Athletics, Acrobatics, Nature, Religion, Perception, Survival

Racial Features
Darkvision: 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. (Acrobatics, Survival)

Class Features
Weapon and Armor Proficiencies: Light Armor, Simple Weapons
Skill Proficiences: Nature, Religion
Otherworldly Patron: The Great Old One
Expanded Spell List: dissonant whispers, Tasha's hideous laughter, detect thoughts, phantasmal force, clairvoyance, sending, dominate beast, Evard's black tentacles, dominate person, telekinesis
Awakened Mind: Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Pact Magic: Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Charisma is your spellcasting ability for your warlock spells.

Background
Skill Proficiencies:: Athletics, Perception
Tool Proficiencies: Navigating tools, Vehicles (Water)
Bad Reputation: No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Equipment
A light crossbow and 20 bolts, a component pouch, a dungeoneer's pack, leather armor, spear, two daggers, a belaying pin (club), 50 feet of silk rope, an idol of a nightmarish monster that gives you nightmares when you sleep next to it, a set of common clothes, fishing tackle, bottle of fine wine, steel mirror, and a belt pouch containing 54 gp.

Known Spells
Cantrips: Chill touch, minor illusion
1st Level: Hex, Tasha's hideous laughter

Weapon Attacks
Spear Attack: 1d6 piercing, thrown (20/60), versatile (1d8)
Crossbow Attack: 1d8 piercing, ammunition (80/320), loading, two-handed
Dagger Attack: 1d4 piercing, finesse, light, thrown (20/60)

Personality
Trait: To me, a tavern brawl is a nice way to get to know a new city.
Ideal: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
Bond: I am the only survivor of a shipwreck and others believe me to be cursed.
Flaw: Once I start drinking, it’s hard for me to stop.

Appearance
Obed Olmstead carries a haunted look of a man wasting away. Though still his body still carries the strength and bulk of a sailor, it has seen better days. He's less toned and he's starting to grow a little beer belly. Dark circles never seem to leave his gray eyes, and his black hair and short beard are already seeing light streaks. His hair is long enough to cover the slight point of his ears and curls when wet. His hands are calloused heavily, and no matter how drunk he gets, Obed's legs remain steady. Across his chest is a line of circular scars.

Backstory
Obed Olmstead had always loved the sea. He grew up a wharf rat, the bastard son of a bitter woman, and he quickly found his way on ships since age 11. At sea, he was free from the strict eye of his mother, the beatings of the city watch who didn't care for urchins, and the despair of poverty. He lived and worked as an equal to the other crew members and authority was hard-earned by the captain, not bought or inherited. More than any other sailor, Obed loved spending time in the water, retrieving goods or fallen crew, exploring, or just spearing dinner.

As he grew up strong with the charm of a half-elf, Obed would attract attention at various harbors, but nothing could beat the allure of the sea for him. Until one day, the sea turned against his ship. The storm was not particularly strong, there have been bigger and stronger storms, but somehow the hull was cracking and the ship was rapidly taking on water. Then, a wave rose far above the ship and as Obed looked up, he swore he saw a writhing figure's silhouette in the wave.

He dreamed, of a beautiful creature who seemed to envelop him into her embrace. Though she looked the size of him, he knew she was vast, that the coiling and stretching darkness around them was a part of her, that her waters sank far below, deeper than any dwarf mine or buried titan. And though she looked the age of him, he knew she was older than storms or earth, older than any god that claimed to rule her, that she was an eternal ocean who would drown and swallow even the sun and moon in time. He opened his mouth to beg her to marry him, and his lungs began to fill with saltwater, and in his soul, she laughed without joy or understanding.

Obed woke up on the beach of his hometown. Everyone suspected the worst because the ship was due to arrive a month ago, so they were shocked to find the sole survivor washed up on shore, especially when according to Obed, the ship was still far out to sea when it sank. Of course, Obed wanted to continue returning to the open ocean, but people have noticed the change in him. Other sailors called him cursed and refused to accept him onto any of their crews and new ships are quickly warned of the man sworn to the sea's cold grasp.

So he drinks and gets thrown out of bars for rowdiness, and he researches and gets thrown out of temples for heresy. He wanders, sometimes with others, to learn more of his mistress, and until he can return to her, he will ply her dark gifts.

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PostPosted: Mon Aug 25, 2014 6:31 am 
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Obed is really cool.

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YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Mon Aug 25, 2014 3:03 pm 
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Thanks!

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PostPosted: Wed Aug 27, 2014 7:42 pm 
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Location: England
Melech
Race/Class: Tiefling Paladin 1
Alignment: Lawful Evil
Background: Urchin
Languages: Common, Infernal

Ability Scores
Strength: 15 (+2)
Dexterity: 10 (+0)
Constitution: 15 (+2)
Intelligence: 11 (+0)
Wisdom: 7 (-2)
Charisma: 17 (+3)

Racial Traits
Darkvision: Lighting conditions improved by one step within 60ft (Darkness > Dim > Bright)
Hellish Resistance: You have resistance to Fire damage
Infernal Legacy: You know the Thaumaturgy cantrip.

Class Features
Divine Sense: Detect the presence of undead/outsiders within 60ft 4/day
Lay on Hands: Can remove up to 5 points of damage from a creature 1/day

Proficiencies
Weapons: Simple Weapons, Martial Weapons
Armour: All Armour, Shields
Tools: Disguise Kit, Thieves Tools
Saving Throws: Wisdom, Charisma
Skills: Sleight of Hand, Stealth

Equipment
Weapons: Longsword, Short Sword, Dagger
Armour: Chainmail
Other: Holy Symbol, Explorer's Pack

Personality
Trait: I sleep with my back to a wall, with everything I own wrapped in a bundle in my arms.
Ideal: Retribution. What was done to me shall be paid back a thousandfold.
Bond: I owe a debt I can never repay to those who took pity on me.
Flaw: I will never fully trust anyone other than myself.

Appearance
On the face of things Melech could be be considered rather handsome: dark haired, tall and broad with the well-toned physique of one who has has spent a lifetime in physical training. Even his infernal heritage, subtle by the standards of his kind, does little to detract from this - if anything granting him the allure of the exotic and forbidden. These qualities are lost on most, however, as it is almost impossible to miss the horrific scars that covers his flesh; cracked and blistered skin, darkened patches of dead flesh, twisted muscle and broken sinew, wounds that never quite healed properly. Dark eyes, cold and lifeless, observe his surrounds with noted disinterest. Indeed, very little seems to gauge any reaction from the tiefling.

Backstory
To fill in later.

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Welcome! I'm Garren and I'll be your designated villain for the evening.


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PostPosted: Thu Aug 28, 2014 1:23 pm 
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Zimira 'Z' Leafspring

Race/Class: Gnome Wizard 1
Alignment: Chaotic Neutral
Background: Entertainer
Languages: Common, Gnomish

Saving Throws: Intelligence, Wisdom
Armour Class: 12
Hit Points: 8
Initiative: 2
Speed: 25 feet

Str: 8 (+0)
Dex: 14 (+2)
Con: 14 (+2)
Int: 17 (+3)
Wis: 10 (+0)
Cha: 12 (+1)

Skills
Arcana, Investigation, Acrobatics, Performance

Racial Features
Ability Score Increase: Your Intelligence score increases by 2.
Small Size:
Darkvision: Lighting conditions improved by one step within 60ft (Darkness > Dim > Bright)
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Subrace: Forest Gnome
Ability Score Increase: Your Dexterity score increases by 1.
Natural Illusionist: You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.
Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Class Features
Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaffs, and Light Crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Arcana, Investigation


Background
Skill Proficiencies:: Acrobatics, Performance
Tool Proficiencies: Disguise Kit, Fiddle
By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food o f a modest or comfortable standard (depending on the quality o f the establishment), as long as you perform each night. In addition, your performance makes you something o f a local figure.
When strangers recognize you in a town where you have performed, they typically take a liking to you

Equipment
Belt Pouch
Dagger
Fiddle
Costume
Component Pouch
Spellbook
Token x2

Cantrips
Minor Illusion
Prestidigitation
Dancing Lights
Fire Bolt

Spellbook
Silent Image
Disguise Self
Color Spray
Find Familiar
Sleep
Tasha's Hideous Laugher

Weapon Attacks
Dagger (20/60) +4 Attack 1d4+2 piercing
Fire Bolt (120) +5 Attack 1d10 fire

Personality
Trait:
Ideal:
Bond:
Flaw:

Appearance
In works

Backstory
In works

_________________
"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."

Play-By-Post Games
Phandelver : IC / OC / Map


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PostPosted: Thu Aug 28, 2014 5:48 pm 
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Tamsin of Caer Tagel
Race/Class: Human Paladin 1
Alignment: Lawful Good
Background: Noble (Knight)
Languages: Common, Sylvan, Elvish

Saving Throws: Wisdom, Charisma
Armour Class: 14
Hit Points: 11
Speed: 30 feet

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

Skills
Animal Handling, Athletics, Insight, History, Persuasion

Feats
Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points w hen you finish a long rest.

Racial Features
+1 to two abilities, 1 feat, and 1 additional skill (Animal Handling)

Class Features
Weapon and Armor Proficiencies: All armor, shields, simple weapons, martial weapons
Skill Proficiences: Athletics, Insight
Divine Sense: 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. 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: 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 o f healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one.

Background
Skill Proficiencies:: History, Persuasion
Tool Proficiencies: One type of gaming set
Retainers: You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood.

Equipment
Longsword and a shield, five javelins, an explorer's pack, chain mail, holy symbol, a set of fine clothes, a signet ring, a scroll of pedigree, a fairy handkerchief, and a purse containing 25 gp

Weapon Attacks
Longsword Attack: 1d8 slashing, versatile (1d10)
Javelin Attack: 1d6 piercing, thrown (30/120)

Personality
Trait: My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
Ideal: Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity.
Bond: See backstory?
Flaw: I hide a truly scandalous secret that could ruin my family forever.

Appearance


Backstory


I don't like how I wrote the backstory, so I'm putting it behind a spoiler block for now. I want her to feel pulled between the Oath of Devotion and the Oath of Ancients.

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White Autumn, Red Spring
OC|IC|Map|Jin Map|Combat Map

Iron Skies
IC|OC|Map|Tracker


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PostPosted: Fri Aug 29, 2014 4:10 am 
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Posts: 8181
Location: Singapore
Identity: Male
The standard lawful good paladin feels a little stale, but I like the fey knight angle you put on her.

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The format of YMtC and the Expanded Multiverse.
YMtC: My Deck of Many Things | NGA Masters | 2 | 3 | Roses of Paliano | Duel Decks: War of the Wheel | Jakkard: Wild Cards | From Maral's Vault | Taramir: The Dark Tide
Solphos: Solphos | Fool's Gold | Planeswalker's Guide | The Guiding Light | The Weight of a Soul
Game design: Pokémon Tales | Fleets of Ossia: War Machines | Hunter Killer | Red Jackie's Run


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PostPosted: Sat Aug 30, 2014 12:51 am 
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Posts: 4667
Orgar Dragonshame
Race/Class: Dwarf Sorcerer 1
Alignment: True Neutral
Background: Urchin
Languages: Common, Dwarvish, Draconic

Saving Throws: Constitution, Charisma
Armour Class: 15
Hit Points: 11
Speed: 25 feet

Str: 8 (-1)
Dex: 14 (+2)
Con: 16 (+3)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 15 (+2)

Skills
Deception, Persuasion, Sleight of Hand, Stealth

Racial Features
Darkvision: 60 feet
Dwarven Resilience: Advantage on saving throws against poison and you have resistance against poison damage.
Dwarven Combat Training: Proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency: Proficiency with the smith's tools.
Stonecunning: Proficient with Intelligence (History) checks related to the origin of stonework. Add double the proficiency bonus.
Hill Dwarf: Wisdom score increases by 1
Dwarven Toughness: Hit point maximum increases by 1 and it increases by 1 every time you gain a level.

Class Features
Weapon and Armor Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
Skill Proficiences: Deception, Persuasion
Spellcasting: Charisma is my spellcasting ability.
Sorcerous Origin: Draconic Bloodline
Draconic Ancestry: White - Cold. You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience: Your hit points maximum increases by 1 and increases by 1 again whenever you gain a level in this class. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

Background
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves' tools

Spells Known
Cantrips Known: Mage Hand, Minor Illusion, Poison Spray, Ray of Frost
1st Level Spells Known: Charm Person, Sleep

Equipment
Handaxe, a component pouch, a dungeoneer's pack, two daggers, a small knife, a map of the city I grew up in, a pet mouse, a token to remember my father by, a set of common clothes, hempen rope, hooded lantern, backpack, and a belt pouch containing 77 gp

Weapon Attacks
Dagger Attack: 1d4 piercing, finesse, light, thrown (20/60)
Handaxe Attack: 1d6 slashing, light, thrown (20/60)

Personality
Trait: I think anyone who's nice to me is hiding evil intent.
Ideal: Retribution. The rich need to be shown what life and death are like in the gutters.
Bond: I escaped my life of poverty by robbing an important person and I'm wanted for it.
Flaw: Gold seems like a lot of money to me, and I'll do just about anything for more of it.

Appearance
Later

Background
Later, but the idea is that Orgar is the son of a dwarf who lost all the clan's fortune to a dragon. Exiled for this dishonor, his father always told him that his mother died in the dragon's attack but Orgar was saved from his mother's body. Somehow, this also bestowed Orgar with draconic magic. Dragonshame is, of course, not their actual surname but a name given by those who mock clanless dwarves.

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White Autumn, Red Spring
OC|IC|Map|Jin Map|Combat Map

Iron Skies
IC|OC|Map|Tracker


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PostPosted: Sat Aug 30, 2014 3:25 am 
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Will try to think up backstory and appearance for 'Z' while at work today. Likely gonna be Forgotten Realms related.

We should get in on this Adventurers' League stuff, run Hoard of the Dragon Queen and stuff.

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"Life is like a Dungeon Master, if it smiles at you something terrible is probably about to happen."

Play-By-Post Games
Phandelver : IC / OC / Map


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PostPosted: Sun Oct 12, 2014 1:18 am 
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Posts: 7305
Location: England
Working out the basic ideas/builds for a couple of characters for a game. History is missing due to the games premise.

Connacht (Barbarian)


Merroda (Warlock)

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Welcome! I'm Garren and I'll be your designated villain for the evening.


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