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hooded punk

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  1. D.O. Background: D.O. was born a regular gorilla on a plane where resurrections and revivals were unheard of. Magic was abound but the ability to bring back someone from death, impossible. The deity of this realm didn't allow it. But, that didn't stop the arcanists in this realm from attempting to defy death. D.O. was the result of an experimentation done by one such arcanist. The experiment was to see if the arcanist could transplant the brain of a deceased human into the body of an unconscious but alive body. The arcanist inscribed runes on a gorilla's body, opened its head, and replaced its brain. The hope was that the brain would remember its life. When the gorilla woke, the experiment known as "D.O." did not remember its time as a human. Custom Lineage: Awakened Gorilla, Rune Knight Fighter Will flesh out more as the inspiration hits Starting Stats STR: 15 DEX: 15 CON: 15 INT: 14 WIS: 14 CHA: 12 Show Level 1 1. Race: Customized Linage Creature type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. Medium Speed. Your base walking speed is 30 feet. Ability Score Increase. One ability score of your choice increases by 2 (STR) Feat. You gain one feat of your choice for which you qualify (Skill Expert: +1 STR & Athletics & Athletics Expertise) You gain one of the following options of your choice: Darkvision with a range of 60 feet. Languages. You can speak, read, and write Common and Goblin 2. Class: Fighter Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier (2) Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Intimidation and Survival Fighting Style: Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon   Second Wind: You have a limited well of 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. Show Level 2 Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Show Level 3 Bonus Proficiencies: When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Rune Carver: Frost and Fire Runes Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Show Level 4 ASI: +2 STR     Ending Stats (Level 4) STR: 20 (+5) DEX: 15 (+2) CON: 15 (+2) INT: 14 (+2) WIS: 14 (+2) CHA: 12 (+1)
  2. Zertari sighed. She felt completely useless against this creature. A feeling she wasn't used to , and didn't quite like it. She could see the triage was in the path of destruction. She scanned the distance. "Are these creatures going to keep coming? He seemed to say that there was going to be more. This whole city is under siege, and we can't stop it. Maybe it's time to start warning people and evacuating?" "I doubt there are more of these. I think Edlor was building this. I guess we can count ourselves lucky in that his first plan wasn't as successful." "Or else it'd be bigger," Reinor guessed allowed. "Forget potions. We need to get head it off. Even if we die trying. Your girl is there." Reinor pointed passed the crab. Hanson, Madon, Gemma, Rots, and countless injured innocents were in danger. "You're right! Of course, you're right. Drop him." Zertari said nodding toward the limp craftsman in Reinor's grip. "We find horses and we go." The trio left the craftsman on the side of a barrel. He'd live. Confused where he was. But, he'd live. They ran toward the crab rather than away from the danger. Horses were heard off the path but their acquisition proved worthwhile as they caught up with the crab with less fatigue than if they were the ones running. The army and city guards were already trying to fight it but weren't attacking the joints. They were organized but had no true directions. They had siege weapons but did not expect themselves to be having to be on the move. Zertari looked around, of this was the stand off, they’d have to get higher. "Okay, Lyru, let’s try this again. You’ve got your bow, but I need to get high enough to slash at it. See anything that will benefit both of us?" There were some buildings around but in the chaos of the battle and with a couple buildings being knocked over, Zertari didn't see any good stable opportunities. She saw a couple of crazy ones in the form of hopping into a catapult of which she saw a couple catapults.
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