___________________________________
Player Character Basics: Acoma
___________________________________
Ability Scores:
Str |
18 |
+4 |
Int |
10 |
+0 |
Dex |
12 |
+1 |
Wis |
14 |
+2 |
Con |
16 |
+3 |
Cha |
10 |
+0 |
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Skills, Senses, Languages:
Saving Throws: |
Str +6 Con +5 |
Skill Proficiencies: |
Ath +6, Stl +3, Perc +4, Surv +4 |
Tools and Kits |
Tools and Kits |
Senses: |
PassivePerc 14 |
Languages: |
Languages |
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Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Tomahawk +1 |
+7 |
2d6 +5 |
Slashing |
Melee |
Weapons |
|
|
|
|
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Feats:
Flurry of Blows. |
1Ki. After Attack Action, make two unarmed strikes as a Bonus Action |
Patient Defense |
1Ki. Take Dodge Action as a Bonus Action |
Step of the Wind |
1Ki. Take Disengage or Dash Action as a Bonus Action |
Deflect Missiles |
Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current). 1Ki. Return caught ammo with attack |
Tracker |
Details. Advantage on Survival checks to track creatures. Hunter’s Mark spell once daily. |
Two-As-One |
Acoma’s Tomahawks are intended to be used two-handed. Dmg is 2d6 as long as both weapons are held during attack. AC +1 when using both. |
Spirit Ravens |
Thrown weapon, DC15 Spirit Check (1d20 +Proficiency Bonus) If Raging, roll with Advantage. On Success, the striking weapon is accompanied by a three spirit ravens (Magic Missle spell attack) – additional 3d4+3 Force Dmg. |
Spirit Elements |
Melee weapon, DC15 Spirit Check (1d20 +Proficiency Bonus). If Raging, roll with Advantage. On Success, the strike is accompanied by a spell attack which automatically succeeds. Roll 1d4 to determine spell
1d4 |
Spell Effect (Cantrips) |
1 |
Lightning from above strikes (1d8 Lightning) Shocking Grasp |
2 |
A frigid beam of blue-white light strikes (1d8 Cold) Ray of Frost |
3 |
A beam of crackling energy strikes (1d10) Eldritch Blast |
4 |
A burning mote of fire strikes (1d10) Fire Bolt |
… |
Spirit Beast |
While Raging, if a Critical Hit is scored, roll a Spirit Check (1d20 +Proficiency Bonus). DC is 15. On Success, The Spirit of a Displacer Beast bursts out spectacularly from your body and attacks the nearest enemy (Within 40ft) and then fades.
Multiattack. The displacer beast makes two attacks with its Tentacles. Melee Weapon reach 10 ft. Attack: +6 2d6 + 4 Force damage.
After fading, the Spirit Beast leaves you with the effects of the Blur spell for 1 min. |
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Magic:
Recoiler Tomahawk |
This pair of Tomahawks provide a magical +1 bonus to Attack and Dmg rolls. When thrown, the Tomahawks magically returns to the throwing hand. |
Hide Armor +3 |
Acoma wears enchanted Hide Armor made from the skin of a Displacer Beast. AC 15 +Dex |
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Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |
“To the waters and the wild with the fey, hand in hand, For the world’s more full of weeping than you can understand.”
___________________________________
PC: Acoma Lo’zen
Acoma is from the Green Folk humans of Maztica. She is a Barbarian Spirit-Caller
Level 04
___________________________________
Description:
Acoma is five and a half feet tall with straight black hair down the length of her back. Her skin is deep brown and her eyes glassy-blue. She wears a patchwork hide armor made of the skins of Displacer Beasts. Her muscular build is apparent even beneath the displacer hide. She carries two unusual handaxes called tomahawks which are adorned with black raven feathers.
[ImageLink]
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Combat Tactics:
Acoma primarily fights with melee tactics but is also deadly at short range with her throwing axes. She doesn’t cast spells in combat, at least not specifically, but the spirits might. When she is swinging or throwing her tomahawks, there is a possibility that the spirits will join her attacks.
___________________________________
Roleplaying:
Acoma is not accoustomed to talking with others. She has spent enough time alone surviving in the wild forests of the Feywild that she is near-feral in her social interactions. She is often just quiet, exceedingly quiet, disarminingly quiet – at least until danger arises… then she surprisingly thunderous in her battle yells.
___________________________________
Objective(s):
Acoma is seeking to be restored to her younger brother, Irio.
___________________________________
Motivations and Temptations:
Acoma is motivated to survive, she has done little else after all. We do not yet know much about her temptations.
___________________________________
Relationships:
Acoma has her brother Irio, and the spirits of the wild. The people of her home in Maztica are long gone.
___________________________________
Characteristics:
Traits:
Ideals:
Bonds:
Flaws:
___________________________________
Background:
Acoma and her brother Irio were in a small handcrafted boat in the Sea of Azul – the waters between The House of Tezca and Far Payit – when the Spellplague happened 106 years ago. The lands around them shook so intensely it was as if they were caught in a massive vibration. The electric-blue wave crashed over the world and their land was gone. (Swept away to Abeir). Acoma and Irio, however, did not go with their world… they dropped into a bizarre jungle where colors where intensely vibrant and the growth of nature unrestrained. Music filled this new world. They wandered about in delight before realizing the danger they were actually in. They survived together in this strange new reality for about three years in their experience. Then, about a year ago, they were seperated and Acoma has been seeking her brother ever since.
___________________________________
References:
Links out to sources about character class, race, etc.
___________________________________
___________________________________
___________________________________
Player Character Basics: Rattle
___________________________________
Ability Scores:
Str |
16 |
+3 |
Int |
10 |
+0 |
Dex |
12 |
+1 |
Wis |
12 |
+1 |
Con |
18 |
+4 |
Cha |
12 |
+1 |
___________________________________
Skills, Senses, Languages:
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Unarmed |
+4 |
1d4 +2 |
Bludgeoning |
Melee |
Sling |
+4 |
1d4 +2 |
Bludgeoning |
Ranged 30/120 |
Dagger |
+4 |
1d6 +2 |
Slashing |
Melee |
Shortsword |
+4 |
1d6 +2 |
Slashing |
Melee |
Short Bow |
+4 |
1d6 +2 |
Piercing |
Ranged 80/120 |
Weapons |
|
|
|
|
___________________________________
Feats:
Flurry of Blows. |
1Ki. After Attack Action, make two unarmed strikes as a Bonus Action |
Patient Defense |
1Ki. Take Dodge Action as a Bonus Action |
Step of the Wind |
1Ki. Take Disengage or Dash Action as a Bonus Action |
Deflect Missiles |
Reaction. Deflect or catch ammunition when hit by ranged attack. Reduce damage by 1d10 +7 (Current)
1Ki. Return caught ammo with attack |
Metallon Fist |
Absorb 1lb (Dagger) of iron or steel into skin. Add Strength Modifier (+1) to dmg roll |
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Magic:
Willow Flute. |
1/Day Cast Tree Stride
1/Day 4d4 HP to targets who can hear |
___________________________________
Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |
“Drifting off now and then isn’t so bad. Helps me jump past all the boring bits.”
___________________________________
PC: Rattle
Brognom (aka Rattle) is a male Barbarian Dwarf – known among his allies as a peerless Chainsmith.
Level 03
___________________________________
Description:
Rattle stands just over 5 feet tall. His long hair and longer beard is the precise color of dirt in Dambrath – or so he says. He earned the nickname ‘Rattle’ by the long thick chain that is always wrapped around his neck – unless he is actively wrapping it around the neck of some goblin or ghoulie.
[ImageLink]
___________________________________
Combat Tactics:
Rattle prefers to be the lead into any battle, and looks forward to any fight against evil. In another life, he could have been a Paladin had he been a noble rather than a blacksmith.
___________________________________
Roleplaying:
Character can be roleplayed this way
___________________________________
Objective(s):
Character ultimately is seeking this thing or this accomplishment
___________________________________
Motivations and Temptations:
Character is motivated by this but tempted by that
___________________________________
Relationships:
Character has these relationships, or desires these relationships
___________________________________
Characteristics:
Traits:
Ideals:
Bonds:
Flaws:
___________________________________
Background:
Character backstory and such
___________________________________
References:
Links out to sources about character class, race, etc.
___________________________________
___________________________________
___________________________________
Player Character Basics: Prela Tenkettle
Race and Background |
Halfling |
Class
Subclass |
Sorceror
Runechild |
Alignment | Deity |
NG | |
AC | HP |
12 | 24 |
Speed | Init | Prof |
25 | +3 | +2 |
___________________________________
Ability Scores:
Str |
12 |
+1 |
Int |
10 |
+0 |
Dex |
14 |
+2 |
Wis |
14 |
+2 |
Con |
14 |
+2 |
Cha |
16 |
+3 |
___________________________________
Skills, Senses, Languages:
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Dagger |
+4 |
1d4 +2 |
Piercing |
Melee |
___________________________________
Feats:
Runic Magic |
Additional Spells per level |
Glyph of Aegis |
Reduce Damage as Reaction with Charged Runes (-1d6 Damage each) |
___________________________________
Magic: Sorcerer Spells
Magic Missle. |
Details. You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. |
Mage Armor |
Details. AC becomes 13 +Dex for 8 hours |
Enhance Ability |
Details. 1 hour |
Flame Blade |
Details. 3d6 Fire Damage – melee spell attack |
Invisibility |
Details. 1 hour |
Catapult |
Details. Fling an object weighing up to 5 pounds (max of 60′). 3d8 Bludgeoning Dmg |
|
|
___________________________________
Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |
“I like stories about women behaving badly, because women behave badly just like men, and we’re not always adorable and cute about it.”
___________________________________
PC: Prela Tenkettle
Prela is a Halfling Sorceror. As she was being born, her parents noticed slight designs forming in her skin. As she grew, she learned how to charge the runic designs with power.
Level 03
___________________________________
Description:
Prela is just over 3 feet tall with long fiery-blond hair that reaches her waist. Her eyes are the same bluish color as the Runic designs that form on her skin. She wears golden tunic laced up the front with leather cord.
[ImageLink]
___________________________________
Combat Tactics:
Prela is a spellcaster. She will seek to stand out of the way of swords and axes while casting her spells upon enemy forces.
___________________________________
Roleplaying:
Prela is a natural leader. She will attempt to guide the actions of the party until some alternative tactic is agreed upon. She can be overly serious, but those close to her look forward to those rare times when she loosens her humor and laughs with the gusto of a drunk dwarf.
___________________________________
Objective(s):
Character ultimately is seeking this thing or this accomplishment
___________________________________
Motivations and Temptations:
Character is motivated by this but tempted by that
___________________________________
Relationships:
Character has these relationships, or desires these relationships
___________________________________
Characteristics:
Traits:
Ideals:
Bonds:
Flaws:
___________________________________
Background:
Prela was born in Highmoon in the Dalelands, where her parents still live. While barely a teen, she was kidnapped by a wizard who had discovered her natural gift for storing and using magic. Her parents felt helpless to do anything to save Prela but they knew Araxina Summerwhisper, the Elven Cleric of Cadona (Goddess of Hope) in Highmoon. Araxina happens to be a close friend of Tey Emberjaw – twin-sister of Marlonmir Emberjaw, leader and founder of the Wardens Guild of Heroes Gate. A Shield was sent out before the end of the day and Prela was returned home inside a tenday.
Fearful that she would continue to be a target, they decided to relocate her somewhere she would be safe and protected and could learn to control her powers. Tey Emberjaw was able to help in this regard as well, contacting a dear friend of hers in Ravens Bluff. After several years of learning and growing in Ravens Bluff, Prela decided she wanted to become a member of a group such as the Protector Shield which saved her life.
___________________________________
References:
Links out to sources about character class, race, etc.
___________________________________
___________________________________
Screaka
Female Owlin Vampire
Medium undead (shapechanger) , lawful evil
AC: 16 (Natural Armor)
HP: 100
Speed: 30 ft., 60 Flying
STR 18 (+4); DEX 18 (+4); CON 18 (+4); INT 17 (+3); WIS 15 (+2); CHA 18 (+4)
Saving Throws: DEX +9, WIS +7, CHA +9
Skills: Perception +7, Stealth +9
Damage Resistances: Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses: Darkvision 120 ft., Passive Perception 17
Proficiency Bonus: +3
Shapechanger. As long as the vampire isn’t in direct sunlight or running water, it can spend an action to polymorph either into a Medium cloud of mist or back into its true form.
- While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.
Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its resting place, instead of dying, the vampire transforms into a cloud of mist. If the vampire is in sunlight or running water, it cannot transform. If it can’t transform, it is destroyed.
Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Running Water. The vampire takes 20 acid damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Actions
Multiattack. The vampire makes two attacks, only one of which can be a bite attack.
Unarmed Strike Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 1d8 + 4 bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 16).
Bite. Melee Weapon Attack: +6 to hit, one willing creature or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 1d6 + 4 piercing damage plus 10 (3d6) necrotic damage.
The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 15 Wisdom saving throw against this magic or be charmed by the vampire.
The charmed target regards the vampire as a trusted friend to be heeded and protected.
Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bite attack.
Each time the vampire or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.
Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats ( or 2d4 Ice Mephits), provided that the sun isn’t up. While outdoors, the vampire can call 2d6 wolves instead.
The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing from the options below.
Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn.
Move. The vampire moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed strike.
Bite (Costs 2 Actions). The vampire makes one bite attack.
“Sleeping dragons never wake up…
unless you hit them.”
___________________________________
NPC: Olilrasi Arrodon
Rasi is a young Female Dragonborn – just 16 years old. She is a Novice Monk at the Treyvigg Monastery, though she has lived there since she was an infant.
___________________________________
Description:
Rasi is an anomaly among Dragonborn, and therefore an outcast. For starters, she has a tail, which many Dragonborn consider a deformity or worse… an ill omen. She is also without color in her hide and scales. Only her eyes have any color, and they are pink. Another anomaly… her pink eyes are blind. This does not make her helpless… if anything, her teachers believe she will one day excel because of her blindness.
[ImageLink]
___________________________________
Roleplaying:
Rasi is young but not naïve. She has learned wisdom from the Guides of Treyvigg, and she is likely to repeat the Passages of The Books from time to time, usually when appropriate but sometimes not. Being one herself, she has empathy for the outsider and the outcast. Though she cannot see, she
___________________________________
Objective and Motivations:
Rasi wants to be a Guide for other student in the monastery. She knows she will not have much of a life outside of the community that saved her and cares for her and is motivated to return was was given.
___________________________________
Background:
Elder Arrodon is the one who found Rasi. She was not yet half a year old when she was found nearly dead and washed up along the Methmere lake by Elder Arrodon himself. It was unclear to Arrodon exactly what Rasi was, but he healed her and cared for her, eventually bringing her back to the monastery and accepting her as a student. She carried only a few words from her life before Arrodon – none of which she knows the meaning of… but the phrase “Olilrasi” was prominently jabbered in the early days, so everyone decided that must be her name. Since she had no clan, took the name of the man who saved her. Given her deformities, it is likely that her clan dumped her in the lake to be rid of her.
___________________________________
Combat Tactics:
Rasi is the Blind Swordsman. Her walking stick is her sword, Nodachi style. (Long Sword).
___________________________________
Items Inventory:
The things in the pack and on the back
___________________________________
References:
Links out to sources about character class, race, etc.
Dragonborn
Monk
Wiki
___________________________________
___________________________________
___________________________________
NPC Basics:
Race and Class |
Dragonborn Monk (3) |
Alignment |
LG |
AC | HP |
17 | 27 |
Speed | Prof |
40 | +2 |
___________________________________
Ability Scores:
Str |
14 |
+2 |
Int |
10 |
+0 |
Dex |
18 |
+4 |
Wis |
16 |
+3 |
Con |
12 |
+1 |
Cha |
13 |
+2 |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Str +4 Dex +6 |
Skill Proficiencies: |
Ath +4 Acr +6 Slieght +6 Stealth +6 Perc +5 |
Immunities: |
|
Resistances: |
Lightning |
Vulnerabilities: |
|
Senses: |
Darkvision 60ft, pPerception 15 |
Languages: |
Common |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Long sword (Nodachi) |
+6 |
1d8 +4 |
Slashing |
Melee |
Unarmed |
+6 |
1d4 +4 |
Bludgeoning |
Melee |
Dagger |
+6 |
1d4 +4 |
Slashing |
Melee |
Weapons |
|
|
|
|
___________________________________
Feats:
Breath Weapon |
Bronze Ancestry – Lightning (5 by 30 ft. line Dex. save)
You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. |
___________________________________
Magic:
MagicThing. |
When/How the magic thing happens. Include magical items. |
___________________________________
Player Character Basics: Kildar Dalar
___________________________________
Ability Scores:
Str |
18 |
+4 |
Int |
10 |
+0 |
Dex |
13 |
+1 |
Wis |
14 |
+2 |
Con |
16 |
+3 |
Cha |
10 |
+0 |
___________________________________
Skills, Senses, Languages:
Saving Throws: |
Str +6 Con +5 |
Skill Proficiencies: |
Ath +6 Int +4 Sur +4 |
Tools and Kits |
Tools and Kits |
Senses: |
Darkvision 60ft |
Languages: |
Languages |
___________________________________
Actions:
Weapon |
Attack |
Damage |
Type |
Extra |
Titans Tooth +1 |
+7 |
2d6 +5 |
Bludgeoning |
Melee |
___________________________________
Feats:
Fury of Frost |
When you enter rage, you tap into the unbridled fury of winter and explode outward in freezing energy. While you are raging you are resistant to cold damage and all attacks done with melee attack do an extra 1d6 of cold damage. |
Frostvine Protector |
As a bonus action, you create a protective layer of thin and wispy ice vines that shroud your body for the duration of 1 minute. Gain +1 AC and temporary hit points equal to your Constitution Modifier * Proficiency Bonus.
This ability can be used a number of times daily equal to your Proficiency Bonus (twice at level 3) |
___________________________________
Magic:
___________________________________
Items Inventory:
The things in the pack and on the back
Item Name |
Description and Quantity |