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Dice The Northern Isle (closed)- Characters

OOC
Here
Lore
Here
Other
Here

Onikmey

The wise fool
This here is for characters. So let's get into the rules.

1. We're starting this campaign at level 1.
2. Use published races/classes only.
3. Ability scores will be based on a point-buy system. You have 75 points to spend BEFORE adding racial bonuses. Point-buy table is shared below.
4. You can either start with the equipment listed in your class and background OR with equipment equal to amount of starting gold described in the sourcebooks. (i.e. PHB)
5. Your character must have at least one Bond, Flaw, and Ideal. These things must impact your character in a meaningful way.
6. You must submit at least 2 paragraphs of character history, covering
a) How they learned the skills they have today
b) How they met some of their party members (your character has known the party for at least a year. has worked with them for at least a few months.)
c) Why they are travelling to the isle of Kal'Haem
7. There must be either a character description or an image, so we know what we're looking at
8. If your background would give you tool proficiency, you can replace One tool proficiency with ONE tool proficiency of your choice if that choice would better fit the story.
9. Keep track of things like food and ammunition.

Point Buy Table

Ability ScorePoints
11
22
33
44
55
66
77
88
99
1010
1111
1212
1313
1415
1517
1620
1723
1827
 
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[div style=" text-align: center; font-size: 20px;"]
[NAME]
[RACE/CLASS (level)/BACKGROUND]
[ALIGNMENT]


ATTRIBUTES:
STR
: xx(+x)
DEX: xx(+x)
CON: xx(+x)
INT: xx(+x)
WIS: xx(+x)
CHA: xx(+x)

SAVING THROWS:
STR
: +x
DEX: +x
CON: +x
INT: +x
WIS: +x
CHA: +x

SKILLS:
Acrobatics
(dex): +x
Animal handling (wis): +x
Arcana (int): +x
Athletics (str): +x
Deception (cha): +x
History (int): +x
Insight (wis): +x
Intimidation (cha): +x
Investigation (int): +x
Medicine (wis): +x
Nature (int): +x
Perception (wis): +x
Performance (cha): +x
Persuasion (cha): +x
Religion (int): +x
Sleight of hand (dex): +x
Stealth (dex): +x
Survival (wis): +x

BASE:
Hit Points
: xx
Armour Class: xx+xx+xx=xx
Initiative: xx
Speed: xx
Hit Die: xdxx
Proficiency Bonus: +x

ATTACKS:
[weapon], +x, xdx+x [type] damage

SPELLS (ATR, DCsave, +XX):
Lvl 0

1.
2.
Lvl 1
1.
2.
Lvl 2
1.
2.
Lvl 3
1.
2.

INVENTORY:
[INSERT]

FUNDS:
CC
:
SC:
EC:
GC:
PC:



[INSERT IMAGE]

Personality traits: [INSERT]
Ideals: [INSERT]
Bonds: [INSERT]
Flaws: [INSERT]
Languages: [INSERT]
Proficencies: [INSERT]

BASIC APPEARANCE:
[INSERT]
FEATURES/TRAITS:
[INSERT]
BACKGROUND:
[INSERT]

[/div]
 
I am not skilled with BB code. What i did was quote the character box above, and copy/paste the code into the submission box. It seemed to work.
 
The history is basically your writing sample, so here's what I'm looking for:

Can you add to the world and plot?
Can you include lots of specific detail?
Can you work well with your fellow adventurers and writers?
Are you open to collaborating on ideas?
If a disagreement on story comes up, can we communicate well and reach a compromise?

If the answer to any of those is no, this may not be an enjoyable story for you. I want to let you know as soon as possible, because your time is valuable.
 


[div style=" text-align: center; font-size: 20px;"]
Howler
[Kenku/Level 1 Sorcerer/Outlander]
Neutral Good


ATTRIBUTES:
STR
: 5(-3)
DEX: 16(+3)
CON: 8(-1)
INT: 7(-2)
WIS: 14(+2)
CHA: 18(+4)

SAVING THROWS:
STR
: -3
DEX: +3
CON: +1
INT: -2
WIS: +2
CHA: +6

SKILLS:
Acrobatics
(dex): +3
Animal handling (wis): +2
Arcana (int): -2
Athletics (str): -1
Deception (cha): +6
History (int): -2
Insight (wis): +4
Intimidation (cha): +4
Investigation (int): -2
Medicine (wis): +2
Nature (int): -2
Perception (wis): +2
Performance (cha): +4
Persuasion (cha): +6
Religion (int): -2
Sleight of hand (dex): +3
Stealth (dex): +5
Survival (wis): +4

BASE:
Hit Points
: 5
Armour Class: 10+00+03=13
Initiative: 3
Speed: 30 ft
Hit Die: 1d6
Proficiency Bonus: +2

ATTACKS:
Dagger, +5, 1d4+3 Piercing damage
Dart, +5, 1d4+3 Piercing damage
Spear (melee), -3, 1d6-3 Piercing damage
Spear (both hands), -3, 1d8-3 Piercing damage

SPELLS (ATR, DCsave, +XX):
Lvl 0

1.Prestidigitation
2.Chill Touch
3.Message
4.Mending
Lvl 1
1.Sleep
2.Witch Bolt


INVENTORY:
*Woodcarver's Tools
*Blanket
*Mess Kit
*Traveller's Clothes
*Arcane Focus: Crystal
*3 Daggers
*Spear
*8 Darts
*Silk Rope
*Backpack
*Hunting Trap
*4 Sacks
*Waterskin
*7 Days of Rations
*Tinderbox
*Disguise Kit
*5 Wooden Carved Dolls

FUNDS:
CC
: 6
SC: 5
EC:
GC: 24
PC:



[INSERT IMAGE]

Personality traits: Cheerful, curious, naive, energetic; little handle on emotions on short-term; a little bit greedy; honorable but willing to deceive
Ideals:
"When people get sad, the people around them get sad too. Showing them happiness, not allowing that gloom in our lives will bring better days and makes it all that much more fun!"
"Coins and smiles make the world go around, and they both attract each other."
"Things are fairer when they are balanced. Be fair when you want things, be honest in your deceptions, love who you hate."
Bonds:
"I really admire people like Ra and Maeris and I wish to learn from them and do such things myself one day."
"I wish to find my parents and when I do, to be someone they can be proud of."
"I hold my possessions dear, especially those like my father's spear for they might one day too disappear."
Flaws: Common sense/self-awareness close to zero; child-like (duh); 'fraid of water ; afraid of Tieflings
Languages: Common, Auran, Draconic
Proficencies:
*Woodcarver's Tools
*Daggers, darts, slings, quarterstaves, light crossbows

BASIC APPEARANCE:
DelRLfYVMAAJNxZ.jpg

FEATURES/TRAITS:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to som e form o f raw magic, perhaps
through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps younwere blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use of this feature, theDM can have you roll on the Wild Magic Surge table
immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
BACKGROUND:

The Tyrant's Woods are not an area that many are familiar with. Long, long ago, a looming figure inhabited those woods. The figure used "wells" of wild magic hidden in that land and with mysterious methods extracted it to make it his own twisted power. That dark lord's servants were countless and among them was a flock of Kenku. Among the youngest of those, were my grandparents. Like any other minion of the dark lord, they were pretty loyal him, but even day knew there was no point trying to serve a corpse. They didn't want to leave the woods though, which they knew like the palm of their hand, unlike most people that crossed it. So, they became guides, helping people cross the woods out of harm's way. Well, it could all be a lie, but it's what my mommy and daddy told me about why we guided people for money and food and other things.

My name is Howler. I actually prefer my real name, but most people can't say it and I can't write it, but it is exactly how my other name sounds. I was given that name because the first sound to come out of my beak was a loud howl like that of the wolves in our forest. My parents were named Clink and Deer, and they were like the best guides you'll ever see! Yup! They never got lost, and they knew how to keep even the most scary animals away. They knew secret places and tunnels that help cross the woods faster, and they would often carve on the the trees and sometimes even on rocks to signal things to other guids or to help the lost find their way back to the track. My whole life, I couldn't have been prouder of them. And then, finally, it was my turn! I wasn't very old, I am still only this many (4) really, but daddy said I should start young or I was gonna be scared of the wild animals my whole life. I was asked to help a group who wanted to sightsee but in th end, it was me who got lost.

Whoops.

I got really scared and started running around. I don't know why, my mommy and daddy were such good guides they would find me for sure, but all I could think was how I would never see them again. And while I ran, I fell down on some hole, and there was a cave by the side of the hole. There was also something of a material I had only seen travellers carry before, something tough, a metal of some kind. Curiously, I pulled it. It was rusty, but it was also a little broken, so whatever kept it down cracked despite me not being strong at all. There was some sort of rumble, then some lights. I don't know enough words to describe it. Maybe some day I will.

Anyway, I woke up in my mommy's arms and we both started crying like dying deer (literally). Daddy realized I would need far more training and told me never to go back to that weird place. I was happy to agree. I asked about the strangers I was guiding, and mommy and daddy told me they vanished. I learned the truth several weeks later when a lot more strangers came armed with mining picks and strange books and all manner of things. The group I was asked to guide, it turned out, was actually a scouting group to find that place I stumbled upon, and attempt to extract it's powerful magic that the dark lord used to use. My parents refused to aid them, and got attacked, but we managed to flee. Some other inhabitants of the woods, many which I had never even seen before, gathered to discuss the issue and decided they couldn't let the invaders get their hands on the magic. They created barricades around the sites. The invaders said they needed the magic to protect their homeland, and the people of the woods replied they wouldn't let another dark lord come to be.

Several messengers were chosen to try to get the word out to the world, so that we could get help from the outside. Perhaps to protect me, I was one of the chosen to run away to deliver such a message. There was a lot of protest, but during thr discussion, I ended up accidentally casting a spell that triggered the wild magic, pumpkins began to rain above us. This was seemingly enough reason to believe I might be able to make it, and my daddy even gave me his trusted spear for protection. I ended up lost again, though. I was in a part of the woods I had never seen before. I was scared and alone, and I couldn't go back, what would mommy and daddy say? When I managed to calm down, I decided to try doing what they always did. It turned out better than expected and I was able to live on my own for a few months probably, at times forgetting I was supposed to be getting help from outside the woods. I started to get lonely though, so some days I would entertain myself with carving. I began trying to carve different things, like a doll of mommy and a doll of daddy and one of me. They didn't looked like them at all at first though. I am a lot better at it now. By the time I finally found an exit, I asked the first people I could for help. The man took me on his boat, but he ended up getting raided by two pirates, who robbed him and took me away. Anytime I got them upset (or anything else) they would shove me into the water until I was squirming for air and getting blurry vision. One time I actually passed out, and next thing I new, I was in this city.

A kind man with horns helped me though. He gave some coins to the other two men who didn't have horns, and I was taken out of the cage. Most of what I had the two men had taken with them, but thanks to the hunting trap in my backpack they didn't try touching inside. The man with horns was a tiefling it seemed, and they gave me food and new clothes. Then they told me I was going to be their friend. I asked them for help for the forest. The man told me he would help out and even send some really strong friends too if I did as he said. I believed him at first, but half a year later I was still working for him and there was still no help. He made him go around the city or sit in certain places all day and hear things, then tell him or the other kids about it. He taught me to trick people, but warned me to never try tricking him. He gave me coins now and then, but he didn't let me buy things with them. He told me to hide them, and I did. There were times when I wanted to spend them though. There was this time when I almost got squished by a horse, and this kind person saved me. They got arrested soon after though, and I tried to give the guard some coins to let them out, like I had seen others do. The guard told me I would need more, and I brought him more, including those of a friend. The guard let the kind person out and we had a chat before separating.

The "kind" tiefling was never kind again after that. He was really angry I took the coin and he hurt me and my friend a lot. I never spoke to him again, and my other friends also stopped talking to me. They were afraid of the tiefling. So was I.

We couldn't even run away, because many guards were friends of the tiefling and they wouldn't let us run. They would tell the tiefling. One day I even heard a large part of the Tyrant woods had burned down around the middle of it. I was too late.

But we were saved! One day a dragonborn named Ra Numis showed up in town. They needed some help collecting information about the fancy bed children (nobody will tell me what the problem was with them having fancy beds or why they had them), and the tiefling pretended to be kind to them to get more coins. Ra, however, found out that the tiefling was actually a big meanie not a kind person, and they defeated the tiefling.

I was really happy. The other children were still avoiding me though, and many of them were scared of Ra too, so I thought maybe him and I could hang out together. So I went to hang out with him. We became great friends. We're still travelling companions. He reminds me of my daddy a lot. I wonder if mommy and daddy are ok. I'm sure they are, they are the best guides ever! I'm sure they'll show up someday and chirp me some bedtime song again.

Speaking of songs, me and Ra met this super nice person while we travelled so has this really fun music. I love dancing to it, but Ra doesn't like it a lot. I felt really bad that I liked it at first, but then the bard Maeris wanted to make Ra like the music. I thought that was a really good idea, and have been trying to help them out with that ever since! Maeris often seems to get lost from us though, and sometimes I have to go looking for them, but that's ok. It makes me proud to find them, and they remind me a little of myself when I was little. Well, more little.

I'm sorry if I have made any mistakes in my writing. I was only taught so much about writing in common, but I wanted to leave it written somewhere, less I disappear one day. That is why I am hiding it here in this library. It's a place where you can read about people and things right? Maybe someday someone will read this and I will be remembered.

-Howler

[/div]
 
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[div style=" text-align: center; font-size: 20px;"]
RA NUMIS
DRAGONBORN/FIGHTER, TWO-WEAPON FIGHTING(1)/NOBLE (KNIGHT)
LAWFUL GOOD


ATTRIBUTES:
STR
: 18(+4)
DEX: 14(+2)
CON: 15(+2)
INT: 9(-1)
WIS: 8(-1)
CHA: 7(-2)

SAVING THROWS:
STR
: +6
DEX: +2
CON: +4
INT: -1
WIS: -1
CHA: -2

SKILLS:
Acrobatics
(dex): +2
Animal handling (wis): -1
Arcana (int): -1
Athletics (str): +6
Deception (cha): -2
History (int): +1
Insight (wis): -1
Intimidation (cha): -1
Investigation (int): -1
Medicine (wis): -1
Nature (int): -1
Perception (wis): -1
Performance (cha): -2
Persuasion (cha): +0
Religion (int): +0
Sleight of hand (dex): +2
Stealth (dex): +2
Survival (wis): +1

BASE:
Hit Points
: 12
Armour Class: 14+2(+2)=16(18)
Initiative: +2
Speed: 30
Hit Die: 1d10
Proficiency Bonus: +2

ATTACKS:
Breath attack
, 2d6, lightning damage (Dex DC 14 halves the damage), 5 by 30 ft. line
Battleaxe, +6, 1d8+4 slashing damage
Handaxe, +6, 1d6+4 slashing damage OR +4 1d6+4 slashing thrown (range 20/60)
Handaxe (off-hand), +6, 1d6+4 slashing damage OR +4 1d6+4 slashing thrown (range 20/60)
Crossbow (heavy), +4, 1d10+2 piercing damage, 100-400ft

SPELLS (INT, DCsave, +XX):
Lvl 0

1.
2.
Lvl 1
1.
2.
Lvl 2
1.
2.
Lvl 3
1.
2.

INVENTORY:
Scale mail, Shield, Battleaxe, Handaxe, Crossbow (heavy), Bolts (20).
Dungeoneer's Pack (Backpack, Crowbar, Hammer, 10 pitons, 10 torches, Tinderbox, 10 days of Rations, Waterskin, 50 feet of Hempen rope)
Set of fine clothes, a signet ring, a scroll of pedigree, Al Mukhtar banner, Dragonchess set, Bound Diary, Inkwell (2 ounces), Ink Pen.

FUNDS:
CC
: 49
SC: 5
EC:
GC: 8
PC:



4c9a68caffb459a9bf0873b57e7ef7e0.png


Personality traits: I'm always polite and respectful.
Ideals: My duty is to do everything I can for the good of the others.
Bonds: I am loyal to my cause, loyal to my friends, loyal to my companions.
Flaws: When I see a small animal, I immediately try to eat it.
Languages: Common, Draconic, Undecommon.
Proficencies: Dragonchess, all weapons, all armour, shields.

BASIC APPEARANCE:
Extremely proud of his pure scale colour reflecting his draconic ancestry, Ra is an imposing figure even for his own race, standing around 275 cm. tall, which might be a result of magical influence, or just pure luck and good ration. This is balanced, however, with a leaner build, muscles lacking the obscene heaviness of his kin, making him look swifter and more agile than most other dragonborn, even if this isn't in fact true. His scales are of a bright, almost cerulean blue colour, darker cobalt-coloured plates covering his chest and abdomen, four-fingered hands and three-toed feet ending in massive, sharp talons, and long teeth protruding from his mouth. A lighter, fish-like spine goes along his head and back, between two slightly curved horns and fin-alike membranes that many people mistake for ears. His jaws are strong, and curved into an eternal smile, which, with his eyes of such a bright yellow colour that in contrast they almost look like glowing, makes him look unfriendly and intimidating. That, alongside with the size, doesn't add to his outer friendliness. As a reflection of his blue-scaled ancestor, Ra's muzzle ends with a small, but quite noticeable horn, only underlining that he came from the bloodline of blue dragons.
With teeth protruding over his massive jaws, Ra speaks with slight lisp, in a rumbling, but not very low voice, and dislikes people suggesting he should hiss like a snake. The man sticks to warmer colours in clothes, although have never been afraid to walk around naked, seeing how his private parts don't dangle around like humans', and thus he has nothing to be ashamed of.
For his species, Ra is extremely handsome, however, being overly polite and down-to-the-point he lacks social graces of sorts, coming up as cold and disinterested, while that isn't the truth at all.
FEATURES/TRAITS:
Draconic Ancestry. Blue dragon.
Breath Weapon. You can use your action to exhale destructive energy.5 by 30 ft. line (Dex.save, 8+CON+PB) A creature takes 2d6 lightning 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. After you use your breath weapon, you can't use it again until you complete a short or long rest.
Damage Resistance. Lightning.
Retainer.
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. One of your commoner retainers is a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armour (and even helps you put it on).
Fighting Style: Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Second Wind. You have a limited well o
f stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
BACKGROUND:
Ra's story is simple and lacking serious drama and bad endings. He wasn't sold into slavery, his family wasn't murdered, his people weren't all killed leaving him a sole survivor. On the contrary - the story is rather light and happy... at least, from what he knows.
The dragonborn comes from the scorching sands of Calim desert, where in the mighty city of Calimport his mother and father worked in a local pasha's mansion, serving both as heavy lifters and bright-looking creatures for a high magician who liked having an exotic zoo, gathering servants from all over the world to show off to his guests. Having these odd and specific tastes, it was no wonder he could find the most pure-blooded dragonborn, his lackeys being of bright red, shining-gold, and, - yes, - electric-blue scales, looking like gems in green gardens and crimson sunsets of Calimport. What he didn't expect was the two of those dragonborn getting involved with each other, and having a baby that they would name Ra.
This surprise, however, wasn't an unpleasant one. Knowing how fast the species grows and how massive it becomes in a manner of few years, pasha Azzam Al Mukhtar swiftly approached the mother, Chione Numis, giving her a generous offer. "Keeping such pure-blood child strong and healthy is so important." - He said, knowing pride she held for her cerulean scales. - "Lifting luggage of rude visitors, digging in hose manure, wearing servant's clothes... we don't want that for such a beautiful baby." - He said, watching a few-day-old child already running around, chasing house cats in gruesome attempts to bite their heads off. He offered to take the child and give him good education, before giving little Ra into military service. And not just any military service: his personal, most trusted warriors with a chance to become a faris (an equivalent of a knight), with good salary, perfect conditions, and enough physical activity to keep a young dragonborn strong and healthy. An offer Chione could not decline, wanting her son to have this free ticket into the better future.
...which, in time, allowed for the pasha to grow himself an impressive and fearsome warrior, loyal to his master to no end. Whether magic Azzam wielded influenced the child's strength and size or not, is unknown and will never be revealed at this point. He grew quickly, out-bested many in his training, and as he hit adulthood, already was a part of the royal retinue, a warrior Azzam sent to deal with people who threatened his power, using Ra's loyalty and idealism to manipulate him. Catching and disposing of assassins sent into the palace under the guise of servants, or leading a heist onto some guild that was plotting against the pasha was something he did, and he did well, and he did often.
But, of course, even though Ra, - at that point faris Numis, - idealised his master, truth was, that like any man with power, - both political and magical, - the man had his enemies, and not only for power. He kept a good guise of someone who takes care of his people, in reality tricking and milking them dry, and some, looking hard enough and seeing the truth, tried to resist, forming groups that the man wiped out effectively. One day, however, Ra failed at his guarding duty, returning to the mansion to find it in chaos. Apparently, the investigators soon said, Azzam Al Mukhtar tried to summon a few devils to take out his closest competitors. The ritual went wrong, setting the creatures free to kill him and roam the streets of their hometown of Calimport. The fact Ra could hardly believe, but had no reason to argue, seeing how so many proof of this was found - from summoning circle and ritual blood on pasha's fingers, to personal diaries and witnesses of him buying summoning ingredients. More importantly, being a servant of a devil worshipper was a taint on Ra's reputation he would not be able to wash off - not in this lifetime. He, as well as many other servants, had to flee the city, and look for a new life elsewhere, as not only no house would hire them fearing possession and diabolism, but common folk would probably wish to judge them on their own, and however good Ra can be in fighting, he cannot take down the entire multi-million city. Being sworn to the family, however, Therefore, he left the city. He headed north, deciding to switch his priorities from protecting one man to protecting people as a whole, trying to take care of smaller towns and villages - abandoned and forgotten by their governments, and left to rot in the hands of unread, demons, or monsters, taking a small pay to keep himself runing.
Of course, his master's story held much more than just that, but Ra didn't know it, and didn't want to know. He had no idea that the man was assassinated. He didn't know that, in fact, a crime queen, a gorgon, summoned the devils who killed Azzam, before setting them free into the city, as well as he had no idea that all the proof of Azzam's crime in this story was forged to taint his reputation and give way for his daughter, Sayda - a gorgon's agent. But even if he knew, he wouldn't look into it. Azzam was dead, Ra was unwelcome, and he was the one who was driven forward by his desire of protecting people - not vengeance.
Ra Numis isn't exactly a religious sort, but he had find gods and dogmas that suit him. Under his clothes, he wears a necklace with three holy symbols of the gods he worships: a right gauntlet, a man in the clouds, and a dragon's head, all painted white on smooth etched wood, the symbols of Torm, Shaudakul, and Bahamut.
RETAINERS:
2a5b726d4fa2e4e43d204fde17b2c88b.png

A hamil (equivalent of a squire) that tags along with Ra. Siham is a human female, that didn't like her position as a future wife, and tends to dress up as a male to become a knight herself. It's a loyal, and attentive young woman, who, however, doesn't lack the darker side. What Ra doesn't know is that to acquire this chance she and her sisters had to commit a cold-blooded murder. They have strangled her younger brother when he was just eleven, dressed him up in her clothes and vice-versa, and convinced their mother that it was her who died, being so insistent that it drove the woman insane. They made sure no one would approach the body before the burial, and so no one ever suspected that that was, in fact, a young man who got burred. Ever since the future hamil lived her brother's life, taking his name, and doing everything she could to pose as a young man. Now she is sixteen, and on a genuine quest to become a faris, not unlike Ra.
5e511e94fc87e0d55f584e255ec14486.png

Nour in translation means 'light', and this man correlates with the name. It is a middle-aged somewhat cynical half-elf, who serves more like a caring figure than anything else. He is intelligent, well-mannered, and somewhat even charming, looking after Ra's reputation, and making sure to settle any quarrel he might have. He is usually in charge of organisation, renting rooms, buying supplies, arranging dinners, writing letters, and any other job that requires diplomacy and intelligence, and is basically a majordomo.
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A young tiefling woman who uses her excessive energy to help with more mundane tasks, like cleaning, tending to animals, polishing armour and weapons, etc. She is everything Nour isn't, and vice-versa. The girl is as idealistic as she is young, believing full-heartily that her master is doing good and only good, and will protect him (albeit using words for the lack of fighting skills) even if he is wrong... more importantly, she will absolutely be heartbroken if she will learn at any point that her master is anything but noble.

OTHER PARTY MEMBERS:
Some time in my travels, I ended up in a wooded area of... what was it called? Fraopolis ... Feotbury ... Fille ...
Humans and elves mix-bred often there, creating these wondrous creatures of exquisite beauty... and they had a problem. Someone was kidnapping their children. Young adults. All over three or four or maybe five small towns and villages. After a time I could discover human trafficking that was sending young boys and girls into, who would have guessed? - my hometown of Calimport's harems and brothels. A vile, low deed I had to uncover, but... soon I realized that this was not going to happen. Not with my looks. I am anything but ordinary in these lands, I realized, and being tracked by a nine-foot-tall dragon was very obvious. I needed an assistant.
It ravelled into the neighbouring megalopolis, asking the taverns about any hired people, dexterous and reliable, when this man approached me, telling they had a set of agents, and for a low price. They work fast, effective, and could track anyone anywhere. Now I think they might have been competitors...

Long story short, I went there to uncover human trafficking business, but uncovered two. One I expected, and another one using orphaned or kidnapped children for spying, stealing, and cheap working force. And there was this little kid, Howler's the name. I actually thought it was just a large bird at first. But it kept chirping at me, and riding my back, and asking if it can tag along. I thought to take her with he, and when she gets bored, to leave her in the nearest orphanage. But the kid grew on me, you know? I started calling her my squire at first: every knight needs a squire, after all... it explains everything and answers all the questions about having a kenku child travelling with a dragon. Howler represents things that make me happy, and things that I want to see more in this life. This joy, curiosity, and kindness, and childish wonder of the world around. And she has been proven useful as well - she's far better with people than I am.
The little pesky bard we met on the road. She was twangling some nonsense, and the kid liked it. I will never understand this northern music - such an irritating barbaric cacophony! I guess, this is what you should have expected when you read "Songfell" on the map...
Unfortunately, the bard noticed my distaste to her work, and took it way too personally, deciding to make her life's goal to drive me absolutely crazy with her thruming and whistling... something I by no means appreciate, but cannot do anything about without going down to trickery, lies, or physical power - things I am not ready to use against normal people.
So, the little monkey follows around, getting pure joy from the ache in my ears. I honestly tried to run away. Leave her behind. Sneak out. She always found us.

Well, at least Howler likes this so-called music. I'll need to take her to Calim, ti hear real beauty of the sound some day...
It was... interesting, to meet this orc (and I shall not believe if anyone tells me again he's a half-orc - I saw plenty, and he doesn't look the part!). Not in a very good way, though. There was this village of... Sproutey ... Spoutey ... Droutey ... the important part is, they had a catoblepas problem. A youngster, just from his mother's side, so maybe just a quarter of her might, and still - a deadly thread to any simple villager. So, there I come in, the village elder runs over, asks for help, so I am willing to provide. The beast is mighty, I think, and too much for me, so cunning needs to be applied. Me, Siham, Nour, and a few of village strong men start making traps on the beasts way from his waterhole and to the village. Nour made a good poison to take it out, I have sharpened the bolts, and we stand there to observe the irrational behaviour of a growing monster as erratic as a human teen's... And then, this thing comes out. And I'm speaking of the orc, not the catoblepas.
He rages, and swings his sword like he's being attacked by wild bees, and goes head-first into this thing, setting off a few traps, leaving both me and Nour speechless... and gets his ribs smashed in tight of the batch. How had he discovered this beast, is beyond me. Needless to say, the orc ended up in a beaten mash, and the beast walked away barely harmed, and angrier than usual. I would've ignored this, if not for the long preparations, so I approached the man to ask what in the name of Bahamut is he doing, and then... then it became clear that the orc is as much of a conversation supporter as he is a ballet dancer. Why of course I was the one to blame. I stood on the way. I was good for nothing, and he was a mighty warrior. Surely enough every attempt to tell him that head-first tactics won't work never work, and any logical explanation was met with aggression. How typical for his kin, trying to win an intelligent argument with force, as if this makes them look smarter. However, maybe in their heads it does.
Be it as it may, after some time, Nour had offered to use the barbarian. He said that the orc clearly wasn't smart enough, and thus, would be easily manipulated. He was a mighty good distraction for the young catoblepas, and ever since then, we tend to summon him on occasions. Nour has this magic trick with sending messages across the long distances, and when we need help of a raging barbarian, we just send this orc a message, convincing him we had found a challenging enemy. He usually cannot go past the challenge, so it's easy to get him going where you want to, and do what you tell him to, if in the end he sees a mirage trophy of a dragon's head over his fireplace... or whatever they have in their tribes. He's slightly less erratic than a growing beast we were saying back then, and I dislike his lack of intelligent approach, however, he might be good at these needle-like operations, when you have to deal a lot of damage in a short period of time... needless to say, I have mixed feelings about him tagging along. Not that I could have say 'no' to him when he jumped into the conversation about the adventure Maeris's friend was coming up with, however, I think we will regret this. We will absolutely regret this.



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AYRE RAVAREL
HALF-ELF (VARIANT) | WARLOCK (1ST) | NOBLE | CHAOTIC GOOD

  • ABILITY SCORES
    STR. 5 (-3) | DEX. 14 (+2) | CON. 10 (0) | INT. 16 (+3) | WIS. 10 (0) | CHA. 18 (+4)


    HIT POINTS. 08
    HIT DIE. 1d8

    INITIATIVE. +2
    ARMOR CLASS. 13 (11+2)
    SPEED. 30ft

    PROFICIENCY BONUS. +2

    SAVING THROWS.
    • STR. -3
    • DEX. +2
    • CON. +0
    • INT. +3
    • WIS. +2
    • CHA. +6
 
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MAERIS ROSEBUSH
HALFLING | BARD (1) | ENTERTAINER
CHAOTIC GOOD


ATTRIBUTES:
STR
: 5(-3)
DEX: 16(+3)
CON: 12(+1)
INT: 10(+0)
WIS: 6(-2)
CHA: 19(+4)

SAVING THROWS:
STR
: -3
DEX: +5
CON: +1
INT: +0
WIS: -2
CHA: +6

SKILLS:
Acrobatics
(dex): +5
Animal handling (wis): -2
Arcana (int): +0
Athletics (str): -3
Deception (cha): +6
History (int): +0
Insight (wis): -2
Intimidation (cha): +4
Investigation (int): +0
Medicine (wis): -2
Nature (int): +0
Perception (wis): -2
Performance (cha): +6
Persuasion (cha): +6
Religion (int): +0
Sleight of hand (dex): +5
Stealth (dex): +3
Survival (wis): -2

BASE:
Hit Points
: 9
Armour Class: 11+3=14
Initiative: 3
Speed: 25
Hit Die: 1d8
Proficiency Bonus: +2

ATTACKS:
Rapier, +5, 1d8+3 piercing damage
Dagger, +5, 1d4+3 piercing damage

SPELLS (CHA, DC 14, +6):
Lvl 0

1. Prestidigitation
2. Vicious Mockery
Lvl 1
1. Charm Person
2. Cure Wounds
3. Disguise Self
4. Healing Word


INVENTORY:
Rapier
Entertainer's Pack (Backpack, bedroll, 2 costumes, 5 candles, 5 days of rations, waterskin, disguise kit)
Lute, panflute
Leather armour
Dagger
Favour of an admirer
Costume

FUNDS:
CC
: 0
SC: 0
EC: 0
GC: 15
PC: 0


maeris.png

Personality traits: I love a good insult, even one directed at me.
Ideals: When I perform, I make the world better than it was.
Bonds: I owe a lot to my old mentor, and will do anything to make them proud.
Flaws: I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
Languages: Common, Halfling
Proficencies: Light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords, lute, lyre, panflute, shawm, disguise kit

BASIC APPEARANCE:
Maeris stands at 2'8 ft tall, with a lanky frame. She has sun-browned skin that is freckled all over, and mismatched eyes, the left being a forest-y green while the other is blue. Her wildly curling hair is chestnut in colour and would fall to her waist if she didn't keep it all tied up in a messy bun on top of her head, with only a few curling strands falling in her face. Her front teeth have a gap in between them which, combined with the piercing in her nose, gives her a mischievous look. She prefers simple leathers, although for her performances she will make more of an effort in looking nice, often putting on pieces of jewelry to give herself a bit more bling.
FEATURES/TRAITS:
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave: You have advantage on saving throws against being frightened.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Bardic Inspiration:
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (4). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
By Popular Demand: You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), 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.

BACKGROUND:
Maeris was born to a small halfling community in the rolling hills of Stagside. Her parents owned a tavern called the Green Stalks, so she pretty much grew up on the tavern floor. However, Maeris never could sit still, and as soon as she could walk, she was out and about to explore, first the village, then the area around the village.

This is also around the time that she first started singing. She would whistle at birds, delighted when they’d whistle back, and sit at the front of every bard performance in the tavern, indignant and angry when her parents insisted it was bedtime. She learned their songs, even when she didn’t understand half the words, studied their melodies until she was able to hum them to herself, and sang them into the hills of her home.

When she was fourteen, a bard noticed her admiration of music, and invited her to sing some duet with them. She gladly took this chance to finally share her passion with someone, and for as long as the bard, an elf named Chrysalis, was in town, they sang together day after day. When Chrysalis left, she gifted Maeris her old lute, and a promise that when they came back, they’d teach her to play it.

They never did return, and so Maeris started teaching herself. After a few unfortunate moments where her parents threatened to take away the instrument if they heard one more out-of-tune note coming from her room, she got the hang of it, and soon she was composing her own tunes, to the delight of some regular customers who made a point to encourage her as much as possible.

By the time she was 18, Maeris had become a regular performer in the Green Stalks. While her parents were slightly disappointed she wouldn’t join them in the art of bartending, they were proud of her nonetheless, and ever grateful, as her performances soon drew in paying visitors when word spread of her talent. She took to mastering more instruments to spice up her routines, learned that dressing pretty and doing her hair would bring in more tips, and when she turned 21, she left the parental home, intent on spreading her fame across the country.

Of course, these were little girl’s dreams. The reality was that the entertainer’s world was harsh, and not every town had a tavern that welcomed her with open arms. She soon lost count of how many nights she spent on the streets, or in dingy pub rooms, curled around her meagre possessions. Many times, she thought about returning home – yet, time and time again, she decided against it, not wishing to flee home with her tail between her legs. The world would hear from Maeris Rosebush, even if she had to force it to listen.

Luck befell her one day as her performance drew the attention of a half-orc man named Kevkar, who recognised her talent and invited her to join his travelling troupe. Left with little choice, and excited to be amongst likeminded people, she accepted, quickly befriending the other musicians and performers of this little band of misfits. She found close friendship with a half-elven acrobat named Eli, and friendship that turned into love with a tiefling singer named Nala.

However, even when she thought she found joy, shadows still lurked around the corner. Kevkar had bigger plans for this troupe, plans that involved half the group performing as a distraction, while the quick-fingered amongst them made away with the audience’s coin purses. While at first this seemed innocent, only taking advantage of those rich and snobby bastards who refused to tip them, Maeris soon realised that it wasn’t only the rich that suffered under their antics. She saw one too many desperate housewife search for a coinpurse that had been cut, tears in her eyes, saw too many fathers yelling at their children for losing their allowances. She began to doubt, but fear of losing the only home she had known in years kept her mouth shut.

When she was 27, the troupe’s luck turned. Someone had informed the authorities, and their small camp outside the town of Bronzewich was beset upon by guards. Many performers got away in the chaos, but many more were caught, Maeris and Eli amongst them. Deciding that her life wasn’t worth throwing away, Maeris testified against Kevkar, selling him out, and she was allowed to go free while her mentor was placed behind bars. She fled town soon after, afraid of further repercussions, and has been steadfastly avoiding Bronzewich for two years now.

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Delnoa
[Lvl 1 Half-elf Rogue/Criminal]
[Chaotic Neutral]


ATTRIBUTES:
STR
: 10(+0)
DEX: 17(+3)
CON: 10(+0)
INT: 12(+1)
WIS: 14(+2)
CHA: 12(+1)

SAVING THROWS:
STR
: +0
DEX: +5
CON: +0
INT: +3
WIS: +2
CHA: +1

SKILLS:
Acrobatics
(dex): +5
Animal handling (wis): +2
Arcana (int): +1
Athletics (str): +4
Deception (cha): +3
History (int): +1
Insight (wis): +4
Intimidation (cha): +3
Investigation (int): +1
Medicine (wis): +2
Nature (int): +1
Perception (wis): +4
Performance (cha): +1
Persuasion (cha): +1
Religion (int): +1
Sleight of hand (dex): +5
Stealth (dex): +7
Survival (wis): +2

BASE:
Hit Points
: 8
Armour Class: 11+3=14
Initiative: +3
Speed: 30
Hit Die: 1d8
Proficiency Bonus: +2

ATTACKS:
Rapier, +5, 1d8+3 piercing damage
Shortbow, +5, 1d6+3 piercing damage
Dagger, +5, 1d4+3 piercing damage

SPELLS (ATR, DCsave, +XX):
Lvl 0

1.
2.
Lvl 1
1.
2.
Lvl 2
1.
2.
Lvl 3
1.
2.

INVENTORY:
Rapier
Shortbow
Quiver with 20 arrows
Two Daggers
Explorer's pack (Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope)
Thief's tools
Crowbar
Dark common clothes with hood

FUNDS:
CC
:
SC:
EC:
GC: 15
PC:



Delnoa Image.png

Personality traits: I'm always looking around for things such as guards, escape routes, and valuables to steal. And I don't trust people easily, but that doesn't mean I won't be friendly to them.
Ideals: I don't mind stealing from people who have never wronged me personally, but I've never stolen more than my victim could afford to lose. I know what poverty's like.
Bonds: Besides my current allies, Skyla - my mentor and now my criminal contact - is the only person I've ever really gotten close to. I'd never willingly betray her, or anyone else in my guild.
Flaws: Though the time I've spent with my friends has made me less selfish than I used to be, there's still a part of me that only looks out for myself, and how I can better my lot in life.
Languages: Common, Elven, Goblin
Proficencies: Light armor, Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords, Thieves' tools, Dragonchess

BASIC APPEARANCE:
Delnoa is a 21 year old half-elven woman who stands at 5'7 ft tall. Her red hair reaches down to the middle of her back, and so she typically wears it in a ponytail. Her eyes are blue.

FEATURES/TRAITS:
Darkvision
Thanks to your elf blood, you can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Skill Versatility
You gain proficiency in two skills of your choice.

Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Stealth and Athletics)

Sneak Attack
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.



BACKGROUND:
Delnoa was born in Anos-Narak, a prosperous and well populated city-state on the coast, to an elven father and a human mother who was married to another man. Not wanting anyone to know that she had had an illegitimate child, Delnoa's mother left her infant daughter on the front step of the nearest orphanage, and disappeared before anyone could see her.

The orphanage was not a completely awful place to grow up, but it was strictly run, and underfunded. Delnoa not only went to bed hungry on many nights, she found herself stifled by the rules and restrictions placed upon her. As a result she would often sneak out of the building to explore and run along the streets and rooftops of the city, and steal things in order to fill her stomach a bit more, first by swiping food from market stalls, and then by pickpocketing other citizens of the city. By the age of 14, she ran away from the orphanage for good.

She lived on the streets for a few months, stealing to get by, before she decided to try her hand at burglary. The first house she broke into, however, happened to be the home of Skyla Softhands, a prominent member of the city's thieves guild. But rather than try and kill her, Skyla was impressed by Delnoa's nerve and skill, and took her on as an apprentice.

Life in the guild was very much to Delnoa's liking. Most of the time she was free to do as she pleased, and she could enjoy the services of the guild - namely its hideout and its fences - whenever she wanted. All that was required in return was that she not betray the guild, and give them a portion of her loot. As she worked and studied in the guild over the years, she gradually grew close to Skyla, who saw her as one of her favourite students. In her later years she would run into a Kenku - a very rare sight in the human, dwarf, goblin and orc populated Anos-Narak - with the name of Howler, whom she would save from being trampled. The Kenku would later repay Delnoa by bailing her out when she got herself arrested.

In her early years as an apprentice thief, Delnoa limited her activities to Anos-Narak, but bit by bit the wanderlust that had driven her to leave her orphanage reasserted itself. When she was 18, a troupe of musicians and other performers came to Anos Narak. Delnoa infiltrated one of their performances to see if there was anything worth stealing, but instead, she discovered that there were members of the troupe were also thieves, who pickpocketed audience members as they were distracted by the performers. Making a quick decision, she approached the leader of the troupe, a half-orc named Kevkar, revealed her knowledge of the troupe's illegal activities as well as her own thieving skills, and convinced him to let her join them.

Delnoa spent about a year in the troupe, during which she traveled around the world, stole more than her fair share of coins and trinkets, and got to know Maeris Rosebush, a halfling bard and one of the troupe's more long-term members. However, she gradually become disillusioned with Kevkar due to his habit of stealing from anyone in the audience, regardless of whether or not they could afford the loss of what was taken, a habit she was very much opposed to She was considering leaving and making her way back to Anos-Narak when the troupe was betrayed to the authorities outside a town known as Bronzewich. Her decision effectively made for her, Delnoa grabbed a sackful of the troupe's loot before making her escape and travelling back to her hometown.

Returning to Anos-Narak, Delnoa resumed working for her thieves guild, but disaster struck late in her 20th year, when the guild was betrayed by one of its members. The city watch forced their way into the guild's headquarters, and Delnoa and Skyla were among the few who managed to escape the subsequent slaughter. Now, Delnoa no longer had access to the resources and protection of the guild, and the city watch was actively hunting its remnants. Seeing little other choice, Delnoa left the city once again, and joined up with a group of adventurers that included Maeris and Howler, as well as the Dragonborn knight Ra Numis, the Half-elven warlock Ayre Ravarel, and the Dwarven cleric Sion.

Elsewhere, Skyla discovered that the traitor was supposedly hiding on the island of Kal'Haem, and passed the message on to Delnoa. Since the half-elf and her group had just been hired to provide protection on board the Stormrider, a merchant ship travelling to Kal'Haem, this worked out quite nicely for her.

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Andrilak Dhan'dekaar

Lvl. 1 Bugbear Monk/Hermit

True Neutral




ATTRIBUTES:

STR: 14(+2)

DEX: 16(+3)

CON: 12(+1)

INT: 9(-1)

WIS: 14(+2)

CHA: 10(+0)


SAVING THROWS:

STR: +4

DEX: +5

CON: +1

INT: -1

WIS: +2

CHA: +0


SKILLS:

Acrobatics (dex): +3

Animal handling (wis): +2

Arcana (int): -1

Athletics (str): +4

Deception (cha): +0

History (int): -1

Insight (wis): +4

Intimidation (cha): +0

Investigation (int): -1

Medicine (wis): +4

Nature (int): -1

Perception (wis): +2

Performance (cha): +0

Persuasion (cha): +0

Religion (int): +1

Sleight of hand (dex): +3

Stealth (dex): +5

Survival (wis): +2



BASE:

Hit Points: 9

Armour Class: 10+3+2=15

Initiative: +3

Speed: 30 ft

Hit Die: 1d8

Proficiency Bonus: +2


ATTACKS:

Handaxe, +5, 1d6+3 Slashing Damage
Dart, +5, 1d6+3 Piercing Damage
Unarmed, +5, 1d6+3 Bludgeoning Damage

SPELLS (ATR, DCsave, +XX):

Lvl 0

1.

2.

Lvl 1

1.

2.

Lvl 2

1.

2.

Lvl 3

1.

2.


INVENTORY:

Handaxe
Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft of hempen rope)
10 darts
Scroll case
5 pieces of parchment detailing Andrilak's study of the Way of the Open Hand
Winter blanket
Set of common clothes
Herbalism kit


FUNDS:

CC: 0

SC: 0

EC: 0

GC: 5

PC: 0






3069ba9dcf0aacbe7643faeaf0aea0ca--pathfinder-rpg-guild-wars-.jpg


Personality traits: To me, lying is a tool for cowards, and I am no coward. Omitting parts of the truth, however, is a sign of cleverness and perfectly fine.

Ideals: Without some degree of honor, peace of mind and lasting contentment are impossible.

Bonds: I must share my discovery with my people, but only when I am certain they are willing to accept it.

Flaws: I will not back down if personally challenged, no matter my chances.

Languages: Common, Goblinoid, and Giant.

Proficencies: Simple weapons, shortswords, cook's utensils, herbalism kit.



BASIC APPEARANCE:

Bugbears are known for being fearsome in form, and Andrilak is not an exception. At 7'5" and weighing 310 lbs, he's large enough to tower over most members of the other races. He's in his twenties, so his body lacks the wrinkles and creases that identify older bugbears, but his flesh is by no means pristine. Scars mark his body, each a failure in his training, a lesson worth remembering. His eyes are yellow, but most wouldn't be able to tell upon first meeting him. The irises of bugbears pale in bright light, and their pupils constrict to an incredible degree. To most, his eyes are simply white, with small pupils. In dim light or darkness, however, his eyes look remarkably similiar to those of the humanoid races, albeit an exotic shade of yellow. He braids the black, course, fur-like hair on his head and neck, allowing it to grow long. The hair on his forearms, back, and lower legs is left groomed but free to shed. His facial hair grows in at a lighter shade, closer to the gray of his skin, and takes as much attention as it can from his prominent tusks. His voice is a deep rumble, each word deliberate. Andrilak avoids restricting clothing, and will forgo certain articles of his attire in order to free up his movement. It also allows him to display the red Sushaan, or war markings of his clan.

FEATURES/TRAITS:

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Long-Limbed: When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Sneaky: You are proficient in the Stealth skill.

Surprise Attack: If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.

Unarmored Defense: At 1st level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier + your Wisdom modifier.

Martial Arts: At 1st level, you gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

1. You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes and monk weapons.

2. You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table

3. When you use the Attack action with an unarmed strike or a monk weapon, you can make one unarmed strike as a bonus action.

Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery.

BACKGROUND (WIP):

Deep within the Burning Wood, where immortal trees blaze and fall to ash only to grow on the same roots in an unending cycle, a child was born. Andrilak, though he had no true name yet, was born in darkness, the canopy too thick for day to penetrate. Yet, in this darkness, he first beheld his mother's face. Donamia, speaker for the gods and ancestors, whose wise, impassioned voice could catch the pointed ear of any goblinoid. His father, Orndror, stoic and severe even at such an occasion, whose hands could turn a flower into life saving paste, or mend a man split open from shoulder to hip. That day, his clan name was given, Dhan'dekaar. It is what he would go by until his Day of Names.

Dhan'dekaar was an only child, his father thought infertile due to accident until his birth. He lived in one of the many nomadic goblinoid clans of the Burning Wood, moving with the burn cycles of the forest. By his fifth year he could run and climb freely, no longer soiled himself, and could map out the section of wood near camp in his head. His mother was highly sought after for council, her words capable of comforting grieving widows and inspiring uncertain raid leaders alike. She was predictably often busy, but what time she had she spent teaching Dhan'dekaar of the beliefs of his clan and their people. She taught him that all goblinoids came from Achateiki, the goddess of might, each an attempt to create a being with the power to rule all others. The goblins, nimble and tricky, the bugbears, large and strong, and the hobgoblins, cunning and adaptable. She also spoke of the ancestors, and how bringing glory to the race, and therefore Achateiki, determined one's place in the afterlife. Sometimes, she'd speak of the "pretender" gods, often with foul words, and of their followers. His father, on the other hand, spoke little. Instead, he showed Dhan'dekaar, taking him along sometimes while working. He showed him how to collect and use plants, and how to keep a body alive. But both spoke of the War. Always the War.

There are differing ideas among the goblinoids of the Burning wood about what exactly started the War, but all share one thing in common. It is wrath for the acts of the lesser races. Long ago, before the goblinoids came together in the clans, the three races were embroiled in a war to determine Achateiki's chosen. This war had gone on for nearly a century, or so the story goes, and showed no sign of determining a victor soon. Then along came one of the lesser races, some say the elves, others the dwarves, offering trade and new tools of war. Each goblinoid race eagerly accepted, trusting the strangers to ensure their victory against the other two. The bugbears, goblins, and hobgoblins decimated each other, and it was only after accidentally discovering hobgoblins being loaded into a boat wearing chains on their wrists did they realize the truth. Betrayed, they drove out the foreigners, slaughtering the villages they'd set up in goblinoid land, and reveled in their vengeance. But soon the treacherous humanoids returned, with whole battalions in tow, ready to bring death all goblinoids. Weak from their recent war, the three races fled, eventually settling as nomads in the Burning Wood, a place to strange and dangerous for the lesser races to follow them. They formed a pact of solidarity, to put all efforts towards retribution against the lesser races. Only once all humanoids had been brought to heel could a new war for Achateiki's chosen be considered. This Dhan'dekaar was told, and this he believed.

During his fourteenth year, he was chosen by the Dhogecs, or "Furious Ones", whose anger let the bend armor with their blows and hold back a charging horse. He was sent by his parents to live in their camp and be trained by them. He obeyed, and was put to work doing chores. He cooked for the Dhogecs, kept the camp clean, and watched them with the other chosen students. Little would change until his sixteenth year, when he was dubbed Andrilak on his day of names. Now an adult, the actual training began.

The training he underwent was harsh and cruel, intended to cultivate rage in it's participants. He was beaten, and made to fight other students in matches that had no rules. He did not hold back, he refused to break, and when his nineteenth year came, the final trail was before him. One by one, the students finally tapped into their rage and, in a single strike, shattered a stone with nothing but their fist. Andrilak tried, he tried as hard as he could, but he could not tap into his anger. He struck the stone anyway, but didn't even crack it. He was declared a failure, and made a pariah. The entire clan shunned him, even his own family. Desperate to regain their love, and reeling from the shocking direction his life had taken, he set out on a lone raid to prove himself, armed only with a wood chopping axe and a few hunting darts. He had just begun his nineteenth year.

Soon he found a small, isolated building of simple design where a group of humans lived, seemingly alone from civilization. His head filled with visions of glory, he attacked head on, roaring and swing his axe about. The first human he attacked moved faster than he could see, and despite being unarmed, knocked him unconscious. When Andrilak came to, his hands were bound, and one of the humans, a leader by the looks of her robe, was standing over him. She asked why he was there, and he told her. She asked why he wanted to kill her disciples, so he told her the story. She asked why they were guilty for their ancestors' crimes and this confused him. Within a day, he had abandoned his dreams of redemption through war, and was being taught the ways of the monks.

He did not stay long however. He had too much to consider now, his mind free from turmoil and allowed to think. He wandered the lands far from his home as a hermit, training himself, and searching for the truths of the world.



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[Cuchulain]
[Half-Orc |Barbarian (Level 1) | Outlander (Tribal Marauder)]
[Chaotic-Neutral]


ATTRIBUTES:
STR
: 18(+4) - 20(+5) = Racial Bonus
DEX: 9(-1)
CON: 16(+3) - 17(+3) = Racial Bonus
INT: 4(-3)
WIS: 4(-3)
CHA: 12(+1)

SAVING THROWS:
STR
: +7
DEX: -1
CON: +5
INT: -3
WIS: -3
CHA: +1

SKILLS:
Acrobatics
(dex): -1
Animal handling (wis): -3
Arcana (int): -3
Athletics (str): +7
Deception (cha): +1
History (int): -3
Insight (wis): -3
Intimidation (cha): +3
Investigation (int): -3
Medicine (wis): -3
Nature (int): -1
Perception (wis): -1
Performance (cha): +1
Persuasion (cha): +1
Religion (int): -3
Sleight of hand (dex): -1
Stealth (dex): -1
Survival (wis): -1

BASE:
Hit Points
: 15
Armour Class: 10+3+(-1)=12
Initiative: -1
Speed: 30ft
Hit Die: 1d12
Proficiency Bonus: +2

ATTACKS:
Greatsword, +7, 2d6 +5 (+7 - Rage Damage) [Heavy, Two-Handed] Slashing Damage
Greatclub, +7, 1d8 + 5 (+7 - Rage Damage) [Two-Handed] Bludgeoning Damage

SPELLS (ATR, DCsave, +XX):
Lvl 0

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Lvl 1
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2.
Lvl 2
1.
2.
Lvl 3
1.
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INVENTORY:
Traveling Staff: A small sick made for walking - Cuchulain acquired this staff when he left his clan's territory to go on his pilgrimage of battle and honor. It's half his height and it is very nice as a walking sick.
Hunting Trap: When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Owlbear Skull: Earned after hunting down and slaying an Owlbear with other young members of his tribe, Cuchulain was reward it's skull as sign of adulthood along with manhood which he was seen as a key part of the hunt and defeat the creature. He hangs it's skull on his belt by tying a rope and firmly keeping it secured which it's bone white contrasts against the contrast against the blacken forest green of his skin & the darken colors of his plaid, cape & kilt.
Highlander Clothes: Customary clothing that is to be worn by the warriors of the Barbaric Highlands Clans which different Clans have different traditions and the likes. Cuchulain belong to the sea-fairer cliff-based region of his homeland as his clans named was Clan Kalkun, they have dark red, grey & a light brown as their colors.. Picture Of Fron And Back Below.
latest

Face-Paint is a darken/dried blood red color as well which is difference from Cuchulain's original skintone. The top part of the outfit can be worn in that traditional manner but Cuchulain can instead uses his furred cloak & cloth cloak as huge belts around his waist revealing his muscular and bulker upperbody which some piece of the cloaks will hang off slightly in a way as how towels would hang if tucked into lower parts of the body. Yes, he does have a kilt and no, he has small shorts underneath.
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Symbol and pattern of Clan Kalkun make Cuchulain a representative in his homelands along with Clan Kalkun.
Gold Pouch: A leather pouch with a string that hangs on his belt which contains and carries his money which is always helpful. He also has 10 gold at this current moment.​

FUNDS:
CC: 0
SC: 0
EC: 0
GC: 10
PC: 0​



[
orc_by_kanaru92-d318umo.jpg
]

Personality traits: Battle-Lover - I seek to fight in glorious battle upon battle in which i purse combat to the fullest and most dangerous possible ways that it might be. I do not carry for many things aside from this and I'll enjoy whenever it's plentiful which my rage fuels my violent ways through out my life.

Ideals: Chaotic - Life moves like seasons. Changing over and over and over again, free until it's completed it's task and I am the same for i'm free.

Bonds: Clan Way - My people's teachings are to fight, live and survive to next day and do so to the absolute fullest and that's what i shall do. My traditions have been pasted onto my mother and her family for generations upon generations so i seek to continue those traditions with my every breath.

Flaws: Might Makes Right - How my people settle things are though combat and combat alone so my first reaction to something that bugs me, annoys me or drives me over the end is to kill it, smash it or destroy it.

Languages: Common, Orc & Giant

Proficencies:
Armor - Light armor, medium armor, shields
Weapons - Simple weapons, martial weapons
Musical Instrument - Bagpipes

BASIC APPEARANCE:
Standing 6,8 feet or 203 CMs in height whilst weighing a colossal 400 lbs or 181 kgs of pure muscle. Cuchulain appears like how the northern Barbarians of legends who were colossal and savage warriors that tower over most warriors or dwarf them in terms of physical muscle mass and size. Cuchulain's orc heritage is more present in comparison to his human as his eyes are pure crimson red and he has larger than most tusks which will be jutting out of his mouth more presently than other half-orcs with a straight hair grows atop his head that is placed into a poytail along with his headband covering his hairline. Everything about him is huge and wide, very comparable to a full-orc that veins will be bugling all-cross his body however his human features come in the form of having a more rounder nose, slightly-edged ears, his skin-tone doesn't reach the near black green that regular orcs will reach with elderly age as he is a very dark green in terms of skintone.
FEATURES/TRAITS:
Half Orc - Features
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Menacing: You gain proficiency in the Intimidation skill.
Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Barbarian - Features
Rage: On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.​
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.​
  • You have resistance to bludgeoning, piercing, and slashing damage.​
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute/10 rounds if in combat. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Background - Features
Wander:
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.​
BACKGROUND:
Born in north-east region of the world, a land simply called by the rest of the world as the "Highlands" Well-known for it's very high sea-side cliffs, wide-ranging monsters and warring Barbarian Clans of multiple races and people. Two rival clans fought for many years, a human clan known as Clan Kalkun who fought against Hunmong, an Orc Clan. They fought for decades upon decades which lead to Cuchulain's birth as his mother, a female warrior was raped by his father who was an Orc Raider, this lead to his birth later in life that causes his mother great strife and disgust from her clansmen who saw this as a form of weakness to give birth to a half-human in the form of a half-orc.

Named Cuchulain after a legendary hero of the land, a Barbarian whose strength could rival dragons that lead to the young Cuchulain being raised among his people who despite see him as a monster. They could see that he wasn't a simple beast as he held his head high like any other Kalkun Clan-Member but he held a anger, a beastly and primal anger that dwarf his brothers and sister in arms. It seemed to make his skin like iron, his muscles greater than the large oxes & wild-cattle of the land and his strikes bone rattling which some of the berserkers of the Clan Kalkun took him in and begun to taught him their ways of life and how to live like a berserker.

Reaching the age of 14 years old, he was fully grow unlike those who were the same age which lead to Cuchulain joining the older and fully human member young adults to join in the coming of age ceremony. A hunt of a monster and task of killing it which was an Owlbear and the group did so, they found the beast and battled for hours which they pushed through injury and pain until Cuchulain held his greatsword powerfully in both hands and cut the beast's head off it's body. Huffing and puffing, the large half-orc screamed a warcry of victory along with his brothers and sisters who cheered with him.

Becoming an adult at that young age or fully grown age for a Half-Orc, Cuchulain was allowed by the Village Elders to go on a pilgrimage around the world as did the Berserkers of Clan Kalkun and he did so. Leaving his homeland and journeying towards the south as the Northern Barbarian traveled around the world for a time being a savage sell-sword only to meet a group of people a year after he left which landed into some crazy and bizarre adventurers. They were interesting and quite bizarre people but they seemed to help out Cuchulain so he joined them leading to

Hm, That little tick is a joy to be around. She remind me of some of the babes that play in their homes who come out to look at Lads training, their brothers, uncles or fathers who kept their skills well and anger strong. I meet the bird lass when i met... him, We tried to bring that damn beast down but i got my ass kicked by it. It got lucky that time. Why would i loss to some stupid piece of shite animal, the battle was won by it but the battle was from over, ya git.

Zo the Dragonborn guy came up to me and ask what i was doing.... i told him to go kiss-off to whatever nest brought his boney self into the world... He didn't like that when i said that. So we argued...and argued as it went from insults to how to deal with the damn beast, we went back and forth until we somehow managed to figure something out between us. We pinned down the creature and killed it, i was exhausted so i wasn't at my best fighting shape..... I couldn't find good food for a while. So when the chief came, the damn guy offered me the money... What i fought against wasn't a challenge, it was a test for a weakling 'zo i told him to go kiss off and take his reward so that Dragonborn can get it, i didn't need the money. Afterwards, i traveled to the local tavern and got a drink.... It was shite mead but better than nothing but somefing caught my ear and i turned. It was the damn Dragonborn along with a small group of a couple other folks who didn't seem like much whilst i saw a Halfing & a Kenku or whatever those bird-people were called. They had talked about adventure....and i felt my blood boiling, they seemed to be able of handling themselves so that was sumfing along with...the Dragonborn, scrawny puke which i stood up and went over.

I asked if they had a seat for one more and the little bird freaked out...what.....Okay, my greatsword was stick out abit when it was on my hip so that might've scared her. I introduced myself and wondered if they wanted another, the Dragonborn didn't want me around but he saw my use...piece of shite if you ask me however the bird started asking me questions and i answered which that continued....and continued....and continued. She would talk for a while until the moon was in the middle of the sky...a long time, huh? She was interested in me and very...touchy, it was rare in these lands but it happened plenty where i came as the full-blooded humans that i grew up with were similar. I join this group and i've enjoyed the interactions that we have between us, she wants to learn about my people and myself so i'll tell the little bird. Idea Idea

B

That Dragonborn can go suck himself. Princey, prance, dancy zogging piece of shite & some one who pisses me off. We meet.....a while ago.... i 'fink but don't quote me on 'dat. Zo, A year or two ago when i started traveling across the land to the south, I arrived in some far of town. Kinda shite cause houses look like 1 copper brothels but i saw a big one on the hill so I was wondering what was going on, I saw that there was a zogging contract for a big-damn boar so i took it and went to who wanted the damn thing dead which it was a some wealthy human, an old jackass in my option but he was paying some money however i couldn't care about the money. Only the combat.

So i managed to track the beast around in the forest and it was at a watering-hole, drinking it's fill of water. So i grasped my greatsword and charged forward, shouting like a beast and raising my blade above my head to bring it down on the creature but it was tough however that Dragonborn distracted me and it hit me good, enough to knock me out as well. When i came to, this bastard was helping me and crap so i told him to piss off and i went after that piece of shit. He tried his way as he caught up to it before me whilst i got to it once again but it lead to a boulder falling on me, no stupid boulder was gonna crush me. So we 'agreed' to team-up and we slammed that thing into the ground but it wasn't enough, it didn't drive me to being near death. I didn't get that thrill, that thrill of battle so i told that old-man to piss-off with his reward. That Dragonborn doesn't like me and i don't like him as well so that's something but he told me about something worth of fighting.... Stupid Dragon-face, Scalie, Lanky, Blue-Fruit Knight Bastard.
kevintheradioguy kevintheradioguy

Extra: Cuchulain is currently 17 years old however he is a fully grown male because of Half-Orc nature. He has experienced that an adult would have from drink to physical pleasures.

During combat related posts, Cuchulain's fighting style could be considered to be similar to Siegfried & Nightmare (From SC I & SC II) which means big strikes & stance-related maneuvers along with some techniques from the Highlander class from For Honor but that fighting style is seen the most whilst he is wielding the Greatsword or heavy two-handed sword-like weapons.

His fighting style with a Great-Axe, Battle-Axe, Maul & Warhammer is similar to Astaroth/Berserker (From Soul Calibur 1 and onward ((For Astaroth)) & 3 ((For Berserker)) which is represented from brute force strikes & slamming attacks for displays along with sudden & powerful grapple-like techniques to catch his opponents off guard whilst small technical bits and pieces are taken from Raider class from For Honor allow for Cuchulain to use the every part of the weapon.​

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