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fenrirlokison

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Posts posted by fenrirlokison

  1. I was thinking about using the top character post for this, but thought it was big enough.

    Background equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15gp

    Shopping!

    200g +15g = 215g

    - Studded leather 45g

    - Rapier 25g

    - Dagger 2g

    - Dungeoneer's Pack 12g (Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)

    - Pan flute 12g

    - Horn 3g

    - Drum 6g

    - Short bow 25g

    - 20 arrows 1g

    -----------------------------

    84g

     

    I'm honestly not sure of what to buy in D&D 5e, but I have a feeling the amount of gold she has isn't really enough for an armor upgrade or like some magical item that adds to AC or something.

     

  2. Ah, thanks! Actually, I think Asarious will serve better. Urzin certainly doesn't seem to be a place that would appreciate much art. I could be wrong >.>. Seems like a really cool city though. Rosohna isn't too bad of a place either. Xarzith Kitril isn't too bad either...

     

    EDIT:

    I mean, I'm not really sure Asarious is a place where there would be forgery and art... but I don't want to assume it isn't because it's goblin like. hmmmmm... I think I'll go for Rosohna though.

  3. I'm thinking my character got abducted as a young child by some criminal gang and was used to make forgeries. I'm thinking she has gotten away from them and ended up in Jigow. Is there a city that might would have such a gang near by? It could be a day or two away... maybe more. Should I just come up with a name for it? I'm a bit cautious to just up and make a whole city in someone else's game. Village, sure, city, not so much. Forgery seems big city crime to me.

  4. Piper
    Race: Kenku Sex: Female Age: young adult
    Size: Small Height: 5 foot Weight: around 50ish lbs
    Alignment: Neutral good Background: 
    Class: Bard Deity: N/A

    "Hello~ Would you like me to play for you? You'll never forget it and it will make you happy."

     
    image.jpeg.b66e34e00d17f2962245985989de3c5d.jpeg
    Personality

    "Let's laugh and sing together!"

    • I have a joke for every occasion, especially occasions where humor is inappropriate.
    • Sarcasm and insults are my weapons of choice.
    • I love a good insult, even one directed at me.
    Ideal

    "No worries! I will make everything better by singing!"

    • Beauty. When I perform, I make the world better than it was. (Good)
    • People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
    Bond

    "I'm gonna share the gift of music with everyone!"

    • All my instruments are my most treasured possessions.
    • I have a family, but I have no idea where they are. One day, I hope to see them again.
    Flaws

    "Oh yeah, well watch me!"

    • I can't help but pocket loose coins and other trinkets I come across.
    • I'll do almost anything to win fame and renown.
    • I'm horribly jealous of anyone who outshines my handiwork. Everywhere I go, I'm surrounded by rivals.
    Just a bit more on personality

    - Quirks: Takes pride in their feathers, Tends to laugh a lot (even when scared), Moves around when talking (from hand gestures to her whole body), gets distracted by most things in the like list, 
    - Goals: To fly, find her family one day, to become well known and famous
    - Fears: Straw people, people that stand in one spot for a very long time
    - Likes: Music, attention, dancing, wind, heights, colorful yarn/string, shiny things
    - Dislikes: Silence
    - Hobby: Playing on one of her instruments

     
    Description

    There is no doubt that Piper is a kenku. Black, glossy feathers appear well taken care of and anything that does not belong in them gets removed with a quickness. Light blue eyes, with big pupils shine with friendliness. They squint with happiness as her beak opens up into an unmistakable smile. It is not uncommon to see her skipping and hopping about, although only standing about 5ft, she may get lost in a tall crowd. Even in a tall crown, one might catch the sight of a greenish-blue hood or a red scarf bouncing about. If it wasn't a flash of color, it's likely the sound of a pan flute as she makes her way to where ever she is aiming for. Random colorful patches are worked into the greenish-blue garment. Colorful yarn and string are worked together in braided knots that hang here and there on her garment. She tends to not wear shoes, preferring the feeling of ground on her feet and the flexibility.

     

    Backstory

    Short and sweet:

    Born as Rowdy, she was taken as a young child and sold to a gang in Rosohna, who named her Arty. The gang used her for forgery. Arty met a bard and found her calling. She escaped the gang and renamed herself Piper.

    Rough:

    Piper has had a couple of names. Her parents named her Rowdy, as she seemed far nosier than other children around her and continued to be as she grew up. Kenku's tend to be good at criminal activities, which make them rather appealing to certain groups. Rowdy was taken while she was still rather young, sold to a gang in Rosohna, and given the name Arty. It wasn't too bad working for this group, they weren't horrible to her. As a matter of fact, they were pretty nice to her, once she got good at what they wanted her to do. Like most Kenku's, Arty had the skill of forgery. Her best work delt with signatures or paintings. She loved their praise, but wanted more. No one outside the gang could know what she did, she couldn't point at it to show it off. The signatures and paintings were just copies, she had no freedom to do anything to them that would change them in any way. She didn't really know why it bothered her, wasn't the praise from those around her enough? The gang may as well have been her family after all, they did raise her from the young age that they got her and taught her things.

     

    Arty noticed people that got attention from others and there was none better than a bard, particularly the ones that come from other places. Rosohna is a dreary metropolis, it's cloudy skys wasn't the only thing grey. Either the grey took over the people or they fought it off with bright colors. More often then not, the grey was ever present. Arty had always been enamored with bards and felt like music was the best thing that ever existed, even the sad ones that seemed ever so present. It took a little while for it to occur to the kenku that she could become one and the attention was one of the things she was missing in her life. It seemed to hit her out of the blue one day, as she listed to a bard playing. She could do that. After the bard's performance, Arty went out to get an instrument, only to find that all stores were closed. Impatient, she finds the bard and out right asks them if they would give her one of theirs. The bard was rather surprised by the request, signed a pan flute, and handed it to Arty. Arty was actually rather surprised it worked. This bard just gave her an instrument, for free! The kenku thanked the bard profusely and then ran off to practice it. Before she got too far, the bard called her back and offered to teach Arty a thing or too before they continued on their way. Arty was a quick learner and happily played the pan flute most of her free time. The gang didn't mind much, it was free entertainment after all.

     

    The problem came when the tengu expressed wanting to play in other areas. She was only allowed to go so far. The gang never let her out of their sight and she could only travel inside their territory. Arty started to feel caged in. She wanted to go out into the world and play music for people. She had to escape. The first time she got caught trying to escape, all her freedom was taken. She was no longer allowed outside of the main building and her security increased. She needed a distraction, but wasn't sure what to do. Simply playing her music wasn't enough, she waited for when they had a reason to celebrate. When the time came, she encouraged drinking and carefully saw to getting everyone as drunk as they could. There were a few she had to spike, but managed to get enough drunk enough to escape. In order to try and stall any tracking her down, she took a forged note that was the leader of the gang, confessing what he did and lead the authorities to the gangs location. Arty started calling herself Piper in worry that her old gang might find her, not to mention as a sign of changing her life. She actually feels rather bad about what she did and misses them. As she traveled, she caught herself thinking about them and her family that she was taken from. What if her parents were in Rosohna? Would she ever be able to go back there? She remembered her parents and her actual name, but where she grew up was a bit of a blur. She finds herself in Jigow mostly by chance, sometimes she stowed away on a caravan, sometimes she preformed as her payment of travel. Piper wasn't so much concerned about where she was going, only that she was getting away from Rosohna.

    The Questions
    • What's one small heroic deed you've already accomplished? She likely helped the Aurora Watch along with taking a gang down.
    • Do you give your trust easily, or do people have to earn your trust? Yes
    • What's one thing you want more than anything else? How will being an adventurer help you achieve it? Attention and to become famous. The only way to get real fame is travel.
    • Why is your character in Jigow? What brought them here? Circumstance mostly.



    ABILITIES & SKILLS
    Proficiency Bonus: 
    +2

    STR DEX CON INT WIS CHA
    10 15 12 8 10 18
    Bonus +0 | Save +0 Bonus +2 | Save +4 Bonus +1 | Save +1 Bonus -1 | Save -1 Bonus +0 | Save +0 Bonus +4 | Save +6
    Athletics +0+1* Acrobatics +4
    Sleight of Hand +4
    Stealth +4
      Arcana 1
    History 1
    Investigation 1
    Nature -1+1*
    Religion -1+1*
    Animal Handling +0+1*
    Insight+0+1*
    Medicine+0+1*
    Perception+2+2 (EX)
    Survival +0+1*
    Deception +6
    Intimidation +4+1*
    Performance +4 +4(EX)
    Persuasion +6

    Bold denotes proficiency (saves & skills) | * denotes jack of trades | (EX) denotes expertise

    PROFICIENCIES & ABILITIES

    Proficiencies Class Abilities Feats
    • Armour: Light
    • Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    • Tools: Drum, pan flute, horn
    • Languages: Common, Undercommon
    • Bardic Inspiration
    • Jack of All Trades
    • Song of Rest
    • Expertise
    • Bard College (Lore)
    • Cutting Words
    • N/A
       

    8437-200.pngATTACKS

    WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
    Rapier +4 1d8+dex piercing Finesse
    Dagger +4 1d4+dex piercing

    Finesse, light, thrown (20/60)

    Short Bow +4 1d6 piercing Ammunition 20/20 , range (80/320), two-handed
     

    688885-200.pngEQUIPMENT READIED


    Equipped Items:

    ARMOR WEAPONS READIED ITEMS
    • Studded Leather Armor
    • Rapier
    • Dagger
    • Short bow
    • Rapier
    • Pan flute
    • Drum
    • Some money

     

    education_icons_IF-06-512.pngEQUIPMENT STORED


    Stored Items:

    IN BACKPACK STRAPPED TO BACKPACK IN STORAGE
    • crowbar x2
    • hammer
    • 10 pitons
    • 10 torches
    • tinderbox
    • 10 days of rations
    • some money
    • Bedroll
    • Waterskin
     
     

    Item_necklace_9.pngMAGIC ITEMS


    Magic Items:

    NON-ATTUNED ATTUNED 0/3
    •  
    • N/A

    Shamelessly stolen format from Rum

    Opps, rolled one too many times. I'll just ignore the last one.

  5. I should probably put this here huh? >.>

    Hello~

    So the main plot is to free a mythic hero from their prison? The group is called upon, by whom? What might drive a person to do this about someone they may not have heard of and might not even be real? Just trying to figure out some motivation. Got any role you looking for? Seems to be a good amount of magic/Psychic stuff going on. I saw mention of drow and Underdark, plus the name... Even though I'm not all that familiar with all that stuff, I'm guessing this is set Underground?

     

    ( Hey Rum : D )

     

    I might be a bit excitable... and jumped the gun a bit, I'm reading up.

  6. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 35/35 


     

     

    "I'd be nice to get a drink.", she says in hopes that maybe the others might change their minds and want to stop by the city. The dead bodies they passed at the mists seemed to be surrounding them. Nox tried to ignore them both, but they seemed to seep into her and drown her very soul. At some point she takes her throwing axe out and seems to contemplate its sharpness. Her thoughts dip into dark places and as she stares at the axe. Mace tries to remind her of her reasons for living, not really understanding why the thoughts were there or how to deal with them, but not wanting Nox to succumb to them. A spark jumps from the axe to her warforged arm, jolting her out of her reverie. Unable to see what is causing the electricity, a part of her wishes for it to just hurry up and put her out of her misery. In any case, she stands at the ready.

     

     

     

    ----------------------------------

    *Armed with throwing axe

    -----------------------------------

    Special effects

    * Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

     


     

     

     

     

  7.  

    Ranger

    image.jpeg.d47c08b2583c7ac7d45d1e06ac766570.jpeg

    "Anyone and anything can become hunted."

     

    Ranger 1


    Medium humanoid female (Tiefling: Bloodline of Levistus), true neutral


    Armor Class 15

    Hit Points 12
    Speed 30


    Senses darkvision, passive perception

    Languages common, Infernal, elvish

    Proficiency Bonus +2

     

    ABILITIES & SKILLS
    Proficiency Bonus: +2


    Strength 14 (+2)
    Save +2
    Athletics +4


    Dexterity 14 (+2) 
    Save +2 
    Acrobatics +2 | Sleight of Hand +2 | Stealth +4


    Constitution 15 (+2)
    Save +0 
    No skills associated.


    Intelligence 10 (+0)
    Save +0
    Arcana +0 | History +0 | Investigation +0 | Nature +2 | Religion +0


    Wisdom 12 (+1)
    Save +1
    Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +3


    Charisma 10 (+0) 
    Save +0
    Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

    *  Bold denotes proficiency.

     

    PROFICIENCIES & ABILITIES


    PROFICIENCIES

    • Tools Herbalism kit (from background)
    • Instruments  None
    • Weapons Simple weapons, martial weapons
    • Armors Light armor, medium armor, shields

    RANGER CLASS ABILITIES

    Favored Foe | Natural Explorer


    RACIAL TRAITS
    Darkvision | Hellish Resistance | Legacy of Stygia


    FEATS

    N/A

     

    WEAPONS


    WEAPONS

     

     

    EQUIPMENT & ENCUMBERANCE


    TOTAL ENCUMBERANCE (54.08 lbs.)

    • Weight: 
    • Status: 
    • Penalty: 

    MONEY POUCH

    Copper:  0| Silver:  0| Gold:  0| Obsidian:  0| Platinum: 0

    (304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


    EQUIPEMENT READIED ( lbs.)

    Equipped items can be retrieved with a manipulate item interaction.

    • Armor ( lbs.) 
    • Weapons ( lbs.) 
    • Readied Items ( lbs.)

    EQUIPMENT STORED ( lbs.)

    Stored items can be retrieved with an action.

    • In Backpack ( lbs.) 
    • Strapped to Backpack ( lbs.) 

    EQUIPMENT NOT CARRIED (--)

    • At Home 

    * Denotes magic item (see below)

     

    MAGIC ITEMS


    NON-ATTUNED

    N/A


    ATTUNED (/)

    N/A

     

     

    APPEARANCE


    Age 18 | Height 5' 6" | Weight  lbs. | Hair Dark red| Eyes Goldish yellow | Complexion Dark Grey-blue


    Golden yellow eyes dart around in every direction for a quick assessment of their current location. Once the quick scan is done, she may feel confident enough to move from the entrance, her eyes moving around the area for a second time, this time slower. Her lean frame stands at a rather average height of five feet and six inches, moves with a type of grace and almost soundless. There is no nobility about her, that is to be sure, her clothes and armor seem to scream her profession, hunter. A mixture of furs, leathers, and an assortment of feathers, bones, and teeth cover a dark greyish-blue skin tone. If someone was to touch her skin, it would feel cooler to the touch then a normal living being. If the color of her skin wasn't enough to tip someone off that she was not a human, then the horns and tail certainly would. Dark red hair that looks like she may have taken a knife to it and called it a day doesn't touch her shoulders.

     

    PERSONALITY, IDEALS, BONDS, FLAWS


    Personality:

    * I am very patient when it comes to waiting, but may not be as patient with people.
    * I try to understand people and animals alike, after all a smart hunter knows their prey.
    * I tend to lean on the side of practical, except for maybe when it comes to trophies from my targets.


    Ideals:

    * Independence. I am a free spirit--no one tells me what to do.
    * Sincerity. There's no good pretending to be something I'm not.
    * People. I help people who help me--that's what keeps us alive. 
    * Thrill of the Hunt. I live for the thrill of the hunt.
    * Ambitious. I wish to move on to bigger, more dangerous game.


    Bonds:

    * I have a respect for nature and believe in taking only what is needed.
    * Druids are striving to keep balance and should be respected.


    Flaws:

    * I can't resist; a good hunt, taking a good trophy from a hunt, shooting contest, promise of good food, drink, and warm bath
    * I tend to say whatever is on my mind, what reason is there not to?


    More:

    - Quirks: Doesn't understand sarcasm. Insults aren't likely do phase her, but she may challenge them, Very protective over druids, tends to stare, cold to the touch
    - Goals: To hunt exotic and challenging creatures, to get away from Diamond Lake
    - Fears: Losing her freedom, being controlled
    - Likes: The outdoors, climbing stuff, spicy food, *see hobbies and vices
    - Dislikes: Being inside for too long, being restrained, being told what to do
    - Hobby: Hunting, watching, shooting
    - Vice: Hot baths, spiced food, sweets, alcohol

     

    BACKGROUND


    HUNTER
    Source: Custom (from D&D wiki website)


    Background Feature: 

    Hunter’s Lodging: You can get free shelter and ammunition with fellow hunters. While traveling the borders between tamed and untamed lands, you may come across the campsite of a fellow hunter, who can provide you with ammunition, food, stories, and company. A Hunter's Lodge may be found on rare occasions, providing a sturdy building in which to gather.


    BACKSTORY

    A druid was taking her morning stroll and came upon a baby wrapped up and crying on a dryer part of the swamp floor, under a bush. The druid thought for a moment, should she leave the thing here? It was not hers, if the swamp takes it then so be it. She sighs as she gives into her softer side and takes the baby with her. Any child can be a challenge, Roux was certainly one of those. She learned quickly how to survive, for her mother had no patience for her antics and would throw her out of the house and drop her into some random part of the swamp depending on how annoyed she was. Roux became good at hunting and survival in general her mother would praise her in small ways. She would remind Roux that she can also be hunted though and to always remember this.

    For the most part Roux was kept away from others while she was young. She only met ones in her mother's circle and only once she clamed down and started to act right. Around ten, her mother introduced her to Bronzewood Lodge and to other hunters to allow Roux to gain from their knowledge. She never took her into the town proper though, for the most part she warned Roux to stay away from it and was rather strict about it. Once Roux was old enough that the druid felt she was an adult, she freed her by simply saying, "Remember everything you have learned. Don't get eatten up my little Gumbo. Now go. Explore. Be free."

    A note about myself"Unless I tell you otherwise...assume you can play with the scenery to help craft the story. I expect each of you create interesting scenes, don't just walk into a room, roll the dice, and ask what you found. Tell me what you are saying, and doing, and what your ultimate goal is. If I need a dice roll, I will ask for one."

    I have to admit, this is a bit intimidating to me. It's probably one of the things I struggle with. Which, imo goes along with description in general. I will do my best to not just have a one sentence post, if chosen (and well in general in other games).

  8. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17(19*) | HP: 27/35 


    Nox wishes the warforged would have made a move, or at least went away. They were a constant threat while they were around. They could attack the group at any moment. There is always a chance they may see how we are and think we are not bad for fleshies and choose to leave us be. Nox lets out a snort at the thought, she didn't believe it for a moment. "They did not mention any faction, only the Lord of Blades."

     

    ----------------------------------

    *Armed with mace

    -----------------------------------

    Special effects

    * Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

     


     

     

     

     

  9. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17(19*) | HP: 27/35 


    Being alerted to the possible ambush, Nox changes her hand to become a mace. It wasn't going to end well. Dispite the possible threat, Nox found herself curious about them and their 'Lord of Blades'. The Warforged was not just going to leave. Nox would not be the one to attack first, unprovoked however. The words of the Warforged surprise her a bit though. The Warforged sounded as if he was going to let them pass.

    "You will let us pass then?"

     

    ----------------------------------

    *Armed with mace

    -----------------------------------

    Special effects

    * Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

     


     

     

     

     

  10. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17(19*) | HP: 27/35 


    Nox curses in her head as the warforged shows itself. She didn't feel as though it would listen to her, but does feel that what Terry said may have some sort of impact. She does not stand in Bonesetter's way, but does take the time to unload some things so she isn't fighting with all the extra equipment.

     

    ----------------------------------

    *Action: taking time to unload

    -----------------------------------

    Special effects

    * Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

     


     

     

     

     

  11. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17(19*) | HP: 27/35 


    "Sure...", Nox accepts To'Nari's offer for a strange tattoo that will give her better defense. Her voice had an edge of uncertainty to it, as the tattoo was magical and not just your average magical either. Nox shoulders what she can of the equipment, grabbing other's equipment if they need the hand, in which she makes sure she has the use of both hands to do so. As always she tries to keep an eye and ear out for trouble.

     

    -----------------------------------

    Special effects

    * Inertial armor: +2 enchantment bonus to Dexterity making her AC 19

     


     

     

     

     

  12. So, we should go find the gates, while bringing the stuff with us, switch the gates, then cross as it drains yes? I understand it as switching one upstream and one or more downstream? Then we can switch the one up stream, come down, grab stuff and switch the ones downstream. Although, I'm not really sure why we need to switch the ones downstream, I also am not sure how they work.

  13. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 27/35 


    Nox winces a little as she feels a vibration throughout her arm. She felt like she gave it her all and it did nothing. She took it and ran with it, "Well. We tried.", she shrugged and headed back to the earthsled.

     


    *Armed with mace

    Never mind the crit confirm. I forget she needs a nat 20 for that.

     

     

     

  14. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 27/35 


    Nox lets out a sigh. She wondered how long it would take for them to give this up. Her orange eyes fall on the people inside the bubble, and she thought how seemed like a terrible way to be. She glances at the crossbow Terry took out, not believing it will do anything. A curse word gets spit out and she heads to the bubble. After the bolt hits she looks at her mace hand, wishing she had a big two-handed mace and hoping this stupid bubble wasn't going to mess her 'hand' up. Her mind was in a bit of a struggle, between accepting this as her finale act and thinking how stupid this was as she attacked the bubble.

     


    *Armed with mace

    Never mind the crit confirm. I forget she needs a nat 20 for that.

     

     

     

  15. image.png.4e5dc95c2ff40a7ac10abe42bbe1658e.png Nox |AC: 17 | HP: 27/35 


    "I'm going to try something..."

     

    A sense of dread fell on her and settled in her stomach. Gods, what's he gonna do?, she thought to herself. The half-orc lets out an unsettled sigh and stands at the opening of the barn, where she feels she may be safe... at least safer then standing right by the... whatever it was.

     


    *Armed with mace

     

    * headed out and back to earthsled, but not before closing the door

     

     

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