It all started in Greywater..

Pure mechanics; a biography might come later, if required. I'll describe my character's appearance and such in the first post, though.

General Information:


Name: Thorolf Grint


Race: Human [Variant]


Gender: Male


Age: 22


Alignment: Neutral Good


Size: Medium


Height: 6’2”


Weight: 251 lbs


Speed: 30 feet


Background mechanics:
Mercenary knight (Noble/Soldier blend)


Skill Proficiencies: Athletics, Intimidation


Tool Proficiencies: One type of gaming set


Equipment: An insignia of rank, a signet ring, a scroll of pedigree, a surcoat fashioned from a banner, a set of bone dice, a set of common clothes, and a belt pouch containing 10 gp


Feature: Knight’s retainers


The mercenary knight represents a nobleman who has taken up his sword in the fight for riches and notoriety. A less than glamorous living, his acquired skills and equipment are replaced with those of the Soldier background - reflecting rough living - with two exceptions. The mercenary knight carries with him a signet ring and a scroll of pedigree, proof of his social standing.


Unlike the noble, the mercenary knight is not much of a linguist - he does not get an additional language for being a mercenary knight. Moreover, the mercenary knight rarely drives carts and other land vehicles. He has servants to do that for him.


Speaking of servants, his feature grants him three retainers - a squire and two servants.


Personality:


Traits: Loyal but guarded, enjoys gambling and storytelling


Ideals: “I will avenge my brothers”


Bonds: The company and the banner


Flaws: Risk-taker, self-involved, greedy


Ability Score:



STR: 16 [15+1]


DEX: 11


CON: 14


INT: 8


WIS: 11


CHA: 14 [13+1]


Hit Points:



Hit Dice: 1d10 per paladin level


Hit Points: 12


Armour class:


AC: 16


Skills:


Athletics


Intimidate


Insight


Persuasion


Animal Handling


Proficiencies:


Armour: All


Weapons: Simple and Martial


Tools: Dice


Saving Throws: WIS, CHA


Feats:





Polearm Master


Spells:



Divine Sense


Lay on Hands


Languages:


Common


Elvish


Equipment:


Halberd


Longsword


Club (broken banner)


Chainmail


Holy symbol


Rank insignia


Signet ring


Scroll of pedigree


Surcoat fashioned from banner


Set of bone dice


Common clothes


Belt pouch


Backpack


Bedroll


Mess kit


Tinderbox


Torches (10)


Rations (10 days’)


Hempen rope (50 ft.)


A bright green feather


Coinage:


Copper: 0


Silver: 0


Electrum: 0


Gold: 10


Platinum: 0
 
Last edited by a moderator:
General information.





Name: Mal'omrik. (No surname, no known heritage to act upon.)


Race: Half-Orc.



Class: Cleric. (War Domain)



Gender: Male.



Age: Maintained at a vague for the time being. Roughly estimated at 25.



Alignment: Lawful Good.


Size: Medium.


Height: 6"8 (203 cms)


Weight: 236 lbs (107 KG)


Speed: 30ft. (9 meters)


Background mechanics: Hermit.


Skill proficiencies: Medicine, Religion.


Tool proficiencies: Herbalism kit.



Equipment: A scroll case stuffed with notes of prayer and studies, a winter blanket, a set of common clothes, herbalism kit, 5GP.



Feature: Discovery



The quiet seclusion of his extended hermitage gave him access to a unique and powerful discovery. (To be worked upon with the DM)






Personality:





Life of Seclusion (Altered): My place was not there.


Personality trait: I am oblivious to etiquette and social expectations.



Ideal: War is the birthing place of heroes, and the grave of villains.



Bond: To the fields of carnage I wander aimlessly in search of truth.



Flaw: I am dogmatic in my thoughts and philosophy.






Ability Scores:





STR: 16 - 14 unmodified, +2 from Orc. (+3)


DEX: 8 (-2)


CON: 14 - 13 unmodified, +1 from Orc. (+2)


INT: 8 - (-2)


WIS: 15. (+2)


CHA: 14 (+2)


Hit points and AC:





Hit Dice per level: D8


Health: 10



AC: 18






Skills:





Intimidation,


Insight,



Religion,



Medicine.






Proficiencies:





Armor: Light, medium, heavy (from war domain,)


Weapons: All simple weapons, Martials (War domain)



Tools: Herbalism Kit.



Saving throws: Wisdom, Charisma



Feats:





None.





Spells:





Divine Favor


Shield of Faith



Cure wounds



Bless



Create / Destroy water.






Languages:





Common





Equipment:




  • Warhammer
  • Shield.
  • Chainmail.
  • Herbalism kit.
  • Sleeping bag.
  • Knapsack.
  • Old ragged cloak.
  • Holy symbol.
  • Iron shackles.
  • Spare pair of boots.
  • Tome of War.
  • Medal.
  • Waterskin.



Coinage:



Copper - 0


Silver - 0


Gold - 5


Platinum - 0
 
Character Name: W. Z. Bernadotte


Gender: Male


Alignment: Neutral


Level: 1


Inspiration: 0/1


RACE: Human


-


-


-


CLASS: Wizard


Hit Dice: d6


Armor: None


Weapons: Quarterstaff


Tools: Alchemist's Tools


Saving Throws: Intelligence, Wisdom


Skills: Arcana, Medicine


Languages: Common, Dwarvish, Giant


BACKGROUND: Sage, Alchemist, (Nothing I like more than a good mystery), (Nothing should fetter the infinite possibility


inherent in all existence), (I've been searching my whole life for the answer to a


certain question), (I speak without really thinking through my words,


invariably insulting others.)


ABILITY SCORES


STR: (11) (+0)


DEX: (13+1 racial) (+2)


CON: (13) (+1)


INT: (14+1 racial) (+2)


WIS: (12) (+1)


CHA: (11) (+0)


HP/AC/Init/Prof/Speed


8/14/-/-/30


Death Saves:


SKILLS


Acrobatics(STR):0


Arcana(INT): 3


Animal Handling(WIS): 1


Athletics(STR): 0


Deception(CHA): 0


History(INT): 3


Insight(WIS): 2


Intimidation(CHA): 0


Medicine(WIS): 2


Nature(INT): 2


Perception(WIS): 1


Performance(CHA): 0


Persuasion(CHA): 0


Religion(INT): 2


Search(INT): 2


Sleight of Hand(DEX): 2


Stealth(DEX): 2


Survival(WIS): 1


Passive Perception: 11


WEAPONS


Weapon: Quarterstaff Modifier: +0 Damage: 1d6/8 Type: Bludgeoning Range: Self


Weapon: Modifier: Damage: Type: Range:


Weapon: Modifier: Damage: Type: Range:


Weapon: Modifier: Damage: Type: Range:


PROFICIENCIES


Armor: Light Armor


Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows


Tools: Alchemist's Tools


EQUIPMENT


- Component Pouch


- Spellbook


- Scholar's Pack (Backpack, Lore Book, Ink Pen, Bag of Sand)


- Ink, quill, knife, Healer's Kit, Bedroll, Two-person Tent


- Two-Weeks Rations, Padded Armor


-


Money: 130G


C/S/E/G/P


FEATS



-Lightly Armored


-


-


SPELLS


Spell Save DC: 11


Spell Attack Modifier: 3


Spellpoints/Mana:


Cantrips


-Prestidigitation


-Acid Splash


-Message


-


LVL1


-Mage Armor


-Grease
 

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