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  1. Tookel Shellbreaker Tortle, Aberrant Mind, Sorcerer Basic Information Name: Tookel Shellbreaker Age: 25 Race: Tortle Size: Small Class: Sorcerer Subclass: Aberrant Mind Background: Cloistered Scholar Level: 1 Personality Traits: There's nothing I like more than a good mystery. Ideals: Knowledge. The path to power and self-improvement is through knowledge. (Neutral) Bonds: My life's work is a series of tomes related to a specific field of lore. Flaws: I am easily distracted by the promise of information. Languages Common, Draconic, Celestial, Sylvan Lost Item Hush now...That is a secret. Backstory Appearance: Tookel is a tortle with a shell adorned with iridescent patterns that shift like the surface of a disturbed pond. His eyes, a mesmerizing shade of cerulean that seems to hold secrets from eons past. Backstory: Tookel grew up in a small fishing village. While most of the tortles spent their days harvesting fish, oysters and clams from the nearby waters, Tookel’s days were spent studying the cosmic forces that shaped the world—the ebb and flow of tides, the dance of celestial bodies, and the whispers of the Far Realm. When he was not pontificating about the mysteries of the universe he was often found in the village pub enjoying the local entertainment. He found nothing more entertaining than once a year when the Witchlight Carnival came to town. Unfortunately for him though, it has not been back since the last lunar eclipse… The last time the carnival was in town, 10 years ago, on a fateful night, during a celestial alignment, Tookel was in a peculiar predicament. The stars were aligned in a pattern he had never seen before, and was torn between going to the show, or watching the celestial event unfold before his eyes. He decided why not both. He would pop into the show, watch some of it, then leave and make his way to his favorite mediation spot upon a nearby hill and watch the night sky. The carnival also recognized the uniqueness of this night, and decided to have an outdoor show letting the full moon illuminate the wonders of the carnival. Tookel absentmindedly forgot to bring any coin with him to pay for the entry into the performance. Knowing he would be remiss if he missed the show, he decided against his better judgment and snuck in. The performance was moving along splendidly, when the cosmic phenomenon began. The moon began to pass in the shadow of the known world, creating a lunar eclipse. At that moment, a rift opened—a tear in reality itself. Tookel’s consciousness was pulled into the void, where he encountered eldritch beings with minds like kaleidoscopic storms. When Tokel returned to his body, he was forever changed. His once-steady mind now resonated with alien thoughts. He could taste the colors of the cosmos, hear the echoes of forgotten gods, and manipulate reality with a mere thought. Tookel’s connection to the Far Realm was both a curse and a revelation. Oddly enough it seemed no one else experienced the same event. Time for everyone else seemed to pause during this event. Show this He remembered for the briefest of moments that he had in his hands a seashell filled with starlight, but it was gone before he fully grasped what he had. The carnival ended soon afterwards, and Tookel never made it up his hill to watch the remainder of the celestial event. The next day the carnival packed up, and has not returned since. Tookel both gained and lost something that day. He gained his powers to become the sorcerer he always dreamed of becoming, but he also lost something that he only just gained, but felt like something he had with him forever… Stat Block
  2. Jacob Turner is ready for review in the character applications. Please let me know if there is anything you would like me to update/edit. Thanks.
  3. Jacob Turner Free Sword Human, Rune Knight Fighter Backstory Jacob can still remember the exact moment his entire life changed. He had been training with the City Guard for a few weeks, when they were recruiting for new enlistees. During the process he was constantly being hazed and ragged on about his size. Jacob has always been on the smaller side, and has spent a lifetime hearing about it. He is only 5’1 which is rather short for a human, weighing slightly above 100 pounds when soaking wet. One recruiter in particular, a Captain of the City Guard, Bryce MacClintoc, was a real pain in the butt. He was constantly bullying Jacob, giving him all the extra hard tasks, and making up extraneous workouts just to see him fail. Jacob was determined to not be defeated by the captain of the guard, it was his dream, after all, to become a city guard and make his parents proud. Jacob came from a working class family, where his parents instilled that a good work ethic and grit could overcome most obstacles. His mother would have preferred he stayed away from any profession that required physical strength like a city guard, but was proud of him non the less for trying. His father, Nico, a shoemaker, wanted Jacob to take up his work instead. He always envisioned that one day Jacob would take over his shop, and continue the family business. He was a very influential figure in Jacob’s life and taught Jacob that determination and conviction outweighs strength and power. Jacob would never forget his favorite quirky saying “Shoes are like a good therapist, they support you every step of the way.” The day finally came when the city guards would announce which of the recruits were going to make the latest crop of guards and be formally enlisted. They gathered all the recruits at the local pub to make the public announcement. Bryce was of course in charge of the event and one by one, each of the recruits' names were called out. There was cheering from the recruits, accompanied with clapping from the onlookers. At last, Jacob was the only recruit left. “Last, and certainly least”, Bryce began, then paused a moment, while the crowd laughed, “We have this welp here,” he pointed to Jacob. “He believes he can be one of us. This pathetic excuse of a recruit. The shoemaker’s son,” he laughed, then shook his head. “No, no, I don’t believe he has what it takes to be a city guard, in fact I would say he has some “sole-searching” to do.” (ooc: more shoe related humor) With that he literally kicked Jacob out of the pub and sent him flying into the muddy street outside. Jacob landed face first in the mud, covered in humiliation From that moment forward, Jacob became obsessed with ways to gain power. He took interest in working as a Free Sword. They would pay anyone who could get the job done, and were as disposable as an old pair of shoes. With each job Jacob took and finished, he felt the endorphins release and that swelling surge of power that came with it. Still it was not enough. He began to crave the feeling. One day he went out into the woods, for the thrill of the hunt, to go find a new challenge that could satiate this hunger. After a day of hiking in the woods, he began to feel tired, but pressed on anyways, deeper and deeper into the forest. While not paying attention, he tripped on a root, and slipped and tumbled down into a ravine, and landed at the mouth of a cave. When he stood up and dusted himself off, he noticed odd blue glowing runes carved into the walls of the cave. He decided to go in, and investigate them. When he touched the first one, he felt frozen in time as a connection was made that he never experienced before. A voice filled his head, “Hello little one.” The voice followed with a slightly sinister chuckle. “The rune you touched only appears to those who truly seek ultimate power. You may be small now, but in time, you can gain "The might of the Giants". This is but a taste of what you can gain.” At that, the connection was severed, and Jacob felt a new source of power surging through his body. (He became a Rune Knight). Jacob called out to the voice, “Wait, what is your name?” After a few moments of complete silence had passed, the voice came back, “Gresh”, followed by the same sinister chuckle. The transformation has begun… NPCs Bryce MacClintoc Captain of the City Guard, Bryce MacClintoc. He humiliated Jacob during the City Guard enlistment process and was the catalyst to Jacob searching for more power. He has turned Jacob away from a respectable profession of City Guard to other avenues like becoming a Free Sword. Nico Turner Nico Turner is Jacob's father. He is a shoemaker by trade, and wanted Jacob to follow in his footsteps...He is responsible for gifting Jacob his unrelenting determination and grit. Gresh Gresh is a Giant of the past. It is the voice Jacob hears during his Transformation, and the connection he has to the world of Giants. He has a sinister laugh, and is willing to gift Jacob "the Might of the Giants", but at a cost... Mechanics Character Creation This is a horror and monster hunter campaign and this will be reflected in the combat and game design. Please keep all the requirements of the monster hunt in mind when designing your character. A Monster Hunt can be divided into 5 steps: An inciting incident where the victim or monster sighting is presented to the party. Players break into smaller groups to investigate the monster. They need to find where the monster’s lair is; but may also work to identify its attacks, weaknesses, and behaviors. This will make the hunt easier and less lethal. This may be on a timeline, depending on how the monster is behaving. Players meet to compare notes and devise a strategy. You may prepare equipment, traps, and the environment to hunt the monster. Players hunt the monster in their lair. Hopefully their preparations and investigations are enough for all to return alive. Players debrief, relax, and develop their social relationships. Players may convert monster trophies into magical items, develop professions, and make advancements in class and transformation levels. Character Level: 3 Allowed Races: Dragonborn, Dwarf, Elf, Halfling, Half-Elf, Half-Orc, Human, Gnome, Changelings, Kalashtar, Downcast, Laneshi, Ogresh, Wechselkind. You may be able to play another race mechanically, but canonically, it will be a Transformed version of one of the allowed races. Please contact me if this is the case as I will want to work out what kind of reactions from the populace you will expect beforehand. Allowed Books: All official content, Grim Hollow Setting Rune Knight (Tasha's) Ability Scores: 27 point-buy 15,9,15,11,8,13 = 27 (Human +1 All) Giant (+2 Str, +1 Con) = 18,10,17,12,9,14 Background: Players will select a Professional Background or create their own. Professional Backgrounds will advance in rank if you fulfill objectives and grant you bonuses to skill checks and other benefits as you climb the social ladder. You can choose a bonus feat with your background, but may not select a half-feat. Military, Free Sword. Pole Arm Master. History: Give me a brief history of your character’s life. You must include the incident that introduced you to the world of the occult. I will be pulling from the history and NPCs to create a plot web when connecting and choosing characters suitable for the campaign. Above NPCs: Give me 3 NPCs to help connect you to the world. Flesh them as much as you feel comfortable with. They will feature during the downtime segments in a manner similar to a visual novel and will be instrumental to progress your class and transformation levels, access shops, and flesh out character progression. Above Transformation: You may select the transformation pathway you possess. You can choose to already have achieved level 1 transformation or roleplay into it at the start of the game. Giant, already level 1 From OOC Thread: You have starting equipment, 150gp living expenses, and your choice of a magic item or 500gp of equipment (weapon, armor, silver weapons, healing potion, alchemist fire, etc) Spear + 1 For each rank in a profession, you choose 1 talent from the list at the end. Hireling Human Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Giant Giant Guards brace the large wooden door against the hulking creature on the other side. As the door explodes into splinters, the guards scatter across the room, pushing one another down or in the giant’s way to ensure their own safety. The giant makes short work of the smallfolk, throwing their bodies around like ragdolls before making her way deeper into the keep for its food stores. As the brown bear rushed towards him, the giant lowered himself into a squat and prepared for the impact. At the moment they met, the giant let out a belly laugh, putting the bear into a headlock and wrestling it to the ground. The two twist around on the ground for several minutes before the bear gives up and sits in the dirt beside the giant. “Good boy,” the giant said before throwing a large fish to the ground. Giants are relics of a harsher time in the world, long before the gods tamed Etharis to allow for the rise of smaller peoples. Most of the giants of Etharis were eliminated over the centuries, but their magical influences, both beneficial and cursed, still linger in pockets around Etharis. Many of the giant clans of old strode the lands of Etharis. The frost giants were most prevalent in their frozen ice castles. The fire giants often warred with them, rising from their magma-filled, subterranean volcanic strongholds. Even the stone, cloud, and storm giants found refuge in the lands of Valika. Of course, no place was safe from the ravages of the brutish hill giants, and their ogre, troll, and ettin servants. This history meant giants exceled at surviving, most famously through their extraordinary size and the capacity for violence that size allows. Giants were a clannish people who respect physical strength, and some postulate that the native people of Valika still have giant blood coursing through their veins. Those who transform into giants may do so because of that giant heritage. Others may come across some latent giant magic trapped beneath the ice or in long-forgotten giant strongholds. Those transforming into giants might find acceptance with the limited number of giants who still call Etharis home, but only after proving themselves worthy of respect by way of personal might or incredible bravery and wit. Becoming a Giant Few mortals have ever transformed into giants or, more accurately, few mortals have survived the experience. Those who were able to transform had some ancient ancestry that included giants, completed one of a handful of arcane procedures, earned the blessing of a giant high priest, stumbled upon some ancient eldritch giant magic, or a combination of these. Becoming a giant isn’t just about growing in size—it also relies on tapping into the primordial prowess of the giants that allowed them to survive against the wilds when the world was new. Growing in strength as a giant often means setting aside planning and reason for instinct and action. Most giants don’t sit around a table plotting the downfall of their enemies; instead, they take the most direct route to their foes and pummel them into submission with their bare hands. Those who show loyalty to their clan, exhibit formidable physical strength, and display decisiveness in war and other contests grow in titanic power. Transformation Features A Giant has the following transformation features: Prerequisites Ability Scores: Strength 13 Roleplay: Complete an arcane ritual, consume a giant’s heart stuffed with alchemical compounds and mashed caterpillars, earn the favor of a giant tribe and undergo a ceremony performed by one of their high priests to bestow the gifts of their titanic ancestors upon you, or accidentally stumble upon ancient giant magic. Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows: Transformation Save DC = 8 + your proficiency bonus + your Strength modifier Level Milestones The following are examples of possible level milestones for the giant: Defeating a creature larger than you Intimidating a group of creatures smaller than you into running away or obeying you Overcome a challenge with an extraordinary feat of strength or excessive violence Eating a creature the same size as you or larger Leading a tribe of giants into battle against another tribe of giants Transformation Level 1 Starting at the 1st level of transformation, you gain the following Transformation Boons and this level’s Transformation Flaw (or the Alternative Flaw). Boon: Giant Form Your Strength score increases by 2 and your Constitution score increases by 1. You become a Giant in addition to any other creature types you are. Spells and abilities that affect giants of a specific CR have no effect on you. Boon: Growth Sport Your body swells as muscles grow and bones elongate, a painful transformation that ends in a towering stature. If your size is smaller than Large, it is now Large. In addition, your maximum hit points increase by 5 and increase by 5 again each time you gain a new Giant transformation level. Flaw: Big Appetite As your body has grown, so has your appetite. While you once subsisted on a few pounds of food a day, you now must eat one livestock animal a day to feel nourished. You must eat at least 2 gp, or about 200 lbs., of food each day. You cannot gain the benefits of a long rest on a day where you have not eaten enough food. Rune Knight Source: Tasha's Cauldron of Everything Bonus Proficiencies When you choose this archetype at 3rd level, you gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Rune Carver Starting at 3rd level, you can use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a different one from this feature. When you reach certain levels in this class, you learn additional runes, as shown in the Runes Known table. Runes Known Fighter Level Number of Runes 3rd 2 7th 3 10th 4 15th 5 Whenever you finish a long rest, you can touch a number of objects equal to the number of runes you know, and you inscribe a different rune onto each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, a piece of jewelry, or something else you can wear or hold in a hand. Your rune remains on an object until you finish a long rest, and an object can bear only one of your runes at a time. The following runes are available to you when you learn a rune. If a rune has a level requirement, you must be at least that level in this class to learn the rune. If a rune requires a saving throw, your Rune Magic save DC equals 8 + your proficiency bonus + your Constitution modifier. Cloud Rune. This rune emulates the deceptive magic used by some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to invoke the rune and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. Once you invoke this rune, you can't do so again until you finish a short or long rest. Fire Rune. This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Frost Rune. This rune's magic evokes the might of those who survive in the wintry wilderness, such as frost giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you invoke this rune, you can't do so again until you finish a short or long rest. Stone Rune. This rune's magic channels the judiciousness associated with stone giants. While wearing or carrying an object inscribed with this rune, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, when a creature you can see ends its turn within 30 feet of you, you can use your reaction to invoke the rune and force the creature to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest. Hill Rune (7th Level or Higher). This rune's magic bestows a resilience reminiscent of a hill giant. While wearing or carrying an object that bears this rune, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can invoke the rune as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you invoke this rune, you can't do so again until you finish a short or long rest. Storm Rune (7th Level or Higher). Using this rune, you can glimpse the future like a storm giant seer. While wearing or carrying an object inscribed with this rune, you have advantage on Intelligence (Arcana) checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can invoke the rune as a bonus action to enter a prophetic state for 1 minute or until you're incapacitated. Until the state ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you invoke this rune, you can't do so again until you finish a short or long rest. Giant Might At 3rd level, you have learned how to imbue yourself with the might of giants. As a bonus action, you magically gain the following benefits, which last for 1 minute: If you are smaller than Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn't change. You have advantage on Strength checks and Strength saving throws. Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra 1d6 damage to a target on a hit. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Fighter Class Features As a fighter, you gain the following class features. 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 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment (a) chain mail or (b) leather, longbow, and 20 arrows (a) a martial weapon and a shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneer's pack or (b) an explorer's pack Fighting 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. Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting (TCE). You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC. Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. 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. Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique (TCE). You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. 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. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Free Sword Military Professional Examples Militarists either work within a formal military structure, or fight for pay on an individual basis. Militarists are often respected or feared, depending on the nature of their organisation. High-ranking Militarists are often paid handsomely, as their skills can decide battles or even wars. Lower-level Militarists make great warriors, mercenaries, and guards. It is not unheard of for militaristic individuals to accompany adventurers on dangerous missions. These tasks are said to keep the mind sharp and skills honed, especially in times of relative peace. Skill Proficiency: Choose one from Animal Handling, Athletics, Insight, Intimidation, Perception, Survival. Tool Proficiency: One type of gaming set. Equipment: A gaming set you are proficient with, an insignia detailing your rank within a military organization, and 10 gp. Free Sword Free Swords are commonly referred to as mercenaries, taking jobs that the local forces can’t handle. Mercenaries may be the only hope of villages looking for defenders against raiders, overextended sheriffs chasing powerful fugitives, and small merchants traveling Etharis’ dangerous byroads. Larger mercenary companies win wars on behalf of cities and kings. They fight for coin above all else, exacting little honor from the contracts they accept. Skill Proficiency: Intimidation. Additional Equipment: Moleskin gloves, grappling net, a hip flask of hard liquor. Independent Contractor Upon spending an hour loitering within a town, and succeeding on a DC 15 Charisma (intimidation) check, your intimidating presence draws offers of employment to you. As long as you are not trying to conceal your presence, jobs befitting a Free Sword Mercenary will find you. You can find mercenary and adventuring jobs only available to Free Sword licence-holders. These jobs typically pay more than a standard contract of their type. Free Sword guilds take a 5% cut as a guild fee. Rank 1 - Hireling You have been trained in combat by a group of mercenaries with a Free Sword licence. After many tedious years of combat drills and shooting at straw targets, you are close to receiving your very own license. Holdings: Lodging at any Free Sword’s guild house and use of Free Sword’s training grounds and facilities. The contract for a dangerous bounty that your mentor died trying to complete. Progression: Complete a contract with a guild member who has a Free Sword license.
  4.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky sat down opposite of Nhor. The Vampire still scared him. Blinky was a little unsure of himself in these settings. Usually Blinky gets paid to be a guide and scout, and thus never truly part of the group expedition. He often spends times likes these by himself, while the party he is guiding, do all the sitting and drinking and laughing. Usually laughing at him. But this time was different. Blinky was group. He was unfamiliar with this.   He watched the others, then ordered an ale, and pulled some Grit out of his pockets, and offered a bit to the group. "Blinky eat, you eat?" Then put some in his mouth.
  5. Rusty Stinkhorn | Halfling Druid 2  HP: 18/18 | AC: 17 Speed: 25 I Initiative:+3 Passive Perception: 13 |  Wildshape: 1/2 "Should we double back on that previous tunnel first? I hate leaving stones unturned. Allows for the chance to be snuck up upon."       Spell Slots: 3/3 Cantrips: Chill Touch Shillelagh Thorn Whip   Level 1: Entangle Healing Word Faerie Fire Detect Magic Speak with Animals   Circle of Spores Features Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity :Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.   Racial Features Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.   Brave: You have advantage on saving throws against being frightened.   Nimble: You can move through the space of any creature that is of a size larger than yours.   Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.   Languages: You can speak, read, and write Common, Halfling, Sylvan, Druidic.   Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.   Attacks Shillelagh Quarterstaff: +5 1d8 Thorn Whip: +5 1d6 Chill Touch: +5 1d8 Halo of Spores: 1d4
  6.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky was proud and honored that Krebgur had chosen to talk to the group he was with. He was more honored to be in the presence of Grubbles however. Blinky followed the group to the training ground. He liked the idea of no paperwork, he wasn't even sure what "paperwork" was. He was a bit confused too when asked to "show off." He let the other take the lead, then understood and followed suit.  "Ahh, Blinky burn stuff?" With that, he pulled a flask out of his bandolier and put it in his sling. He started to spin the sling in a circle, slowly gaining momentum. Once he had it spinning fast enough, he released the flask and watched it fly through the air. As it hit one of the target dummies it exploded and covered it in a thick viscous oil. An instant later Blinky channeled his red mana through his other hand, and shot out a firebolt at the same dummy. Not only did the the force of the bolt impact the dummy, but the the oil caught fire and dummy burned a bight reddish orange.    Blinky turned to Grubbles.  "Grubbles likes Blinky's fire?" He then offered the creature a bit of his grit. 
  7.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky stood watching in awe. He had never seen such a magnificent creature as Grubbles. His eyes twinkled and his heart yearned. Maybe one day, Blinky thought to himself, Blinky will be able to tame such a beast. He was so impressed by the goblin, he did not pay much attention to the rest of the tallers.
  8. Rusty Stinkhorn | Halfling Druid 2  HP: 18/18 | AC: 17 Speed: 25 I Initiative:+3 Passive Perception: 13 |  Wildshape: 1/2 "More Goons."  Rusty said. But before he could utter another word, Krag unleashed his thunderous might again, and decimated the group. The magic user of the group initially blasted the party with a bolt of ice, but thankfully it missed. "He must be the one whos room we were going through upstairs. It might be wise to keep him alive enough to question him?"    But before Rusty could knock him out, Waylan dealt him a final blow. Rusty noticed a final hobgoblin approaching from the south and decided to deal with him. As he approached, his spores began to come to life.   ActionsMovement: move into melee range of hobgoblin. Bonus Action: Cast Shillelagh. Action: Attack with Quarterstaff Reaction: Spores.   SporesCON Save DC13   Spell Slots: 3/3 Cantrips: Chill Touch Shillelagh Thorn Whip   Level 1: Entangle Healing Word Faerie Fire Detect Magic Speak with Animals   Circle of Spores Features Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity :Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.   Racial Features Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.   Brave: You have advantage on saving throws against being frightened.   Nimble: You can move through the space of any creature that is of a size larger than yours.   Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.   Languages: You can speak, read, and write Common, Halfling, Sylvan, Druidic.   Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.   Attacks Shillelagh Quarterstaff: +5 1d8 Thorn Whip: +5 1d6 Chill Touch: +5 1d8 Halo of Spores: 1d4
  9. Rusty Stinkhorn | Halfling Druid 2  HP: 18/18 | AC: 17 Speed: 25 I Initiative:+3 Passive Perception: 13 |  Wildshape: 1/2 Rusty agreed with Waylan. "Good idea. Don't want to get lost down here."       Spell Slots: 3/3 Cantrips: Chill Touch Shillelagh Thorn Whip   Level 1: Entangle Healing Word Faerie Fire Detect Magic Speak with Animals   Circle of Spores Features Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity :Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.   Racial Features Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.   Brave: You have advantage on saving throws against being frightened.   Nimble: You can move through the space of any creature that is of a size larger than yours.   Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.   Languages: You can speak, read, and write Common, Halfling, Sylvan, Druidic.   Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.   Attacks Shillelagh Quarterstaff: +5 1d8 Thorn Whip: +5 1d6 Chill Touch: +5 1d8 Halo of Spores: 1d4
  10.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky was mostest amazed by all the hair of Torgar . Such luscious locks. Poor Blinky had the roughest of skin. Perhaps it was his diet of grit. While it did make his skin super hard, to the point he didn't need armor, he did envy the Minotaur. His hand slowly, subconsciously rose to touch the minotaur, but at the last minute he refrained. He awkwardly recovered "Umm hello…" he gestured around to the crowds, "welcome to umm Sea Gate…" he didn't know what else to say. "Umm come meet Blinky's friend.." he quickly grabbed his hand so he could feel the minotaur's fur, and pulled him in the direction of Sajawe.
  11.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky knew this Kor was different. She actually looked at him for one thing. Most tall folks look down at Blinky. Before he could respond to her, he overheard a vampire talking about him with disdain in his voice. "All the same" he said to Sajawe, nodding in the direction of the vampire. "Everyone thinks low of Blinky and goblins, but that's okay, we use that to our advantage." He said with a wink.   His eyes shifted to the shaggy minotaur. Now this was something Blinky did not see every day. He was very intrigued. "S'cuse me miss," he said politely to Sajawe, then hopped off his chair and made his way to the minotaur.
  12.  Blinky (Goblin Artificer 1) Sheet AC: 14 HP: 9/9  Initiative: +3  Passive Perception: 11   Blinky climbed up on his seat to watch the large crowds gather. Races from all over the land were gathering for this presentation. A female Kor who was doing her best to avoid others seemed to be overly excited for the meeting of the five houses.   "Here for adventuring?" He asked her. "Blinky here for the same. Must be pretty important, whatever the five houses have to say. Blinky never seen so many people gathered here before. Blinky never seen you before either?"   He looked at her quizzically, almost sizing her up. She did not appear to be your run of the mill adventurer. She had a different quality about her that he could not quite put his slender finger on.
  13. Rusty Stinkhorn | Halfling Druid 2  HP: 18/18 | AC: 17 Speed: 25 I Initiative:+3 Passive Perception: 13 |  Wildshape: 1/2 Rusty stood at the intersection of the two tunnels and listened intently, trying to make out any noises down either. He was accustomed to such dark dank places that he did not initialy notice that his companions could not see in the dark. Then, realizing, he put his quarterstaff away for the time being and lit a torch.    "Maybe this will help you all?"  He figured since he was third in line, in the middle of the group, it would cast the best light for everyone. "Which way should we go first?"   Spell Slots: 3/3 Cantrips: Chill Touch Shillelagh Thorn Whip   Level 1: Entangle Healing Word Faerie Fire Detect Magic Speak with Animals   Circle of Spores Features Halo of Spores: Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level.   Symbiotic Entity :Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again.   Racial Features Lucky: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.   Brave: You have advantage on saving throws against being frightened.   Nimble: You can move through the space of any creature that is of a size larger than yours.   Naturally Stealthy: You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.   Languages: You can speak, read, and write Common, Halfling, Sylvan, Druidic.   Silent Speech: You can speak telepathically to any creature within 30 feet of you. The creature understands you only if the two of you share a language. You can speak telepathically in this way to one creature at a time.   Attacks Shillelagh Quarterstaff: +5 1d8 Thorn Whip: +5 1d6 Chill Touch: +5 1d8 Halo of Spores: 1d4
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