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Arudin

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  1. Bloodline: Ironbound -Aspect : Ghost-Heart -Aspect : Origin: Ridgeback - Shamanic Idol (4-track gear): Holds a sliver of power from a not-quite-god. Deals LR salt damage. -Aspect : Post: Screw? (Not sure yet) -Aspect : -Aspect : Edges (3): Skills: Delve: 0 Vault: 0 Wavewalk: 0 Hunt: 0 Study: 0 Sense: 0 Harvest: 0 Scavenge: 0 Tend: 0 Concoct: 0 Cook: 0 Rattle: 0 Flourish: 0 Outwit: 0 Sway: 0 Brace: 0 Break: 0 Hack: 0 Languages:       Name: Tolliver Resources (4): Description (Salvage / Specimen / Whisper / Chart) Description (Salvage / Specimen / Whisper / Chart) Description (Salvage / Specimen / Whisper / Chart) Description (Salvage / Specimen / Whisper / Chart) Motive: Faction: ?? Drives (3):      Mires (3): [ ] [ ] [ ] [ ] [ ] [ ] Appearance/Personality:  History/Background: 
  2. Concept: Military brat turned Templar   He's not really sure how he feels about their ideology and beliefs, but blood calls to blood and memories run deep. Thinking of leaning into the idea of lineage/past lives with Dream and such
  3.   Dice Roller Attempt Set 1 [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll]   Set 2 [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll] [roll]4d6r2v1z[/roll]   Will be going with Roll set #1, thinking Warlock || Artificer
  4.   Baern Deepcarver   Warlock / Artificer 4 Medium humanoid male (Hill Dwarf), Neutral Good Armor Class XX Hit Points XX (4d8 + XX ) Speed XX' ft. Senses Darkvision Languages Common, Dwarvish Proficiency Bonus +3   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength XX (+X) Save +X Athletics +X Dexterity XX (+X)  Save +X Acrobatics +X | Sleight of Hand +X | Stealth +X Constitution XX (+X) Save +X No skills associated. Intelligence XX (+X) Save +X Arcana +X | History +X | Investigation +X | Nature +X | Religion +X Wisdom XX (+X) Save +X Animal Handling +X | Insight +X | Medicine +X | Perception +X  | Survival +X Charisma XX (+X)  Save +X Deception +X | Intimidation +X | Performance +X | Persuasion +X     PROFICIENCIES & ABILITIES  PROFICIENCIES Tools  Instruments Weapons Armors ARTIFICER (ARMORIST) Magical TinkeringAt 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. - A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. | The Right Tool for the JobAt 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. | Tools of the TradeWhen you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  | Arcane ArmorBeginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor: - If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. - You can use the arcane armor as a spellcasting focus for your artificer spells. - The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing. - You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die. | Armor ModelBeginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. Guardian. You design your armor to be in the front line of conflict. It has the following features: - Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. - Defensive Field. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Infiltrator. You customize your armor for subtle undertakings. It has the following features: - Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. - Powered Steps. Your walking speed increases by 5 feet. - Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. WARLOCK (GENIE PATRON) Favored FoeWhen you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. |  RACIAL TRAITS DarkvisionAccustomed to life underground, 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. | Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage. | Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer. | Tool ProficiencyYou gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools. | StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. | Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level. FEATS XXXX | ASICharisma +1 Dexterity +2   WEAPONS WEAPONS       SPELLS SPELL SLOTS Warlock - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Known:  2/2 (2nd) Artificer - Spell Save DC:  3/3 (1st) CANTRIPS WARLOCK:  ARTIFICER:  FIRST LEVEL WARLOCK:  ARTIFICER: (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   INFUSIONS     EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (XX lbs.) Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0 (304 Coins x .02 lbs. = 6.08 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.)  Weapons (5 lbs.)    Readied Items (9 lbs.)  EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (3/3)     APPEARANCE Age  | Height ' " | Weight  lbs. | Hair  | Eyes  | Complexion     BACKGROUND Source  Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: BACKSTORY      
  5. Name: Imren Barantas Race: Human Gender: Male Age: 23 Class: Legendary Magus Archetype: Coiled Viper Alignment:  Traits: Drawback:   Description: Physical. Background: How long have you been on the Jenivere. When did you board the ship. Were you with anyone. Why you were traveling to Sargava. Doesn't have to be a life story, just what is relevant to this adventure.
  6. Spirit Shape: Dragon-Otter (Based on Great Stoat)   Concept: Would-be noble scion of Nechara, who Exalted while questing for the token demanded by the Fair Folk that was poised to become their patron   https://www.lotcastingatemi.com/characters/19639/
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