PureChance Posted January 19 Clone Share Posted January 19 (edited) Workshopping - either a Stars Druid tracking Caiphon, or drowned man in a pact with fathomless entity... First Thoughts Build - Stars Druid tracking Caiphon's influences bonus feat: Observant (+1 WIS) Variant Human. Feat. Prodigy (Athletics, Navigators Tools, Expertise (?Arcana) Skill. Survival Stats STR 12, DEX 14, CON 16, INT 16, WIS 20, CHA 11 Rolled (16,17,11,15,14,12) Human. WIS+1, INT+1 Observant WIS+1 Skill Expert. WIS+1 Background - Sage (Astronomer) Skills: Arcana, History Tools: - Languages: Deep Speech, Illuskan Equipment: Druid - Circle of Stars 5 Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival Equipment: level benefits Druidic, Spellcasting (Ritual Caster) Wild Shape, Star Map, Starry Form [2nd level spells] Wild Shape Improvement, ASI - Feat - Skill Expert (+1 WIS, Expertise Perception, Trained Insight) [3rd level spells] --------------------------------- Cosmic Omen [4th level spells] Second Thoughts Build bonus feat: Tavern Brawler Reborn human. skills: Acrobatics, Stealth Stats STR 14, DEX 16, CON 18, INT 11, WIS 12, CHA 19 Rolled (16,17,11,15,14,12) Reborn. CHA+2, CON+1 Tavern Brawler. CON+1 Resilient. CON+1 Background - Sailor Skills: Athletics, Perception Tools: Navigator's tools, vehicles (water) Languages: None Equipment: A belaying pin, 50 feet of silken rope, a lucky charm, a set of common clothes, and a pouch containing 10gp Warlock - Fathomless 5 Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment: level benefits Otherworldly Patron (Fathomless) - Gift of the Sea, Tentacle of the Deep, Pact Magic Eldritch Invocations (Agonising Blast, Repelling Blast) [2nd level spells], Pact Boon (Talisman) ASI - Feat - Resilient (CON) [3rd level spells], Invocation (Rebuke of the Talisman) --------------------------------- Oceanic soul [4th level spells], Invocation (Devils Sight) Spells Hex, Armor of Agathys Cause Fear Gust of Wind Shatter Hunger of Hadar, Cause Fear > Thunderstep Lightning Bolt Shadow of Moil, Gust of Wind > Control Water Edited February 11 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heroic Stats 15,13,9,14,16,16 repeat(drop(reroll(4d6,1,below),lowest),6) 1,1,6,2,4,5,6,2,3,4,6,3,2,3,3,3,4,4,4,5,5,2,5,5,6,3,4,6,6 Heroic Stats 16,17,11,15,14,12 repeat(drop(reroll(4d6,1,below),lowest),6) 4,5,5,6,5,1,5,5,6,6,1,2,2,3,4,4,1,4,5,5,5,3,4,4,6,2,2,4,6 Link to comment Share on other sites More sharing options...
PureChance Posted January 23 Author Clone Share Posted January 23 (edited) Phlebas Carpenter, Drowned, Fathomless Warlock, Reborn adult 5'11 male, fathomless warlock 5... move 30' swim 40' skills.. Acrobatics +6, Athletics +5, Deception +8, Insight, +4, Intimidation +8, Persuasion +8 stats.. STR 14, DEX 16, CON 18, INT 11, WIS 12, CHA 20 ..saves.. WIS +4, CHA +8 ..spells.. CHA ..prof.. +3 advantage on saving throws against disease and being poisoned..resistance to poison damage..advantage on death saving throws..don’t need to eat, drink, or breathe..don’t need to sleep, and magic can’t put you to sleep. Spell slots.. 2/2 Talisman.. 3/3 Past Knowledge.. 3/3 Tentacle.. 3/3 A haggard man in seaswept clothing aged by use stands before you. His eyes are milky grey, his hair black and shaggy. Remnants of a beard catch his chin, perhaps the ships razor is dulled. He smells of the sea, and as he walks it sounds as if he's water in his boots. A faint slosh,slosh,slosh almost as if you imagined it. Just for a second it looks like all of him is dripping wet. That would be ridiculous. Your eyes refocus as you shake your head and blink. His teal trench coat hangs over his shoulders, hiding a thick sash buckled with the only rich part of his outfit - a blue-enamelled nautilus that gleams in the tavern torchlight. OOC...Actions main hand: -- off hand: -- Actions - ooc: Guild Membership (Lapsed) As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (1/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium Edited February 11 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted January 23 Author Clone Share Posted January 23 (edited) Build bonus feat: Tavern Brawler Reborn human. skills: Acrobatics, Athletics languages: Common, Chondathan Stats STR 14, DEX 16, CON 18, INT 11, WIS 12, CHA 20 Rolled (16,17,11,15,14,12) Reborn. CHA+2, CON+1 Tavern Brawler. CON+1 ASI. CON+1, CHA+1 Background - Guild Merchant Skills: Persuasion, Insight Tools: Carpenter's tools Languages: Illuskan Equipment: see below Warlock - Fathomless 5 Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion Equipment: level benefits Otherworldly Patron (Fathomless) - Gift of the Sea, Tentacle of the Deep, Pact Magic Eldritch Invocations (Agonising Blast, Repelling Blast) [2nd level spells], Pact Boon (Talisman) ASI - +1 Con, +1 Cha [3rd level spells], Invocation (Rebuke of the Talisman) Oceanic soul, Guardian Coil [4th level spells], Invocation (Devils Sight) Spells Hex, Armor of Agathys Cause Fear Gust of Wind Shatter Hunger of Hadar, Cause Fear > Thunderstep Lightning Bolt Shadow of Moil, Gust of Wind > Control Water Edited April 9 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted January 24 Author Clone Share Posted January 24 Phlebas was once a happily married carpenter on the Sword Coast, just outside Baldur's Gate. He had 3 children (Albert, Lhose, Damien), who were roughly as troublesome and expensive as all children, but none the less bought him great joy. He took whatever work was going to ensure none went hungry or cold, though come the end of ghr month there never seemed enough copper left to put any away for a rainy day. So he jumped at the chance when a guild colleague - Sartel Ovani - recommended he take a job as a merchant ships carpenter, even offering to introduce Phlebas to the captain. Sure it would be a few months away from the family, but the pay was excellent and would let him give his kids a whole raft of new opportunities in the Inner Ward. Reluctantly, Phlebas took his offer up (unbeknownst to him, it was far from the goodness of his heart that drove Sartel, the rogue having designs on Phlebas', business, house and even wife). Several weeks in, the wrath of the sea b*tch fell upon the ship, sending all to the depths of the ocean amidst Kraken and Leviathan. As the last breath left Phlebas' burning lungs, darkness clouding the edge of his vision, a sonorous voice offered a deal - he could live, for a price. The fear of losing his family drove Phlebas to agree - a choice he regrets to this day. For the price paid was terrible. The entity he bargained with was no god to offer resurrection, and it was far to late for salvation when the deal was struck. Indeed, it was only his desperate and added state of his oxygen starved brain that drove him to accept without question - a fact his patron was well aware of when preying on the damned. He lived, after a fashion, or was true. But to say he was alive was a lie. He was a drowned man walking, and for all he passed as human, he could not shed a disquieting aura. Nor, he found, could he now shed the sea. Too far gone from the ocean for too long, and he would begin to choke as if drowning on air. He has not returned to his family - too afraid that they may reject him, or perhaps worried that they won't - though he send them gold each month as much as he can afford. The last ship he was on sank, you see, as did the one before that, and the one before that. Difficult to earn much money when most of your employers as in the depths. The nautilus talisman his patron offered up would better be an albatross he thinks silently. So running out of reputable options, he sought a new chance. He's kept his skills as a carpenter to offer, alongside certain 'talents' his patron has bestowed, and neatly fails to mention to fate of his last five berths. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
DarkAngel Posted January 24 Clone Share Posted January 24 (edited) token On 1/24/2024 at 2:40 AM, PureChance said: Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo (uncommon) Goggles of Night (uncommon) Approved Just need a MW 5e character sheet Edited January 24 by DarkAngel (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted January 25 Author Clone Share Posted January 25 Character sheet: https://www.myth-weavers.com/sheets/?id=2874105 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted February 12 Author Clone Share Posted February 12 (edited) Phlebas, Ship's Carpenter Reborn Fathomless Warlock AC: 15 (Studded Leather) | HP: 57/57 (15 THP) | HD: 6/6 | Speed: 30 ft. ; 40ft. Swim | Initiative: +3 Senses: Passive Perception 11, Insight 14, Investigation 10. Darkvision 60ft. StrSave: +2 Athletics: +5 Carrying Capacity: 210 lb. Lift/Push/Drag: 420 lb.: 12 (+2) | DexInitiative: +3 Save: +3 Acrobatics: +6 Slight-of-Hand: +3 Stealth: +3: 16 (+3) | ConSave: +4: 18 (+4) | IntSave: +0 Arcana: 0 History: 0 Investigation: 0 Nature: 0 Religion: 0: 11 (+0) | WisSave: +4 Animal Handling: +1 Insight: +4 Medicine: +1 Perception: +1 Survival: +1: 12 (+1) | ChaSave: +8 Deception: +8 Intimidation: +8 Performance: +5 Persuasion: +8: 20 (+5) Languages: Common, Chondathan, Illuskan, Comprehend any speech between fully submerged creatures Resistance: Poison, Cold | Advantage on Saving Throws vs: Disease, Poison, Death Don't need to eat, breathe, sleep and magic can't put you to sleep. Spell Slots (3rd Level): 2/2 | TalismanWhen the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. Charges: 3/3 | TentacleAt 1st level, you can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack . You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 3/3 | Past KnowledgeYou temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Uses: 3/3 OOC Action: - Bonus Action: — Movement: - Reaction: - Object Interaction: - Actions & Resources Actions: Eldritch Blast . Ranged Spell Attack (2 beams): +10 to hit, ranged 120 ft., one target. Hit: 1d10 + 5 force damage, push 10 ft. Toll the Dead . Cantrip: DC18 Wisdom Save, one creature in 60ft, Fail: +2d8/2d12 Necrotic damage. Dagger [1] . Thrown/Melee Weapon Attack: +6 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage. Coiling Grasp Tattoo . Melee Attack: DC14 Strength Save, reach 15 ft., one target. Fail: 3d6 force damage, grappled (DC14). Unarmed/Improvised . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage. Bonus Actions: Summon/Command Tentacle . Range: 60 ft. | Move: 30 ft. | Melee spell attack: +10 to hit, reach 10 ft., one target. Hit: 1d8 cold damage, -10ft speed. Reactions: Rebuke of the Talisman . When the wearer of your talisman is hit by an attacker you can see within 30 feet of you, you can use your reaction to deal psychic damage to the attacker equal to your proficiency bonus (3) and push it up to 10 feet away from the talisman's wearer. Guardian Coil . At 6th level, your Tentacle of the Deeps can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by 1d8. When you reach 10th level in this class, the damage reduced by the tentacle increases to 2d8. Other Features: Rod of the Pact Keeper +2 . 1/1 Cape of the Mountebank . 1/1 Gear Gear - mundane Studded leather armour, Cold weather clothing, Carpenter's tools, sailors kit (explorers kit minus torches, minus bedroll, plus hammock) a set of traveler's clothes, and a pouch containing 15gp, a light crossbow and 20 bolts, 3 1 daggers, 10 iron spikes, pint of oil, hooded lantern, fishing tackle magic items, *attuned (2/3) Rod of the Pact Keeper +2* (rare), Cape of the Mountebank (rare) Coiling Grasp Tattoo* (uncommon) Goggles of Night (uncommon) wish list Barrier tattoo medium Edited April 9 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Recommended Posts