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Habsfan

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  1. Princess Calla Dunwyn Calla had taken advantage of the greater freedom they had been given to do some more training, as well as let her good friend Sunny know what she had been up to. Now this meeting with two of the Dwarves and talk about a phantom thief? This was definitely an adventure in the making and that was confirmed in quick succession by Merlin and the others. Yichan had a great set of ideas and some true concerns. But at the mention of hitting the ghost, she had a bit of an idea.   "Magic spells and magic weapons are good against ghosts, I believe. Maybe there's an item Merlin has that can be used to bind a ghost, if it is truly a ghost. It could be someone using magic or trickery to accomplish these feats." The blonde princess looked first at her redheaded friend, then Kronk. "Do either of you have a skill or spell that helps you identify if something is a ghost, spirit or other?"  
  2. [FLOATLEFT][FIELDSET=Basic Info][B]Name:[/B] Calla Dunwyn [B]Age:[/B] 22 [B]Gender:[/B] Female [B]Race:[/B] Human [B]Class:[/B] Fighter [B]Subclass:[/B] Banneret [B]Level:[/B] 6 [B]Background:[/B] Noble[/FIELDSET][/FLOATLEFT] [FLOATRIGHT][FIELDSET=Appearance][IMG2=300]https://cdnb.artstation.com/p/assets/images/images/013/784/555/large/marc-elliott-l-hommedieu-disneycalla.jpg?1541081294[/IMG2][/FIELDSET][/FLOATRIGHT] [FLOATLEFT][FIELDSET=Traits] [B]Personality:[/B] Despite my noble birth, I do not place myself above other folk. We all have the same blood. [B]Ideals:[/B] Noble Obligation. It is my duty to protect and care for the people beneath me [B]Bonds:[/B] I will face any challenge to win the approval of my family. [B]Flaws:[/B] I hide a truly scandalous secret that could ruin my family forever. [/FIELDSET][/FLOATLEFT] [FIELDSET=Description] Princess Calla Dunwyn is a young lady of 22. She stands at 5'10" tall and weights in at 140lbs. She has blue eyes and long blonde hair she keeps in a braid. She has a slim build with lightly tanned skin and a toned form, generally hidden by her dresses or by her armour. Calla's no longer as bossy as when she was younger, but she still has a stubborn streak in her. She has learned to tolerate the pomp and circumstance that comes with being royalty and understands it's necessity, but she's a princess of action instead of words. She truly appreciates her duties as the Black Knight of Dunwyn and is not sure she wants to let them go when it will be her time to be queen. [/FIELDSET] [FIELDSET=Backstory] Calla is the daughter of King Gregor, ruler of the kingdom of Dunwyn, which is itself a part of the Moors. Growing up, Calla learned how to be a royal and how to take care of a kingdom, but had to train herself in combat, since no one else would. These skills would come in handy helping Cavin and the Gummi Bears. Through many an adventure, they were able to thwart Duke Igthorn again and again until finally defeating him and his ogres. Once this was done, Calla spent time focused on three things, her royal training, her physical training and her friendships. She trained at the Prince and Princess Academies, where she has since graduated from. She had taken it upon herself to train her body during that time. Lastly, she kept in touch with Cavin and Sunni. Cavin is still in training to be a knight, but he's close to his goal. Sunni on the other hand, has succeeded in getting Gusto Gummi's attention and the two are happy together. While Calla is the princess of Dunwyn, she is also it's Black Knight. A position she has taken over from her father, as he's not as young as he once was and she's proven herself capable. The Black Knight is the champion of Dunwyn and an inspiration on the battlefield. Her father has helped her learn more tactics and how to apply her combat skills where they are needed. She is currently spending time in the training grounds, improving her skills and helping others do the same. There she has met Princess Merida and respects her drive and desires. Dunwyn is on of the kingdoms that make up the Moors. It has some farmland and a large town with the royal castle as it's capital. There is a large forest called the Fangwood, in there is a hidden place called Gummi Glen, where one would find the Gummi Bears. At the edge of the kingdom is a set of mountains, the location of old castle Drekmore, where some ogres lived in Calla's youth. All has been quiet from there for a decade now, since the defeat of Duke Igthorn, but scouts keep an eye on the area in case the ogres come back. [/FIELDSET] [SPOILER=Character Sheet] [b][url=http://www.myth-weavers.com/sheet.html#id=2679002]Calla Dunwyn[/url][/b] [i]Human Fighter: Banneret 6 Good[/i] [b]AC[/b] [b]HP[/b] 58 [b]Speed[/b] 30ft(20ft in armour) [b]Str[/b] 16 (3) [b]Dex[/b] 13 (1) [b]Con[/b] 16 (3) [b]Wis[/b] 12 (1) [b]Int[/b] 10 (0) [b]Cha[/b] 14 (2) Variant Human, Free skill: Acrobatics. Background Skills: History, Persuasion. Fighter Skills: Athletics, Perception. Languages: Common, language 1(Sylvan), language 2(exchanged for prof with calligraphy tools) Resilient: Choose one ability score(Charisma). You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Fighting Style: Defense. While you are wearing armor, you gain a +1 bonus to AC. 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. 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. Rallying Cry: When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. ASI 4th level: Strength and Wisdom +1 Charger: When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ASI 6th level: Constitution and Dexterity +1 (To be edited for format)
  3. Working on it now, this is going to take a little getting used to after years of the old style of posting.
  4. Princess Calla Dunwyn When they had made there way back with the teleportation magic, Calla had taken the time to clean her sword and listen to the others talk. Oogie had been tough, but with some help from Santa, they had been able to hold off long enough. Now they had this new information which had her thinking that Ursula most likely had the sundial in question, King Triton would just end up confirming the case one way or the other. "I'm glad that we're out of there, but I have a feeling that we'll be heading out again soon." The blonde princess didn't have more to add, the others had done a great job of covering all their bases. "We didn't end up using the potions of Climbing, want them back Merlin?"          Character Sheet   Calla Dunwyn Human Fighter: Banneret 6 Good AC 19 HP 52/52 Speed 30ft(20ft in armour)  Str 16 (3) Dex 13 (1) Con 16 (3) Wis 12 (1) Int 10 (0) Cha 14 (2) Variant Human, Free skill: Acrobatics. Background Skills: History, Persuasion. Fighter Skills: Athletics, Perception. Languages: Common, language 1(Sylvan), language 2(exchanged for prof with calligraphy tools) Resilient: Choose one ability score(Charisma). You gain the following benefits: Increase the chosen ability score by 1, to a maximum of 20. You gain proficiency in saving throws using the chosen ability Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Fighting Style: Defense. While you are wearing armor, you gain a +1 bonus to AC. 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. 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. Rallying Cry: When you choose this archetype at 3rd level, you learn how to inspire your allies to fight on past their injuries. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your fighter level, provided that the creature can see or hear you. ASI 4th level: Strength and Wisdom +1 Charger: When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed). Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. ASI 6th level: Constitution and Dexterity +1    
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