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Book One: Knot of Thorns, Act One: Prison Break


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Book One: Knot of Thorns  Act One: Prison Break

brandescar.jpg

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-=-=-=-=-=--=-=-=-=-=--=-=-=-=-=--=-=-=-
Brandescar Prison
Southern Talingarde

FiredayFriday, the 16th of GozranApril
4716 AR
Evening (6:00pm)
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spacer.pngIn the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals.

 

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

 

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

 

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

 

After the events at the Royal Court you were all thrown in a wagon, manacled and bound with the other prisoners. You were hooded with a sackcloth bag. You were watched and ordered not to speak a word. Any disobedience was punished by a sharp knock to the head or in the gut. You could feel the movement of the wagon, as you made your way to Branderscar Prison. But what did you remember of your trip to the prison and did you see anything that might help you escape?


Let The Saga Begin...

Please only read the spoiler that is assigned to you.

 

Private Content for Rufus Moss

Hooded and bound, you were thrown into the wagon. The sackcloth of your hood obscured much, but you could still hear much and see a little. There was the cry of a sea gull. You must be near the ocean. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command. There were well-trained guard dogs. You were led over a long bridge. They stopped again, though only briefly. You could hear a portcullis being lifted at some gatehouse. Finally they removed you from the wagon. You heard guards, mocking you as double doors were opened. You were led upstairs past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

 

Private Content for Marisol Karasu

Hooded and bound, there was little you could see as you were brought to Branderscar prison. But you’ve always had sharp ears and you remember hearing quite a bit. There was the cry of a sea gull. You must be near the ocean. The wagon came to a stop and you heard the bark of a dog, which was quickly silenced by a command. That means a well-trained guard dog and judging from the sounds you heard later, more than one. The wagon began moving again and only a few minutes later did you arrive at your destination.

 

You were dragged inside a building past more than one mocking guards. You went upstairs and heard the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell, chaining you with your arms above your head. You could smell the burning brazier in the next room. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

 

Private Content for Agathar Finwe Dammung

Hooded and bound, you were thrown into the wagon. The sackcloth of your hood obscured much, but you could still hear much and see a little. There was the cry of a sea gull. You must be near the ocean. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command. There were well-trained guard dogs. You were led over a long bridge. They stopped again, though only briefly. You could hear a portcullis being lifted at some gatehouse. Finally they removed you from the wagon. You heard guards, mocking you as double doors were opened. You were led upstairs past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

 

Private Content for Grimjaw

Hooded and bound, there was little you could hear or see on your way into the prison. The wagon ride was rough and bumpy. The guards were impatient and loud. But you did hear something else ... the barking of a dog as the wagon came to a stop. And then they brought you, dragged you up stairs to your cell. Only then did they remove the hood and place in your in chains....

 

 

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Braderscar Prison Map

(Click On Map for Larger Image)

 


OOC Scene Notes

FiredayFriday, the 16th of GozranApril @ 6:00pm

 

Each of you now have a runic F branded on the inside of your left forearm. The map will show you what you can currently see based on your vision level, if you have normal vision you can see any areas that currently have light, by the torch scones and the cell block door. However you can not see your fellow prisoners. If you have darkvision you can see any area that is not covered by black on the map. This will be an ongoing theme of all maps throughout the campaign. 

 

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Show Characters Status

 

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LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

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MATYLDA
Hit Points: 44/68
Hit Dice: 8/8

Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

Show Active Maps

 

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Branderscar Prison Map
(Click On Map for Larger Image)


 

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Name
Grimjaw Perception
9
1d20+4 [[5]]
Agathar Perception
17
1d20+3 [[14]]
Marisol Perception
12
1d20+3 [[9]]
Rufus Perception
18
1d20+2 [[16]]
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  • 2 weeks later...

Rufus Moss Human Roguespacer.png



The thing still at the forefront of Rufus' mind was that burning sensation. Not the kind you supposedly got when you took a piss sometimes, but the sort that came from a hot iron being seared into your skin mere hours before. He flexed a meaty hand, the chain binding him jingled like the bells of the criers seeking alms for the poor in winter. Rufus had always wanted a tattoo, but as tattoos went, this one was rather unimaginative. His biggest worry was how to pass the time. Three days...He was certain Marisol would be working some angle to get him out. He'd told them all his crimes were 'a ledgy', after all. He'd play along for now, and be out in two days tops for good behavior! The guards seemed to think otherwise, but he'd always found the views of those enforcing the law to be rather rigid. 

 

It was too dark to see his surroundings, so Rufus relied on other senses more heavily. His sense of sound told him there were three, maybe four others in the cell. He could hear their heavy breathing. Their manacles clinked like fancy wine glasses as they shifted uncomfortably. Whomever they were, Rufus doubted they were used to standing for so long, clearly milksops.  The lingering hint of sweet scents drifted toward him from one side. Only women-folk wore such fancy smelling perfumes. So two women to his left and one foul smelling beast to his right.

 

The massive man swayed his hips back and forth with amusement and delight. "Ya know...I was worried about 'dis no trouser's bit. But I 'fink I like it. Nice an breezy." He couldn't see the others, but he was starting to get curious who they were. It seemed sort of silly to be making nice with people who probably didn't stand a snowball's chance in hell of getting out of here like he did; but at least it would help him pass the time. There were better ways to entertain himself, but not with his hands stuck above his head..."Oi! Guard! I 'fink I've got ta hit 'da shi'er! And I want ta know about sendin' my last le'er an havin' one of 'dem con-juggle visits!" He started rotating his hips in a circular motion and grinning.

 



Mechanics

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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.

Character Sheet

Marion "Rufus" Moss
Human Rogue 1

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STATS

Str 18 (+4) Dex 18 (+4) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 12 (+1)
HP 11/11 HD 1d8 AC 14 (none) Speed 30 ft.

Passive Perception 12 Initiative +4

Villain Points 1
Languages Common, Thieves' Cant, Celestial
Background Syndicate Muscle Crime Slave-Taking

When you make a Strength (Athletics) check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

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WEAPONS

Fists +5 attack, 5 bludgeoning damage

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PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +6, Intelligence +1 
Skills Acrobatics +6, Animal Handling +2, Athletics +6, Perception +2, Sleight of Hand +6, Stealth +8*
Tools Thieves Tools +8*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

Fighting Initiate (Two Weapon Fighting)

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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RACIAL FEATURES

Skills: You gain proficiency in one skill of your choice.
Feat: You gain one feat of your choice. (Fighting Initiate)

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CLASS FEATURES

Expertise: [Stealth, Thieves' Tools] At 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.

Sneak Attack: [+1d6] 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’ Cant: During 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.

 

Equipment

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General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 270 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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 Marisol Karasu The Sparrow of Crimson and Ebonyspacer.png



Unconsciousness had taken her some time ago.  Marisol had lost track of time after being removed from the wagon.  There had been salt on the air, and the cries of seagulls.  She had asked a question about where they were.  It was muffled through the burlap, but loud enough to cause a dog to bark, loud enough to earn her the fist of a guard.  And the foot of another.  More dogs had barked.

 

Her slight form, barely clothed, was dragged past others who called and harassed the madame.  Threats and promises of future encounters sent shivers down her spine.  Marisol was not built for places like this.  She began to wonder if she would even survive long enough to be burned to ash while still breathing.  As the branding was placed on her arm, she was certain they would still burn her to ash even if she wasn't breathing.  That was her last thought before it all went black.

 


 

That voice.  She recognized that voice.  Marisol blinked her eyes open.  Her arms were held firmly above her in iron cuffs, her toes barely touching the stone floor.  The wall behind her felt damp, cool moisture seeping through the thin cloth covering her back.  "Rufus?"  She turned her head towards his voice but saw Agathar's form first.  Beyond him, the gruff rogue twisted about in his chains, and further a rotund figure of a dwarf.  Grimjaw too?  The Council has been taken down completely.  It was the only explanation for all four of them being here.  It also meant that there were likely other members in these cells as well.  And someone still outside who had betrayed them all. 

 

The fire of that thought stirred her further to awake.  "Rufus.  I believe is it safe to assume you won't be entertained by one of my girls while we are here."  She lowered her voice, in hopes to not allow others outside their confines to hear.  "What can you tell me of your arrival?  I believe we are near the ocean, and there are multiple guards with dogs at the ready.  We're currently on a second floor of some structure."  Marisol shifted in her chains, trying to stand on her toes and lean against the wall to alleviate some of the tearing she felt into the skin around her wrist.  "The Council has been stripped down.  If we are to get out here, it will be on our own.  How long do you have till your sentence is executed?" 

 

The dhampir woman had kept her heritage hidden, and she would need to continue to do so, but she would not play a fool.  Whispering words intentionally left indecipherable, she blinked a few times, putting on a show should the other two look her way.  "Alright, now that I can see in the dark, it looks like we have Agathar and Grimjaw with us.  Are you boys awake?"



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.

Character Sheet

Marisol Karasu
Dhampir Hungering Sorceress 1

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STATS

Str 8 (-1) Dex 9(-1) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)
HP 6/6 HD 1d6 AC 9 (none) Speed 30 ft.

Passive Perception 13  Initiative -1

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarf & Infernal
Background Consorting with Dark Powers

You gain proficiency in Arcana. If already proficient then choose another skill of your choice. 

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WEAPONS

Unarmed +1 attack, 1 bludgeoning damage

Dark Thirst +1 attack, 1 piercing damage + 5 necrotic damage

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PROFICIENCIES

Proficiency +2 Saving Throws Constitution & Charisma

Skills Arcana, Deception, Insight, Intimidation, Perception, Persuasion
Tools Forgery
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

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FEATS 

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RACIAL FEATURES

Darkvision

You have darkvision to a range of 60ft

Dark Thirst

You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm

As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest.

 

A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

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CLASS FEATURES

Hungry Eyes

At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. Also..THIS

Thirsty Soul

Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.

Spell Casting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

 

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

 

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

 

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 0 lbs.

Spells

Spells
Spell Save DC 15
Spell Attack Mod +7

Spells Known 4

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Spell Slots

1st 2/2

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Cantrips

Firebolt

Mind Sliver

Momenti Mori

Wind Lash

 

1st Level

Breathtaking Wind

Chaos Bolt

 


 

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 Grimjaw Dwarf-like Barbarianspacer.png



He remembered.

 

The dark depths, masking scapes of solid stone, the grey roof's leaden ever-present weight, the silken streams that flowed without a swirl, and the sly thoughts that whispered through his mind.  There were chains upon his wrists then too, at least at first, before the chains upon his mind made them unnecessary.  He rattled the heavy iron at his wrists, shackled above his head, the burning in his massive shoulders a memory as well.

 

He heard in his mind, as ever, the whisper of those who had been slaves alongside him, saw their ghosts in dim confines of this wretched prison, remembered their joys and pain and loves and losses as if they were his own.  The fog of the past was ever in his present, save for when the white fire of his rage swept it all aside, when he could exist in only the single moment that was the present.  He did not take well to laws or guards or imprisonment, and as a result he had been beaten quite thoroughly, on numerous occasions since he'd been taken.  He retreated into himself, into the many pasts of those who haunted him, ignoring the pain of the present, not caring what they did to him or where they were going or what would come next.

 

His chains rattled again as he dimly realized that it was Rufus next to him, his mind still mired in the past.  He said nothing, looking neither left nor right, his eyes as empty and fogged as his brain.  And then Marisol spoke, and he turned his massive head, a fire kindled in his eyes.  This was the worst place in the worst place, he knew, not somewhere you ever walked out of.

 

"You shouldn't be here."

 

 



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.

Character Sheet

Grimjaw
Custom Lineage Dwarf Barbarian 1

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STATS

Str 18 (+4) Dex 14 (+2) Con 20 (+5) Int 8 (-1) Wis 14 (+2) Cha 8 (-1)
HP 17/17 HD 1d12 AC 17 (unarmored defense) Speed 30 ft.

Passive Perception 14  Initiative +2

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarvish
Background High Treason

You have advantage on saving throws against being frightened.

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WEAPONS

Unarmed +6 attack, 5 bludgeoning damage

Dagger (someday) +6 attack, 1d4+4 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 

Saving Throws

Strength +6, Dexterity +2, Constitution +7, Intelligence -1, Wisdom +2, Charisma -1

Skills

Str Athletics +6

Dex Acrobatics +4, Stealth +4, Sleight of Hand +2

Int Arcana -1, History -1, Investigation -1, Nature -1, Religion -1

Wis Animal Handling +2, Insight +2, Medicine +2, Perception +4, Survival +2

Cha Deception -1, Intimidation -1, Performance -1, Persuasion -1
Tools Mason's Tools, Smith's Tools
Weapons Simple weapons, Martial weapons
Armor Light, Medium, Shields

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FEATS 

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

* Increase your Strength or Constitution by 1, to a maximum of 20.

* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

___________________________________________________
RACIAL FEATURES

Creature Type

You are a medium sized creature of Dwarven proportions and appearance

Traits

You gain the following:

* One ability score of your choice increases by +2 (Constitution)

* Choose one feat of your choice for which you qualify (Crusher)

* You can speak, read, & write common and one other language of your choice (Dwarven)

Speed

Your base walking speed is 30ft

Darkvision

You have darkvision to a range of 60ft

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CLASS FEATURES

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

 

While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.

* When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

* You have resistance to bludgeoning, piercing, and slashing damage.

 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

 

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

 

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Rage Damage Bonus

When you make a melee weapon attack using strength, you gain a +2 bonus to the damage roll.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Fist - 0 lbs.

Ire - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 270 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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Rufus Moss Human Roguespacer.png



A familiar voice emanated from the darkness. It was a woman, a woman he knew, a woman he had not expected to hear coming from inside his cell (at least not under these circumstances. "Marisol? If you're in 'ere...Who 'da 'ell is out 'dere ge'in me released?!" The rogue began to struggle against his bonds with more fervor. This was bad! It did explain the smells coming from both sides of him, but this was really bad! That meant there wouldn't anyone coming to bust him out. It meant that if he didn't do something, in three days time...They were actually going to get to chop off his head!

 

"Now's not 'da time ta waste talkin' about 'ow we got 'ere, love. Now's 'da time ta figure out 'ow ta leave!" He massive man took a deep breath and slowed his movements as the realization flooded over him. "Gods...No one's ever escaped Brandyscar prison before..." They'd taken all his lock picks, even the one he hid in his boot for occasions just like this. The door in the distance was locked, he remembered hearing that familiar click of a spring padlock as they carried him in here. He was enveloped in layers of stone and steel...

 

"Calm down Rufus...You're not goin' ta die 'ere." He started panting frantically. It was then he heard Grimjaw's voice. He turned to the Dwarf beside him. "Damn right I don't belong 'ere! 'Elp me out mate, break 'dese chains an lets 'ave ourselves a right propa jail break!" Maybe he could convince them to let him out on good behavior...Surely Grim had done way worse stuff than he had! But it wasn't like he'd leave any of his friends behind anyway...except maybe for Agathar, that guy had always given him the creeps.

 

Rufus looked all around the cell, trying to find something, anything that would help them escape. Chained to the wall, he couldn't even inspect the bars. With a determined sigh, he turned to the Elf between him and Marisol. "Aga'far, I'm goin' ta need ya ta break your arm and give me 'da bone...'Dat's our only way out..."

 



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.

Character Sheet

Marion "Rufus" Moss
Custom Lineage Human Rogue 1

___________________________________________________
STATS

Str 17 (+3) Dex 20 (+5) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 11 (+0)
HP 11/11 HD 1d8 AC 15 (none) Speed 30 ft.

Passive Perception 12 Initiative +5 Senses Darkvison 60ft

Villain Points 1
Languages Common, Thieves' Cant, Celestial
Background Syndicate Muscle Crime Slave-Taking

When you make a Strength (Athletics) check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

___________________________________________________
WEAPONS

Fists +5 attack, 4 bludgeoning damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +7, Intelligence +1 
Skills Acrobatics +5, Animal Handling +2, Athletics +7, Perception +2, Sleight of Hand +7, Stealth +9*
Tools Cook's Utensils, Poisoner's Kit, Thieves Tools +9*,
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

Fighting Initiate (Two Weapon Fighting)

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

___________________________________________________
RACIAL FEATURES

Custom Lineage Human

 

Creature Type: Human

Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]

Variable Trait: Darkvision 60ft

Languages: Common, Celestial

___________________________________________________
CLASS FEATURES

Expertise: [Stealth, Thieves' Tools] At 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.

Sneak Attack: [+1d6] 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’ Cant: During 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.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 255 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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  Marisol Karasu The Sparrow of Crimson and Ebonyspacer.png



She closed her eyes and took a deep breath.  Rufus was good to have on her side, but the man was as dim as dung beetle that rolled in its own excrement.  Upon hearing Grim's voice, Marisol sighed with relief.  The dwarf had the ability to remain as still as the dead, on more than one occasion she had been called into a room by one of her girls to make sure he was still alive.  It seemed the prison hadn't claimed his soul just yet.

 

"None of us should be here, Master Dwarf.  Our syndicate must have been betrayed."  She looked around the cell, her nose wrinkled at the scent of urine.  "Rufus, my dear, knowing how we got in is the path to knowing how we get out.  And..."  Her eyes rolled as she spoke, "would you please stop shaking your penis about?  The sight is doing no one here any benefit."  Marisol pressed one foot against the wall, while lifting her other foot to stand on the ball.  The rusted iron shackle around one wrist loosened enough for her to feel some relief.  Blood pumped into the hand, the tingles of life causing her to flex and wiggle slender fingers.

 

Marisol began to draw a box in her mind.  Outside the box was a staircase that led down.  "I remember there was a pause, perhaps a gate, when I was in the wagon that brought me here.  Do any of you recall the sounds under the wheels?  Did it change from stone to wood?"  She saw Rufus's face, puzzlement dug into his brow.  "Once you boys figure out how to break these bonds, we'll need to know how to get out.  So, I ask again.  What do you boys remember?" 



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.

Character Sheet

Marisol Karasu
Dhampir Hungering Sorceress 1

___________________________________________________
STATS

Str 8 (-1) Dex 9(-1) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)
HP 6/6 HD 1d6 AC 9 (none) Speed 30 ft.

Passive Perception 13  Initiative -1

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarf & Infernal
Background Consorting with Dark Powers

You gain proficiency in Arcana. If already proficient then choose another skill of your choice. 

___________________________________________________
WEAPONS

Unarmed +1 attack, 1 bludgeoning damage

Dark Thirst +1 attack, 1 piercing damage + 5 necrotic damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Constitution & Charisma

Skills Arcana, Deception, Insight, Intimidation, Perception, Persuasion
Tools Forgery
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

___________________________________________________
FEATS 

___________________________________________________
RACIAL FEATURES

Darkvision

You have darkvision to a range of 60ft

Dark Thirst

You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm

As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest.

 

A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

___________________________________________________
CLASS FEATURES

Hungry Eyes

At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. Also..THIS

Thirsty Soul

Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.

Spell Casting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

 

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

 

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

 

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 0 lbs.

Spells

Spells
Spell Save DC 15
Spell Attack Mod +7

Spells Known 4

____________________________________________________________

Spell Slots

1st 2/2

____________________________________________________________
Cantrips

Firebolt

Mind Sliver

Momenti Mori

Wind Lash

 

1st Level

Breathtaking Wind

Chaos Bolt

 


 

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 Agathar Finwe Dammung  Elf Bardspacer.png



Agathar hung on the wall, he deserved to be here and he actually was enjoying himself.  This experience was something very different, very unique from what he had experienced before.  He was wanted and hated, no that's not what he wanted in life, but everyone seemed to know his name.  Fame was something he demanded from others and now it seemed he was infamous.

 

Thrown in here as a kidnapper, someone finally interrupted his art that was so upsetting to him, but no worries, he knew he'd find a way out.  The voices in his mind assured him of that fact and he was patiently waiting to see how it would all play out.  What experiences and emotions will he witness, who will he be able to pull from to increase his art.

 

He heard the others speak, trying to figure out how to break out, putting their information together. "I heard seagulls, dogs and waves.", he said in a calm voice. "I would assume that we are near the sea.  And if I may say so myself, I should be here.  I had become bored with my art and I needed some inspiration, here I will find my inspiration.", his mindset, and his monotonal voice suggested that perhaps he may be a bit mad.  "There was a bridge too, and a heavy portcullis.  Marisol, that is a pretty name, and Rufus, a very rugged and strong name, just like your chin."

 

He sniffed and looked about, "I think we are about to get our letters branded into us."  He smiled, "That will be quite painful, I hear nothing is quite so painful as your skin, your very flesh burning."

 

 



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.

Character Sheet

Agathar Finwe Dammung
River Elf Bard 1

___________________________________________________
STATS

Str 8 (-1) Dex 14 (+2) Con 10 (+0) Int 11 (+0) Wis 13 (+1) Cha 18 (+4)
HP 8/8 HD 1d8 AC 12 (none) Speed 30 ft.

Passive Perception 13  Initiative +2

Senses Darkvision 60ft

Villain Points 1
Languages Common, Elvish
Background Kidnapper

You gain proficiency in Intimidation. If already proficient then choose another skill of your choice.

___________________________________________________
WEAPONS

Unarmed +1 attack, 1 bludgeoning damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity & Charisma

Skills Investigation +2, Intimidation +6, Perception +3, Sleight of Hand +4, Stealth +4, ???
Tools Instrument, Instrument, Instrument
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

___________________________________________________
RACIAL FEATURES

Darkvision

You have darkvision to a range of 60ft

Keen Senses

You have proficiency in the Perception skill.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip

You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Extra Language

You can speak, read, and write one extra language of your choosing.

___________________________________________________
CLASS FEATURES

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

 

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

 

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

 

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 0 lbs.

Spells

Spells
Spell Save DC 14
Spell Attack Mod +6

Spells Known 4

____________________________________________________________

Spell Slots

1st 2/2

____________________________________________________________
Cantrips

Minor Illusion

Vicious Mockery

Mage Hand

 

1st Level

Color Spray

Charm Person

Feather Fall

Healing Word

 


 

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Book One: Knot of Thorns  Act One: Prison Break

 

Some of the prisoners twisted their hands around in the manacles that held them tightly above their heads and pulled on the manacles that chained their feet; both were pointless, the cuffs were just too tight to allow much room for anything except to hang there. Their efforts suddenly came to a halt when the group of prisoners heard a sudden loud rattling of much heavier chains coming from west of their cell but out of range of even the darkvision that some of them possessed, regardless of their limitations it did not keep them from trying to peer through the inky blackness.

 

A deep loud course sounding voice emerges from that same darkness in a strange tongue. "Grumblejack толгой өвдөж, бага зэрэг uns "uns Grumblejack, Grumblejack liitl идэж хохироож" It was a language that none of the prisoners could understand or recognize.

 

The prisoner's attention turns quickly as a guard popped up in the barred and windowed door of the guard room to the south as one of their jailers peered through the bars inward toward the cellblock.

 

"It's awake again." the guard standing at the doorway mentions to the others that were out of sight behind him, from the sound of the voices from the guard room the prisoners could tell that there were at least three men in the guardroom, possibly more.

 

"We can't keep drugging it." another of the guard's answers back.  His tone obviously questioning behavior that they have been carrying out.

 

In response another of the guards out of sight answered back rougly, "Then what do you suggest we do Frankie? Two guards died just getting it into that cell. Go down and get some more of the stuff, and hurry."

 

After the brief exchange the barred windowed slot on the guard door closes and all goes quiet again except for an occasional rattle of heavy chains to the west of the cellblock.

 


OOC Scene Notes

FiredayFriday, the 16th of GozranApril @ 6:06 pm

 

Each of you now have a runic F branded on the inside of your left forearm. The map will show you what you can currently see based on your vision level, if you have normal vision, you can see any areas that currently have light, by the torch scones and the cell block door. However, you cannot see your fellow prisoners. If you have darkvision you can see any area that is not covered by black on the map. This will be an ongoing theme of all maps throughout the campaign. 

 

Combat Tracker

 
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Characters Status

 

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LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

________________________________

MATYLDA
Hit Points: 44/68
Hit Dice: 8/8

Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

Active Maps

 

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Branderscar Prison Map
(Click On Map for Larger Image)


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Rufus Moss Human Roguespacer.png


 

Rufus grinned in the dark at the woman's order, and continued to shake his hips. Could Marisol really see him? He couldn't say he was overly surprised, that was probably why people called her a 'lady of the night'. "I suppose ya would find it a bit distractin'." 

 

"Aga'far might be crazy, but 'e's right. Some dogs. Came over a bridge. They opened one of those...pork-u-los-is-es at 'da gate 'ouse." He gave a shrug. What they needed was a window, then they could see a good portion of the layout of Branderscar, and decide what to do. And some rope, every good escape needed rope. As the sound echoed through the prison cells, Rufus found his curiosity piqued. "Grumblejack xoxnpoo...I can't even pronunce that last bit..." The strange noises from the other cell seemed to vanish from his mind  as the guard shouted to his companion. Did he just say drugs? Rufus could hardly believe what he was hearing. There he was stuck in a cell for a tiny-weeny bit of planning to sell someone off, and these guards were selling drugs right in the prison!

 

"What we need is a distraction." Shaking himself vigorously, Rufus held in his breath and let out a warm stream with as much distance as the pressure would allow. "Now...When 'de guard comes in an slips, Grim 'n I will grab 'im. 'Den we use 'da keys ta free everybody."

 


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.

Character Sheet

Marion "Rufus" Moss
Custom Lineage Human Rogue 1

___________________________________________________
STATS

Str 17 (+3) Dex 20 (+5) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 11 (+0)
HP 11/11 HD 1d8 AC 15 (none) Speed 30 ft.

Passive Perception 12 Initiative +5 Senses Darkvison 60ft

Villain Points 1
Languages Common, Thieves' Cant, Celestial
Background Syndicate Muscle Crime Slave-Taking

When you make a Strength (Athletics) check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

___________________________________________________
WEAPONS

Fists +5 attack, 4 bludgeoning damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +7, Intelligence +1 
Skills Acrobatics +5, Animal Handling +2, Athletics +7, Perception +2, Sleight of Hand +7, Stealth +9*
Tools Cook's Utensils, Poisoner's Kit, Thieves Tools +9*,
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

Fighting Initiate (Two Weapon Fighting)

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

___________________________________________________
RACIAL FEATURES

Custom Lineage Human

 

Creature Type: Human

Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]

Variable Trait: Darkvision 60ft

Languages: Common, Celestial

___________________________________________________
CLASS FEATURES

Expertise: [Stealth, Thieves' Tools] At 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.

Sneak Attack: [+1d6] 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’ Cant: During 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.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 255 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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 Grimjaw Dwarf-like Barbarianspacer.png


 

"Dogs," he rumbled, his voice like boulders grinding.  He hadn't noticed very much about the journey here, his mind glazed in the fog of his past.  Maybe there had been a storm, or the sounds of war, or the slow thud of a hammer upon the anvil.  It was hard to say, and he didn't bother trying apart from that one word.

 

Marisol, of course, remembered all of the details, her mind always working, plotting, planning.  She was too smart to be here, he thought to himself again, just as he'd thought she was worth so much more than to sell herself for coin.  Not that he said so much, but it sparked his anger that they'd brought her here, with their high views on law and justice.

 

He didn't know what to make of Agathar's words, but somewhere he could empathize with a devotion to your craft, and so he ignored the unsettling aura that came along with the elf.  But the idea that this was a thing to be relished rubbed him the wrong way.  He'd been a slave before and the stain of it all could never be washed from his soul.

 

The sudden commotion nearby of something bigger and more savage stilled them all, Grimjaw no less than the rest.  He hung in his chains, his thick forearms bulging with pent up anger, silent but seething.  Whatever came for him would find he was still able to deal pain.  As the echoes of its voice faded and the noise of the guards became clear he relaxed, listening idly to Rufus as the man first bantered and then pissed onto the ground in front of him.

 

He squeezed his fists once more, leaning  against the heavy chains in an effort to get a sense of how sturdy they were.  Slip or no, they weren't going anywhere if they stayed shackled to the wall.

 

"We get free first.  Then turn that beast loose on them."



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.

Character Sheet

Grimjaw
Custom Lineage Dwarf Barbarian 1

___________________________________________________
STATS

Str 18 (+4) Dex 14 (+2) Con 20 (+5) Int 8 (-1) Wis 14 (+2) Cha 8 (-1)
HP 17/17 HD 1d12 AC 17 (unarmored defense) Speed 30 ft.

Passive Perception 14  Initiative +2

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarvish
Background High Treason

You have advantage on saving throws against being frightened.

___________________________________________________
WEAPONS

Unarmed +6 attack, 5 bludgeoning damage

Dagger (someday) +6 attack, 1d4+4 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 

Saving Throws

Strength +6, Dexterity +2, Constitution +7, Intelligence -1, Wisdom +2, Charisma -1

Skills

Str Athletics +6

Dex Acrobatics +4, Stealth +4, Sleight of Hand +2

Int Arcana -1, History -1, Investigation -1, Nature -1, Religion -1

Wis Animal Handling +2, Insight +2, Medicine +2, Perception +4, Survival +2

Cha Deception -1, Intimidation -1, Performance -1, Persuasion -1
Tools Mason's Tools, Smith's Tools
Weapons Simple weapons, Martial weapons
Armor Light, Medium, Shields

___________________________________________________
FEATS 

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

* Increase your Strength or Constitution by 1, to a maximum of 20.

* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

___________________________________________________
RACIAL FEATURES

Creature Type

You are a medium sized creature of Dwarven proportions and appearance

Traits

You gain the following:

* One ability score of your choice increases by +2 (Constitution)

* Choose one feat of your choice for which you qualify (Crusher)

* You can speak, read, & write common and one other language of your choice (Dwarven)

Speed

Your base walking speed is 30ft

Darkvision

You have darkvision to a range of 60ft

___________________________________________________
CLASS FEATURES

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

 

While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.

* When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

* You have resistance to bludgeoning, piercing, and slashing damage.

 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

 

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

 

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Rage Damage Bonus

When you make a melee weapon attack using strength, you gain a +2 bonus to the damage roll.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Fist - 0 lbs.

Ire - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 270 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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   Marisol Karasu The Sparrow of Crimson and Ebonyspacer.png



As the others provided what little details they had, the box in her mind became surrounded by a circle and off the side of the circle two straight lines projected to imply a bridge.  At the far side of the bridge, a dotted line for a gate...but not a gate that swings open.  This was for a portcullis that would raise and lower.  Finally, a small box was drawn outside the dotted line.  Her brow scrunch as she visualized the map.  An X and an O appeared beside the small box.  The guard and dog.  Then, multiple X's and O's littered the space between the circle and the box that represented the prison.

 

The boys continued to speak, though it took a moment for her to catch up to their banter.  "Agathar...use our escape as your muse instead.  The art will be far more bold for it."  The elf had often fallen into bouts of odd behavior in efforts to find his creativity before.  She had always found that using logic with his insanity worked well, when you fed his inane ideas, at least.  This particular concept often worked well for Rufus, too.  Though now, as she began to smell the stench of his urine, he would receive no gentle logic.

 

"Tell me, Mar...Rufus, when the guards slip on your piss, how do you intend to grab him?  I do believe you and Mister Grimjaw are still chained to the wall."  Marisol twisted her lips as she corrected herself.  He had threatened her life once for using his given name, and she had taken the warning to heart.  Though, with him chained up and being ridiculous, it almost seemed plausible to antagonize him.  But she found herself not wanting to add to the list of those who wished her death.

 

The sudden commotion of the other area and the guards brought her back to her map.  Inside the prison, her mind drew the bars of the cells, and a large RAWR from the dark corner of Grumblejack's cell.  She then added a door to where the guards hid and drew four X's beyond it.  "Even if we can, I figure from what I recall and what you all have said, we could be easily facing ten guards and five dogs.  Those aren't great odds."  The madame of Crimson and Ebony shifted from the ball of one foot to the other.  What she would give for a pair of stilettos right now.  "Besides, do any of you have any way to break out of these bonds?  They've got me locked in tight...and this station was clearly for someone taller." 

 

She fell silent again, thinking on the words of the guards.  "If you boys can break us out.  We should find whatever drugs they were mentioning.  They...could be useful."



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.

Character Sheet

Marisol Karasu
Dhampir Hungering Sorceress 1

___________________________________________________
STATS

Str 8 (-1) Dex 9(-1) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)
HP 6/6 HD 1d6 AC 9 (none) Speed 30 ft.

Passive Perception 13  Initiative -1

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarf & Infernal
Background Consorting with Dark Powers

You gain proficiency in Arcana. If already proficient then choose another skill of your choice. 

___________________________________________________
WEAPONS

Unarmed +1 attack, 1 bludgeoning damage

Dark Thirst +1 attack, 1 piercing damage + 5 necrotic damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Constitution & Charisma

Skills Arcana, Deception, Insight, Intimidation, Perception, Persuasion
Tools Forgery
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

___________________________________________________
FEATS 

___________________________________________________
RACIAL FEATURES

Darkvision

You have darkvision to a range of 60ft

Dark Thirst

You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm

As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest.

 

A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

___________________________________________________
CLASS FEATURES

Hungry Eyes

At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. Also..THIS

Thirsty Soul

Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.

Spell Casting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

 

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

 

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

 

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 0 lbs.

Spells

Spells
Spell Save DC 15
Spell Attack Mod +7

Spells Known 4

____________________________________________________________

Spell Slots

1st 2/2

____________________________________________________________
Cantrips

Firebolt

Mind Sliver

Momenti Mori

Wind Lash

 

1st Level

Breathtaking Wind

Chaos Bolt

 


 

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Book One: Knot of Thorns  Act One: Prison Break

 

A few minutes later a set of four prison guards make their way into the cellblock, they quickly turn and resecure the door behind them. One has a torch in one hand and a signal whistle already in his mouth ready to alert of any trouble, two of the others have their clubs drawn, each club looks to be covered in some sort of soft leather like material and every guard carries a longsword in a scabbard on their side, longbows and a full quiver of arrows also reside on each of their backs. The arrows have blue feathered fletching's that match the guards' tabards and the hacklesThe hackle is a clipped plume or short spray of colored feathers that is attached to a military headdress, with different colors being associated with particular regiments. affixed to each of their helmets. The torch light occasionally glints off the chain shirt each guard wears beneath their tabard as they walk through the cellblock. Each man also had a steel shield strapped to their arm with the emblazoned insignia of The Kingdom of Talingarde on the front. The lead guard has a blow dart gun in his hands and is already loading it as they approach.

 

As the guards passed the cell that held Talingarde's newest villains, the torch light illuminates a lot of the cellblock, other cells are scattered along the walls of the exceedingly large hall but all other cells seem to be empty at the moment, as the guards near a large reinforced cell in the far west of the cellblock our newest villains gets a good look at exactly what is in the cage, for the occupant of the cell stands just over ten feet tall and roughly looks to weigh in excess of six-hundred pounds. The lumbering giant's beady eyes are devoid of wit or kindness, and its puffy face features a wide mouth with ill-fitting teeth. From the look of its injuries and lacerations the creature has been beaten pretty bad in recent days.

 

As the guards come close to the cage the giant spits in broken common. "Grumblejack not be kept as pet my little 'uns. Grumblejack eat little 'uns. Grumblejack smash little 'uns." the chains rattle loudly as the creature struggles to get free. You watch as the dart gun is used to deliver no less than five darts into the shackled creature. It soon slumps to the floor of the cell and the sound of labored breathing quickly fills the chamber as it falls unconscious again.

 

As the guards leave the cellblock, they momentarily stop in front of the cell that holds the new prisoners and visually inspects everything through the bars. One of them frowns when they see the mess that has already been made upon the floor of the cell and points toward it with his club. Then one of the guards says to all of the prisoner's "Keep it down in here or we will be forced to give you a right good thrashing."

 

The unit of guards then leave the cellblock and return to their guardroom, close the door and all is dark again.

 

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OOC Scene Notes

FiredayFriday, the 16th of GozranApril @ 6:09 pm

 

Each of you now have a runic F branded on the inside of your left forearm. The map will show you what you can currently see based on your vision level, if you have normal vision, you can see any areas that currently have light, by the torch scones and the cell block door. However, you cannot see your fellow prisoners. If you have darkvision you can see any area that is not covered by black on the map. This will be an ongoing theme of all maps throughout the campaign. 

 

Combat Tracker

 
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Characters Status

 

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LYYREN
Hit Points: 72/72
Hit Dice: 8/8
Spell Slots 2nd Level 1/3, 3rd Level 3/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

________________________________

MATYLDA
Hit Points: 44/68
Hit Dice: 8/8

Spell Slots 2nd Level 3/3, 3rd Level 2/3, 4th Level 1/1 (ATK +9 DC 17)
DM Inspiration: 1/1

Active Maps

 

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Branderscar_Map_Final.jpg

Branderscar Prison Map
(Click On Map for Larger Image)


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 Grimjaw Dwarf-like Barbarian


 

The dwarf sunk his head between his shoulders, tilting it forward so that his long white hair fell in front of his murky, slit eyed gaze.  Let them think he was dazed and unaware, but he watched carefully through the fall of his hair without seeming to do so.  He felt a mild stir in his gut as the light fell upon Grumblejack, but whatever ancestral hatred he'd once felt had long ago been replaced with hate for those who held him down.  He wondered how long it had been here and why they had not slain it outright.  Truthfully, he didn't care - loosing it might well cause the distraction they needed, if it came to that.

 

He remained still, even when the guards admonished them for the mess Rufus had made.  He felt the anger in him but banked it, as the fires of a forge, to grow the hotter for when the work must be done.  He moved his eyes to watch them go - four of them, a number which might be overtaken if they were all free.  Not the ten that Marisol had somehow counted, nor their guard dogs, but you had to worry about the problem in front of you.  When the shadows descended once more and the echoes of their jailors had died away he lifted his head.

 

"The chains are heavy - might be I can break them, but maybe not.  Either way they will hear and come quickly.  We must know what we will do in either case, before I try." 

 


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.

Character Sheet

Grimjaw
Custom Lineage Dwarf Barbarian 1

___________________________________________________
STATS

Str 18 (+4) Dex 14 (+2) Con 20 (+5) Int 8 (-1) Wis 14 (+2) Cha 8 (-1)
HP 17/17 HD 1d12 AC 17 (unarmored defense) Speed 30 ft.

Passive Perception 14  Initiative +2

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarvish
Background High Treason

You have advantage on saving throws against being frightened.

___________________________________________________
WEAPONS

Unarmed +6 attack, 5 bludgeoning damage

Dagger (someday) +6 attack, 1d4+4 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 

Saving Throws

Strength +6, Dexterity +2, Constitution +7, Intelligence -1, Wisdom +2, Charisma -1

Skills

Str Athletics +6

Dex Acrobatics +4, Stealth +4, Sleight of Hand +2

Int Arcana -1, History -1, Investigation -1, Nature -1, Religion -1

Wis Animal Handling +2, Insight +2, Medicine +2, Perception +4, Survival +2

Cha Deception -1, Intimidation -1, Performance -1, Persuasion -1
Tools Mason's Tools, Smith's Tools
Weapons Simple weapons, Martial weapons
Armor Light, Medium, Shields

___________________________________________________
FEATS 

Crusher

You are practiced in the art of crushing your enemies, granting you the following benefits:

* Increase your Strength or Constitution by 1, to a maximum of 20.

* Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.

* When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

___________________________________________________
RACIAL FEATURES

Creature Type

You are a medium sized creature of Dwarven proportions and appearance

Traits

You gain the following:

* One ability score of your choice increases by +2 (Constitution)

* Choose one feat of your choice for which you qualify (Crusher)

* You can speak, read, & write common and one other language of your choice (Dwarven)

Speed

Your base walking speed is 30ft

Darkvision

You have darkvision to a range of 60ft

___________________________________________________
CLASS FEATURES

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

 

While raging, you gain the following benefits if you aren't wearing heavy armor:

* You have advantage on Strength checks and Strength saving throws.

* When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

* You have resistance to bludgeoning, piercing, and slashing damage.

 

If you are able to cast spells, you can't cast them or concentrate on them while raging.

 

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

 

Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Rage Damage Bonus

When you make a melee weapon attack using strength, you gain a +2 bonus to the damage roll.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Fist - 0 lbs.

Ire - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 270 lbs. (15 x STR)

Current Weight: 0 lbs.


 

Edited by Gralhruk (see edit history)
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Rufus Moss Human Roguespacer.png


 

"Ya know the worst part of all 'dis? The food. If any'fing in 'ere is criminal, it is definitely the person cookin' 'dis slop." Rufus wasn't much for planning, so instead he just kept himself entertained by whistling up a storm, amidst chatting with his companions. He'd been in the joint a few times, though mostly for drunk and disorderly conduct, the sort where they let you out the next morning. Still, the time dragged on. He tested his chains, scoured the floor for anything he could use to help him escape, gave Marisol a full account of his last encounter with Maisie, came up with at least half a dozen more half baked escape plans, and started to fret about if Faye was feeding his cats...And that was just the first five minutes.

 

After a long while, he finally decided to try something new. "Oi! Big guy! Grumblejack. Ya, you big guy. What're you in 'ere for?"

 

After a while, he'd even found a semi comfortable position, with his feet as far forward and split as he could get them, resting his back against the wall. Sure the stones dug into his back, but it was a hell of a lot better than standing. "What if we all just said we repented? Like 'ose Mitra's Wi'nesses 'at go door ta door. You know 'da ones."

 


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.

Character Sheet

Marion "Rufus" Moss
Custom Lineage Human Rogue 1

___________________________________________________
STATS

Str 17 (+3) Dex 20 (+5) Con 16 (+3) Int 8 (-1) Wis 10 (+0) Cha 11 (+0)
HP 11/11 HD 1d8 AC 15 (none) Speed 30 ft.

Passive Perception 12 Initiative +5 Senses Darkvison 60ft

Villain Points 1
Languages Common, Thieves' Cant, Celestial
Background Syndicate Muscle Crime Slave-Taking

When you make a Strength (Athletics) check to grapple, you are considered proficient in Athletics. If you are already proficient in Athletics, you may add double your normal proficiency bonus to the check, instead of your normal proficiency bonus.

___________________________________________________
WEAPONS

Fists +5 attack, 4 bludgeoning damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +7, Intelligence +1 
Skills Acrobatics +5, Animal Handling +2, Athletics +7, Perception +2, Sleight of Hand +7, Stealth +9*
Tools Cook's Utensils, Poisoner's Kit, Thieves Tools +9*,
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

Fighting Initiate (Two Weapon Fighting)

Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

___________________________________________________
RACIAL FEATURES

Custom Lineage Human

 

Creature Type: Human

Size: Medium
Feat: Fighting Initiate [Two Weapon Fighting]

Variable Trait: Darkvision 60ft

Languages: Common, Celestial

___________________________________________________
CLASS FEATURES

Expertise: [Stealth, Thieves' Tools] At 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.

Sneak Attack: [+1d6] 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’ Cant: During 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.

 

Equipment

___________________________________________________

General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 255 lbs. (15 x STR)

Current Weight: 0 lbs.


 

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    Marisol Karasu The Sparrow of Crimson and Ebonyspacer.png



Her feet were cramping from lifting her heels off the ground, her wrists were raw from the iron digging into her skin.  And Rufus wouldn't stop talking.  "They don't send us here to repent and return to the city.  The only repenting they hope to get from us is to clean our souls before we die."  There was venom in her words.  "They forced us to sign our lives away, Rufus.  Confess to crimes without representation.  There was no judge, no jury.  This was a set up.  Someone we all trusted sold us out.  Hung the entire Midnight Council to dry."  Marisol was angry.  Her temper flared often enough that those who knew her knew to avoid its blast radius.  "I wager it was that cloying rich Gailwin kid who like animals too much.  I'll rip his throat out when we find him."

 

As quickly as it flared, her rage ebbed away, the woman's mind cleared.  She took a deep breath and looked towards the dark corner.  "Mister Grumblejack?"  Marisol projected a sweet sound to her voice.  "Mister Grumblejack, sir.  I'm less concerned about why you are here, and more curious about your willingness to find a means to depart this place.  How long have you been here, dear?"  She paused a moment and looked over to the others.  Agathar had drifted off to sleep somehow, Rufus was leaning in an awkward position and Grimjaw was subtly twisting to test the restraints.  "When we get out of here, where do you think we head?  Crimson and Ebony won't be safe, but I should like to get word to my girls that all will be back in order shortly."



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.

Character Sheet

Marisol Karasu
Dhampir Hungering Sorceress 1

___________________________________________________
STATS

Str 8 (-1) Dex 9(-1) Con 10 (+0) Int 14 (+2) Wis 16 (+3) Cha 20 (+5)
HP 6/6 HD 1d6 AC 9 (none) Speed 30 ft.

Passive Perception 13  Initiative -1

Senses Darkvision 60ft

Villain Points 1
Languages Common, Dwarf & Infernal
Background Consorting with Dark Powers

You gain proficiency in Arcana. If already proficient then choose another skill of your choice. 

___________________________________________________
WEAPONS

Unarmed +1 attack, 1 bludgeoning damage

Dark Thirst +1 attack, 1 piercing damage + 5 necrotic damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Constitution & Charisma

Skills Arcana, Deception, Insight, Intimidation, Perception, Persuasion
Tools Forgery
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

___________________________________________________
FEATS 

___________________________________________________
RACIAL FEATURES

Darkvision

You have darkvision to a range of 60ft

Dark Thirst

You can bite as an unarmed strike against an incapacitated creature or one you have grappled. Your bite deals 1 point of piercing damage, and if the creature has blood and isn’t a construct or undead, you can feed from it as part of the attack. Your feeding deals necrotic damage equal to your Charisma modifier (minimum of 1), and if your target takes damage you regain one spent hit die. You can regain a number of spent hit dice with this trait equal to your Constitution modifier per long rest (minimum of 1).

Predatory Charm

As an action, you can magically beguile the mind of a creature that you can see within 30 feet. For 1 hour, you have advantage on Charisma checks made against the target. If you or any of your allies attack or damage the target, this effect ends. When the effect ends, the target feels repulsed by you and becomes hostile toward you until the next dawn, during which time it becomes immune to this effect. A hostile creature won’t necessarily attack outright, but it won’t deal with you in any way and might actively try to hinder you. You can use this trait once, and regain the ability to do so when you finish a short or long rest.

 

A creature immune to being charmed is immune to your predatory charm.

Undead Resistance

You have advantage on saving throws against disease, and you have resistance against necrotic damage.

___________________________________________________
CLASS FEATURES

Hungry Eyes

At 1st level, you can sense when a creature is nearing death. You know if a creature you can see that isn’t undead or a construct within 30 feet of you is below half its hit point maximum. Your spell attacks ignore half cover and three-quarters cover when targeting creatures you sense with this feature. Also..THIS

Thirsty Soul

Beginning at 1st level, when you reduce a hostile creature to 0 hit points, you regain hit points equal to your sorcerer level + your Charisma modifier (minimum of 1). This feature can restore you to no more than half your hit point maximum.

Spell Casting

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

 

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 4th level and another at 10th level.

 

Spell Slots

The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

 

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

You learn an additional sorcerer spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

 

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Equipment

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General Inventory (0 lbs.)

Item - 0 lbs.


Coin Purse (0 lbs.)
Platinum: 0
Gold: 0
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 120 lbs. (15 x STR)

Current Weight: 0 lbs.

Spells

Spells
Spell Save DC 15
Spell Attack Mod +7

Spells Known 4

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Spell Slots

1st 2/2

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Cantrips

Firebolt

Mind Sliver

Momenti Mori

Wind Lash

 

1st Level

Breathtaking Wind

Chaos Bolt

 


 

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