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A Stricken World

Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
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


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Inventory
1 sp


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana walked back to where the others sat, strapping the rapier to her waist as she walked. She was the only one without a sword and even though she didn't use them very much she thought it might come in handy. "Not much," she answered holding the silver marks in her hands. She glanced up at the others, three coins, three people. Sighing she tossed one coin to the bard and one to the warrior. It wasn't like it was that much of a deal, she could always steal it back. She never understood why people traded that small piece of metal for something much more valuable like food anyways. While she was at it she handed the bard the healing potion. "This task would be much harder with only two people, and since your the weakest, being a noble and all, you have it. Also, I think it would be best if we move on as well." She said as she picked up her daggers. Sheathing them she wondered if the song he had been singing earlier was true.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


Escad watched the silver mark come flying at him but paid it no heed. As it landed in his lap, he resisted the urge to throw the petty change away. Then he remembered that he no longer had access to his father's funds and what treasures they did possess were now frozen with the estate. Instead, he picked up the coin gingerly and placed it securely in a coin purse on his belt. "Only a silver?" he asked the rogue, standing up and slinging his pack over a shoulder. "I thought that performance was worth at least... ten, maybe twenty silver?" he quipped.


The rogue then handed him a potion of healing, explaining that because he was nobility, he was weak and needed to be coddled or some other sort of bullocks. Not feeling like arguing, the proud man simply placed the potion in a belt pouch and continued on his way towards the cave. This rogue companion of his seemed a tad temperamental. Last time he ignored her, she ran off into the cave alone. If he upset her once more, she was likely to slit his throat and rob him in the night, mayhaps.


At the cave entrance, Escad adjusted his pack on his back and tightened his sword belt. "Are we ready?" he asked, not particularly wanting to put his life in danger again, but desperately wanting to stop brooding.


(Eheheh. All I will say is that when I posted it, that was the moment I noticed it was my turn. So, no. I wasn't working on it for a full day. lol)
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 28/28



Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
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


Inventory
Half Plate Armor: 16 AC


Sword: 1d6 dmg


Minor Health Potion




Keith nodded and walks into the cave first, lighting a torch as he began to walk. He kept a slow, methodical pace so that the others had time to catch up to him. He shrugged a little to adjust his heavy plate mail so that it fit comfortably as he walked, his heavily armored boots sounding loudly on the ground as he walked. He cared nothing for stealth, which was why he took no precautions to make himself any quieter.
 
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As Keith ventures deeper into the cave (the others presumably right behind him), he notices that his torch becomes unnecessary - the deeper he goes, the more some sort of luminescent mushrooms grow on the wall and light his way. He ends up extinguishing his torch and storing it back in his sack for later use.


Eventually, he wanders upon a four-way intersection. The way ahead seems a tad bit more lit up. To the left, it seems like the mushrooms stop growing, resulting in a pitch-black mouth of a deeper cave. To the right, the light levels pick up where they left off. The goblin horde tracks come from the right.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack.


Level 1: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st.
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage.
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st.
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st.
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st.


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd.


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


As the party continued their way through the dark series of caves and tunnels, Escad found himself staring at the clumps of bio-luminescent mushrooms that covered the walls. The tracks were none too difficult to follow, almost as if there was only one real path through the caves to whatever sort of hideout the goblins had set up inside. At the eventual fork in the road, Escad assumed it was an obvious choice to follow the tracks and mushroom lights and turn right. However, that could potentially lead them into a trap. Of course, the left didn't seem to offer any advantage. There were no lights, no tracks, and no promise that there wasn't some reason the goblins avoided turning that way.


Resting one hand on his hip, the nobleman bit his thumb in thought. "The obvious course of action would be to follow the tracks and dispatch the goblins we came to fight, right?" he asked the others. The cleric Aoth had assigned them this task, to protect the remnants of the Resistance and to strengthen them up to fight the dragon Apophis. In regards to the dragon, Escad imagined they would have to get much more experience fighting under their belts to even take on a hatchling, but at least they were making some sort of progress, right?
 
Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 28/28



Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
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


Inventory
Half Plate Armor: 16 AC


Sword: 1d6 dmg


Minor Health Potion




Keith grasped the pommel of hi sword, looking straight ahead, his back to the rest of the party. "We kill all of the dragons. We kill anything that aligns themselves with the dragons. We kill anything that stands in our way." The fighter had stopped as he said that, and his tone was very serious, and he gave off a menacing atmosphere. After finishing the statement, he started to move again, and his menacing atmosphere appeared to disappear as his motion began.
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
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


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Inventory
1 sp


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana followed the others through the luminescent pathway up to the crossroads. She was curious about the brighter pathway and the pitch black, but at least they had an idea about the right pathway. The warriors answer was extremely vague on a direction, but she agreed with him more or less. "Right is probably the best way for now." she said simply, moving in that direction.
 
Alright. Let's update! It appears the party agrees on going right (unless Keith walked straight... I don't really know. I'll just assume right.)


As you walk to the right, you manage to make it about twenty feet before a figure becomes noticeable about a hundred feet up ahead, running straight toward you. You hear shouts of distress behind it, and he/she appears to be fleeing from something.
 
Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute. (S, M [bit of fleece])
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack. (V)


Level 1: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st. (V, S)
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage. (V)
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st. (V)
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st. (V, S, M [pinch of rose petals])
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st. (V, S)


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd. (V, S, M [a straight piece of iron])


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


Upon seeing the figure dashing towards the party, Escad quickly halted and drew his rapier. If someone was running away from the goblins, perhaps they were an ally. On the other hand, this person might not see the party as friendly and attempt to tear through them. Escad had half a mind to sidestep and attempt to conceal himself against the wall somehow, catching the drop on the pursuers as they passed. Then, the bard realized there was no way they could blend in with the glowing mushrooms growing all over the walls. "Who goes there?" he challenged the charging figure, rapier poised to break the charge.


((*cough cough* @Aviendha))
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 28/28



Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
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


Inventory
Half Plate Armor: 16 AC


Sword: 1d6 dmg


Minor Health Potion




(Woops sorry, haven't been on in a while. FIGHTER PERSONA COMMENCE)


Keith wasted no time on any attempts at a diplomatic solution. This figure was running towards them, he was feeling deadly from that last battle. He was ready to kill! He drew his sword, and with a ferocious battle roar, charged straight at the figure running towards them.
 
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Lilliana


proxy.php



Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
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


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Inventory
1 sp


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Hearing the shouts of distress up ahead Lilliana concluded that the person running from the others might be on their side, or at least know something important. Deciding that he or she would probably be of better use to them alive rather than a corpse Lilliana ran forward, ready to tackle the person out of the warriors path. As she did so she hoped that he might blunder on into the chasers if she manage to pull it off.
 
The person being chased reels back in surprise at the bard's voice, but then realizing the horde behind him, continues to charge on.


When Keith the fighter charges at him, the stranger pulls out some sort of staff and whacks it against the ground, creating a blinding light.


Keith, make a DC 15 Constitution Saving Throw.


Lilliana, meanwhile, has cover as she was behind Keith when the flash went off.


"I am the Crimson Wizard! Flee, you fools! You are in a dragon lair!"
 
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Keith


upload_2015-7-17_20-21-18-jpeg.143830



Health: 28/28



Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
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


Inventory
Half Plate Armor: 16 AC


Sword: 1d6 dmg


Minor Health Potion




[dice]19390[/dice]


Keith stopped in his tracks, but the light apparently had no effect on him. Keith distastes magic. It was a coward's way of fighting. He threw all semblances of thought, however, upon hearing the word dragon. "DRAGON? WE SHALL PAINT THE CHAMBERS RED IN ITS FOUL, ABYSMAL BLOOD!" He stood now, in front of the wizard, brandishing his sword.
 
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Escad


lucien_by_chibi_oneechan-d7zabfg.jpg



Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute. (S, M [bit of fleece])
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack. (V)


Level 1: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st. (V, S)
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage. (V)
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st. (V)
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st. (V, S, M [pinch of rose petals])
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st. (V, S)


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd. (V, S, M [a straight piece of iron])


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


The bard hung his head. This fighter, for all his bravado and his rank within the Resistance, seemed to make a botch of everything. The Crimson Wizard, the stranger had named himself. Who could this be? Escad would have pondered on this point for a moment, but there was no time. Either the wizard was running from a horde of goblins and orcs, or the horde of goblins and orcs were running from a dragon and the wizard just happened to be at the front of it. Either way, the noble felt it was best to trust the man's words. "Live to fight another day," he muttered under his breath. The four of them seemed wildly outnumbered by the shouts that came from further in the cave, and they would surely be outmatched against a dragon. It wasn't the most honorable thing to do, but Escad took a few steps backwards before turning tail and running to the last intersection, pointing his rapier towards the cave entrance. "Fall back!" he shouted to the others. "This way!"
 
The Crimson Wizard stops at the fighter, and notices his companion fleeing the scene.


"If you choose to stay, then it would be suicide if I do not assist."


He turns around, and stares down the horde behind him.


The leading orc stops in his tracks, and laughs nervously.



"What're you going to-"


The wizard cracks his staff against the ground, and a massive pillar of flame engulfs the leading orc. Then it moves outward, through the line, scorching those who don't move, and scattering the rest back into the cave.


The Crimson Wizard slumps against the wall, temporarily unconscious from the influx of power.
 
Keith


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Health: 28/28



Information
Name: Keith Arganda


Class: Fighter


Stats
Strength: 16 (+3)


Dexterity: 12 (+1)


Constitution: 16 (+3)


Intelligence: 10 (+0)


Wisdom: 8 (-1)


Charisma: 4 (-3)


Proficiencies
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


Inventory
Half Plate Armor: 16 AC


Sword: 1d6 dmg


Minor Health Potion




Keith looks at the others of the party, holding his sword aloft. "We continue on, your help will be appreciated wizard." He says in a bold tone.


(Que shining background, goin for that epic look here and.....)


StayAlive-067.gif



(Nailed it.)
 
Escad


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Health: 20/20



Information
Name: Escad Van Opthorne


Class: Bard 3


Proficiency: +2


Stats



Hit Points: 20 (increases by 1d8+constitution modifier per level)


AC: 12 (cloth armor, dexterity bonus)


Strength: 10 (0)


Dexterity: 12 (+1)


Constitution: 10 (0)


Intelligence: 10 (0)


Wisdom: 10 (0)


Charisma: 14 (+2)


Proficiencies



Armor: Light armor, medium armor, shields


Weapons: Simple weapons, hand crossbows, martial weapons


Tools: Flute, lute, lyre, dragonchess


Saving Throws: Dexterity and Charisma


Skills: Deception, History, Perception, Performance, Persuasion


Bonus +1 to Persuasion and Deception checks if target is female, -1 penalty to any checks made for bravery.


Expertise: double proficiency bonus on ability checks made for Deception and Persuasion.


Inventory
Cloth Armor: 11 AC


Rapier: 1d8 dmg piercing, finesse.


Shortbow: 1d6 dmg piercing, ammunition (range 80/320), two-handed.


Dagger: 1d4 dmg piercing, finesse, light, thrown (range 20/80).


Lyre: bardic spellcasting focus, performance tool.


Diplomat's Pack: contains a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.


Signet Ring


Scroll of Pedigree



Spells



Spell Save DC: 8 + proficiency bonus + CHA modifier = 12


Spell Attack Modifier: proficiency bonus + CHA modifier = 4


Cantrips: ∞


  • Minor Illusion: For an action, create a visible illusion no larger than 5x5 or create an audible illusion. Range is 30ft, lasts one minute. (S, M [bit of fleece])
  • Vicious Mockery: Target within sight and hearing within 60ft must pass a wisdom save or suffer 1d4 damage and disadvantage on next attack. (V)


Level 1: 3/4


  • Charm Person: Outside of combat, force a Wisdom saving throw or have the target be charmed by you for one hour, takes an action. If cast at a higher spell level, add an additional target for each spell level above 1st. (V, S)
  • Faerie Fire: Range 60ft. Each object in a 20ft cube glows with a green light. Any creature in the area glows unless it passes a DEX save. Glowing creatures have attacks made against them with advantage. (V)
  • Healing Word: Bonus action recovers 1d4+CHA mod hit points to target in sight within 30ft. If cast at a higher spell level, roll an additional 1d4 to hit point recovery for each spell level above 1st. (V)
  • Sleep: Range 90ft. 5d8 hit points worth of creatures in a 20ft radius instantly fall asleep in ascending order of hit points. Subtract hit points of creature from total before moving to next target. If cast at a higher spell level, roll an additional 2d8 of hit points for each spell level above 1st. (V, S, M [pinch of rose petals])
  • Thunderwave: All creatures within a 15ft cube centered on the caster take 2d8 points of damage and are pushed back 10ft. Constitution save for half damage and no knockback. All unsecured objects are automatically pushed back 10ft and the spell emits a thunderous boom audible out to 300ft. If cast at a higher spell level, roll and additional 1d8 damage for each spell level above 1st. (V, S)


Level 2: 2/2


  • Hold Person: Humanoid target must pass a Wisdom saving throw or be paralyzed for up to 1 minute. Concentration required, creature makes additional saving throws at the end of each turn. If cast at a higher spell level, add an additional target for each spell level above 2nd. (V, S, M [a straight piece of iron])


Abilities



Bardic Inspiration: 2/2


  • Use an action to grant an inspiration die that can be used to improve an ability check, attack roll, weapon damage roll, or saving throw. (d6)


Jack of All Trades


  • Add half proficiency bonus (rounded down) to all ability checks that do not use proficiency bonus. (+1)


Song of Rest


  • Heal additional hit points to all allies that hear your song during a short rest. (d6)


The bard watched as the Crimson Wizard's staff erupted with a burst of flame and eradicated the horde that had been in pursuit. Suddenly, escape seemed like less of a dire need. When the wizard slumped against the wall, Escad recognized the collapse for what it was: exhaustion from casting such a spell, even if it was powered in part by his staff. The nobleman sheathed his rapier and jogged over to the spellcaster, careful to watch his footing in the cave tunnel. He helped the wizard to a sitting position against the cave wall, examining the man's face. Escad knew that powerful arcane magic could come at a steep price. Some spells could permanently sap your strength as you imbued them into magical items, and others still could shave years off your life essence. "I say," the fair man called to the wizard. "Keep your wits about you, there's no telling how many more of those monsters are in here."


Escad grasped the mage's shoulders and attempted to stir him. "Oi! No time for resting, we need to find out what you know."


@SnakyDragon @Rand @Aviendha
 
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(Sorry, got really sick yesterday. Still sick, but realized that DAMNIT, @MysticPisces AND @Rand WANT AN UPDATE. MERRY CHRISTMAS! :D )


The wizard looks up weakly at the bard.


"... Better idea. I take a nap, you either go on and kill me a dragon, or go back and take me with you. It should just be the wyrmling; the orc battle master left the caves. He works for someone else. I'll tell you more once we're in a safe place, or, if you decide to fight the beast, if you survive."


Keith thinks he can hear a faint roar in the tunnel beyond.
 
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Lilliana


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Health 22/22



Basic Information
Name: Lilliana Mahara


Race: Doppelganger


Gender: Female


Class: Rouge
Stats
Strength: 8 (-1)


Dexterity: 16 (+3)


Constitution: 8 (-1)


Wisdom: 8 (-1)


Intelligence: 10 (+0)


Charisma: 16 (+3)
Apparel & Armor
Black Cloak


Black Clothing
Proficiencies and flaws
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


Weapons
Dual daggers: 2d4


Rabblemaster's dagger: 1d4


Inventory
1 sp


Thieves' Tools



Snake Health Potion



Signet



Abilities and Spells
Sneak Attack


Thieves' Cant


Cunning Action


Mage Hand


Minor Illusion


Silent Image


Message


Sleep


Comprehend Languages


Lilliana wasn't sure whether or not they could beat a wyrmling or not but, "If we are going to fight the wyrmling, i think we should do it while the orc battle master is either away or dead. It wouldn't be good to fight both at the same time."
 

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