Dixi Posted May 4 Clone Share Posted May 4 Could not resist after all. Rolling for the stats. Name xDiceName xDiceResult xDiceString xDiceRolls Stats: 17,10,13,11,13,12 repeat(keep(4d6,highest,3),6) 6,5,6,3,2,3,5,1,3,4,6,1,1,4,4,3,2,4,5,4,4,3,1,5 Link to comment Share on other sites More sharing options...
Dixi Posted May 4 Author Clone Share Posted May 4 (edited) SABLE NIGHTSHADE Tiefling Ranger 1 Age 23 Height 5 feet 6 inches Weight 135 pounds Size Medium Culture Villager Background: Ruin Delver VITALS HIT POINTS 12 HIT DICE 1 (1d10+2) ARMOR CLASS 17 (Hide armour) SPEED 30 ft. MANEUVER DC 14 PERCEPTION 15 (passive) IMMUNITIES None INSIGHT 13 (Passive) RESISTANCES Fire VULNERABLE None SKILLS & SAVES STRENGTH 10 (0) Athletics 0 STR Save* +2 DEXTERITY 18 (+4) Acrobatics* +6, Sleight of Hand +3, Stealth* +6, Dexterity Save* +6 CONSTITUTION 14 (+2) Constitution Save +2 INTELLIGENCE 12 (+1) Arcana +1, History* +3, Investigation +1, Nature +1, Religion +1 Intelligence Save +1 WISDOM 13 (+1) Animal Handling* +3, Culture +1, Insight +1, Medicine +1, Perception* +3, Survival* +3 Wisdom Save +1 CHARISMA 11 (+0) Deception +0, Intimidation +0 (verbal), Performance +0, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) PROFICIENCIES & LANGUAGES Armor Light armour, medium armour, shields Weapons Simple weapons, martial weapons Tools Herbalism kit, thieve's tools Senses Darkvision 60 ft. Languages Common, Dwarven ARCHTYPE: TBD www.levelup5e.com EQUIPMENT Longbow and 20 arrows, scimitar x2, hide armor, thieves' tools, dungeoneer’s pack (a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 Supply, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it) (138gp all together). Maximum Supply: 10 Maximum Bulk: 1 Carry: 150 lbs BACKGROUND: RUIN DELVER Ability Score Increases: +1 to Dexterity and one other ability score (chose Constitution). Skill Proficiencies: Acrobatics and History. Tool Proficiencies: Thieves' Tools Languages: One language of your choice. (Dwarven) Feature: Ruins Intuition You have an uncanny sense for navigating through ruins and understanding their layout. You can find paths through rubble and collapsed structures that others would miss. When you make an Intelligence (Investigation) or Wisdom (Perception) check related to the structure or history of ruins, you can add double your proficiency bonus to the check, instead of your normal proficiency bonus. Cat Fall: You have honed your reflexes to land gracefully from falls. When you fall, you can use your reaction to reduce any falling damage you take by an amount equal to five times your character level. Connection: You have a mentor who is an experienced delver of ancient sites. They have taught you much about the dangers and rewards of such places, and you share a goal to one day fully explore the Gauntlight. Memento: A small, ancient coin from a long-lost civilization you found in one of the smaller ruins. It’s your good luck charm and a reminder of the mysteries waiting to be uncovered. DESTINY: EXELLENCE Some are fated to be the best, the apex, the pinnacle of their craft that all others aspire to. Such perfection demands single-minded determination, unending resolve and focus, and the luck of innate talent. Those destined for Excellence impact the world—often at the cost of countless sacrifices along the way. SOURCE OF INSPIRATION Failure. Every failed attempt is a chance for growth and each time you fall you stand up stronger. You gain inspiration whenever the Narrator calls for you to make an ability check, attack roll, or saving throw and the final result of the d20 roll is a natural 1. FULLFILLMENT FEATURE A Technique Perfected. You have achieved the apex in at least some small area of mortal ability. Choose an ability score, combat tradition, or school of magic. Ability Score: When you make an ability check using the chosen ability score and can add your proficiency bonus, you gain an expertise die. Combat Tradition: Attacks you make using combat maneuvers from this tradition gain a +2 bonus to attack and damage rolls. School of Magic: When you cast a spell from this school of magic, your spell save DC is treated as 2 higher and you gain a +2 bonus on any spell attack roll it requires. INSPIRATION FEATURE Practiced Edge. A perfected technique is often the difference between victory and defeat. After you roll an ability check, attack roll, or saving throw but before you know the outcome, you may spend your inspiration to add a +5 bonus to that roll. WEALTH COIN POUCH Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 12 | 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 Scimitar. Melee weapon attack: +6 to hit, defensive (light), dual-wielding, finesse. Hit: 1d6+4 slashing damage. Longbow. Ranged weapon attack: +6 to hit, heavy, range 150/600, two-handed. Hit: 1d8+4 piercing damage. Unarmed. Melee weapon attack: +6 to hit. Hit: 1 bludgeoning damage. Two-Weapon Fighting Opportunity Attack SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom| Spell Save DC 1X | Spell Attack +X CANTRIPS Produce Flame (V, S). You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends when you dismiss it, cast it again, or attack with the flame. As part of casting the spell or as an action on a following turn, you can fling the flame at a creature within 30 feet, making a ranged spell attack that deals 1d8 fire damage. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). 1ST-LEVEL (X Slots) 2ND-LEVEL (X Slots) FEATS & FEATURES HERITAGE GIFT (TIEFLING) Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest. Hellish Resistance. You have resistance to fire damage. Infernal Legacy. You know the produce flame cantrip. Once you reach 3rd level, you can cast arcane riposte (fire damage only) once per long rest. At 5th level, you can cast heat metal without material components once per long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES (RANGER) Familiar Terrain. You are particularly adept at travelling and surviving in natural environments. When making an Intelligence or Wisdom check related to any natural terrain, you gain an expertise die if using a skill you're proficient in. While travelling in any natural terrain, you gain the following benefits: • Difficult terrain doesn’t slow your group’s travel. • Your group can’t become lost except by magical means. • Even when you are engaged in another activity while traveling you remain alert to danger. Your passive Perception increases by 2. • If you are travelling alone, you can move stealthily at a normal pace. • When you Hunt and Gather, you find twice as much Supply as you normally would. • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. Studied Adversary. You have significant experience studying, tracking, hunting, and even communicating with your enemies. Choose a type of adversary: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two humanoid heritages (such as gnolls and orcs) as studied adversaries. You have advantage on Survival checks to track your studied adversaries, as well as on ability checks to recall information about them. You also learn to communicate with basic words in a language of your choice that is spoken by your studied adversaries, if they speak one at all. During a long rest, you can replace a current studied adversary with a new one. EXPLORATION Guide. While travelling, when you would have a failure or critical failure for a Scout journey activity, you succeed instead, and you can Scout while engaged in any other journey activity. Ear to the Ground. By expending 1 minute remaining stationary, using sound and vibrations alone, until you move or take an action you are able to deduce information up to 30 feet in every direction, as if using blindsight or tremorsense. APPEARANCE Sable has a striking appearance with silver skin that seems to shimmer in the moonlight and golden eyes that shine with curiosity. Her snow-white hair is usually pulled back and tied into a practical short braid. She stands about 5'6" with a lean, athletic build, typical for a ranger accustomed to traversing rough terrain. Her usual attire is a blend of leather and dark cloth, designed for stealth and protection, with a long hooded cloak for concealment. A pair of horns curve subtly back from her forehead, adding to her distinct silhouette. BACKSTORY Sable Nightshade grew up on the outskirts of Otari, in a small locality that on the map (should it be even labelled there) is marked as part of the town, yet, feels more like a village. Her parents disappeared while exploring ancient ruins when Sable was still very young and her grandmother took the girl in. The old woman had a house and a few goats, knew something about the herbs and was strictly against any adventuring, trying her best to raise Sable as a decent villager girl. But the young tiefling (granma was sure Sable's look was the punishment to her mother for meddling with ruins and artifacts) much preferred tales of ancient battles and legendary treasures, spending more time with her father's old friend a one-armed dwarf Oluff Bang than milking goats and selling dairy. Oluff taught her all he could about ruins exploration and Sable declared it her destiny. She will become the best explorer the town (or maybe even the continent!) will ever know. Better than founders! She learned the ways of the forest and became adept at navigating the wilderness, tracking, and hunting. As she grew older, she began exploring the ruins scattered around Otari's hinterlands. However, her main goal was the Gauntlight. She was convinced there was something in there and saw the thorough exploration of the eery ruin as her self-declared right of passage. Meanwhile, Sable became a regular supplier of unusual trinkets and relics to Wrin Sivinxi, whom she felt akin to both due to ancestry and shared love for everything strange and mysterious. When Wrin summoned Sable and other adventurers to discuss a peculiar light she had seen around Gauntlight, Sable took it as a sign that the time to test herself had come. She was ready to answer the call! ALLIES & ORGANIZATIONS Oluff Bang - old friend of parents, mentor. Wrin Sivinxi - merchant, friend, employer. FOLLOWERS & STRONGHOLDS Edited May 5 by Dixi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted May 5 Author Clone Share Posted May 5 (edited) SABLE NIGHTSHADE Tiefling Ranger 1 AC: 17 | HP: 12/12 | Maneuver DC: 14 | Passive Perception/Insight: 15/13 Spell Slots: 1st, 2nd | Spell Attack: | Spell DC: DM Inspiration: 0/1 Once Wrin stopped describing the suspicious activity in the ruins - no! even earlier, as soon as she mentioned Gauntlight! - Sable knew this was it. The time has come for the final ultimate test. Either she is a true ranger and explorer, or she can as well go home to milk the goats. Even if Wrin did not ask to, she would go to see for herself. "Does anyone else know about it?" she asked, looking at the merchant intently. "Please, let it be still a secret!" It's not like Sable was afraid of competitors - after all, there was a group of them here already - but she wanted to be the first one to step in. Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Edited May 5 by Dixi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted Tuesday at 05:08 AM Clone Share Posted Tuesday at 05:08 AM @Dixi thanks for the application and good luck with final selection. I have marked Sable as completed. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted yesterday at 09:39 PM Clone Share Posted yesterday at 09:39 PM (edited) Hey @Dixi, I was noticing that your ranger, Sable, and my rogue, Lysytsya, are both ruin delvers. And I've also got a week to kill before Billy selects players for the game. So I was wondering... If both our characters are accepted into the game, would you want to have them be delving collaborators, or maybe competitors, or maybe they just haven't really bumped into each other in a big way? I'm also wondering if Sable's home on the outskirts of the town is the same area I chose for Lysytsya's home (the bit overlooked by the Stone Ring Pond). Maybe they're neighbors? Edited 21 hours ago by Wizard of the Coat (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Dixi Posted 10 hours ago Author Clone Share Posted 10 hours ago Sure! Joined backstories are always fun. And we do all work for Wrin Sivinxi after all. Plus, both have an unusual look to bond over this. Distant "rivals" and inspiration might be the most plausible. Sable is a beginner and it feels like Lysytsya is a pro (through her Dreaming but still). She could be ahead in looting the last scrapes of curios in ruins around (and then Wrin could mention where some of them came from in her shop). That could keep Sable on her toes and inspire her to do better. Or they indeed could know each other and work together. Even beginning to plan the big take of Gauntlight (thinking who and what to take with them) when the news came this is exactly where Wrin wants to send them. I kind of pictured Sable's home and that outskirt either by the cemetery or on the other side of the Giant's wheel rather than around Sacred Pond (you know, goats) but it's possible Sable saw Lysytsya there playing her flute. Could be where they met? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Wizard of the Coat Posted 4 hours ago Clone Share Posted 4 hours ago Heh. I didn't think of Lys being the professional to Sable's beginner delving efforts. I'd seen Sable as the professional: literally finding and selling old relics for money. Lys is more of a delving hobbyist or enthusiast. Most of her relics are snatched up by Old Demesko for research. But your assessment made me reconsider who another delver might see her. Here are some thoughts about their relationship. 1. Lys is more cooperative than competitive by nature. She enjoys competition when it's fun, because she's all about fun. She would not enjoy competition that actually affected someone's ability to put food on their table. She'd rather cooperate in such circumstances. That said, if cooperation was not an option, she'd rise to the occasion and compete for survival. In short, if we go the survival route, it would be a friendly competition. And if not friendly, we'd need to work out the circumstances of why Lys' efforts at friendship building never worked or were never made. 2. Lys has only recently (perhaps within the past several months) lost her delving companion, Old Demesko, who has grown to old to go delving. So there would have been a recent window of opportunity for the Sable-Lys relationship to change or develop--the two becoming delving companions. 3. If Lys has never explored the Gauntlight, it's only because Demesko has asked he not to. He has a healthy respect (fear) for the place. But like Sable, she has longed to go there. This shared interest in Gauntlight might have brought them together even if they are rivals--both of them realizing it might be a more dangerous ruin compared to what they've been doing on their own. Perhaps they were rivals but have more recently begun to cooperate in making plans to delve Gauntlight. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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