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relekorlagunis

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Everything posted by relekorlagunis

  1. Who Is This Hero? Scrubland barbarian hero. Why Are They On The Road? Mind entwined with a dying sentience. What Do They Carry? Gourd fetish with cowrie teeth.
  2. KURCE GALEONI MARSHAL 1 Age 98 Height 5 feet 4 inches Weight 123 pounds Size Medium Culture Shadow Elf Background: Entertainer VITALS HIT POINTS 25 HIT DICE 4 (1d8+1) ARMOR CLASS 14 (Padded Leather) SPEED 30 ft. MANEUVER DC 12 PERCEPTION 10 (passive) IMMUNITIES None INSIGHT 10 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 8 (-1) Athletics -1 STR Save -1 DEXTERITY 14 (+2) Acrobatics* +4, Sleight of Hand +2, Stealth +2 Dexterity Save* +4 CONSTITUTION 12 (+1) Constitution Save +1 INTELLIGENCE 14 (+2) Arcana* +4 (constructs +1d4), Engineering* +4 (tunnels +1d4), History +2, Investigation +2, Nature +2, Religion +2 Intelligence Save +2 WISDOM 10 (+0) Animal Handling +0, Culture +0, Insight +0, Medicine +0, Perception +0, Survival* +2 (dungeoneering +1d4) Wisdom Save +0 CHARISMA 18 (+4) Deception* +4, Intimidation* +6 (verbal), Performance* +6 (vocals +1d4), Persuasion* +6 (+1d4) Charisma Save* +6 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armor Weapons Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools Lute, mason’s tools Senses Darkvision 120 ft. Languages Common, Elvish, Undercommon ARCHTYPE: COLORSEER Colorseers express their magic through the ebb and flow of fantastical colors. www.levelup5e.com EQUIPMENT Backpack, crowbar, dagger, hammer, hand crossbow, lute, padded leather, pitons (10), quiver with 20 bolts, rapier, torches (10), tinderbox, waterskin, rations (8 Supply) Maximum Supply: 8 Maximum Bulk: 1 BACKGROUND: ENTERTAINER Connection. Stone and Steele, her old performing troupe led by Riley Steele. Memento. A shard of the harmonic crystal she found deep underground, which still resonates with her voice. Pay the Piper. In any settlement in which Cenya hasn’t made herself unpopular, her performances can earn enough money to support her and her companions: the bigger the settlement, the higher Cenya’s standard of living, up to a moderate lifestyle in a city DESTINY: KNOWLEDGE Cenya seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Cenya gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Cenya’s understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. As a bonus action, Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 6 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. 2. 3. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. 2. 3. NON-ATTUNED ITEMS 1. 2. 3. CONSUMABLES 1. 2. 3. COMBAT Action Bonus Action Reaction ATTACKS Rapier +4 to hit; reach 5 ft; one target; 6 (1d8+2) piercing damage. Parrying. This weapon is designed to be used with a light shield. When Cenya makes an attack with this weapon and is using a light shield she can use a bonus action to either make an attack with her shield or increase her Armor Class by 1 until the start of her next turn. Finesse. Cenya may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included). Hand Crossbow (offhand) +4 to hit; range 30/120 ft; one target; 5 (1d6+2) piercing damage. Dual-wielding. This weapon is designed to be wielded in concert with another weapon. When wielding another weapon in your main hand that does not have the heavy property, Cenya can use her bonus action to make an attack with this weapon (see Two-Weapon Fighting). Loading. This weapon must be loaded before it can be used. Cenya may only make one attack with a loading weapon when she uses an action, bonus action, or reaction to fire it, regardless of the number of attacks she could normally make. SPELLCASTING Caster Level 4 | Spell Casting Ability Charisma | Spell Save DC 14 | Spell Attack +6 Art Specialty: Voice. Cenya has advantage on saving throws made to maintain concentration on bard spells. CANTRIPS (Click the spell for more information) Dancing Lights (V, S, M). Cenya creates up to four hovering lights which appear as torches, lanterns, or glowing orbs that can be combined into a glowing Medium-sized humanoid form. Each sheds dim light in a 10-foot radius. She can use a bonus action to move the lights up to 60 feet so long as each remains within 20 feet of another light created by this spell. A dancing light winks out when it exceeds the spell’s range of 120 feet. Minor Illusion (S, M). This spell creates a sound or image of an object. The illusion disappears if dismissed or Cenya casts the spell again. Cenya may create any sound she chooses, ranging in volume from a whisper to a scream. She may choose one sound for the duration or change them at varying points before the spell ends. Sounds are audible outside the spell’s area. Visual illusions may replicate any image and remain within the spell’s area, but cannot create sound, light, smell, or other sensory effects. The image is revealed as an illusion with any physical interaction as physical objects and creatures pass through it. An Investigation check against Cenya’s spell save DC also reveals the image is an illusion. When a creature realizes the image is an illusion, the effects become fainter for that creature. Prestidigitation (V, S). Cenya wields arcane energies to produce minor effects within 30 feet. Choose one of the following: Create a single burst of magic that manifests to one of the senses (for example a burst of sound, sparks, or an odd odor). Clean or soil an object of 1 cubic foot or less. Light or snuff a flame. Chill, warm, or flavor nonliving material of 1 cubic foot or less for 1 hour. Color or mark an object or surface for 1 hour. Create an ordinary trinket or illusionary image that fits in your hand and lasts for 1 round. Vicious Mockery (V). As long as the target hears Cenya (understanding her words is not required) it makes a DC 14 Wisdom saving throw or it takes 1d6 psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. 1ST-LEVEL (4 Slots) (Click the spell for more information) Comprehend Languages (V, S, M). For one hour Cenya gains +10 bonus on Insight checks made to understand the meaning of any spoken language that she hears, or any written language that she can touch. This spell doesn’t uncover secret messages or decode cyphers, and it does not assist in uncovering lies. Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Harmonic Resonance (V, S, M, Concentration). Until the spell ends after 1 minute, Cenya may take the Help action as a bonus action. Additionally, when a creature within 30 feet uses a Bardic Inspiration die, she may choose to reroll the die after it is rolled but before the outcome is determined. Cenya cannot cast another spell through her spellcasting focus while concentrating on this spell. Heroism (V, S). Until the spell ends, one willing creature Cenya touches cannot be frightened and gains 3 temporary hit points at the start of each of its turns (any remaining are lost when the spell ends). Thunderwave (S). Thunder rolls from Cenya in a 15-foot cube. Each creature in the area makes a DC 14 Constitution saving throw. On a failure, a creature takes 2d8 thunder damage and is pushed 10 feet from Cenya. On a success, a creature takes half damage and is not pushed. 2ND-LEVEL (3 Slots) (Click the spell for more information) Detect Thoughts (V, S, M, Concentration). On the round she casts it, and as an action on subsequent turns until the spell ends, Cenya can probe a creature’s mind to read its thoughts by focusing on one creature you can see within 30 feet. The creature makes a Wisdom saving throw. Creatures with an Intelligence score of 3 or less or that don’t speak any languages are unaffected. On a failed save, Cenya learns the creature’s surface thoughts—what is most on its mind in that moment. On a successful save, she fails to read the creature’s thoughts and can’t attempt to probe its mind for the duration. Conversation naturally shapes the course of a creature’s thoughts and what it is thinking about may change based on questions verbally directed at it. Once she has read a creature’s surface thoughts, Cenya can use an action to probe deeper into its mind. The creature makes a second Wisdom saving throw. On a successful save, she fails to read the creature’s deeper thoughts and the spell ends. On a failure, she gains insight into the creature’s motivations, emotional state, and something that looms large in its mind. The creature then becomes aware that she is probing its mind and can use an action to make an Intelligence check contested by her Intelligence check, ending the spell if it succeeds. Additionally, Cenya can use an action to scan for thinking creatures within range that she can’t see. Once she detects the presence of a thinking creature, so long as it remains within range she can attempt to read its thoughts as described above. The spell penetrates most barriers but is blocked by 2 feet of stone, 2 inches of common metal, or a thin sheet of lead. Magic Map (S, M). Cenya creates a map with herself at the center, choosing a scale up to 100 by 100 miles. The map only includes locations that she has seen and traveled through. The map doesn’t show areas at a significantly different elevation from her current location. If she casts the spell while lost, the spell fails. BARDIC INSPIRATION (4 Per Long Rest) Cenya chooses one creature other than herself that can hear or see her within 60 feet. That creature gains a d6 Bardic Inspiration die. Once within the next 10 minutes, it can roll this die and add the number rolled to one ability check, attack roll, or saving throw result. Alternatively, Cenya can use her Bardic Inspiration to power her Battle Hymns. Battle Hymns. Cenya can expend a use of her Bardic Inspiration to activate this feature at the start of her turn. It continues until she chooses to end it or loses concentration (as if it were a spell), or if activated during a combat whenever the combat ends. Cenya’s battle hymns can affect 4 additional creatures. Harmony of Pain: The creature gains a number of temporary hit points equal to Cenya’s Bardic Inspiration die. Song of Clarity: At the start of each of her turns, Cenya can choose one creature. At the start of its turn, the chosen creature can expend and roll one of its Hit Dice to regain hit points. Battle Hymn Focus. At the end of another creature’s turn, Cenya can use her reaction to activate a battle hymn. This battle hymn replaces any currently activated battle hymns. Replacing an activated battle hymn does not require expending a use of Bardic Inspiration if it has no target yet. FEATS & FEATURES Fey Ancestry. Cenya gains an expertise die on saving throws against being charmed, and magic can’t put her to sleep. EXPLORATION Critical Evaluation. Cenya may spend her inspiration to quickly evaluate a creature or item she can see, accurately determining one objective attribute of her choice. When evaluating a creature, she may determine its resistances, immunities, vulnerabilities, what languages it speaks, or its armor class. When evaluating an object, she may determine if it is magical, poisonous, cursed, trapped, or its approximate value. Trance. Cenya doesn’t need to sleep. Instead, she meditates deeply, remaining conscious. When she takes a long rest, she spends 4 hours in her trance state (instead of sleeping for 6 hours). During the trance Cenya suffers no penalty to passive Perception. A long rest remains 8 hours for her as normal, and the remainder of the time must be filled only with light activity. Eternium Palette. (1/Day) Cenya’s artistry focuses on the play of colors, tugging and pulling at them to reveal new hues. She gains advantage on saving throws against illusions. In addition, when she knows she is being targeted by an illusion spell, she can choose to halve or double its duration. Once she has used this feature a number of times equal to half her proficiency bonus, she can’t do so again until she finishes a long rest. Jack-Of-All-Trades. Whenever Cenya makes an ability check with a skill or tool she is not proficient with, she adds half her proficiency bonus (rounded down). SOCIAL Bardic Legend. When Cenya enters a settlement and spends a day playing or recounting her Bardic Legend, the reputation of her and her allies starts to grow. In addition to receiving local quests suited to the exploits detailed in her bardic legend, when Cenya rests in a settlement that knows her bardic legend she and her allies regain all spent Hit Dice over the course of a long rest. In addition, she gains an expertise die on Prestige checks made in the settlement. Sly Confidant. When Cenya succeeds on an opposed Intelligence, Wisdom, or Charisma check, she gains advantage on her next opposed Intelligence, Wisdom, or Charisma check against the same creature. Varied Expertise. Cenya gains an expertise die on checks made using Persuasion. APPEARANCE Stonesinger Cenya is an exuberant shadow elf with a golden voice and a fascination with minerals and gemstones. She makes her living traveling town-to-town and performing, frequently reuniting with her duet partner—a human woman named Riley Steele—to perform together. Cenya is curious and obsessive, sometimes to the point of naïveté; she will gladly chase an intriguing mystery to the exclusion of all other considerations. Having lived in quiet desperation throughout her adolescence underground, she now seeks to enjoy the highest pleasures of life, sampling the finest foods, aged drink, and music that there is to find. Her indulgence can make her seem frivolous, but beneath that appearance lies a keen eye and an inquisitive soul that can’t be quenched. BACKSTORY Once a miner in a shadow elf commune deep underground, Cenya grew up leading a lifestyle chiefly concerned with the pragmatic realities of day-to-day survival. Art and culture were rarely of interest to her community, and she carried this same mentality for the better part of a century. Her life only changed when she discovered a large, humming crystal in a rounded cave, clearly not naturally-formed. When she spoke the crystal echoed back in harmonies, and she couldn’t help but raise her voice in song to accompany it. In the swelling joy that accompanied her discovery of music, she eagerly returned to her community with what she had learned. Unfortunately, her people had little interest in what she had to say. In short order she was exiled to the surface for her frivolity, and the only act of rebellion she could manage was keeping the location of the crystal a secret so that it wouldn’t be harvested by her people. On the surface, forced to survive on her own, she continued to refine her craft until she found she could make a living through it. ALLIES & ORGANIZATIONS Stone and Steele, her old performing troupe led by Riley Steele. FOLLOWERS & STRONGHOLDS Neigh Type Riding Horse Abilities Speed 60ft, AC 10, HP 19.
  3. I'll be doing a mechanical breakdown in the other reserved post and will be fleshing out his equipment, but Octavian is ready for review.
  4. Background Octavian is just one of the many hundreds, if not thousands, of poor children who have fallen through the cracks of the Shingles in recent years. Orphaned at a young age, he became one of Gaedren Lamm's many "Little Lamms" out of pure desperation: the alternatives to a life of petty crime were even worse. Octavian worked under Lamm's cruel leadership for a few years, moving from unobtrusive courier to hired muscle as his frame and muscles filled out. As with so many of his peers, though, Octavian eventually landed on Lamm's bad side. After a kidnapping gone bad where the victim killed one of the other kids and escaped, Lamm whipped Octavian nearly to death and dumped him into the Jeggare. Fortunately for the boy, he washed up in the harbor, escaping with only his life and a series of painful scars along his face and torso. Even luckier for Octavian, one of the harbor locals took pity on him and nursed him back to health. Nalra was a fetchling, hiding out in the Shingles from someone or something, and let the boy stay with her a while as he recovered. Once he was healthy, he got a job as a construction laborer, and at night Nalra began tutoring him in combat. It turned out the reason Nalra helped Octavian is that he had a hidden talent: she taught him how to access the Shadow Plane and trained him as a gloomblade, a shadowy bruiser who could never be fully disarmed. Although Octavian trained extensively with traditional weapons before Nalra skipped town, he eventually settled on an improvisational style, relying on unorthodox weaponry and raw strength to take down foes with more training and better equipment. Although he burned with hatred for Lamm and dreamed of revenge, he had no way to track the bastard down, and continued to work in construction, eventually getting a knack for basic engineering. Personality Octavian Cosovenau has been hardened by the cruel and deadly nature of the Shingles. Gruff and direct, he prefers to be a man of action rather than words. He also keeps the vast majority of people at arm's length, both physically and emotionally, being unwilling to trust easily or get involved in other people's business. If you can earn his trust, though, you'll find he has a grim sense of humor and a fondness for gambling, although he's very careful to limit his spending on frivolous things. Although it may seem he's not quick to anger, he's just gotten good at keeping his cool and is in fact easily upset.
  5. Chaotic Good Human Fighter 1 HP 12 / 12 Speed 20ft Init 2 AC 12 Fort 4 Ref 3 Will 2 CMB +4 BAB 1 Sledge +7 (2d6+4, x2) 1H Improvised Weapon +7 (1d6+3, x2) 2H Improvised Weapon +7 (1d8+4, x2) 1H Improvised Weapon (Thrown) +6 (1d6+3, x2) Str 17 (3) Dex 14 (2) Con 14 (2) Wis 14 (2) Int 13 (1) Cha 10 (0) Party Role: Melee Bruiser, Scout [At higher levels, item mastery feats and conduit feats for various utility]
  6. Chaotic Good Halfling Swashbuckler 6 [Flying Blade Archetype] HP 52 / 52 Speed 30ft Init 5 AC 20 Fort 6 Ref 10 Will 6 CMB +4 BAB 6 Starknife +1 +13/+8 (1d3+6, 19-20/x3) Str 8 (-1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 10 (0) Cha 19 (4)
  7. I haven't posted my app yet but I'm working on a Flying Blade Swashbuckler, taking advantage of Divine Fighting Technique to use Cha for starknives. Believe me, if there was a way to be CG Paladin, I would have dipped into it.
  8. The Enduring Temper ability gives Combat Stamina as a bonus feat. Big fan of Painted Barbarian as an alternative to traditional rage.
  9. I am keeping my Veilweaving abilities focused on Spheres-related material. I'll be breaking it all down for Penchant in my application, but basically I've gained two abilities via Veilweaving: the ability to use Ghost Strikes as a melee weapon, including AoOs, and the ability to summon a variety of weapons (and the weapons are mostly a backup option and a way to do nonlethal damage). At the moment, I don't think I've gone too complex or powerful, but obviously the GM will be the judge of that.
  10. Human Hedgewitch, Neutral Good HP 110 / 110 Speed 30 ft Init 4 AC 26 Fort 8 Ref 10 Will 14 CMB +7 BAB 7 Lich's Grasp +11 (1d6+8 [+Ghost Strike], x2) Bleeding Wounds [Ghost Strike] +11 (Bleed 9, x2) Bonerattle [Ghost Strike] +11 (4d6 [+move 5ft], x2) Sap +2 +12 (1d6+2, x2) Str 10 (0) Dex 18 (4) Con 14 (2) Wis 10 (0) Int 10 (0) Cha 20 (5)
  11. That's more than fair. Let me take a look at a build with the Veilweaving Sphere and I'll pitch it to you specifically.
  12. How do you feel about the Technomancy and Veilweaving Spheres? Specifically regarding Veilweaving, I would be looking only to pick up veils from the , as they give specific unique benefits to existing spheres, a few Akashic feats, and the .
  13. Basics Name: (AKA Moux The Shapeless) Gender: Male Race: HumanChangeling. Classes: Rogue 4/Warshaper 3/Barbarian 2 | Ranger 7/Master of Many Forms 2 Alignment: Chaotic Good Role: Skirmisher, Striker, Tank, Skill Monkey (Secondary) Officer Position: Boatswain / Shipwright Personality Moux Moux struggles to maintain their own identity while spending so much time in their various personae. Their personae tend to be outgoing and charismatic, as those traits are invaluable for someone as secretive as Moux, but their interests and quirks independent of any identity they are assuming have mostly withered on the vine. However, this does not extend to his one indulgence: theatre. Not as a performer, mind, since that was what he did for each and every day, but as an enthusiast who could truly appreciate the craft... and a critic who wore the title of "pretentious snob" with the kind of pride only a pretentious snob could achieve. Chameleon Mercer is a social butterfly, seemingly getting along with almost everyone. It's his main strength as a boatswain, being able to keep crew morale up and passionately advocate for the crew's interests. Appearance Moux's appearance is as transient as sea-foam.
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