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Posts posted by RedDingo
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How do the various Classes fit into this setting lore-wise? Fighters, rogues, and barbarians seem fairly self evident but what about wizards, warlocks, and sorcerers?
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@Guyblue Ready for a cursory review for this edgy edgelord....
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Nhoririn Thras
Dhampir Hexblade Warlock
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Am I out of the game? I'm sorry for not posting sooner, I lost track of things
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Nhoririn d'Thras - Aberrant Marked Dhampir Hexblade
Name: Nhoririn Thras the Dreadwolf
Character Concept: A hexblade dhampir with an Aberrant Dragonmark and a history with the Blood of Vol. I had this idea that his patron is actually his Dragonmark.
Race, Background, Subclass Class: Dhampir Soldier Hexblade Warlock, may want to multiclass into Shadow Sorceror later down the line.
Description: When using the disguise magic of his dragonmark, Nhor appears as an elven man of the modest age of 100 with dark black hair and green eyes. When he feels like being honest, he shows his true features with darkness piercing grey eyes and white hair tied. Normally, he uses disguise self to hide his vampiric heritage and aberrant mark that covers his dominant left hand.
As an individual, Nhoririn is polite, charming, and approachable. Those who would travel with him however would note that his laugh in the tavern is the same as on battlefield. In combat, his eyes take on a hungry glint...almost as though he were possessed by something.
Your Character’s Plothook: The mark whispered to him that he would find both truth and power in the Mournlands. Thus he goes to Oakhurst.
Past is Prologue: Rumors abound of the Dreadwolf's past. The truth remains unknown possibly to Nhor himself and all who dare speaks about him in hushed whispers are too wise to approach him directly. There is a common thread to the tale summed up in the following tied to the Thras Scandal:
In the days before the Shadow Schism, there was the Thras bloodline of House Phiarlan. The heiress, Celvice Thras d'Phiarlan, was engaged to secure the family's future within the dragonmarked house. The night before her wedding, she had encountered a beguiling stranger who spent the night in her bed. The details of the tryst are shrouded by its mystery. Some say it was an act of rebellion by the marked elf against being used a brood sow and a marriage token. Some say the stranger enchanted or forced himself upon her. The more romantically minded espouse that they taken with each other in a passionate yet ultimately doom frenzy.
The true nature of her lover and the affair itself was only disclosed by Nhoririn's true nature, when his Aberrant Mark manifested and his dhampir traits asserted themselves, Celvice's infidelity was discovered. He was the bastard son of a vampire. The implications of this disaster were reason enough for the brutal repercussions: the excoriation and brutal slaughter of all of Thras.
How the child survived the destruction of his family is itself another mystery. Some believe that Celvice smuggled him away herself in the night. Another source claims that a member of the Blood of Vol had infiltrated the Thrasian household and kidnapped the child just as the purge took place. A third more outlandish theory claims his father saved him in the midst of the inferno that destroyed his home. What is known is that he survived and grew to adulthood, wielding an unnatural power tied to his equally unnatural brand.
Of course it is entirely possible that this entire story was fabricated to sell Dreadwolf's mystique as a sword-for-hire.
Deity: Nonsense - He generally disdains a relationship with an outer power that is anything other than transactional. In his opinion, if a being of unfathomable power is after your faith, you should instead try to kill it. This iconoclasm does not extend to the mortal followers of most religions, he accepts them as agents who made their own choice for better or worse...however he absolutely hates the Blood of Vol in all of its iterations for reasons he does not care to share.
He even dislikes the Dragon Prophecies and the marks themselves, believing them to in fact be the fetters of a malicious being.
Is Might Right? Of course might is right, how else does the world work? Do you see the feeble rabble building cities, leading armies, or slaying monsters?
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 11/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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I want to try building a musician warrior/mage.
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 12/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 12/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 0/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 11/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 11/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 or 18 | HP: 11/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 | HP: 14/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 | HP: 14/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 | HP: 14/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 | HP: 14/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Human Giant Foundling Rune Knight Fighter
| AC: 16 | HP: 14/14 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 |
| STR: 18 (+4) | Dex: 15 (+2) | Con: 18 (+4) | Int: 12 (+1) | Wis: 16 (+3) | Cha: 12 (+1) |
| Hill Strike 2/2 | Greater Weapon Fighting | Second Wind 1/1 |
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Inventory
Encumbrance: 122/90 lbs, 76/90 when back pack is dropped
Worn - 60 lbs
- Traveler's Clothes - 4lbs. Starting Equipment (background)
- Chain Mail - 55 lbs. Starting Equipment (class)
- Pouch - 1lb. Starting Equipment (background)
Carried - 30 lbs
- Backpack - 5lbs. Holding (29/30 lbs) Starting Equipment (background)
- Halberd - 1d10 slashing [heavy, reach, two-handed] 6lbs. Starting Equipment (class)
- Spear - 1d6 piercing [versatile 1d8, thrown 20/60] 3lbs. Starting Equipment (class)
- Handaxe - x2 1d6 slashing [light, thrown 20/60] 2lbs. each. Starting Equipment (class)
- Bed Roll - 2lbs. strapped to backpack. Starting Equipment (class, explorer's pack)
- Hempen Rope (50') - 10lbs. strapped to backpack. Starting Equipment (class, explorer's pack)
- Water Skin - 5lbs full. Starting Equipment (class, explorer's pack)
Stored - 32 lbs
- Skavilga's Skiltstein - a stone engraved with personal rune, stored in pouch. Starting Equipment (background)
- Mess Kit - 1lb. stored in backpack. Starting Equipment (class, explorer's pack)
- Torches - x10 1lb. each. stored in backpack. Starting Equipment (class, explorer's pack)
- Tinderbox - 1lb. stored in pouch. Starting Equipment (class, explorer's pack)
- Rations - x10 2lbs each. 9 stored in backpack, 1 in pouch. Starting Equipment (class, explorer's pack)
Currency
- Gold Pieces - 11 Stored in Pouch
Notes - sold extra backpack for 1 gp.
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Class
Fighter
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1stProficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Athletics and InsightFighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
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Feats
Human Bonus: Polearm Master
You gain the following benefits:
- When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
- While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
1st Level Bonus: Strike of the Giants
You have absorbed primeval magic that gives you an echo of the might of giants. When you take this feat, choose one of the benefits listed below. Once per turn, when you hit a target with a melee weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
- Hill Strike. The target takes an extra 1d6 damage of the weapon’s type. If the target is a creature, it must succeed on a Strength saving throw or have the prone condition.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
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Background
Giant Foundling
Though you aren’t a Giant, you grew up among giants. Maybe you were an orphan taken in by a sympathetic family of stone giants who raised you as one of their own. Or perhaps you lived in a lost prehistoric pocket of the world, surrounded by giants and fearsome behemoths or hulking dinosaurs.
Something about your environment—perhaps the food or water that sustained you, elemental magic inherent in the site of your home, or some verdant blessing of growth placed on you—caused you to grow to a remarkable size for your kind. With the aid of this magic, you have learned how to embody the might of giants. You are used to moving through a world much bigger than you, and that is reflected in your skills, attitude, and perspective on life.
Skill Proficiencies
Intimidation and Survival
Languages
Giant and Dwarven
Feature
You gain the Strike of the Giants feat.
Personality
Crowded spaces make me uncomfortable. I’d much rather be in a wide-open field than a bustling tavern.
The world always feels too big, and I’m afraid I’ll never find my place in it.
Ideals
Strength - The weak live at the mercy of the strong, that's just the way it is.
Inquisitive - I have many questions about my past and future.
Bonds
This skiltstein was carved by my surrogate mother before I left.
Flaws
My candor is often mistaken for rudeness by most folk.
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Lineage
Human Variant
- Ability Score Increase +2 CON, +1 STR
- Size Medium
- Speed 30'
- Skills Perception
- Languages Common & Orc
- Feat Polearm Master
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19 hours ago, bwatford said:
The character creation document shows allowable sources. As far as I am aware there is no official Pyromancer bloodline in any WotC book or in a Kobold Press product.
Did I miss it somewhere? Link?
Nevermind, there’s an Elemental subclass in Midgard. I can use that for my character concept.
Also my thumb slipped on the join request
Dingo's App (working title)
in Applications
Posted
Rolling Stats,