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Tachu

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  1.     Kairaki - Grippli Monk Application  Sheet AC: 19 | HP: 17/17 | Fortitude: +6 | Reflex: +9 | Will: +8 | Perception: +6 Posting Template Mechanics Main Hand: Staff Off Hand: Empty Action 1: Your action goes here. Action 2: Your action goes here. Action 3: Your action goes here.      
  2. Kairaki, Grippli Monk Background: Since his childhood Kairaki has lived as a nomad in the Mwangi Expanse. Having lost his parents at an early age, an elderly grippli took Kairaki under his arm and taught him the way of the Junglewardens, a small group of people who operate solo protecting the jungle from various threats that may disturb the natural order of the wild. For this, strength of body, mind and spirit was instilled into Kairaki through rigorous training. Kairaki carried this life with decision, maybe more out of a sense of duty and obedience than a love of nature. Eventually, as the years went on, his master fell ill and died. His last words were "Your training is far from over, you'll be found and grow stronger". The young grippli didn't understand these words until a few months later, when he encountered an old human woman who bore a similar marking that his master had. The mysterious woman told Kairaki "Go to Magaambya, the Rain-Scribes are waiting for you". With renewed purpose, Kairaki grabbed his staff and set out to continue his training, not knowing at all what he would find there. (Willing to change any detail if it fits the AP better) Character Sheet  
  3. Awesome! Thanks for accepting, I'm sure we'll have a great time!
  4. True! Fixed it and I also added the weapons to the inventory, which I had forgotten. Thanks!
  5. I submitted a sheet. Could you please tell me if everything is ok or if you want me to do a separate post in the thread please?
  6. Hi! I'm very interested in the campaign and I'm working on a concept. I'm going with a young abjuration wizard. Do you want us to just post the sheet in that thread?
  7. Character Sheet: https://www.myth-weavers.com/sheet.html#id=2742899 Stats Tanya Morgath Female magus CG Medium outsider (native) Init +4; Senses, Perception -1 DEFENSE AC 17, touch 14, flat-footed 13 (+4 Dex, +3 armor) hp 10 (1d8+2) Fort +3, Ref +4, Will +1 Resist electricity 5 OFFENSE Speed 30 ft., climb 20 ft. Melee rapier +4 (1d8) STATISTICS Str 10, Dex 18, Con 12, Int 18, Wis 9, Cha 7 Base Atk +0; CMB +0; CMD 14 Feats Weapon Finesse, Airy Step SPECIAL ABILITIES Energy Resistance: Sylphs have electricity resistance 5. Spell-Like Ability (Sp) Sylphs can use feather fall 1/day (caster level equals the sylph’s total level). Darkvision: Sylphs can see perfectly in the dark up to 60 feet. Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Arcane Pool: At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.  At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.  At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.   AD Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.  A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Spell Combat: At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Fluff Portrait:  Background: Tanya is the daughter of Phillip and Alexandra Morgath, a couple of retired human adventurers. Her father is a powerful and respected wizard who specialises in air elemental magic and has knowledge of alchemical creations. On the other hand, her mother was a skilled fighter, known for her skills with her rapier. Unable to decide if their daughter was going to be trained in magic studies or martial prowess, they decided to do both. And so, Tanya is not only an adept spellcaster but also good with her weapon. She also has a little brother, Theodore, who decided to dedicate his life to the study of alchemy. Tanya's parents retired in Sasserine, where they opened a shop of oils, potions, infusions and other alchemical creations. When their daughter was born a Sylph (probably due to her father's magic), she was instantly the couple's pride and many expectations were put upon her. Even if on the long run they finally managed to make a talented person out of Tanya, she was not always easy to train, as she was rebellious and curious, often escaping her parents' watch to roam the city, gathering information, listening to stories and finding about rumors. Even though she was a troublemaker, her family loves her very much and she loves them back. Sadly, as sylphs live longer, her mother passed before she reached adulthood and Tanya remembers her fondly. Thanks to the magic that inhabits his body, her father Phillip has managed to live much longer than any human should and still trains his daughter. Tanya has a very friendly relationship with his little brother, but even if she is several years older than him, he grew up faster and moved away from the city after he got married. The moment that she regrets the most happened one night when she was carrying a crate with products from her family's shop. They were meant to be sold to one of the city's nobles and it was very important for her dad, but as she was transporting them, she was mugged. Although Tanya tried to fight them back she was not able to fend them off and was left lying on the street bloody and bruised, her things taken from her. She still remembers the look of worry from her dad and the disappointment from her mother. It did not help that she died only a few days later. A new opportunity arised when burglars came to steal in the shop. This time though, Tanya scared them off after heavily injuring one of the burglars with a nicely casted shocking grasp, one of Phillip's staple spells and the one that was the hardest for her to learn. The pride on her father's eyes was indescribable an that day he decided that his daughter's training was finally ready, so he let her look for her own adventures. Excited, Tanya started searching for any job opportunities that could entail great adventures. Personality: Tanya is first and foremost a curious person. She likes to know from epic stories, to interesting facts about nature, places and society to even intimate details about people's lives. The latter has prompted her to make inappropriate questions or comments more than once. For the same reasons, she has little to none friends, so her family is about every important people for her. She is kind and helpful most of the time, but she can also be jealous and petty when someone gets on her bad side. NPC Relationships: Phillip Morgath (Mentor): Tanya's father and the one who trained her, she strives to make him proud. He is a powerful wizard who specialises in air magic Theodore Morgaht (Friend): Her brother is one of the closest people to Tanya. They often went to small adventures and caused mischief together. He is a skilled alchemist and has his own shop in another city. Berenger Longfoot (Rival): A young halfling that is also Phillip's apprentice. As he was more naturally talented he tended to be the object of Tanya's jealousy. Although he believed that she was the favorite since she was his master's daughter. Moldark Vonner (Enemy): A renowned alchemist in Sasserine and the Morgath family's competition. Tanya is sure that he is sending robbers and burglars to take down the shop. Goals: To explore and learn about the world outside of Sasserine, that can be done by earning money or through an adventure. To make her father proud by becoming a successful adventurer. Role: Front-line, scout and brain.  
  8. Hagran Oakbranch Old Deadeye's Priest     "Respect your home and family. Only then you can respect yourself."   CLERIC 1 Medium humanoid male (Hill Dwarf), lawful good Armor Class 18 Hit Points 12 (1d8 + 4) Speed 25' ft. Senses darkvision 60' ft. Languages common, dwarvish Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 13 (+1) Save +1 Athletics +3 Dexterity 10 (+0)  Save +0  Acrobatics +0 | Sleight of Hand +0 | Stealth +0* Constitution 16 (+3) Save +3 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +0 Wisdom 16 (+3) Save +5  Animal Handling +3 | Insight +5 | Medicine +5 | Perception +3 | Survival +3 Charisma 10 (+0) Save +2 Deception +0 | Intimidation +2 | Performance +0 | Persuasion +2 * Disadvantage from Heavy Armor / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Brewer's supplies, dice set  Vehicles Land  Weapons Simple, handaxe, greataxe, light hammer, warhammer  Armors Light, medium, heavy and shields CLERIC CLASS ABILITIES Divine Domain: OrderAt 1st level, you choose a domain shaped by your choice of Deity and the gifts they grant you. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells Each domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Order Domain The Order Domain represents discipline, as well as devotion to the laws that govern a society, an institution, or a philosophy. Clerics of Order meditate on logic and justice as they serve their gods, examples of which appear in the Order Deities table. Clerics of Order believe that well-crafted laws establish legitimate hierarchies, and those selected by law to lead must be obeyed. Those who obey must do so to the best of their ability, and if those who lead fail to protect the law, they must be replaced. In this manner, law weaves a web of obligations that create order and security in a chaotic multiverse. | Voice of AuthorityStarting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, 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.   WEAPONS WEAPONS Warhammer +3 to hit for (1d8+1) bludgeoning damage. | Versatile (1d10) Light Crossbow +2 to hit for (1d8) piercing damage. | Loading, range, two-handed (80/320)   SPELLS SPELL SLOTS 2/2 (1st) Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 4 CANTRIPS Guidance | Light | Sacred Flame* FIRST LEVEL Bless (C) | Command* | Cure Wounds | Healing Word (B) | Heroism* (C) | Shield of Faith (B)(C) * Denotes a Domain spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (128.7 lbs.) Weight: 128.7 lbs. / 292.5 lbs. max. (15 x 1.5 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.2 lbs.) Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0 | Platinum: 0 (10 Coins x .02 lbs. = 0.2 lbs. Total Weight) EQUIPEMENT READIED (74.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (65 lbs.) Traveler's Clothes - 4 lbs. | Chain Mail - 55 lbs. | Shield - 6 lbs. Weapons (7 lbs.) Warhammer - 2 lbs. | Light Crossbow - 5 lbs.   Readied Items (2.5 lbs.) Holy Symbol - 1 lb. | (20) Crossbow Bolts - 1.5 lbs. EQUIPMENT STORED (54 lbs.) Stored items can be retrieved with an action. In Backpack (37 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1 lb. | (10) Torches - 10 lbs. | (10) Rations - 20 lbs. | Dice Set Strapped to Backpack (17 lbs.) Waterskin - 5 lbs. | Hempen Rope - 10 lbs. | Bedroll - 2 lbs. * Denotes magic item (see below)   APPEARANCE Age 132 | Height 4' 9" | Weight 172 lbs. | Hair Auburn Red | Eyes Blue | Complexion Stocky Hagran wipes the sweat off his brow and lets out a deep sigh after hours of work. He rests his muscular and hairy arms on top of the shovel for a minute before going back to the house. He cleans himself, washing his red hair and beard. Even for a country man, the dwarf liked to be clean and neat. He changes his simple farmer clothes for a brown tunic with green lines. Hagran sits in a chair and starts braiding his beard, adorning it with a gold band which he inherited from his father, maybe the only luxurious item he has ever possessed. He puts something around his neck: a little depiction of a bow and arrow made from beautifully worked wood, the holy symbol of Erastil. He looks at the chain mail that rests at the side of his bed, almost unused along with a warhammer and a wooden shield, knowing that soon may be the time to don them. But for now, it's time for prayer. He gets to a humble altar that's propped up in the middle of his house and gets on his knees.   BACKGROUND ROSTLANDER Source Custom Personality Traits: I judge people by their actions, not their words. | If someone is in trouble, I'm always ready to lend help. Ideals: Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful) Bonds: I worked the land, I love the land, and I will protect the land. Flaws: Secretly, I believe that things would be better if I were a tyrant lording over the land. Background Feature: Hefty HaulerYou can carry more than your frame implies. Increase your maximum carrying capacity by half. (i.e. STR 12 could carry 270 lbs.instead of 180 lbs.) BACKSTORY The only child of an older dwarven couple who moved into the farmlands of Rostland years ago, Hagran Oakbranch has worked the earth for almost all of his life. His parents, staunch followers of Erastil, taught him about the values of community, peace, order and duty since he was born. And so, Hagran grew up in a life devoted both to prayer and work. As a young boy he was lively and kind. He happily helped his family and neighbours with any task that they needed to do. The dwarf learned that the peace and quiet that they enjoy comes from law and order. Just as growing the crops require thought, planning, care and keeping in line with what must be done, also people benefit more when they follow the rules. With chaos and improvisation comes disruption and failure.   Hagran's parents passed when he was still young (for a dwarf). Since then, he tended to the farm alone and prayed more. Though still kind and cooperative, he started to live closer to isolation, talking to neighbours or going to the nearest town only when absolutely necessary. Family gave meaning to his life and the grief of losing it was becoming too much.   That changed when the dwarf met Ysolda, a retired adventurer who looked for a peaceful life in the farms and came to Rostland. The two fell quickly in love, he could spend hours listening to her stories about adventures and loved her energy and spirit. In turn, she liked the stability that Hagran provided, as well as his wisdom and the passion with which he defended his values. They eventually got married and had two beautiful kids: Brustar and Hilda. Hagran recovered the meaning of his life as he could lead a family into growth.   Sadly, as a few years with bad crops went by, the differences between the couple which they found so endearing turned into tensions, which then turned into fights. Ysolda tried to convince his husband that they had to leave Rostland, find another place where they could do better and raise happier children. Hagran was stubborn though, he didn't want to leave the earth that had seen him grow, the place that his parents had put so much work into. He wanted his kids to be farmers just as him and his grandparents. In one particularly bad fight Hagran said that it was Ysolda's fault that the farm wasn't doing well, that Erastil was punishing them because of her rebelliousness, a sentence that the dwarf regrets until today. She could not take anymore and left with the kids.   After several years of reflecting on what he did wrong, Hagran remembered that Erastil would only find redemption in actions. He then turned to the community looking for a new meaning. He accepted help and advise from his neighbours and he helped in return. That is when he started manifesting new powers that allowed him to aid the community even further, not only with mundane tasks but also with spiritual guidance.   After hearing several news about chaos in the south, he paid attention to the chaos that was rampaging there. Many people had been affected by barbarians or bandits. Then came the Aldori swordlords' call and Hagran had an epiphany: Ysolda was right, home was more than the land where he grew up, the people and his family were also home. As he was now stronger and wiser, then he could help building a better place for the community to live in.  
  9. Thanks! I already edited the sheet to add the background skills.   Story wise: In that case, would it make sense that the leader of the druids heard about Khonnir recruiting people for the water sampling project and sent Brech? I think that the druids and Brech in particular would be very interested in seeing if there is any environmental impact. If that doesn't fit well with the story I can work in another motive.
  10. Name: Brech Race: Half-orc Class: Blight Druid Gender: Male Alignment: LN Campaign Trait: Robot Slayer Background: What happens when the thing you swore to protect is mostly destroyed, do you give up on your quest or do you keep guarding what's left of it? The druids who roam the barren wastelands of Numeria chose the latter. Having failed to protect the environment around Starfall, these people have decided to keep what little is left of this area alive for generations. Brech was born under this group and was quickly trained in the druidic arts and in the disposal of their major enemies: The automatons that wreak havoc once they escape the cities. Having heard rumors about a dormant robot lying around, the leader of the group sends Brech on his first solo quest to Hajoth Hakados in order to gather information and dispose of any threats that he may find. He is told that Khonnir Baine, Torch's prominent wizard may have something to do with it, so locating and interrogating him is also desirable. Berch is always accompanied by his armadillo familiar. A few years ago he found it injured after a battle and took care of it. The creature bonded with him and now they're inseparable. Description: Brech is a short and stocky half-orc. He has a grenish skin and eyes, and a short shaggy black hair with a beard. His expression is usually serious, the long tusks that emerge from his mouth adding to a menacing look. The most distinguishable characteristic is a big tattoo of a crossed out tree on his uncovered back which is the mark of his clan. He wears mostly tattered clothes and worn out armor. Personality: Serious and stoic, Brech is not a person who seems approachable, but is actually a very kind half-orc. He is mostly cooperative and obedient, his strong sense of duty fueling his actions. He believes that the structure and hierarchy of the clan is necesarry for survival. It must be mantained to balance out the chaos that's happening around him. Starting Gold: 2d6(7)*10 = 70 Character Sheet: https://www.myth-weavers.com/sheet.html#id=2740289
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