SnakyDragon
Bad At Titling
Hey! I'm SnakyDragon (any smaller variation that that name is fine - Snaky, Dragon, SD, Dargon, Snake, etc. I'm not one of those guys.) and I've got a vaguely D&D-based roleplay for you all here. If you don't play, that's fine, you'll have plenty of time to get into things. I have a whole adventure planned out here, and there'll be PLENTY of time for you to get the ropes of this... watered-down version I'll be using. In fact, if you have ANY experience roleplaying online at all, you'll get this pretty quickly. If you don't, I'm honored to be your first roleplay. Get out. Welcome!
Just post your character in the Character Sign-Up tab.
Be ready to deal with a LOT of dragons. It's a Tiamat-based adventure.
Note: When you're making a backstory for your character, there is a three-year period where a massive dragon-god and her horde of (you guessed it!) dragons utterly demolishes the world and destroys entire cities and towns. You should end up in a resistance movement, since that's where the characters will meet.
Thanks to MysticPisces for putting all of the character sheets in one place so I could do... THIS!
Characters
Just post your character in the Character Sign-Up tab.
Be ready to deal with a LOT of dragons. It's a Tiamat-based adventure.
Note: When you're making a backstory for your character, there is a three-year period where a massive dragon-god and her horde of (you guessed it!) dragons utterly demolishes the world and destroys entire cities and towns. You should end up in a resistance movement, since that's where the characters will meet.
Thanks to MysticPisces for putting all of the character sheets in one place so I could do... THIS!
Characters
Name: Ferox Dratin
Race: Half-Elf
Gender: Male
Class: Druid
Appearance:
Backstory: Ferox never could really fit in with the other kids at school. So, naturally he stopped trying to talk to them. He started trying to talk to animals to fill that lonely void. He would have many 'conversations' with them. Eventually, in the library, he found a book on speaking to animals. It was in Druidic text, so he scanned through and learned it in the library. After about a year of this, he mastered conversing with animals. When he went back to the schoolyard, the first thing he could tell is the regular animals asked, "Where have you been?"
This caused him to love that library. He considered it the reason his life is so different. And he was so invested in Druidism, that he finished mastering as best he could. But, during his studies, the library was destroyed. The dragons, they just burned all of that knowledge like it was firewood. He could never forgive them. The most ignorant and horrid act anyone could commit is the destruction of knowledge. He spent his life there, and he would have revenge for what they did to it.
Stats:
- Strength: 8 (-1)
- Dexterity: 12 (+1)
- Constitution: 12 (+1)
- Intelligence: 16 (+3)
- Wisdom: 16 (+3)
- Charisma: 2 (-4)
Proficiencies: Animal Handling, and extensive knowledge of a lot of things.
Flaws: Obviously, he has a hard time socializing. Also, he will burn anything he cooks.
Hit Points: 13 (increases by 1d10+constitution modifier per level)
AC: 12 (Leather armor plus dexterity)
Animal Handling: +5
Arcana: +3 (+2 when doing knowledge checks to know what a monster is capable of)
Athletics: -1
Bluff: -4
Bravery: +3
Diplomacy: -6
Intimidate: -4
Nature: +3 (+2 when tracking animals and when doing knowledge checks to know what a monster is capable of)
Perception: +3
Religion: +3
Stealth: -1
Sleight of Hand: -1 (-2 when cooking)
Spells Known:
- Mending:
- Thorn Whip:
- Healing Word:
- Animal Friendship:
- Strength: 8 (-1)
Name: Keith Arganda
Race: Human
Gender: Male
Class: Fighter
Appearance:
Backstory: When Cain was young, he played with the other children in the town. He remembered the robust innkeeper's smile, his mother's warm pies and his father's wise words. Those memories were gone forever now, burned into the ground along with the other ashes that covered the grey ground. The smoke that covered the sky was suppressing and gloomy, but he didn't mind. It fit his mood perfectly. He was away when they came, when they slaughtered his friends. His family. He would have rather burned with all of those memories, and everything he had cared for in life.
But that is not how destiny works.
He knew what destroyed his town. Most people would be scared, he should be scared. But he wasn't. He felt numb. Dragons came and took his life away, and now his destiny is suddenly clear. They must die. They must all die.
Stats:
- Strength: 16 (+3)
- Dexterity: 12 (+1)
- Constitution: 16 (+3)
- Intelligence: 10 (+0)
- Wisdom: 8 (-1)
- Charisma: 4 (-3)
Proficiencies: Swordsmanship, Bladesmaster
Flaws: Not careful, Cannot swim
Hit Points: 15 (increases by 1d10+constitution modifier per level)
AC: 16 (half-plate armor)
Animal Handling: -1
Arcana: 0
Athletics: +3 (-2 when swimming)
Bluff: -3
Bravery: -1 (+2 when dealing with dragons)
Diplomacy: -3
Intimidate: 0
Nature: +1
Perception: -1 (+2 when examining an enemy to see weaknesses/strengths)
Religion: -1
Stealth: 0 (plate armor)
Sleight of Hand: +1
- Strength: 16 (+3)
Name: Deben
Race: Urubane
Gender: Male
Class: Paladin
Appearance:
Backstory: Deben, like many of his kindred, always stayed away from society and civilization in general. Instead he sough isolation and refuge in the vast wilderness of this land. Other than some contact with fay and other local fair-folk groups, Deben's interaction with the outside would was rather limited. This worked in his favor as he managed to escape the initial invasion for dragons, though nearing the tail-end of the conflict even his isolated patch of wilderness was not spared. A nearby cave aided in his escape has his home burned along with most, if not all, of the wilderness. With asses clenched in his hands, he vowed to cleanse this world of dragons.
Stats:
- Strength: 10 (0)
- Dexterity: 8 (-1)
- Constitution: 10 (0)
- Intelligence: 14 (+2)
- Wisdom: 16 (+3)
- Charisma: 4 (-3)
Proficiencies: Extensive knowledge in arcane & natural things
Flaws: Dyslexia & hippopotomonstrosesquippedaliophobia
Hit Points: 13 (increases by 1d10+constitution modifier per level)
AC: 13 (Hide Armor minus 1 (Dexterity))
Animal Handling: +3
Arcana: +2 (+2 when using knowledge checks to know what a monster is capable of, -2 when reading runes)
Athletics: +1
Bluff: -3
Bravery: +3 (-2 when dealing with liches, high wizards, or other high-Intelligence creatures using big words)
Diplomacy: -3
Intimidate: 0
Nature: +3 (+2 when tracking animals or rolling knowledge checks to know what a beast is capable of)
Perception: +3
Religion: +3
Stealth: -1 (lack of dexterity)
Sleight of Hand: -1
- Strength: 10 (0)
Name: Escad van Opthorne
Race: Human
Gender: Male
Class: Bard
Appearance:
Back Story: Escad is the youngest of the Van Opthorne family. His father was a margrave of high esteem who perished when the city fell. His three older brothers became dragonslayers of relative renown and Escad is trying to follow in their footsteps, though he is not quite the warrior they are. Wielding spell and sword, he set out to prove himself and avenge his fallen house.
Stats:
- Strength: 10 (0)
- Dexterity: 12 (+1)
- Constitution: 10 (0)
- Wisdom: 10 (0)
- Intelligence: 10 (0)
- Charisma: 14 (+2)
Proficiencies: Interacting with people (especially women) and singing.
Flaws: Impulsive and selfish.
Hit Points: 8 (increases by 1d6+constitution modifier per level)
AC: 12 (cloth armor, dexterity bonus)
Animal Handling: 0
Arcana: +1
Athletics: 0
Bluff: +4 (+1 if the person is female)
Bravery: -1 (selfish)
Diplomacy: +4 (+1 if the person is female)
Intimidate: +4
Nature: 0
Perception: 0
Religion: 0
Stealth: +1
Sleight of Hand: +1
Spells Known:
- Minor Illusion: Small illusion that isn't audible but is visual that last for as long as you can hold concentration. Takes an action and you can do it indefinitely.
- Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action and you can't use it again until you rest for at least an hour
- Healing Word: Restores 1d4+CHA modifier (+2) hit points to a creature you can see, takes an action, 1/hour.
- Strength: 10 (0)
Name: Merle
Race: Magical Crow
Gender: Female
Class: Witch (Sorcerer Equivalent)
Appearance:
Backstory: Merle is just barely over two years old and doesn't have a lot of experience in the world – she wasn't even hatched until well after the dragons had carried out their rampage. Found as a hatchling by a kindly old witch, she was given some intelligence and taken in as a familiar, and when she proved to be oddly more talented than the witch had expected, an apprentice.
One day Merle woke up, and her savior, teacher and mother was gone. Not a trace of her anywhere. She searched for days, but never found the witch, eventually flying off to see the world.
In truth, the world-post dragons is all she's known, and she doesn't particularly care about fighting them - but the world from before was something that her mother held dear, and so she's taken to tagging along with resistance groups for the past few months.
Stats:
- Strength: 4 (-3)
- Dexterity: 14 (+2)
- Constitution: 8 (-1)
- Wisdom: 12 (+1)
- Intelligence: 12 (+1)
- Charisma: 16 (+3)
Proficiencies: Stealing, Singing
Flaws: Gullible, Easily distracted by baubles
Hit Points: 5 (increases by 1d6+constitution modifier per level)
AC: 12 (no armor, dexterity bonus)
Animal Handling: +1 (+2 when dealing with small creatures, -2 when dealing with big creatures who prey on birds)
Arcana: +1
Athletics: (-3, don't go around picking heavy objects up)
Bluff: +3
Bravery: +1
Diplomacy: +3 (+2 if the being you are persuading has heard you sing)
Intimidate: +3 (-2 if the being is larger than you and isn't afraid of your power, +2 if the being is smaller than you and is afraid of your power)
Nature: +1 (+2 when dealing with avians)
Perception: +3
Religion: 0
Stealth: +2
Sleight of Hand: +4 (-2 if the object you are stealing is more than five pounds)
All skills get -1 when in view of baubles, unless you have been around said baubles for more than an hour.
Spells Known:
- Fire Bolt:
- Light:
- Burning Hands:
- Magic Missile:
- Strength: 4 (-3)
Name: Her name changes with every face but, she always goes back to the name and face of the first person she ever killed; Lilliana Mahara
Race: Doppelganger
Gender: Female
Class: Rogue
Appearance: Preferred:
Backstory:As a child everyone thought she was just a deformed human abandoned in the streets, no one ever wanted the odd looking child that would probably die within a few days. The only way to survive was to steal and scavenge. She was never one to kill but, one day she had no choice, the woman Lilliana Mahara would have killed her had she not took the woman's knife and thrust it back. She was so shocked at what she done, she had never killed or seen anyone killed in her life. That was the day she discovered who she really was, a doppelganger. After that, she remembered the name and face of every creature she kills. Growing up thinking she was human she had never wanted to be a doppelganger. Some people would say it is a gift to be able to change faces, but to her, she saw it as a curse, having to see the faces of the ones you killed, to have them haunt you every day. There was no way she could ever forget any one of the merchants or guards, she took more than just their money, she stole them, she stole their identities. She only uses her powers when no one is looking and keeps her identity hidden at all costs, fearing how they would treat her if they found out, what they would do to her. She wouldn't blame them, after all, she was a monster from the tales.
Stat Points:
- Strength: 8 (-1)
- Dexterity: 16 (+3)
- Constitution: 8 (-1)
- Wisdom: 8 (-1)
- Intelligence: 10 (+0)
- Charisma: 16 (+3)
Proficiencies:Sneaking, Mimicking
Flaws: Often overthinks things, Doesn't work well in groups
Hit Points: 9 (increases by 1d8+CON modifier (-1) per level)
AC: 15 (Hide armor plus DEX modifier)
Animal Handling: -1
Arcana: 0
Athletics: -1
Bluff: +3 (+2 when mimicking another person)
Bravery: -1
Diplomacy: +3
Intimidate: +3
Nature: -1
Perception: -1 (-2 when keeping watch at night)
Religion: -2 (overthinks things)
Stealth: +5
Sleight of Hand: +3
- Strength: 8 (-1)
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