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Hammerfist

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Posts posted by Hammerfist

  1.   

      

    spacer.pngJack - Half Orc Paladin 1


    AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Jack was a tall, mighty, and friendly half orc, the first two of which came with the territory, though the last bit made him stand out more than most of his kind.  He still LOOKED scary; at nearly seven feet tall, full of muscle, with sawdust on his boots and pine sap seemingly a part of his fingertips, Jack was surely a man of the forest.  His mighty axe looked well used, though more in felling trees than living things.  Still, its sheer size and sharpness made it clear that only a fool would desire to be on its opposite side.

    But it was his eyes...those dark, brown pools, that looked as kind as a friendly grandfather or a well meaning teacher.  They seemed far out of line with the hars, violent, or insecure expressions found on most of his kind.

    "I am so happy that you saw willing to take a chance on me, ladies and gentleman.  I used to be a lumberjack for a kind family not far from here.  I kept them safe from intruders, and also took care of the children when they were away.  Normally, they found me quite a tall mountain to climb," Jack said with a laugh.  "But in any case, I assure you that I know how to fight when it is absolutely needed.  I will not shy away from it.  So what exactly is your plan?  Zerrick and Slither seem so smart; I'm sure whatever they come up with will be worth it."

    Jack politely did not stare, ogle, or make a crude comment, but he clearly seemed to think that Alexandra and Joyce were rather cute.  Of course, they were addressed 'My lady' as he was too polite to use anything else.  To Joyce, he gave a friendly smile.  "I'll yield to your expertise, milady.  How do you think it best that we approach this individual?  For my part, I am certainly not quiet, but I can impersonate a rather surly, frightening fellow if need be. A reminder, I think, of some acting courses we took."

     

     



    Mechanics

    Main Hand: Greataxe
    Off Hand:


    Action: Greataxe
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Jack - Half Orc Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)

    Passive Perception 10  Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Elf, Orc
    Background Guild Artisan Feature  Guild Membership

     


    WEAPONS

    Greataxe +5 attack, 1d12+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

     


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES


    • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.
    • Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Greataxe  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 15
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

     


     

  2.  Faith - Tiefling Paladin 1spacer.png


    AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Faith sighed in frustration as her eloquent words were wasted upon inanimate objects unable or unwilling to reason.  Shaking her head, the Tiefling moved to draw her longsword when suddenly the priest stepped in the way.  Surely he did not find her lacking or unable to defend herself and the others?

    And then, suddenly, faith understood as he blessing washed over the party.

    The Tiefling looked at one of the statues and decided that melee could come later, but for now, she needed to hit this enemy with a blast of energy that came as a blessing or curse from her Infernal  heritage!  A blue, frosty ray shot from her right hand at the statue on the left!

     

     

     



    Mechanics

    Main Hand: Longsword
    Off Hand: Shield


    Action: Ray of Frost on Left Statue.
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Tiefling Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

    Passive Perception12 12 Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Infernal
    Background Sailor Feature  Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


    WEAPONS

    Longsword +5 attack, 1d8+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

    Ray of Frost (Range 60) +5 attack, 1d8 cold damage


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES

    • Size. Tieflings are about the same size and build as humans. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    • Hellish Resistance. You have resistance to fire damage.
    • Languages. You can speak, read, and write Common and Infernal.
    • Source: Mordenkainen's Tome of Foes

      Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

      • Ability Score Increase. Your Constitution score increases by 1.
      • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Longsword  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 10
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

    Ray of FrostEvocation cantrip

    Casting Time:1 action
    Range:60 feet
    Components:V, S
    Duration:Instantaneous

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


     

  3.   

    spacer.pngJack - Half Orc Paladin 1


    AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Post goes here.

    "Speech"

    thoughts in color and italics

     

     



    Mechanics

    Main Hand: Greataxe
    Off Hand:


    Action: Greataxe
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Half Orc Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail)

    Passive Perception 10  Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Elf, Orc
    Background Guild Artisan Feature  Guild Membership

     


    WEAPONS

    Greataxe +5 attack, 1d12+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

     


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES


    • Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.
    • Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Greataxe  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 15
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

     


     

  4.   

      Jack, Half Orc Paladin
     
    64046b9bf5b9cd7f3ed829e010182a3a.jpg
     
     
     

     

    Gender: Male
    Race: Half Orc
    Alignment: Neutral Good
     
    Class: Paladin
    Background: Guild Artisan

    Passive Perception/Investigation:
    Passive Insight:

     

    HP: 12/12
    Hit Dice: 1d10+2
    AC: 16
    Initiative: +0
    Size: Medium
    Speed: 30 feet
     


    skill-1-512.png Abilities & Skills
    Proficiency Bonus: +2
    STR
    16
    (+3)
    DEX
    10
    (+0)
    CON
    14
    (+3)
    INT
    8
    (-1)
    WIS
    10
    (+2)
    CHA
    16
    (+3)
    +3 Saves
    +0 Saves
    +2 Saves
    -1 Saves
    +2 Saves
    +5 Saves
    +5 Athletics



     
    +0 Acrobatics
    +0 Sleight of Hand
    +0 Stealth

     
      -1 Arcana
    -1 History
    -1 Investigation
    -1 Nature
    +1 Religion
    + 0 Animal Handling
    +2 Insight
    + 0 Medicine
    +0 Perception
    + 0 Survival

    +3 Deception

    +5 Intimidation

    +3 Performance

    +5 Persuasion

     
    Proficiencies Languages Class Feats Race & Feats

    All Armor and Weapons

    Carpenter's Tools

    Guild MembershipAs an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

    Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

    You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

    Common

    Elven

    Orc

    Divine SensesDivine Sense

    The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

    You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

    Lay on HandsLay on Hands

    Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

    As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

    Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

    This feature has no effect on undead and constructs.

     

    Half Orc
    Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.

    Speed. Your base walking speed is 30 feet.

    Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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.

    Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script.

     

    skill-1-512.png Spells (1 Known)

    Level One
     
     
     
     
     
     
     
     
     
     
     


     

             

     

    8437-200.png Attacks

    Weapon To Hit Damage Type/(Range)

    Greataxe

    Javelins (5)

     

     

    +5

    +5

     

     

    1d12+3

    1d6+3


     

    Slashing (melee)

    Piercing (30/120)

     

     

     
    money-dollar-circle-512.png Money
     

    Copper:  Silver:  Gold: 15 Platinum: 0 (?? Coins * .02 lbs. = ?? lbs. Total Weight)
     
    Encumbrance, heaviness, load, mass, sinker, stowage, weight icon - Download  on Iconfinder Encumbrance
     

    Weight:
    Status: Unencumbered
    Penalty: None
     
    688885-200.png Equipment Readied
     

    Equipped Items: (13.5 lbs.)
     
    Armor (3 lbs.) Weapons (8 lbs.) Readied Items (2.5 lbs.)

    Common Clothes (3 lbs.)

    Club

    50 Feet of silk rope

    Letter of Introduction from Lumberjack/Carpenter's Guild

    Chain Mail Armor

















     

    Greataxe

    5 Javelins











     

    Pouch: (1 lb.)
    - Money (see above)
    -
    Pouch: (1 lb.)


     

     
    education_icons_IF-06-512.png Equipment Stored
     

    Stored Items: (37.5 lbs.)
     
    In Backpack (26 lbs.) * Includes 5 lbs. for backpack Strapped To Backpack (10.5 lbs.)

    5 x Rations (10 lbs.)

    Bedroll (7 lbs.)

    Mess kit (1 lb.)

    Rope, Silk (50 feet) (5 lbs.)
    1 x Sack (empty)( .5 lbs.)
    Waterskin (5 lbs.)
     
    Item_necklace_9.png Magic Items
     

    Magic Items: (0.0 lbs.)
     
    Non-Attuned (0.0 lbs.) Attuned 0/3 (0.0 lbs.)
     

     


    5386-200.png Character Overview

     
     
    Jack is a man of the forest, a lumberjack with a complex Orc name, so 'Jack' was the nickname that stuck.  He worked with the Larson family, a kind hearted Human/Elf couple with a bevvy of half elf children, all of whom used Jack as their personal playground whenever he walked in the door for mealtime.  A large man, nearly seven feet in height, with muscles like iron bands, the giant was gentle as a lamb, and loved playing all sorts of games with the children around.  He often joked that he had an unfair disadvantage in hide and seek as he could only hide behind trees.
     
    The Larsons were homesteaders, but they gave Jack a good place to sleep, an in exchange, he felled trees for them, transported them into town, and often made a variety of wood products for them to sell at market.  In his spare time, Jack often made toys for the children, ranging from swords and shields to dollhouses and riding horses.  His time as a young man was happy, and it was all that he could remember.  Mr. Larson told Jack that he had come from a wild tribe of half orcs, and that perhaps his mind suppressed the old memories.  Jack didn't know if this was right or not, but he didn't care as he was happy here.
     
    One day, out with the children, Jack was accosted by a band of brigands.  The men came asking for money, which Jack was happy to supply, but when one of them slapped young Henry and another drew a knife on dearest Ashley, a feeling came over Jack that he hadn't known before.  Suddenly, his axe was drawn, his eyes narrowed, and a few seconds later, he was covered in the blood of his would be attackers as what was left of them decorated the ground below.  The children looked horrified, but once Jack swept them up into his arms and kissed their foreheads, their fears subsided.  The half orc quickly rushed them home to safety, and it was only that evening that he came to terms with...what happened.
     
    He asked Mr. Larson how it was possible to go from a peaceful man who wouldn't hurt a fly, to...whoever it was that hacked the bandits into pieces.  Love?  It's true that Jack loved the children, but the idea of violence was something frightening to him.  Mr. Larson told Jack that he was a hero and that he needn't worry anymore about the idea, but Jack's sleep that night was troubled, full of nightmares that would not leave him be for weeks afterwards.
     
    Finally, Larson took Jack aside and told him that there were some things he was going to have to learn for himself.  He gave Jack a letter and a map to the city of Ptolus, telling him that whatever he needed to know was going to find him there.  And thus, with some old armor from Larson's war days and a mighty axe, Jack entered the city of the Spires, hoping to learn the truth.
     
     
     
     


    Description/Personality:

    Jack is a very large man, seven feet in height, with massive shoulders, tree trunk legs, and a body of muscle.  His appearance alone is enough to intimidate most people, but the innocent expression on his face is that of a kindly uncle.  Children seem drawn to the large fellow and he often plays games with those who approach.  His face is ruggedly handsome and attractive, and his long hair is well maintained.  Jack enjoys the simple pleasures in life, and feels best when he is working or caring for someone else.  His innate kindness seems to assuage many fears around him.

    At the same time, Jack is a terrible force against anyone who would harm someone he loves.  The massive axe on his back has felled many a tree, and it seems quite capable of hewing any foe foolish enough to stand in its way.  An old holy symbol for a god he does not know hangs around the half orc's neck.

     

     

     

     

    spacer.pngBackground
    PHB: Guild Artisan
     


    Personality Traits:
    I love to be needed and to help others.  The Gods made me strong so that I can protect the weak

    Ideal:
    Violence is best avoided, but when it comes, it must be done swiftly and harshly

    Bond:
    Jack is great friends with the Larson family.

    Flaw:
    Jack is often confused about the mysteries in his life, and sometimes he remains terribly afraid of...himself.  How did he just 'know' how to kill those brigands? Why can't he seem to remember his childhood?

     

  5.   Varta Rockgrinder:  Rune Knight 5

      spacer.png


    AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


     Varta shook her head and laughed in  her raspy voice.

    "Where is a Tiefling when you need him?  I sure as Hells can't read what it says, but I'm sure it's important."

    Varta carefully made her way inside and looked around.  Assuming that no one saw anything, she carefully made her way through and went to the next wooden door to listen.  If she heard nothing, she opened it to progress further; if she did, then the Goliath stopped to wait for the others.

     



    Mechanics

     

     

         

     

  6.   

    Faith - Tiefling Paladin 1spacer.png


    AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Faith was taken aback by the loud display from the soldiers and the strange mouths on their shields.  How...curious.  And utterly bizarre!  What on earth was their problem and motivation?

     

    "Now, good sirs, really?  Must you block the way north?  Surely we can discuss this in a more civilized fashion.  Could you allow us to pass by?  We aren't the average groups of adventurers and we mean no harm to anyone here.  Why, we might even be able to do some good for you."

     

     



    Mechanics

    Main Hand: Longsword
    Off Hand: Shield


    Action: Longsword
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Tiefling Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

    Passive Perception12 12 Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Infernal
    Background Sailor Feature  Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


    WEAPONS

    Longsword +5 attack, 1d8+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

    Ray of Frost (Range 60) +5 attack, 1d8 cold damage


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES

    • Size. Tieflings are about the same size and build as humans. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    • Hellish Resistance. You have resistance to fire damage.
    • Languages. You can speak, read, and write Common and Infernal.
    • Source: Mordenkainen's Tome of Foes

      Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

      • Ability Score Increase. Your Constitution score increases by 1.
      • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Longsword  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 10
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

    Ray of FrostEvocation cantrip

    Casting Time:1 action
    Range:60 feet
    Components:V, S
    Duration:Instantaneous

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


     

  7.   

    Faith - Tiefling Paladin 1spacer.png


    AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Faith nodded along with the Dragonborn.  "Yes, let us all plan to stick together and keep ourselves alive."
     

    Assuming that her Kenku scout ally found nothing remarkable, the Tiefling headed north, shield ready but sword still in its sheath, looking around for anything that might jump out at surprise the party.

     

     



    Mechanics

    Main Hand: Longsword
    Off Hand: Shield


    Action: Longsword
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Tiefling Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

    Passive Perception 12 Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Infernal
    Background Sailor Feature  Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


    WEAPONS

    Longsword +5 attack, 1d8+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

    Ray of Frost (Range 60) +5 attack, 1d8 cold damage


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES

    • Size. Tieflings are about the same size and build as humans. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    • Hellish Resistance. You have resistance to fire damage.
    • Languages. You can speak, read, and write Common and Infernal.
    • Source: Mordenkainen's Tome of Foes

      Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

      • Ability Score Increase. Your Constitution score increases by 1.
      • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Longsword  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 10
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

    Ray of FrostEvocation cantrip

    Casting Time:1 action
    Range:60 feet
    Components:V, S
    Duration:Instantaneous

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


     

  8.   Varta Rockgrinder:  Rune Knight 5

      spacer.png


    AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


     Varta shrugged her shoulders and walked into the room.  She stopped to take a quick look at the corpses to see if they had any items of interest, but didn't expect to find much.

    If there was nothing to see, Varta moved to the next door and listened to it.  If she heard nothing dangerous, she opened the door.



    Mechanics

    Search the bodies, then listen at the door.  If nothing is there, you can assume Varta opens the wooden door.

     

         

     

  9.   

    Faith - Tiefling Paladin 1spacer.png


    AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


    Faith made pleasant conversation on the journey to the cavern, with each of her words seemingly chosen well, as if someone had once trained her in the proper art of etiquette some time ago.  That said, she seemed sweet enough, and she got along well with anyone who chose to converse with her, with the occasional smile and laugh coming from her exotic countenance.

     

    Faith stood at the mouth of the cave and peered in, using her eyesight to pick up on any details that others might miss.  Still, it wasn't easy to notice anything without a source of light nearby.

     

    "Does anyone perchance have a torch or a light source?  My hands are full or I'd offer to carry it, given the noise I make."

     

    Looking over at the Kenku, Faith politely asked, "Master Quell, correct?  Would you be able to search this area for traps and snares to ensure our safety?"
     

     

     



    Mechanics

    Main Hand: Longsword
    Off Hand: Shield


    Action: Longsword
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Tiefling Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

    Passive Perception 12 Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Infernal
    Background Sailor Feature  Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


    WEAPONS

    Longsword +5 attack, 1d8+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

    Ray of Frost (Range 60) +5 attack, 1d8 cold damage


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES

    • Size. Tieflings are about the same size and build as humans. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    • Hellish Resistance. You have resistance to fire damage.
    • Languages. You can speak, read, and write Common and Infernal.
    • Source: Mordenkainen's Tome of Foes

      Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

      • Ability Score Increase. Your Constitution score increases by 1.
      • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Longsword  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 10
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

    Ray of FrostEvocation cantrip

    Casting Time:1 action
    Range:60 feet
    Components:V, S
    Duration:Instantaneous

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


     

  10.   

    Faith - Tiefling Paladin 1spacer.png


    AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5


    A young Tiefling woman entered the room, clad in heavy chainmail and shield.  Her long, ivory hair cascaded down her back as she removed her helmet and took a look around the room.  Even the armor she wore could not entirely hide a lovely figure, and her white hair added to an exotic appeal.  Only when she blinked would an observer notice that her eyes did not match.  One was blue, and the other was green, with some sort of brand in an unknown language covering the eye.  If nothing else, the young lady was mysterious looking, attractive to some, and an omen of doom to others.

     

    She made her way over to the table of adventurers gathered around a map and extended a gauntleted hand.  "Good day, adventurers.  I can see that some of you are more seasoned than most in this locality.  I am...that is to say, my name is Faith.  I have recently graduated from my Order, though I have yet to take its vows.  But I have been permitted to see the world and test what it has to offer.  If your party finds itself in need of a protector, I would be happy to offer my services as a knight.  I daresay that I will learn nothing from the more mundane residents anyway."

     

     

     



    Mechanics

    Main Hand: Longsword
    Off Hand: Shield


    Action: Longsword
    Bonus Action:

    Reaction:
    Move: movement goes here.
    Manipulate: one free object interaction goes here.

     

    Character Sheet

    Faith - Tiefling Paladin 1


    STATS

    Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5)
    Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield)

    Passive Perception 12 Initiative +0
    Vision: 60' darkvision
    DM Inspiration Yes
    Languages Common, Infernal
    Background Sailor Feature  Ship's Passage

    When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.


    WEAPONS

    Longsword +5 attack, 1d8+3 slashing damage

    Javelin (range 30/120) +6 attack, 1d6+3 piercing

    Ray of Frost (Range 60) +5 attack, 1d8 cold damage


    PROFICIENCIES

    Proficiency +2 Saving Throws Wisdom +2, Charisma +5
    Weapons All weapons
    Armor Light, medium, shields


    FEATS 

     


    RACIAL FEATURES

    • Size. Tieflings are about the same size and build as humans. Your size is Medium.
    • Speed. Your base walking speed is 30 feet.
    • Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.
    • Hellish Resistance. You have resistance to fire damage.
    • Languages. You can speak, read, and write Common and Infernal.
    • Source: Mordenkainen's Tome of Foes

      Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.

      • Ability Score Increase. Your Constitution score increases by 1.
      • Legacy of Stygia. You know the Ray of Frost cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

    CLASS FEATURES

    Divine Sense

    Lay on Hands

    Fighting Style:  none yet

     

     

    Equipment

    General Inventory 

    Chainmail  45#
    Longsword  6#

    Travelers clothes 4#
    Backpack 5#
    Bedroll 7#
    Mess Kit 1#
    Rations x10 20#
    Waterskin 5#
    Crowbar 5#
    Pitons 2#
    50' silk rope 5#

     

    Scrolls


    Coin Purse  
    Platinum: 0
    Gold: 10
    Electrum: 0
    Silver: 0
    Copper: 0

     

    Encumbrance

    Max Load: 240 lbs. (15 x 16 STR)

    Current Weight: 106 (unencumbered)

    Spells

    Spell Attack: +5
    Spell DC: 13

     

    Cantrips

    Ray of FrostEvocation cantrip

    Casting Time:1 action
    Range:60 feet
    Components:V, S
    Duration:Instantaneous

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

    The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


     

  11.   Varta Rockgrinder:  Rune Knight 5

      spacer.png


    AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1


     Varta wrinkled up her nose and shook her head, commenting again in her signature raspy voice.

     

    "Bloody hells, I've smelled better in the Goliath Olympics!  These foul creatures don't take baths and probably haven't in their entire cursed lives!"

     

    Mechanics

     

     

         

     

  12.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter felt strange at first as the connection between him and Murdain was made.  But after a bit, he smiled, because it was actually pretty cool.

     

    "Hey man, sorry about tonight.  Ill be back at your place, but I want to see what's going on in the inn.  Awesome trick, by the way."

     

    "Echo.....echooooo."

     

    It was all fun and games until he turned and saw the very strange man appear.  This was...wow.  Specter had seen some strange things in his day, but he hadn't exactly seen anything like this.  And the idea of a crazy man covered in blood with a jaguar skull for a hat...well, let's just say that it was a rather terrifying experience.

     

    "Oh @#$&, Murdain, get out here now!  Bring the cavalry!  Weird guy has appeared.  Bring the others!"

     

    Never at a loss for words, at least not for long, Specter turned around and gave the...terrifying jaguar man what he hoped was a winning, toothy smile.  "Good evening, sir.  My name is Specter.  Who...might you be?  Nice night for a walk, don't you think?  If you'd be so kind, would you be able to confirm if you are of the living or unliving sort?  I tend to see both man and phantasm in my line of work, and it just helps me to keep things nice and sorted."

     

     

  13. 18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter decides to follow Ved to the inn after realizing Aaliyah and, perhaps, Souris, has gone with him...

  14. 18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter chuckled.

     

    "Well done, Lassie.  Well done.  You managed to stun my cold, black  heart.  A feat not easily done!  Is it the first time you've watered a garden with a beating heart?  I must say that I don't recommend such methods of fertilization on leeks.  Tends to spoil them.  Though it does WONDERS on sweet potatoes!"

     

    The Tiefling shrugged his shoulders and nodded to the half orc.  "That said...yes.  You might not know this, or even believe it, but I really am a medium.  Trust me, I thought it was all goblin shite myself.  I made a lot of gold pretending to be someone.  Except it turns out that...I really AM a medium and I really DO have the gift.  And the spirits...well, I'll just say that they weren't pleased with my old routine and they demand more respect.  But that said, yes...if you want to talk to your deceased mother, Aaliyah...I can do a seance.  A real one.  It's up to her if she wants to chat, mind you; I can't control what the spirits tell me.  But it's possible."

     

  15. 18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter walked along, having a bit of fun just people watching.  You learned to watch people, and quickly, too, when you looked strange, because you needed to quickly figure out who liked you, who loathed you, and who was ready to string you up.  You also needed to ID your potential marks, but...well, that was a lesson Specter wasn't about to teach anyone because a good magician never gave away his tricks!

     

    The Tiefling paused for a moment to observe the pretty little girl, his face confused as he tried to discern what her deal was.  "Yes, that's a pretty lake.  I hope it's a clean one.  I know that I once took a bath in a lake but I got chased out by an angry mother duck who thought that I was getting too close to her little ones.  Actually..."

     

    Specter stopped, trying to figure out what it was that he wanted to say.  "I keep trying to figure out what your deal is, and...honestly, Aaliyah, I've been forced to conclude that you're simply adorable and there's nothing more too it.  I mean...you said hello to a field mouse, and you helped that box turtle cross the road.  I'm used to people who 'seem nice' doing that as a mask, but...do you really just like the cute animals of the forest?  Nothing else to it other than that?"

     

  16.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +6 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter shrugged at the druid.  He couldn't make much sense of the man, which was, perhaps, the point.  Oh well; he was nice enough, but he didn't seem to like Tieflings very much.  Specter had met enough of those people in the world to not take it very personally.

     

    The Tiefling was about to risk waking up a very ugly and strong woman at the inn when he caught wind of his dwarvish traveling companion bringing up some welcome news.  "You have a cottage?  Wow, that is the best news I've heard in a long time!  Seriously, if it's on the ground, INSIDE a building, it's good enough for me.  That will save me a round of midnight torches and pitchforks, at least for a time, and I think it will be a safe spot for us to visit.  I don't mean to invite myself, of course, but that's welcome news to me, man.  Let's head over before it gets any later!"

     

     

     

  17.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +4 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter laughed at the comment regarding gold.

     

    "It does indeed make smart men less smart.  That's for sure.  And that's what you depend on if you want to make it in this world.  I find that gold also makes it..a little bit easier to support those of us with the...psychic gifts.  We find it easier to commune with the recently departed when we know where our next meal is coming from.  Gold is lovely because it solves problems...and because it makes those who possess it think that it's a solution to all problems."

     

    The Tiefling cleared his throat.  "Actually, while we're on that subject, do you have any deceased relatives you wish to contact, Omnus? This is your once in a lifetime opportunity."

     

     

  18. 21 hours ago, TheGospel said:

     

     I don't understand; my tab lights up and I get an alert whenever someone posts. I see new posts on Baldr faster than I ever did on the old site. I don't even have to refresh an open tab if I have one because a little message will pop-up telling me about new replies. I've had this message appear even mid-post, alerting me to a ninja!

     

    I don't get anything.  Maybe I can't figure out how to set it up because I am an old  😄

  19. Specter is chatty; I just prefer the tags because this is my only Baldr game right now so I often miss stuff as it's more difficult for me to see which forums have new posts.  I miss that overview we had before.

     

  20.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 +4 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter couldn't help himself.

     

    "Well, I definitely see why they call you Moose, now."

     

    He walked his way inside, seeing as how the strange fellow didn't seem to mind everyone coming in and all. 

     

    "Yes, the missing people are definitely on our mind.  I assume that something just swooped in and killed them quickly, but honestly, I am at a loss as to what actually happened.  Nothing really seems to make much sense and if you can help us out, we'd sure appreciate it.  It doesn't like water and it doesn't like fire.  That is interesting.  Makes you wonder if we can set a trap for it and then bathe it in Faerie Fire."

     

    Almost as an afterthought, Specter held up the strange staff.  "Oh, hey, do you know what this staff is?  We found it."

  21. Hey everyone, Specter is using his Inspiring Leader feat.  Listen to him for 10 minutes, and you'll all get 6 Temp HP.  I'd recommend that you do that before we journey, and that frankly, you allow Specter to tell you a tale at the beginning of each adventuring day.

  22.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter shrugged his shoulders.  Truth was, he happened to be a Tiefling in the middle of nowhere with no idea of where to go or what to do.  And that didn't make life very easy, given that most people weren't very happy to see the likes of him around.  He'd learned to roll with it and had developed quite a personality to deal with all sorts of uncomfortable situations, but still, it wasn't easy to know where to go or what to do.  Some of these people seemed like they had some really good suggestions, though.

     

    "Listen, folks, I'm find with following Ved somewhere, because I don't have a clue of where we should be going.  However, before we do so, I wanted to introduce myself a bit.  You see, in addition to being good looking, charming, and talented, I also am quite a teller of tales.  And I know one story in particular about a dearly departed soul, one who used to be with us, that I think you'll have to hear before we go anywhere.  You see, in my early career as a medium, I knew the widow of an old woman, married to a mighty paladin who had spent his life righting all sorts of wrongs in the forest..."

     

     

     

  23.  

    18952b9d9f90fab3ed3ff6a40abfd8dd.jpg

     


    Name Specter | Class Bard 3 | AC: 14 | HP: 27/27 | Prof: +2 | PP: 13 | Saves: Str -1 / Dex +4 / Con +1 / Int +0 / Wis +1 / Cha +5

    Special Abilities Bardic Inspiration 1/3, Song of Rest, Tales | Attacks: Rapier | +4 | 1d8+2 Piercing

    Cantrips: Guidance (class), Minor Illusion, Vicious Mockery  Memorized Spells | Spell DC: 13 | Spell Attack +5

    Level 1 | ▣ ▣ ▣ ▣ | Command, Dissonant Whispers, Faerie Fire, Tashas's Hideous Laughter
    Level 2 | ▣ ▣  | Aid, Suggestion


     

    Specter gently nodded at the others when his name was brought up, and quickly looked over the assembled group to make sure that none of them were trying to tie up and lynch the 'devil man' for 'making the forest attack us thanks to unholy visitors'.  One he felt rather certain that no torches or pitchforks were being snatched up, Specter breathed a sigh of relief.

     

    "Yes, hello folks!  Specter is my name, channeling spirits is my game!  Ok, that rhyme sounded better in my head, but nevertheless, I'm quite a resourceful lad, and I see that you are all talented folks yourself.  I really didn't see the wolf changing into a person, for example; that's a pretty sweet trick. "

     

    The Tiefling's black orbs seemed to open up and study the great staff that the green haired girl lifted up. "Aaliyah, is it?  Would you mind letting me study that staff for a moment?  I've heard stories about things like this but I never really got to hold one myself, and I must admit I'm quite curious."

     

     

    Bardic Inspiration

    BI given to Souris. @Rumrunner (lasts 10 minutes if you haven't yet used it)

     

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