Friday, 15 February 2019

Unwelcomed Vistors Character Sheet

Finished Character sheet Followed by work shown to get final product.

Name: Flint IronBeard         Age: 163             Gender: Male              Race: Hill Dwarf
Class: Divine Soul Sorcerer 1                 Background: Acolyte          Level: Three
                              Barbarian 2                Deity: Torag

Strength        15    (+2)           Dexterity       12    (+1)           Constitution  16    (+3)
Intelligence    8      (-1)           Wisdom         11    (+0)           Charisma      13    (+1)

Hit Points: 32      Hit Dice: 1d6 + 2d12          Armor Class: 16

Proficiency Bonus: 2           Passsive Perception : 10              Initiative: +1
Proficiencies
Armor: Shields,
Weapons: simple weapons, martial weapons
Tools: None
Saving Throws: Constitution  (+5) , Charisma (+3)
Skills: Arcana, Intimidation, Insight, Religion
Languages: Common, Dwarvish, Elvish, Halfling

Handaxe  1d6+2
Battleaxe 1d8+2


Darkvision. 60 feet
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. smith’s tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Spells Known:
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Cure Wounds, Feather Fall, Shield

Able to cast: 2 level one spells

Athelitcs: 2
Medicine: -1
Acrobatics:  1
Nature: 0
Animal Handling: 0
Perception: 0
Arcana: 1
Performance 1
Deception:  1
Persuasion:  1
History:  -1
Religion 1
Insight: 2
Sleight of Hand:  1
Intimidation:  3
Stealth:  1
Investigation: -1
Survival: 0


Rage ( 2 times per long rest) (+2 damage)
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 bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column o f the Barbarian table.
• 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 number o f times shown for your barbarian level in the Rages column o f the Barbarian table, you must finish a long rest before you can rage again.
U n a r m o r e d D e f e n s e
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity m odifier + your Constitution modifier. You can use a shield and still gain this benefit.
R e c k l e s s A t t a c k
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
D a n g e r S e n s e
At 2nd level, you gain an uncanny sense o f when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.
To gain this benefit, you can’t be blinded, deafened, or incapacitated.
FAVORED BY THE GODS
Starting at 1st level, divine power guards your destiny.
If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can't use it again until you finish a short or long rest.

Equipment: Handaxe x 3, Battle Axe x1, Holy Symbol (amulet), Fishing Tackle, Shield, Blanket, bedroll, Tent (2-man), Set of street clothes x 2, holy robes
Coins: 15 gold Peices

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Start with standard array 15, 14, 13, 12, 10, 8.
Apply them to Stats.
Strength        15    (+2)           Dexterity       12    (+1)           Constitution  14    (+2)
Intelligence    8      (-1)           Wisdom         10    (+0)           Charisma      13    (+1)

Hill Dwarfs get +2 to Constitution and +1 to wisdom

Strength        15    (+2)           Dexterity       12    (+1)           Constitution  16    (+3)
Intelligence    8      (-1)           Wisdom         11    (+0)           Charisma      13    (+1)

HP: Max for first level + Con bonus + 1 for hill dwarf + Average for 2nd level + Average for 3rd level + con bonus(2) + 1 for hill dwarf (2)

Hit Points: HP: 6+ 3 + 1 + 7 + 7 +3(2) + 1 (2)
HP: 24 + 6 + 2
HP: 32

Normal Armour Class: 10 + Shield + Dex bonus
Shield=2         Dex Bonus = 1          Armour Class : 13

Barbarian Armour Class: 10 + shield + Dex Bonus + Con bonus
Shield = 2       Dex Bonus = 1          Con Bonus = 3              Armour Class: 16

Proficiencies
Armor: None
Multiclassing into Barbarian gives shields
Weapons: Daggers, darts, slings, quarterstaff, light crossbows
Multiclassing into Barbarian changes above to Simple weapons, Martial Weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion
Background Acoylte Adds Insight and Religion. So take Arcana and Intimidation


Background Adds two languages of choice, - Choose Halfling and Elven. Common races.
Race gives Dwarvish and Common.

Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)

Spells Known:
Cantrips: Mage Hand, Mending, Message, Minor Illusion
First Level: Feather Fall, Shield
From Subclass: Cure Wounds

Wednesday, 24 October 2018

Dwarf Gish 5e fjook


Name: Sir Roiranikov Rockenverse Age: 102 Weight: 120 pounds Height: 4'5”
Hair Colour: Golden Race: Dwarf Background: Noble
Level: Fighter 2 / Sorcerer 4 (wild) Gender: Male
Stat Number Bonus Saving Throws:
Strength: 13 +1 4 (* )
Dexterity: 9 -1 -1 ( )
Constitution: 14 +2 5 (*)
Intelligence: 8 -1 -1 ( )
Wisdom: 12 +1 1 ( )
Charisma 14 +1 4 ( *)
Hit Points: 51  Hit Dice: 2d10+6d6 Armour Class: 19 Speed: 25
Profecency: +3 Passive Perception: 11 Initiative: -1
P r o f ic ie n c ie s
Armo r : All armor, shields Weapons: Simple weapons, martial weapons Tools: Dice
Saving Throws: Strength, Constitution, Charisma
Skills: Athletics +4, History +2, Intimidation +5, Persuasion +5
Equipment: A set o f fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
chain mail • war-hammer and a shield • two hand-axes • an explorer’s pack

Warhammer 1d8 Bludgeoning Versatile 1d10
Handaxe 1d6 slashing Light, thrown (range 20/60)

P o s i t i o n o f P r i v i l e g e
Thanks to your noble birth, people are inclined to think the best o f you. You are w elcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people o f high birth treat you as a member o f the same social sphere. You can secure an audience with a local noble if you need to.


Fighting Style: Defense
S e c o n d W i n d
You have a limited well o f stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
A c t i o n S u r g e
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top o f your regular action and a possible bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again.

Darkvision. 60 feet
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. smith’s tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. Common, Draconic and Dwarvish.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Sorcery Points: 2
F l e x i b l e C a s t i n g
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points
as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost o f creating a spell slot o f a given level. You can create spell slots no higher in level than 5th.
C r e a t i n g S p e l l S l o t s
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number o f sorcery points equal to the slot’s level.
W il d M a g ic Su r g e
Starting when you choose this origin at 1st level, your spellcasting can unleash surges o f untamed magic.
Immediately after you cast a sorcerer spell o f 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
T id e s o f C h a o s
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck
When another creature see makes an attack roll, an ability check or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creatures you to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Resilant - Charisma

Metamagic
Quicken Spell - 2 sorcery points to make a spell a bonus action
Subtle Spell - 1 sorcery

Spell Slots: 4 - first level, 3 - second level
Sorcery Points: 4

Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights
1st level: Fog Cloud, Magic Missile, Shield
2nd level: Blur, Misty Step
3rd level: Lightning Bolt, Fireball


Monday, 30 July 2018

J. Nitiros Farmer


Name: J. Nitiros Farmer
Race: Varient Human Class/Level: Rogue 1 / Cleric 1 / Monk 1 / Cleric 1 XP: 300
Age: 53 Height: 5 foot 6 inchies Skin: Caucausion
Strength:          12            +1

Dextertity         16           +3
 Constitution:   12          +1
Inteligence         9            -1 
Wisdom            18           +4 
Charisma          11          +0
Saving Throws: Dexterity, Intelligence
HP: 21

 Hit Dice: 4d8
 Passive Perception: 23 
Passive Investigation: 17
AC: 14

Profencies: Light Armour, Medium Armour, Heavy Armour, Sheilds, Martial Weapons, Simple Weapons, Longswords, Shortswords, Rapiers, Hand Crossbows
Thieves tools Set of Dice Land Vehichles

Rapier, Short Bow 17 arrows, Quiver, Explorers Pack,
Leather Armour, Two Daggers, Theives Tools

Insignia of Rank, Broken Blade (trophy), Bone Dice, Set of Common Clothes.

Sneak Attack: +1d6

Languages: Dwarven, Common. Theives Cant

Skills: Acrobatics +5, Athletics +3, Insight +2, Investigation + 2, Perception + 8, and Stealth +7

Expertise: Perception, Stealth

War Priest: when you use the attack action, you can use this to gain an attack as a bonus action 4 times per long rest.

Guided Strike: An attack roll, you can use your channel Divinty to Gain a +10 to the roll. 1/day

Cantrips: Sacred Flame, Spare the dying, Thaumturgy
1st level: Command, Cure Wounds, Shield of Faith

Feat: Observant
read lips, languages I can speak
+5 passive Wisdom, and Passive investigation + 5

85 gold
39 silver
25 copper

2 x tankard full of ale
3 x torchs
Crowbar
Hemp Rope + Grappling hook
2 days of rations
Mess Kit

Martial Arts
Unarmoured Defence

Friday, 22 June 2018

Maverik - Seige of Corcodia


Name: Maverik Tonnika Race: Human Age: 23
Class: Fighter Level: 8 XP: 250,001 Alignement: CG

 AC: -2 AC without Shield: 2
HP: / 67 Attacks: 2

Strength: 18/57 Augemented Strength: 19 +3 to hit
Dexterity: 14/05 +13 damage (using hands)
Constitution: 13/81 +7 Damage
Intelegence: 13 Gold Pieces: ____195__
Wisdom: 13 Silver Pieces: __________
Charisma: 18 Copper Peices: ________

Magical Equipment:
Girdle of Hill Giant Strength Gauntlet of Orge Strength
Elder Sign – Causes fear in Elder Minions Shield of Missile Catching +2

Easy Access Equipment___7___ – throwing knifes __2____ - Healing Potion
___1___ - Regeneration Potion ___2___ - Potion of Heroism
___2___ - Oil Flasks Windshear Grandfather's ring
Winter Clothes Hook Sword Case Hibieus Corpus
Full Plate Armour

Other Equipment
Lantern Canteen Tobagan Whistle


Backpack Equipment
lantern Good Quality Paintbrush __1_ Potions of Heroism
_4_ Healing Potions __1_ cans of orange red paint __5_Oil Flasks
_1__ Darkvision Potion Carpenter Tools Deck of CardsNeedle and Thread Bucket Camo Tent Putty Ruby (500 gp)

Bag of Holding: The Elder seals

Special Abilites:
1 per day heal spell Immune to Fear Protection of fear Aura
90% immune to mind effecting spells Saves +2 to Illusions
Active up to negative 11 hit points
-2 save vs petrification
50% bend bars / lift gates


Weapons of Choice
+1 longswords +2 Hookswords +2 Flail

Weapons
Battle Axe: 1d8 Spear: 1d6 Longsword: 1d8
Dagger: 1d4 Shortsword: 1d6 Flail: 1d8
Hookswords: 1d6 seperate / 1d8 together

Windshear - +3, +6 vs fire using / dwelling creatures

Hibeus Corpus (Arcanus Flailing) + 4 sheaded flail 1-8 (x3) 3 sperate attacks
2 hits save vs spell or stun for 1-3 rds
3 hits save vs paraleyzation or paralazed for 1-3 rds
exchange + Bonus for ac for 1 rd
dispel at 12th level 2/day

Cast feeble mind or charm at 12th level ability / 2 per day
Cast confusion at 15th level ability 1/day

Wednesday, 25 April 2018

The Vexx

The first part of the Code had to represent the Doombringer, the lord of Retribution = Hoar. One where people had to know that Retribution is different then Revenge. A code also has to be simple and short. Something easy to memorize, Retribution means the dispensing or receiving of reward or punishment especially in the future. That to me, has always ment to be reactionary, to incedents
.
Do you remember Rico Arnen? He taught me that the best way to care about one job, The best way to make sure everything is done right, is to be highly passioante about your job. The more Passion one has, the more they care about what they are doing. The more a person cares about what they are doing the more the want to do it the proper way. I figured the second line of my code should reflect this. Fighting the evils that lie in this city, is going to look like a city at war. Its going to look like complete and utter chaos.

Speaking of Disorder, One has to be able to think outside the box in order to achieve there goals, with the ultimate goal of peace. Eliminating ones enemy is going to look like a confused mess that is completley disorganized, but the end result of there being no cults, no gangs, no foreign agents or no religious leaders fighting for control. In the end there will be peace, but before we get there we must admit we need chaos.

I don't have a great memory, I been alive to long to fully trust my memory these days, but if I recal correctly Desayunde taught me the following. That one gains more knowledge, good or bad through loss. To take your pain and hardships and learn something from them. That if one always has an easy life, they will never know challenge. One needs to know challenge in order to gain experience, and gain knowledge of the areas that are lacking that experience.

I know that Stane taught me this last one. He was one of the greatest strategists I ever met. He taught me that the only true way to defeat your enemy is to simply outsmart them at every turn. That there is no cowards in combat, only victores and losers.


That all avenues must be considered and potentially used in order to achieve victory over those that are your enemy. That everything must be considered in order to win, and the winner will be the one who out thinks and out maneuver there
opponent.


The above reasoning is why I came up with the code of conduct for the Vexx. The following Code of Conduct.
Action Through Reaction
Discipline Through Passion
Peace Through Chaos
Knowledge through Suffering
Victory through Cunning
This is the way of the Vexx

Tuesday, 13 March 2018

spells


Using the PHB, The PHB II, and The Forgoten Realms Campaign Guide (the last for the Retribution Domain)
Cantrips:
Detect Posion, Detect Magic, Read Magic, Resistance, Resistance, Detect Magic
1st level
Bless, Bless, Command, Cure Light Wounds, Cure Light Wounds, Entropic Shields, Obscuring Mists, Shield of Faith Domain - Shield of faith
2nd level
Aid, Augry, Augry, Darkness, Enthrall, Find Traps Domain - Endurance
3rd level
Blindness/Deffness, Create Food and Water, Dispell Magic, Dispell Magic, Invisibility Purge, Magic Vestment, Domain - Speak with dead
4th level
Discern Lies, Freedom of Movement, Poison, Restoration, Tongues Domain - Fireshield
5th level
Mana Flux: Mana Flux: Raise Dead: Righteous Might: True Seeing: Wall of Stone:
Domain - Mark of justice
6th level
Chasing Perfection: Bull’s Strength, Mass: Bear’s Endurance, Mass: Find the Path:
Domain - Banishment
7th Level
Plague: Pulse of Hate: Repulsion: Scrying, Greater: Domain – Spell Turning
8th Level
Chain Dispel: Discern Location: Spell Immunity, Greater: Visions of the Future:
Domain - Discern lacation
9th level
Etherealness: Heal, Mass: Miracle: True Resurrection: Domain - Storm of vengeance

Sunday, 4 February 2018

Thranduir Solonar - AiO starting hero

Thranduir Solonar
Elf Heroes-10 Points to Assign
Maximum DEX and INT is 12
Maximum CON is 9
STR 2
CON 2
DEX 6
SPD 2
INT 4
WIL 2
Stun Resistance (Half duration)

Full set of clothes
Backpack
Bedroll
Flint and Steel
Torches (3)
Light Armor
ARM: 2
DEX -0
Oak Long-bow (48 Arrows)
DMG: 1d8
RNG: 120 ft
Iron Dagger
DMG: 1d2
RNG: Touch

Grendin Ghoul Story Part 40.5

What? Oh we were not done talking? Hm? Okay where were we? Oh Yes night three. So on Night three I was reintroduced to Kel's dog. ...