MysteriousMiller Posted March 27 Clone Share Posted March 27 (edited) Placeholder for ideas, rolls etc. Wyrd Gnome, wastelander who has gone a little "native" and been changed by the land. Rogue - soulknife Point Buy - 15, 13, 13, 12, 10, 10 Trinket - Mug made from the skull of someone else's enemy. Starting Money 905gp Selling: Rapier (25gp), 2 daggers (4gp), shortbow (25gp), quiver (1gp), 20 arrows (1gp), leather armour (10gp), bedroll 1gp, 10 torches (10cp) Buying: Magic Items - Boots of False Tracks (60gp), Masquerade Tattoo (75gp), Ersatz Eye (75gp), Moon-touched Dagger (77gp), Clockwork Amulet (100gp), Spidersilk Rope (100gp), Collapsing Pole (55gp) Spellwrought tattoo - Feather Fall (60gp), Spellwrought tattoo - Thunderwave (60gp), Spellwrought tattoo - Entangle (60gp), Spellwrought tattoo - Absorb Elements (60gp), Spellwrought tattoo - Fog Cloud (60gp),Potion of Healing (50gp) Studded Leather (45gp), Healer's kit (5gp), ball bearings (1gp), sling (1sp), bullets (4cp), 5 chalk (5cp), 5 candles (5cp), signal whistle (5cp), augury bones (25gp) Remaining Coin = 3gp 8sp 1cp Feat (lvl 4) - Skill Expert +1 DEX Edited April 21 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Trinket roll 60 1d100 60 Height modifier 5 2d4 1,4 Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 3 Author Clone Share Posted April 3 (edited) CHARACTER THREAD TEMPLATE Noodlot Goblinfriend Wandering Wastelander "I will show you fear in a handful of dust!" ROGUE 5 (Soulknife) Medium humanoid male (Wyrd Gnome), Chaotic (Good?) Armor Class 16 Hit Points 38 ( 5d8 + 10 ) Speed 25' ft. Senses darkvision (60 ft), passive perception (17) 20' ft. Languages common, gnomish, goblin, "Maimed Ones" dialect, Thieves' Cant Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 10 (+0) Save +0 Athletics +0 Dexterity 18 (+4) Save +7 Acrobatics +4 | Sleight of Hand +7 | Stealth +10(E) Constitution 14 (+2) Save +2 No skills associated. Intelligence 12 (+1) Save +4 Arcana** +1 | History** +1 | Investigation +7 (E) | Nature +4* | Religion +1 Wisdom 13 (+1) Save +1 Animal Handling +1 | Insight +4 | Medicine* +4 | Perception +7 (E) | Survival* +4 Charisma 10 (+0) Save +0 Deception +3 | Intimidation +0 | Performance +0 | Persuasion +3 (E) denotes expertise. / Bold denotes proficiency / *Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, Herbalism kit Instruments none Weapons Simple plus longswords, rapiers, shortswords, hand crossbows Armors Light ROGUE CLASS ABILITIES ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception, Investigation) At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. | Sneak Attack (3d6)Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. | Thieves' CantDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | Steady AimAt 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. | Psionic Power (6d8)Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. | Psi Bolstered KnackWhen your nonpsionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds. | Psychic WhispersYou can establish telepathic communication between yourself and others — perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die. Psychic BladesAlso at 3rd level, You can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action, you can manifest a psychic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage. After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6. 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. | Gnomish CunningYou have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. | Natural DivinerYou have an innate knack for understanding the world and can catch glimpses of the mysteries of the universe. You know the guidance cantrip. When you reach 3rd level, you can cast the identify spell with this trait, requiring no material components, and starting at 5th level, you can cast the augury spell with it. Once you cast a non-cantrip spell with this trait, you can’t do so again until you finish a long rest. Wisdom is your spellcasting ability for these spells. | PrescienceWhen you finish a long rest, roll a d20 and record the number rolled. Before your next long rest, you can replace one attack roll, saving throw, or ability check made by you or a creature that you can see with this prescience roll. You must choose to do so before the roll. If 20 wyrd gnomes are present within a half mile of you when you make the prescience roll, you can add 1 to the result. Every time the number of nearby wyrd gnomes is doubled, you gain an additional bonus of 1 to the roll (+2 for 40 gnomes, +3 for 80, and so on) to a maximum bonus of +5. | FEATS Skill ExpertYou have honed your proficiency with particular skills, granting you the following benefits: Increase one ability score of your choice by 1, to a maximum of 20. (DEX) You gain proficiency in one skill of your choice. (Deception) Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus. (Stealth) | WEAPONS WEAPONS Main hand Psychic Dagger +7 to hit for (1d6+4) psychic damage. | Finesse, thrown (60) Off hand Psychic Dagger +7 to hit for (1d4+4) psychic damage. | Finesse, thrown (60) Dagger +7 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60) Sling +7 to hit for (1d4+4) Bludgeoning damage. | Ammunition, (30/120) SPELLS Casting Ability: WIS | Spell Save DC: 12 | Spell Attack Mod: +4 CANTRIPS - Guidance (C)Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. | LEVEL 1 - IdentifyCasting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.* (once/LR) LEVEL 2 - AuguryCasting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: Weal, for good results Woe, for bad results Weal and woe, for both good and bad results Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. (once/LR) Spellwrought Tattoos - Feather FallCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature., Fod CloudCasting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it., ThunderwaveCasting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet., EntangleCasting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away., Absorb ElementsCasting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. * Requires no material component. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (68.74 lbs.) Weight: 69.24 lbs. / 150 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.24 lbs.) Copper: 1 | Silver: 8 | Gold: 3 | Obsidian: 0 | Platinum: 0 (12 Coins x .02 lbs. = 0.24 lbs. Total Weight) EQUIPEMENT READIED (26.5 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (18 lbs.) Studded Leather Armor (13lbs), Common Clothes (3 lbs), Boots of False Tracks (2lbs) Weapons (1 lbs.) Moon touched dagger* (1 lb) | sling Readied Items (7.5 lbs.) Sling Bullets (1.5 lbs) | Healer's Kit (3 lbs) | Thieves' Tools (1lb) | Ball Bearings (2lbs) | signal whistle | Clockwork Amulet | mug and augury bones. EQUIPMENT STORED (42 lbs.) Stored items can be retrieved with an action. In Backpack (34 lbs.) Backpack (5 lbs) | Mess Kit (1 lb) | Tinderbox (1lb) | 10 Days Rations (20lbs) | 10 chalk | candle | 10 feet string | scroll case (1lb) | winter blanket (3lbs) | Herbalism kit (3lbs) Strapped to Backpack (18 lbs.) Waterskin (5 lbs) | Spidersilk Rope (4 lbs) | Bedroll (7 lbs) | Collapsing Pole (2lbs) EQUIPMENT NOT CARRIED (--) At Home nothing * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Boots of False Tracks, Moon-touched Dagger, Spidersilk Rope, Collapsing Pole, C;ockwork Amulet, Spellwrought tattoo - Feather Fall, Spellwrought tattoo - Fog Cloud, Spellwrought tattoo - Thunderwave , Spellwrought tattoo - Entangle , Spellwrought tattoo - Absorb Elements, Potion of Healing ATTUNED (2/3) Masquerade Tattoo, Ersatz Eye APPEARANCE Age 68 | Height 3' 4" | Weight 40 lbs. | Hair Purple | Eyes Pale Blue (Ersatz eye) and Pale Green | Complexion Green! Noodlot, or Noodles as he is usually known, is a VERY peculiar specimen for a gnome! In fact, the little chap is frequently mistaken for a goblin. You see, his time in the wastes living alongside the Dust Goblin tribes, has had a lasting impact on him. His ears seem larger, his teeth a little sharper...even his skin has taken on a more goblinlike appearance (partly due to the herbs he rubs on it which give it a greenish tint). His skin is also covered with goblin runes, magical tattoos carved into his flesh. The only real giveaways to his true nature are his bright purple hair and his mismatched eyes...one blue and one green, a clear sign that he was born a Wyrd Gnome. But even these are deceptive. Occasionally, the blue one will flash with a malevolent glint or glow faintly in the darkness...a reminder, to those who know him, that this is not his real eye, but a replacement given after his own was sacrificed by the "Maimed Ones" and the source of his psychic abilities. Naturally, life in the Wastes, his time with the goblins, the loss of his eye and the dark replacement he now bears have left his mind in a state of disarray...the only predictable thing about him nowadays is his love for trinkets in all shapes and sizes... which is why he roams the land, and why he has joined the group. BACKGROUND WASTELANDER Source Kobold Press website Personality Traits: I am incredibly messy and like foods that others find disgusting. By living among the Maimed Ones I have become desensitised to violence. Ideals: With every great discovery there is grave danger, the two walk hand in hand. And there's nothing more exhilarating than a narrow escape from the jaws of death. Suffering refines us rather than destroys us! Bonds: These wastes may not seem much to you, but they are my new home now and I must protect them and "my tribe". Flaws: I sometimes talk to myself in public - does something whisper back? I also giggle inappropriately at things that others find disgusting or terrifying. Background Feature: Wasteland Wanderer All Int (Arcana or History) checks made by you regarding the Western Wastes (Great Old Ones, Vril technology, wasteland Ley-Lines, and such) are made at advantage. Additionally, as an expert at skulking, scrounging, and spying among ash-dunes, petrified forests, and cyclopean, spell-scorched ruins, you do not suffer disadvantage due to dim light, sand, or dust storms, wind, or rain when making Wis (Perception) checks that rely on sight or hearing. You may attempt Hide while only lightly obscured. While operating within the boundaries of the Wasted West (or similar arcane apocalypse), you are considered to be proficient in the Nature, Medicine, and Survival skills. BACKSTORY Noodlot Goblinfriend's story began far from the Mana Wastes, in the City of Lanterns - Corremel. Born into a Wyrd Gnome group, the youngster grew up within the confines of the Sheltered Market, where his family ran a stall for Mistress Twylla Yoop. It was a matter of family pride that, not only would their stall always have what you needed, it would be ready and waiting for you before you even asked for it. By the tender age of 28, Noodlot was already a dab hand at buying and selling unusual items and was trusted to run the stall despite not yet coming of age. However, it was his immaturity that was to be his downfall. Theft from the stall was virtually unheard of, since the Gnomes were prescient, but Noodlot spotted a wiry green arm that grabbed a handful of items indiscriminately before it's owner fled. Horrified, the young gnome gave chase, following the hooded figure across the city and into The Tumbles, where he lost the thief. Panting and gasping, Noodlot tried to catch his breath as he leant against a statue, swearing and wishing that he could catch up with the rogue...and thus his fate was sealed. For a wish made whilst leaning against a shrine to Laughing Loki is never going to end well!! Seconds later a portal opened, throwing the unlucky gnome into the Wastelands of Midgard and into the midst of a very surprised camp of Maimed Ones. These dust goblins seized the youngster and made him their prisoner. As is their way, they did not kill him, but prepared to offer him up as a sacrifice to the Dread Walker Kb'r'ck. For his mismatched eyes hinted at his prophetic abilities, and so it was that Noodlot lost an eye to the "Growing Crystal". But whatever revelation was shared with the Bearers by this terrible entity caused them to spare the gnomes life...for better or worse. They grafted him a new crystal eye into place, carved runes into his skin, healed his wounds and kept the youngster in chains as their "guest" for many years. Gradually, as his mind tried to deal with all that had befallen him, he began to lose his grip on reality. He grew accustomed to the ways of the tribe, the violence, the whispers in his head and the strange new powers that seemed to grow as the voices grew louder. 40 years later and most of the goblins who found him are dead. In fact, most of the tribe are dead! Noodles is free from his chains, and a respected member of the tribe (well, he thinks so!) For the last few years he has been the tribes hunter-gatherer, using his newly acquired skills and the vague memories of his trading days to track down all kinds of mystical trinkets (mostly useless). His trips have brought him into contact with other "adventurers" and now he has heard rumours of a solitary spire that once brought life to this dusty land. Perhaps this spire could save what remains of "his tribe"? Perhaps he could finally be a hero! Muttering and giggling to himself he sets off in search of his destiny! Edited April 22 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 3 Author Clone Share Posted April 3 (edited) POSTING TEMPLATE PC "Noodles" Wyrd Gnome Soulknife 5 AC: 16 (st leather) | HP: 38/38 | Init: +4 | Passive Perc: 17 Spell Attack: +4 | Spell DC: 12 Psionic Power: 6d8 | Prescience Roll: (5) 1/1 | DM Insp: 1/1 Post goes here. "Speech" thoughts in italics Mechanics Main Hand: - empty Off Hand: - empty Proficiencies: Sleight of Hand +7 | Stealth +10 | Investigation +7 | Nature +4* | Insight +4 Medicine* +4 | Perception +7 | Survival* +4 | Deception +3 | Persuasion +3 Thieves' Tools | Herbalism kit (*Denotes Proficient whilst in Wasted West / **denotes advantage on checks re. Wasted West) Note - Arcana**+1 | History**+1 - not proficient but advantage on rolls Action: - Bonus Action: - Move: - Manipulate: - Possible Reaction: Uncanny Dodge if attacked and attack hits Edited April 22 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Prescience 5 1d20 5 Link to comment Share on other sites More sharing options...
bwatford Posted April 19 Clone Share Posted April 19 Reminder: Less than 48 hours to finish this up before final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 20 Author Clone Share Posted April 20 On 4/19/2024 at 4:41 PM, bwatford said: Reminder: Less than 48 hours to finish this up before final selection. @bwatford I think that Noodles is just about ready for review If I had a little more time I'd ooc...like this! all the magic items...but I know the deadline is looming!! Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted April 21 Clone Share Posted April 21 Thanks for the application as always, marking him completed. Good luck on final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 21 Author Clone Share Posted April 21 (edited) @bwatford thanks for the invite! 😁 Hope you don't mind a tiny tweak - I forgot to purchase augury components (weird that the racial feature Identify doesn't need them but Augury does!) Anyway, I realised that there was an opportunity for a little grossness, so I changed the trinket (still number 60, but from another source). Now he rolls the augury bones from a skull, which doubles as his drinking cup!! 😂 Edited April 21 by MysteriousMiller (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
MysteriousMiller Posted April 22 Author Clone Share Posted April 22 Editing again...from the map it makes more sense that the Maimed Ones would have sacrificed his eye to Kb'r'ck and I can tie this in to a crystalline ersatz eye quite nicely. It would also put me in the right ballpark for the start of the adventure... Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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