Characters For Approval

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Characters For Approval

Post by Archengeia on Mon Oct 07, 2013 1:45 am

Rough Appearance.

3 Cantrips
2 Level 1 Cleric Spells

Channel Divinity 1/Rest, Turn Undead (DC10+WISMod+SL, fail=1m turn or until takes damage) or

Mathias Cronqvist
2 Mage 1 Cleric
Armor Class: 16, Chain Mail
Hit Points: 24 (d6)
Proficiency Bonus: +2
Speed: 30ft
Alignment: ????
Languages: Common, Draconic, Giant, Sylvan

Strength: 12, +1
Dexterity: 12, +1
Constitution: 14, +2
Intelligence: 19, +4 : Add Proficiency Bonus to saves
Wisdom: 15, +2 : Add Proficiency Bonus to saves
Charisma: 16, +3

Spells:
Cleric: 4, 2

Mage: 4, 2

Attacks:
Melee Attack: The Stupid Mace +1, +2 to hit, 2d6+1 Bludgeoning

Skills (Add Proficiency Bonus to related checks)
Animal Handling, Athletics, Arcana, Persuasion

Equipment:
The Stupid Mace, Chain mail armor, Iron Pot, Spade, Block and Tackle, Flask of Rotgut, Worker's Tools, 50' Rope, Waterskin, 12 Rations and 10 Salted Pork slices, 99 Ball Bearings, Bedroll, 5 Soap, Tinderbox

Racials:
Ability Score Adjustment: Your ability scores each increase by 1.
Size: Medium.
Speed: 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice.

Class Features:
Channel Divinity.
Arcane Tradition: .
Second Wind.

Action Surge. 

Background: Commoner
Trait – Salt of the Earth: 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 commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Proficiencies Skills: Animal Handling, Athletics, Survival Tools: Artisan’s tools, gaming set, mounts (land)


Last edited by Archengeia on Fri Jan 10, 2014 2:58 am; edited 10 times in total

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Re: Characters For Approval

Post by Snarg of Wildpaw on Mon Oct 07, 2013 2:36 am

Likely cheated, but I'll look the other way for now and approve it.
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Re: Characters For Approval

Post by Essoje on Mon Oct 07, 2013 1:06 pm

Elbren Belmorn
4th level Human Monk
Armor Class: 17 (unarmored)
Hit Points: 19 (d8 HD)
Proficiency Bonus: +2
Speed: 35ft
Alignment: Lawful Neutral
Languages: Common, Orcish, Titan (partial written)

Strength: 12 (+1)
Dexterity: 19 (+4); add proficiency bonus to saves
Constitution: 13 (+1)
Intelligence: 14 (+2)
Wisdom: 17 (+3); add proficiency bonus to saves
Charisma: 10 (+0)

Ki:
Points: 3
DC: 13 (8 + WIS mod + proficiency)

Attacks:
Melee Attack:

  • Unarmed strike (+6 to hit; 1d6 + 4 bludgeoning, finesse)
  • Black&White Two-Weapon Fighting (+7 to hit; 1d6+5/1d6+1 piercing, finesse, light)
  • Black-Hilted shortsword (+6 to hit; 1d6+5 piercing, finesse, light)
  • White-Hilted shortsword (+7 to hit; 1d6+4 piercing, finesse, light)
  • Short sword (+6 to hit; 1d6+4 piercing, finesse, light)

Ranged Attack:

  • Dart (range 30 ft./120 ft.; +6 to hit; 1d4 + 4 piercing, finesse)

Skills
Acrobatics, Animal Handling, Athletics, Survival

Equipment:
Black-Hilted shortsword, White-Hilted shortsword, 2 shortswords, 10  darts, backpack, healer’s kit, a mess kit, 1 potion of healing (2d4+2), a tinderbox, ten torches, ten days of rations, waterskin, 50 ft. hempen rope, common clothes, iron pot, spade, block and tackle, flask of rotgut, messenger's tool kit, 5 bars of soap, 5 foot makeshift caltrops.
Money: 64gp, 5 sp

Racials:
Ability Score Adjustment: Your ability scores each increase by 1.
Size: Medium.
Speed: 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice.

Class Features:
Unarmed Strike. As a result of your training with martial arts, your unarmed strike is considered to be a finesse weapon that deals 1d6 bludgeoning damage on a hit. Your unarmed strikes are considered to be magical for overcoming resistance and immunities.
Ki. Your training allows you to channel energy, called ki, to create supernatural effects, including dazzlingly fast attacks and blinding speed. Your access to this magical energy is represented by a number of ki points. When you spend a ki point, it becomes unavailable until you complete a short rest or a long rest.
Flurry of Blows. When you attack with your unarmed strike on your turn, you can spend 1 ki point to make an additional unarmed attack as a part of the same action. You can decide to spend this point after seeing the result of the previous attack.
Supreme Flurry. At 2nd level, on your turn, you can spend 1 ki points to give yourself advantage on all attacks you make during this turn.
Slow Fall. Beginning at 2nd level, when you take damage from a fall, you can use your reaction to reduce the damage you take from the fall by an amount equal to your monk level. If you spend 1 ki point, you instead reduce the damage by 5 times your monk level.
Step of the Wind. At 3rd level, your speed increases by 5 feet. You can spend 1 ki point to increase your speed by an additional 15 feet until the end of the turn. When you spend this point at 8th level and higher, you can also move along vertical surfaces and across liquids until the end of the turn.
Fire Riposte (Fire). When you take damage from a melee attack, you can use your reaction to spend 1 ki point to channel a tongue of flame at the attacker. The attacker must make a Dexterity saving throw. It takes fire damage equal to 1d10 + your monk level on a failed save and half as much damage on a successful one.

Feats
Fencing Master: You excel at fighting with a single weapon. You gain the following benefits:
• You gain proficiency with martial finesse melee weapons.
• When you are wielding a finesse weapon and another creature hits you with a melee attack, you can use your reaction to add your attack bonus to your AC, potentially causing the attack to miss you.
• Once on your turn when you use your action to make a melee attack with a finesse weapon, you can make one additional attack with that weapon, but all of the attacks that are part of the action take a –5 penalty to the attack roll.

Background: Commoner
Trait – Salt of the Earth: 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 commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Proficiencies Skills: Animal Handling, Athletics, Survival
Tools: Artisan’s tools, gaming set, mounts (land)


Last edited by Essoje on Wed Feb 12, 2014 12:07 am; edited 13 times in total
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Re: Characters For Approval

Post by Snarg of Wildpaw on Mon Oct 07, 2013 6:58 pm

On the edge of insanity, but it'll pass ... just this once.
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Re: Characters For Approval

Post by Snarg of Wildpaw on Wed Oct 09, 2013 3:57 am

@Arch: Actually, hang on a moment. In all seriousness, I was going over all the rules and stuff and it seems like they're using different rules for that pre-generated character (Dwarven fighter), which it looks like you may have used when creating your fighter (just guessing.)

e.g. the fighter class in the "Classes" PDF doesn't get action surge at first level, but instead gets a fighting style. I'm guess that pregen was part of an older rules set and just hadn't been fully updated for this playtest yet even though it says they all supposedly were.

@everyone: I'd make sure you check your guys if you're using anything from pregen characters as a template just in case. Not trying to be a rules lawyer or anything, but I want to make sure we're all on the same page so I can also give accurate feedback to WotC and there's no confusion during our game.

Also, the question about what to do with "lore" section of the character sheet came up. From what I've read, that's a holdover from the previous playtest edition. Skills such as "arcana", "nature", and the like have replaced those.

Thanks!
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Re: Characters For Approval

Post by Rory on Wed Oct 09, 2013 9:41 am

I had my character approved via pm, so this is just to show everyone I'm done. And to show off. Notable changes: Made some changes to the custom background, bought two more daggers.

Deacon "Deke" Forossa
1st level "Human" Mage

Description
Hair: Black short
Eyes: Green
Height: 5'9"
Weight: Light
Size: Medium

Stats
Initiative: 1
Armor Class(Unarmored): 11
Hit Points(d6): 7
Proficiency Bonus: +1
Alignment: Chaotic Neutral

Attributes
*Racial bonuses withheld from forum knowledge*
Strength: 10, 0
Dexterity: 13, +1
Constitution: 13, +1
Intelligence: 15, +2
Wisdom: 15, +2
Charisma: 12, +1

Attacks
Ranged Attack: Light Crossbow, 1d8+1(Profic.)+1(Dex) Piercing
Melee Attack: Dagger, 1d4+1(Profic) Piercing
Melee Attack: Quarterstaff, 1d6+1(Profic) Blunt, Versatile 1d8+1 Two-handed
Spell: Ray of Frost, 1d8 -10 speed Cold
Spell: Shocking Grasp, 1d8, -AoO 1Rnd Lightning
SPell: Magic Missile, 1d6+1 Force
Spell: Thunderwave, {DC failed=2d8 knockback, DC passed=1d8} Lightning

Skill
Mage: Arcana
Custom Background: Perception, Insight, Athletics

Equipment
Light Crossbow, 20 Bolts(10 Silvered), Dagger(3), Quarterstaff, Orb of Focus

Inventory
Bedroll, Blanket, Soap, Waterskin(2), Rations(14 days), Mess Kit, Tinderbox, Oil Flask(4), Hooded Lantern, Shovel, Crowbar

Money
1G, 7S, 6C

Racials
*Some racials withheld from forum knowledge*
Size: Medium.
Speed: 30 feet.
*REDACTED*

Languages
Read, Write, Speak: Common, *REDACTED*
Speak: Elven
Read, Write: Primordial

Spells
Spell DC: 11(Orb of Focus)
Cantrips: Ray of Frost, Shocking Grasp, Read Magic
Level 1: Longstrider, Find Familiar, Magic Missile, Thunderwave

Familiar
Cat, which gains +5 Stealth and fall DMG -20ft
Description
Limber black tomcat similar to American shorthair, with turquoise irises.

Class Features
"Wizardry": aka Magery/Sorcery
Proficiency Bonus +1
Spells per Day: 2

Custom Background
Vagabond 2nd Draft: Same as Commoner, except you have no "folksy wisdom" to help you out since you left your day job early in life to lead one of homeless wandering. Instead, you gain one possible contact in each place you've visited who may provide information or a discount service, be it work-related, of an underhanded nature, knowledge you would otherwise not have access to, or potent gossip. You may have gained such contacts as a self-employed mercenary, a thief, a student of the arcane, or just a regular drunken wastrel. When it's time to eat, sleep, bathe, or otherwise take care of yourself and/or your possessions, you pick up whatever you're comfortable with, whether it's a bounty, courier assignment, or an offcolor one-time job. Though you may be polite or well-spoken, you were somewhat removed from social interaction in your early life, and also during your vagrant lifestyle--that is not to say you can't have friends or find it hard to get along with people--and thus don't have the edge that someone with experience would have in influencing someone's actions or disposition.
Trait: Wanderer
Tools: One of the following: Thieve's Tools, Musical Instrument, Mount(Land)
Equipment: Traveler's Clothes, Bedroll, Blanket, Waterskin, Rations(7)
Skills 2nd Draft: Choose 3, NOT Intimidation OR Persuasion

Campaign Start
You see a lightweight man of average height who appears to be in his mid-to-late 20's standing in a corner, trying to get his bearings, as you no doubt are. His short black hair, styled unkempt, matches his gruff 9 o'clock shadow. A cat prowls at his side, back arched and ears flat against its head. He clenches his teeth(if the face muscles are any indication), narrows his green eyes under thick, furrowed eyebrows, clearly disgruntled with the memory of serving a tyrannical conqueror in rebuilding their new city to their liking. Electricity sizzles on the palms and backs of his hands. He seems ready to put those memories to use, and then leave them behind. "I can hardly believe it, all that time, wasted," he mutters under his breath. As he speaks, the cat mewls in an soft, upset growl which punctuates more deeply than it started. "Oh, we'll do more than that," he adds. You conclude that it may be a familiar currently in telepathic communication with its owner. This man must be a sorcerer.


Last edited by Rory on Wed Oct 09, 2013 9:52 pm; edited 2 times in total
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Rory

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Elemental Affinity: Earth
Class: Barbarian Pugilist(5/3)
Race: Human

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Re: Characters For Approval

Post by Archengeia on Wed Oct 09, 2013 1:22 pm

Fixed.  I think.

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Re: Characters For Approval

Post by Snarg of Wildpaw on Wed Oct 09, 2013 7:57 pm

Alright, cool, thanks for taking the time to do that.
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Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

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Re: Characters For Approval

Post by Rory on Fri Oct 11, 2013 5:52 pm

My character has an origin story now. I'm hoping you'll do something with it during the campaign. It's on the same google doc, just scroll down. I also reorganized things to be more neat and compact.
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Rory

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Elemental Affinity: Earth
Class: Barbarian Pugilist(5/3)
Race: Human

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Re: Characters For Approval

Post by Snarg of Wildpaw on Fri Oct 11, 2013 10:38 pm

Okay, I see it there. It does say that your sheet is scheduled for deletion when I go in to it - make sure you don't lose it.
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Snarg of Wildpaw

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Character sheet
Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

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Re: Characters For Approval

Post by Rory on Fri Oct 11, 2013 11:32 pm

What? That doesn't make any sense, it doesn't say that when I open it. You sure it's not scheduled for deletion from your temp folder or whatever? Anyway, I made a copy, you have access to that too.
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Rory

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Race: Human

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Re: Characters For Approval

Post by Snarg of Wildpaw on Sat Oct 12, 2013 12:57 am

Yep, that's what it's saying. As long as you have a backup it should be okay I'm hoping.

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Re: Characters For Approval

Post by Rory on Sat Oct 12, 2013 1:51 am

Ooh, now I get it. I Was getting super pissed that the changes were taking too long to save once, so I copied the whole thing to a separate copy and renamed it to replace the original. I tried making a copy again when I heard about this, but apparently google docs doesn't save or remember who was able to access after clicking the link. I'll PM the new link to you.
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Rory

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Re: Characters For Approval

Post by Kolson on Sat Oct 12, 2013 5:32 am

Jon Rose
2nd level Half-Elf Bard
Armor Class: 13
Initiative: +2
Hit Points: 11
Proficiency Bonus: +1
Speed: 30ft
Alignment: Neutral Good
Languages: Common, Draconic, Dwarvish, Elvish, Goblin

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 14, +1: Add Proficiency Bonus to Saves
Wisdom: 10
Charisma: 17, +1: Add Proficiency Bonus to Saves

Attacks:
Melee Attack:
-Songblade Rapier +1: +4 1d8+3 piercing damage, works like a flute when you wave it around (counts as an instrument for bard spells)
-Dagger +3 1d4+2 piercing damage
Ranged Attack:
-Light Crossbow: +3 1d8+2 piercing damage, range (80/320)
-Dagger: +3 1d4+2 piercing damage, range (20/60)
-2 Alchemical Flash Bombs- Primed with Move Action. DC 12 Con check.

Skills (Add Proficiency Bonus to related checks)
Deception, History, Insight, Performance, Persuasion, Sleight of Hand

Equipment: Rapier, 3 Daggers, Light Crossbow, Leather Armor, 60 bolts, Adventurer's Kit (backpack, healer’s kit, mess kit, tinderbox, 9 torches, ten days of rations, waterskin, and a 40 foot hempen rope), Musical Instruments (violin, ocarina, harp), 242 gold, Studded Leather Armor (not worn).

Bard Spells (2 per day, DC 13 saves)

Cantrips:
Mending:
Mending
Transmutation cantrip
Casting Time: 1 minute
Range: Touch
Duration: Instantaneous

Touch an object that is no larger than a 5-­‐foot cube, such as a broken chain link, two halves of
a broken key, a torn cloak, or a leaking wineskin. A single break or tear in the object is mended, and any trace of the former damage is erased. An object with multiple breaks can be fixed with multiple applications of mending.

This spell can physically repair a magic item or construct, but the spell cannot restore magic to such an object.

Read Magic:
Read Magic
Divination cantrip
Casting Time: 1 action
Range: 10 feet
Duration: 10 minutes

Choose an object within range. For the duration, you can decipher magical writing on that object that would otherwise be unintelligible, including a spell from someone else’s spellbook, a spell on a scroll, mystical runes on a magic item, or a magic glyph. Deciphering this writing neither activates its magic nor identifies any magical properties it might possess.

Once a particular magical inscription is deciphered with this spell, the inscription continues to be intelligible to you after the spell’s duration.

Material Components: A clear crystal or a mineral prism worth at least 5 gp, which is not consumed when you cast the spell.

Spells:
Healing Word:
Healing Word
1st-­level evocation
Casting Time: Swift
Range: 50 feet
Duration: Instantaneous

As you call out a brief prayer, a creature of your choice within range regains 1d8 + 2 hit points. This spell has no effect upon undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points regained increase by 1d8 for each level above 1st.

Sleep:
Sleep
1st-­level enchantment
Casting Time: 1 action
Range: 100 feet
Duration: 1 minute

The magic of this spell makes creatures drowsy, and might send them to sleep. Choose a point within range, and roll 4d8. The total is how many hit points of creatures this spell can affect. Each creature to be affected must be within 20 feet of the point you chose. The spell ignores any creature that is unconscious, and it has no effect upon undead or constructs.

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each level above 1st.

Material Components: A pinch of fine sand, rose petals, or a live cricket.

Rolled Scores: 16, 14, 14, 11, 10, 10
Racials: As a half-­‐elf, you have the following racial traits.
Ability Score Adjustment: Your Charisma score increases by 1. Choose one other ability score. That score also increases by 1.
Size: Medium.
Speed: 30 feet.
Low-­‐Light Vision: You can see in dim light as well as you do in bright light.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
Keen Senses: You have advantage on Wisdom (Perception) checks.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.

Class Features:
Proficiencies
-Armor: light
-Weapons: simple weapons, hand crossbows, light crossbows, long swords, rapiers, short swords
-Tools: Three musical instruments of your choice (harp, ocarina, violin)
-Saving Throws: Intelligence, Charisma
-Skills: Choose any three (Deception, Insight, Sleight of Hand)

Bardic Knowledge: When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion.

Bardic Performance: You are a master at magically manipulating others through oration, music, and other special performances. You start out knowing two such performances: Call to Battle and Inspire Competence.
To use one of these magical performances, you must speak or play an instrument as an action. Maintaining the performance requires concentration, as some spells do (see the rules for magic). You can switch to a different performance by taking another action. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you are silenced. You can’t use this feature again until you rest for at least 10 minutes.
A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither.

Background: Minstrel
Trait – Noted Performer: You can always find a place to perform, usually in an inn or tavern. At such a place, you receive free lodging and food (within reason) as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Proficiencies
Skills: History, Performance, Persuasion
Tools: Disguise Kit, Musical Instrument (Violin)

The Bard:
The bard would be named Jon Rose, age 25. He was a bit of a prankster in his youth, but he always had a way with people so he ended up being pretty popular. This became especially important when, at the age of 14, he snuck into the local tavern to nick some booze for his friends.

While there he noticed a travelling minstrel performing. A very drunk and very belligerent traveling minstrel. Jon didn't much care for that but was going to let it slide until Drunkee McSingee started butchering his favorite song. So he decided to teach him a lesson.

Sneaking over, Jon switched out his bottle of wine with a bottle of piss that he had whipped up (more like whipped out, am I right?). When the minstril took a big swig and began coughing and spitting it up, Jon laughed right along with all the patrons. When he finally recovered enough to speak "Pissdrinker," as the locals would refer to him evermore, went on a great tirade, disparaging the village and the parentage of the whoreson who played the trick and going on and on about how important he was.

Not taking too kindly to that, young Jon yelled right back, calling him on his drunken performance. One thing led to another and the minstrel challenged him to do better than him. So Jon did, to great applause from the audience. By then Pissdrinker had had quite enough of this treatment and he retired to his room in a great rage. The next morning, he slunk out of the village never to be seen again.

Meanwhile, unknown to Jon, a rival of the minstrel happened to be in the audience and she was greatly impressed with Jon's little performance. The next day, she tracked him down, offering to take him on as her apprentice. How she convinced him is a story for another time, but train him she did. About a year ago she realized she had nothing left to teach him so she cut him loose in true bard fashion ordering him to "Piss off and figure out the rest on your own." They had a great laugh at her clever turn of phrase and parted on good terms.

He's been wandering around ever since, plying his trade from village to village so this is the first time he's ever been to the area.


Last edited by Kolson Wezrae on Wed Nov 20, 2013 1:31 am; edited 14 times in total
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Class: Red Mage
Race: Elf

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Re: Characters For Approval

Post by Snarg of Wildpaw on Sat Oct 12, 2013 12:26 pm

Ah, didn't know you were going to be playing! In that case it looks good to me and myself.

There's a house rule that all bards spontaneously combust at odd-numbered levels.
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Snarg of Wildpaw

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Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

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Re: Characters For Approval

Post by Archengeia on Sat Oct 12, 2013 12:44 pm

*mentions the microphone issue again, with regards to Kolson*

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Re: Characters For Approval

Post by Kolson on Sat Oct 12, 2013 11:17 pm

Nul Tan wrote:Ah, didn't know you were going to be playing! In that case it looks good to me and myself.

There's a house rule that all bards spontaneously combust at odd-numbered levels.
Challenge accepted GM man. Bring it. Razz

Archengeia wrote:*mentions the microphone issue again, with regards to Kolson*
I acquired a headset microphone. I owe some people some favors now but eh, whatever free is free. I haven't had a chance to test it yet so hopefully ambient sound isn't an issue.
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Kolson

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Re: Characters For Approval

Post by Archengeia on Sun Oct 13, 2013 11:52 am

'Rydia' Teleria Tichondrius
1st level Human Bard
Armor Class: 11 (Leather Armor)
Hit Points: 8 (d6 HD)
Proficiency Bonus: +1
Speed: 30ft
Alignment: Chaotic Good
Languages: Common, Elvish, Orc, Draconic

Strength: 11, +0
Dexterity: 10, +0
Constitution: 14, +2
Intelligence: 14, +2: Add Proficiency Bonus to saves
Wisdom: 9, -1
Charisma: 15, +2: Add Proficiency Bonus to saves

Attacks:
Melee Attack: Short Sword, +1 to hit, 1d6+0 Piercing

Skills (Add Proficiency Bonus to related checks)
History, Performance, Persuasion, Perception, Insight, Acrobatics

Equipment:
Disguise Kit, 4 instruments, fine clothes, signet ring, sealing wax, scroll of pedigree, riding horse with saddle and bridle, grooming kit for horses, feed (seven days), 29 gp, and 5 sp

Racials:
Ability Score Adjustment: Your ability scores each increase by 1.
Size: Medium.
Speed: 30 feet.
Languages: You can speak, read, and write Common and one extra language of your choice.

Class Features:
Bardic Performance. Call to Battle and Inspire Competence.
To use one of these magical performances, you must speak or play an instrument as an action. Maintaining the performance requires concentration, as some spells do (see the rules for magic). You can switch to a different performance by taking another action. The whole effect, whether it is composed of one performance or several, can last no longer than 10 minutes, and it ends early if you are silenced. You can’t use this feature again until you rest for at least 10 minutes.
A creature can be affected by only one of these performances at a time. If two or more bards try to affect the same creature with such performances, the creature is affected by neither.
Proficiencies. Light Armor, simple weapons, hand crossbows, light crossbows, long swords, rapiers, short swords
Bardic Knowledge. When you make an Intelligence check, treat a d20 roll of 9 or lower as a 10 if the check involves any of the following skills: Arcana, History, Nature, or Religion.

Background: Minstrel
Trait – Noted Performer: You can always find a place to perform, usually in an inn or tavern. At such a place, you receive free lodging and food (within reason) as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Proficiencies Skills: History, Performance, Persuasion
Proficiencies Tools: Disguise Kit, musical instruments


Last edited by Archengeia on Tue Oct 22, 2013 11:07 pm; edited 1 time in total

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Re: Characters For Approval

Post by Snarg of Wildpaw on Sun Oct 13, 2013 3:15 pm

All bard party? I think so.
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Snarg of Wildpaw

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Re: Characters For Approval

Post by Rory on Sun Oct 13, 2013 6:30 pm

Is it "Sorangina", or is "Totally Awesome Sister" your powerful familiar on loan from a witch?

Now that we have two bards, they're going to have to sing a duet together. Here's what they should sing: http://grooveshark.com/#!/s/Tribute/3RsQVq?src=5
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Rory

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Re: Characters For Approval

Post by Kolson on Mon Oct 14, 2013 8:10 am

It is the greatest and best song in the world so I'm game. I suppose I could also do Wonderboy or Fuck Her Gently. Love the D.
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Kolson

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Re: Characters For Approval

Post by K on Mon Oct 14, 2013 8:28 pm

Christopher Walken

1st-Level Medium Half-Elf Paladin
Armor Class 18 (chain mail and shield)
Hit Points 12 (1d10 Hit Die)
Proficiency Bonus +1
Speed 30 ft. (25 ft. in chain mail)
Alignment chaotic good
Languages Common, Elvish, Infernal

Ability Scores
Strength 17 (+3)
Dexterity 8 (–1); disadvantage on Stealth*
Constitution 14 (+2); add proficiency bonus to saves
Intelligence 10 (+0)
Wisdom 12 (+1)
Charisma 14 (+2); add proficiency bonus to saves
* Only while wearing chain mail.

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

Attacks

Melee Attack: Long sword (+4 to hit; 1d8 + 3 slashing)
Melee or Ranged Attack: Javelin (range 30 ft./120 ft.; +4 to
hit; 1d6 + 3 piercing)

Skills
Athletics, History, Performance, Persuasion

Equipment
Chainmail, shield, long sword, javelins (4), potion of healing,
healer’s kit, backpack, bedroll, belt pouch, fine clothes,
flute, hempen rope (50 ft.), holy symbol, ink, paper (5
sheets), rations (4 days), tome (holy teachings), traveler’s
clothes, waterskin, 6 gp, 9 sp, and 8 cp.

Racial Traits
Fey Ancestry: You have advantage on saving
throws against being charmed, and magic cannot put
you to sleep.
Keen Senses. You have advantage on Wisdom
(Perception) checks.
Low-Light Vision. You can see in dim light as
well as you do in bright light.

Class Features

Divine Sense
As an action, you open your awareness to the divine. Until the end of your next turn, you know the location of any celestial, fiend, or undead creature within 50 feet of you, regardless of any intervening obstacles. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated.
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 times 5.

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 times 5.
As an action, you can touch a creature and draw power from the pool to restore any 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 or constructs.

Proficiencies

Add your proficiency bonus to attack rolls you make using martial weapons and simple weapons (included in “Attacks”). You also add your proficiency bonus to ability checks made to use mounts (land) and your skills (noted in “Skills”), as well as to your Constitution and Charisma saving throws (noted in “Ability Scores”). You also have proficiency with all armor and shields.

Oath: "There is no greater good that doesn't start small."

"Believes in balance, but not in compromise. In his view, every great problem that plagues the land is no more than a collection of every little cornet cut, every little lie left uncovered, every "necessary evil", that amass upon themselves and spiral into a swell of filth that you must then add to in order to survive, until the whole world just eats itself and collapses into it's own waste. This Paladin has vowed to protect people from both harm and corruption. Believes that a people must be strong of mind, capable of self-determination, confident and informed; which supersedes any notion of stability or prosperity that may be imposed upon them if it's at the cost of their basic rights and duties. To him, there is no such thing as committing evil for the greater good, no matter how subtle."


Last edited by K on Tue Oct 15, 2013 7:10 pm; edited 1 time in total
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Re: Characters For Approval

Post by Rory on Mon Oct 14, 2013 8:47 pm

So basically he's like a Turian with his policy on work ethic swapped out for his morality. No matter what, they always have a stick up their ass about something.

We should get along fine....
.... .... .................
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Rory

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Re: Characters For Approval

Post by K on Mon Oct 14, 2013 9:25 pm

Well, think Klingon. Most Klingons you encounter live their Klingon-ness like it's some sort of religion (We are the space assholes, Qapla'!), and you can tell they'll be outraged if something comes to threaten it. Others, however, truly live it as their own nature, are confident in it and actually seem to enjoy it (General Chang, K'ehleyr, Kahless).

Which will this character be, i guess it'll be up to you all to judge.
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Re: Characters For Approval

Post by Snarg of Wildpaw on Mon Oct 14, 2013 10:55 pm

The people are mumbling, but the vote goes through.
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Snarg of Wildpaw

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Re: Characters For Approval

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