Wizards & Wyverns - My fantasy build thread (My D&D PCs)

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#17 D&D Shadows: Lara - Half-Elf Hand of the Summer Queen

Post by Woodclaw »

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Lara "the Fae"

Race: Half-Elf (Eladrin Blood); Background: Urchin; Class: Warlock 3rd (Arch-Fey Patron, Pact of the Blade)

Alignment: Neutral
Personality:
Lara fears that everyone that is nice to her hides some evil intent.
Lara only feels secure when she curls up in a crevice, where none else can get to her.

Ideals:
Aspiration: Lara wants to show the world that she deserves a better life.
Bonds:
Lara owns her survival to another urchin, who schooled her in the ways of streets.
Flaws:
Lara never fully trust anyone except herself.

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +2 (14), WIS: +1 (12), CHA: +3 (16)

Proficiency Bonus: +2
  • Saving Throws: Wisdom +3; Charism +5
  • Skills: Acrobatics +4; Deception +5; Intimidation +5; Investigation +4; Perception +3; Persuasion +5; Sleight of Hand +4, Sleath +4
  • Tools: Disguise Kit, Thieves' Tools
  • Languages: Common, Elvish, Gnomish
  • Weapons: Simple Weapons
  • Armors: Light
Features
  • City Secrets. Lara knows the patterns and flows of Konigschild like the back of her hand. She -- and her eventual companions -- can reach any place in the city in half the usual time.
  • Darkvision. 60'
  • Fey Ancestry. Lara has Advantage on saving throws against being Charmed and can't be put to sleep by magic.
  • Eldritch Invocations.
    • Eldritch Sight. Lara can Cast Detect Magic at will.
    • Beguiling Influence. Lara is proficient in Deception and Persuasion (already included).
  • Pact of the Blade (Action). Lara can summon a magical weapon (usually a blade made of hardwood and silver) out of nowhere. The weapon disappears if it's moved more than 5' from her or if it's separated from more than a minute.
  • Fey Presence (Action; 1 per Short Rest). Creatures in a 10' cube centered on Lara must pass a DC 11 Wisdom save or being Charmed of Frightened of her (Lara's choice), until the end of her next turn.
Combat:

Initiative: +2; Armor Class: 14 (Piecemail Armor [12]); Speed: 30'
Hit Points: 21; Hit Dice: 3d8

Attacks:
  • Dagger (+4 to hit; 1d4+2; Thrown [20'/60'])
  • Blade of the Pact (+4 to hit; 1d8+2; Magical)
  • Eldritch Bolt (+5 to hit; 1d10; Range [30'])
Other Equipment: Clothes (common and very dirty), Crystal (spell focus), Backpack (Crowbar, Rations [10 days], Tinderbox, Candles [10], Rope [50'], Hammer + Pitons [10]), Pouch (10 gp), Waterskin, City Map, Memento of her father (ring)
Trinket: A diary written in an unknown language

Spells (always prepared; 2 slots of 2nd level per Short Rest)
  • Cantrips: Eldritch Blast, Minor Illusion
  • 1st Level. Charm Person, Hex, Sleep
  • 2nd Level. Invisibility

The Story So Far...
Half-Elves are, possibly, the rarest native breed of Eanide, even more in the -- comparatively -- close-minded society of the central Middenland. While affairs between humans and high elves are very common, they usually end up with a miscarriage (natural or induced). This should have been the fate of little Lara as well, but something went... the other way.
Ever since she was little, Lara seemed to have some kind of guardian angel watching over her: no matter how horrible the situation would get, she always seemed to survive no matter what. For years she lived in the lower district of Konigschild, the capital of Middenland, scrapping a living among other urchins until she stumbled upon an earth-shattering discovery. A stolen book -- a journal -- showed the same kind of letters used on a ring she had inherited. She threw herself into researching like a maniac, but with little result. Scholars scoffed the requests of the little half-blood girl, so she turned herself to a stranger path. With the help of an old traveling seer, she was able to forge a pact with a powerful otherworldly entity: the Queen of Summer. It was a simple deal: for every favor Lara did, the Queen imparts her a bit of knowledge.
As of late, the Queen asked Lara to shadow a dwarf minstrel that arrived in town accompanied by a strangely sullied halfling.


:arrow: There's not much to say about Lara, she is probably one of the most efficient builds I've done.

:arrow: Since I decided to optimize her for demo games she got the pact of the blade, but I would much prefer to play her with the pact of the chain and a weird sprite familiar.
Last edited by Woodclaw on Sun Apr 14, 2019 1:11 pm, edited 1 time in total.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#17 D&D Shadows: Darah de Nevelani - Tiefling Dark Knight

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Darah de Nevelani

Race: Tiefling (Blood of Asmodeus); Background: Hermit; Class: Paladin 3rd (Oath of Vengeage)

Alignment: Lawful Neutral
Personality:
Darah is always calm and serene, even when all hell breaks loose.
Due to her isolation, Darah has remained oblivious to some social norms and expectations.

Ideals:
Self-Knowledge: Darah believes that knowing oneself is the cornerstone of improvement.
Bonds:
Darah fears that if her discovery ever comes to light it would cause untold destruction.
Flaws:
Darah harbors dark and bloodthirsty impulses that even her isolation failed to quell.

STR: +2 (14), DEX: +0 (10), CON: +1 (12), INT: +2 (14), WIS: +0 (10), CHA: +3 (16)

Proficiency Bonus: +2
  • Saving Throws: Wisdom +2; Charism +5
  • Skills: Acrobatics +4; Insight +2; Intimidation +5; Medicine +2; Religion +4
  • Tools: Herbalism Kit
  • Languages: Common, Celestial, Infernal
  • Weapons: Simple and Martial Weapons
  • Armors: Light, Medium, Heavy and Shield
Features
  • Discovery. During her years of seclusion, Darah discovered a terrible truth, which she struggles to keep secret.
  • Darkvision. 60'
  • Hellish Resistance. Darah has Resistance to fire damage.
  • Infernal Legacy (Long Rest). Darah can cast the Thaumaturgy and Hellish Rebuke (once, as 2nd level effect).
  • Divine Sense (Action; 4 per Long Rest). Darah can sense the presence of undead, celestial, fiends and places that are either sacred of desecrated within 60'.
  • Lay on Hands (Action; 15hp per Long Rest). Darah can heal other creatures with a simple touch. By spending 5hp she can remove a single poison or disease.
  • Dueling Fighting Style. When wielding a single one-handed weapon Darah causes +2 damage.
  • Divine Smite. When Darah hits with a melee weapon attack, she can spend a spell slot to add a number of d8 to her damage equal to the slot level plus 1 (up to +5d8). If the target is a fiend or undead she adds one extra d8.
  • Divine Health. Darah is immune to diseases.
  • Channel Divinity (Once per Short Rest): Darah can channel divine power to use one of the following abilities.
    • Abjure Enemy (Action). A single creature within 60' of Darah must succeed on a Wisdom save or become Frightened of her. Fiends and undead have disadvantage on this save.
    • Vow of Enmity (Bonus Action). Darah can utter a vow against a single visible creature within 10', she gains Advantage on all attack rolls against it for 1 minute.
Combat:

Initiative: +0; Armor Class: 18 (chainmail haukber [16] + shield); Speed: 30'
Hit Points: 25; Hit Dice: 3d10

Attacks:
  • Morning Star (+4 to hit; 1d8+4)
  • Javelin (5) (+4 to hit; 1d6+4; Throw [30'/120'])
Other Equipment: Clothes (common), Holy Emblem (spell focus; engraved on her shield), Backpack (Bedroll, Rations [10 days], Tinderbox, Torches [10], Rope [50'], Herbalism Kit), Pouch (5 gp), Waterskin
Trinket: A tiny gnome-crafted music box that plays a song she dimly remembers from her childhood

Spells (can prepare 4 per day, plus Oath)
  • 1st Level (3 slots). Bane (O), Hunter's Mark (O), Compelled Duel, Protection From Evil and Good, Searing Smite, Shield of Faith

The Story So Far...
Once a humble family of ambitious merchants the Nevelani family has grown into a political powerhouse in Navarre over the last generations. Many wondered how these upstarts had managed such a feat, until the birth of the last two daughters of the family: Elora and Darah. To the horror of their own mother, the little girls were born with hooves instead of feet, the mark of the tieflings. Generations ago the head of the family had struck a deal with a hellish power: wealth and prosperity for his house, in exchange for a little infernal blood in his line. The family tried to hide the girls, but it became impossible when Elora hit puberty and many more marks started to show: her sink became dark red and long, thin horns sprouted from her forehead. Still hoping to avoid the worst, Lord Nevelani shipped the younger Darah to a remote monastery into the mountains... perhaps hoping that the saintly aura of such a place would quell her hellish heritage.
It was a success... in a way. The monks couldn't prevent Darah's nature from manifesting, but they taught her how to focus her darker impulses. As time went by, Darah became more and more curious about her condition and started researching. She got back in touch with her sister and discovered that they were way more tieflings around than expected. Among all these pieces of information, Darah saw a pattern, hinting a grander plan of the infernal powers. Fearing that none could be trusted, she took upon herself to put a wrench in this plan and she left the mountains, without knowing that more than a pair of eyes were watching her.



:arrow: Not much here. Darah is a pretty combat effective build. Paladin are really the heavy hitters of 5th Edition.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#18 D&D Shadows: Jeevin - Gnome Agent of Penumbra

Post by Woodclaw »

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Jeevin

Race: Rock Gnome; Background: Charlatan; Class: Monk 3rd (Way of Shadows)

Alignment: Lawful Neutral
Personality:
Jeevin tends to pocket anything that seems to have some value.
Jeevin is extremely careful in trusting others.

Ideals:
The Mission. Jeevin always completes his mission, no matter the cost.
Bonds:
Jeevin owns everything to his mentor, a horrible individual who is rotting in jail right now.
Flaws:
Jeevin is too greedy for his own good.

STR: +0 (10), DEX: +2 (14), CON: +1 (12), INT: +2 (14), WIS: +2 (14), CHA: +1 (12)

Proficiency Bonus: +2
  • Saving Throws: Strength +2; Dexterity +4
  • Skills: Deception +3; History +4; Sleight of Hand +4, Stealth +4
  • Tools: Alchemist's Supplies, Disguise Kit, Forgery Kit, Tinker's Tools
  • Languages: Common, Gnomish
  • Weapons: Simple Weapons and Shortsword
  • Armors: -
Features
  • False Identity. Jeevin often poses as a Stout Halfling merchant called Jord Brownfoot. He's also extremely adept at forging documents as long as he has a sample of the original handwriting.
  • Small. Due to his size, Jeevin can't use heavy weapons.
  • Darkvision. 60'.
  • Gnome Cunning. Jeevin has Advantage on all Intelligence, Wisdom and Charisma saving throws against magic.
  • Artificier's Lore. Jeevin doubles his proficiency bonus for all History checks related to magical, alchemical or technological items.
  • Tinker. Given time and materials, Jeevin can produce tiny clockwork devices with specific functions. He can carry up to 3 at any given time and each can be used once.
  • Ki. Jeevin has 3 Ki points, he recovers them with a Short Rest.
  • Martial Arts (Bonus Action). After attacking with a monk weapon or his bare hands, Jeevin can perform an additional unarmed attack as a Bonus Action or spend Ki points to use the following maneuvers.
    • Flurry of Blows (1 Ki point). Jeevin performs 2 extra unarmed attacks as Bonus Action.
    • Patient Defense (1 Ki). Jeevin performs the Dodge action as Bonus Action.
    • Step of the Wind (1 Ki). Jeevin can perform the Disengage or Dash action as a Bonus Action and his jumping distance is doubled until the end of the Turn.
  • Deflect Missiles (Reaction). Jeevin can deflect incoming projectiles, reducing their damage by 1d10+5. If this reduce the damage to 0 or less he can catch the projectile and toss it back speding1 Ki point and causing damage equal to his unarmed damage.
  • Shadow Arts (Action; 2 Ki). Jeevin can cast Darkness, Darkvision, Pass Without Traces or Silence without material components. He can also use the Minor Illusion cantrip.
Combat:

Initiative: +2; Armor Class: 14 (unarmored); Speed: 35'
Hit Points: 21; Hit Dice: 3d8

Attacks:
  • Bare Hands (+4 to hit; 1d4+2)
  • Spear (+4 to hit; 1d6+2; Versatile [1d8+2 if used with both hands], Thrown [20'/60'])
  • Darts (10) (+4 to hit; 1d4+2; Range [20'/60'])
Other Equipment: Clothes (fine), Backpack (Disguide Kit, Bedroll, Mess Kit, Rations [10 days], Tinderbox, Candles [10], Rope [50']), Pouch (15 gp), Waterskin, Some Material for a Con
Trinket: An old key


The Story So Far...
Few people would ever consider Rock Gnomes fit for spy duty and yet this is exactly what the Order of Penumbra wants. While their cousins in the Northen Marches have lands of their own, Rock Gnomes live as free citizens all across the Middenland, the Free Cities and islands of the Middle Sea, despite holding very little political power. On the other hand, the two main groups of gnomes, the Order of the Penumbra and the Hundred Guilds hold their fair share of control over information and economy, respectively, which allows these little enclaves to trive.
Jeevin had a comparatively normal childhood and learned the trade of jewel maker from his uncle Revelan, but his single-minded dedication to a task, any task caught the eye of a "traveling salesgnome". This unusual individual asked Revelan to let Jeevin go with his. When the old jewel maker refused the stranger just showed him something that made Revelan go pale and change his mind.
The training was nothing short of brutal, Jeevin had to forget everything he knew and learn a bunch of new skills, ranging from thievery to unarmed combat. His teacher (who had like a thousand fake names) never relented, even after introducing Jeevin to the rest of the Order of Penumbra. In the end, this brutality worked against him, during a double heist in southern Middenland, the man got caught and Jeevin, true to his teaching left him to finish the mission.
Of course, this caused the rest of the Order to question the young gnome and put him on probation. Something was afoot near the Fang Mountains and he was to shadow a Tiefling woman, very closely...
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#19 D&D Shadows: Roderick - Hill Dwarf Wandering Musician

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Roderick ap Godfrid

Race: Hill Dwarf; Background: Noble; Class: Bard 3rd (Colleg of Valor)

Alignment: Chaotic Good
Personality:
Roderick shuns all that "blue blood" nonsense, as far as he can tell blood is always red.
Roderick never gives second chances, his favor once lost is lost forever.

Ideals:
Respect. For Roderick everyone must be treated with dignity.
Bonds:
Roderick will go to any length to regain the approval of his family.
Flaws:
Roderick is a sucker for a pretty face.

STR: +2 (14), DEX: +1 (12), CON: +2 (14), INT: +1 (12), WIS: +0 (10), CHA: +2 (14)

Proficiency Bonus: +2
  • Saving Throws: Dexterity +3; Charisma +4
  • Skills: History +3; Insight +4*, Investigation +3, Performance +6*, Persuasion +4
  • Tools: Brewer's Supplies, Dragonchess Set, Bagpipes, Harp, Horn
  • Languages: Common, Dwarvish, Orcish
  • Weapons: Simple and Martial Weapons
  • Armors: Light, Medium and Shields
Features
  • Position of Privilege. Thanks to his noble birth, Roderick is generally welcomed in high society and can secure audiences with local nobility. Also, the lower classes tend to think the best of him.
  • Darkvision. 60'
  • Dwarven Resilience. Roderick has resistance to poison damage and Advantage to saving throws against poison.
  • Dwarven Toughness. Roderick gains 1 extra HP per level.
  • Stonecunning. Roderick doubles his Proficiency Bonus on History checks related to stonework.
  • Bardic Inspiration + Combat Inspiration (Bonus Action; 2d6 per Long Rest). Roderick can grant one of his Inspiration Die to an ally within 60'. The ally can use it to improve a single Attack Roll, Ability Check, Saving Throw, Damage Roll or add it to his Armor Class against a single attack within 1 minute.
  • Jack of All Trades. Roderick adds half of his Proficiency Bonus to all Ability Checks he's not proficient with.
  • Song of Rest. During a Short Rest, Roderick can perform a song, all those who spend Hit Dice to regain Hit Point recover an extra 1d6 hp.
Combat:

Initiative: +1; Armor Class: 16 (chain shirt + shield); Speed: 25'
Hit Points: 27; Hit Dice: 3d8

Attacks:
  • Battleaxe (+4 to hit; 1d8+2; Versatile [1d10+2 is used with both hands])
  • Hand Crossbow (+3 to hit; 1d6+1; 30'/120'; Light, Loading)
Other Equipment: Clothes (fine), Bagpipes, Signet Ring, Scroll Case with Family Tree, Backpack (Ink + Pen, Sealing Wax, Soap, Perfume [1 vial], Lamp + Oil [2 flasks]), Pouch (15 gp), Waterskin
Trinket: A cameo with the likeness of his horrid aunt Alis.

Spells (always prepared)
  • Cantrips: Mending, Message
  • 1st Level (4 slots). Feather Fall, Healing Word, Heroism, Tasha's Hideous Laughter, Thunderwave
  • 2nd Level (2 slots). Silence
The Story So Far...
Aside from the Fang Mountains and the Northen Marches, there are very few dwarven enclaves in Eanide, but this didn't prevent some dwarven families from acquiring a lot of political power across the kingdoms of the continent. One such example is the Ostragar clan, ailing from the eponymous city in southern Middenland, which rose from humble winemakers to a political juggernaut over the course of many generations.
Roderick, the third son of the late Baron Godfrid of Ostragar, wasn't supposed to succeed his father, so he never really bothered to ever learn the proper courtly manners and wasted his days trying and discarding a number of hobbies. The only thing that holds his attention for longer than a couple of days was music... although his siblings often pointed out that he rather enjoyed the attention that being a good musician afforded him. Unfortunately, there was more than a grain of truth to it and, always the sucker for a pretty face, Roderick fell in love with the wrong girl at the wrong time. The consequences of this starstruck love story could have been devastating for his family and Roderick decided to take a "leave of absence", hoping to find a way to fix things.
Never one to learn from his mistakes, he fell in love again with a half-elf girl he saw at the fair and...
Last edited by Woodclaw on Mon Apr 15, 2019 9:41 am, edited 1 time in total.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Wizards & Wyverns - My fantasy build thread (D&D Classic Fours, Call of the Wild, Shadows & Survivors)

Post by Woodclaw »

Well, this is it for my demo characters set.

Right now I have some ideas about what to post next, but I'll leave the choice to you. Would you prefer another themed set (i.e. taking characters from an established universe and turning them into D&D) or some random monsters and NPCs?
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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Re: Wizards & Wyverns - My fantasy build thread (D&D Classic Fours, Call of the Wild, Shadows & Survivors)

Post by Jabroniville »

Hmmmmmm I'd like to see your take on some kind of menagerie/bestiary. If only for the Ecology section (my favorite bit in every bio, lol).
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#20 My PCs: Serverino Falconario, Archeologist Extraordinare

Post by Woodclaw »

This is a little bit of an experiment, over the last year I've been able to consistently play a number of D&D characters (not a bad deal for a forever GM), so I decided to post here some of my follies.
If you want to blame someone, I was inspired by Thorp's last batch of builds :P


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Art by Wei Wang

Serverino Falconario

Race: Lightfoot Halfling; Background: Archeologist; Class: Warlock 8th (Seeker Patron, Pact of the Chain)

Alignment: Chaotic Good
Personality:
Serverino knows that traps are part of the job, but hates those that spring them.
Serverino want his name to be immortalized, he really doesn't care about money all that much.

Ideals:
Preservation: In the words of a most famous colleague "That belongs ina museum".
Bonds:
Serverino wants to one-up his mentor, professor Nicodemus, and his father, Umberto Falconario.
Flaws:
For the loves of all the gods, do not ever call Serverino "short".

STR: +0 (11), DEX: +4 (18), CON: +1 (13), INT: +2 (14), WIS: +2 (15), CHA: +4 (18)

Proficiency Bonus: +3
  • Saving Throws: Wisdom +5; Charisma +7
  • Skills: Deception +7; History +5; Intimidation +7; Investigation +5; Persuasion +7, Survival +5
  • Tools: Carthographer's Tools
  • Languages: Common, Halfling, Dwarvish
  • Weapons: Simple Weapons
  • Armors: Light
Features
  • Historical Knowledge. Serverino can automatically ascertain the original purpose, builders and age of any ruin or dungeon he visits. Also, he can estimate the monetary value of any art object over a century old.
  • Small. Due to his size, Serverino can't use Heavy weapons.
  • Brave. Serverino has Advantage on saving throws against being frightened.
  • Halfling Nimbleness. Serverino can move through spaces occupied by larger creatures.
  • Lucky. Serverino can re-roll a 1 on an attack roll, ability check or saving throw. He must use the new result.
  • Naturally Stealthy. Serverino can attempt to hide behind any creature at least one size larger than him.
  • Eldritch Invocations.
    • Seeker's Speech. After a Long Rest, Serverino gain the ability to speak, understand and write two languages of his choice (even dead ones).
    • Beguiling Influence. Serverino is proficient in Deception and Persuasion (already included).
    • Voice of the Chain Master. Serverino can communicate telepathically with his familiar over any distance and share the creature's senses. Additionally, when sharing sense, he can project his own voice through th familiar.
    • Path of the Seeker. Serverino ignores difficult terrains, has advantage to all the checks to escape grapples, manacles and other bonds and to saving throws against paralisys.
  • Pact of the Chain. Serverino can cast Find Familiar as a Ritual and when he Attacks he can forgo one attack in favour of the familiar.
  • Shielding Aurora (Bonus Action; 1 per Short Rest). Serverino summons a swirling aura of energy that gave him Resistance to all damage until the end of his next Turn. Additionally any enemy that ends the turn within 10' of him suffers 12 radiant damage.
  • Astral Refuge (Action). Serverino briefly disappear in the Astral Plane and, thanks to the timeless nature of that dimension, can cast two 1-Action spells on himself before reappearing at the end of his turn.
Combat:

Initiative: +4; Armor Class: 16 (Lined Coat); Speed: 25'
Hit Points: 51; Hit Dice: 8d8

Attacks:
  • Dagger (he carries 4) (+7 to hit; 1d4+4; Thrown [20'/60'])
  • Shadow Blade (+7 to hit; 3d8+4 psychic; Magical, Thrown [20'/60'])
Other Equipment: Clothes (traveller), Backpack (Crowbar, Rations [10 days], Tinderbox, Candles [10], Rope [50'], Hammer + Pitons [10]), Pick & Shovel, Pouch (75gp and 8sp), Scroll Case (with a map of an old ruin), Tent (two-person), Wand (arcane focus), 3 Waterskins
Magic Items: Boots of the Winterlands, Greater Healing Potion
Trinket: A tiny raven icon in silver; a scrap of a banner

Spells (always prepared; 2 slots of 4th level per Short Rest)
  • Cantrips: Mage Hand, Magic Stone, Prestidigitation
  • 1st Level. Feather Fall
  • 2nd Level. Invisibility, Shadow Blade
  • 3rd Level. Counterspell, Fly, Magic Circle
  • 4th Level. Banishment, Charm Monster, Dimension Door
:arrow: Serverino... I'm not really sure where the idea came from. I knew that I really wanted to play a Warlock with the (sadly never officially published) Path of the Seeker and I wanted to link him to a "living library", based on the famous L-Space equation of Sir Terry Pratchett.

:arrow: Despite his, admittedly pretty badass, signature spell Shadow Blade, Serverino isn't primarily a fighter and, in actually fact he hates the idea of killing. He usually prefer to knocks is opponents out and run away and/or try come creative solutions to combat, which often rely on apparently crazy stunts. Jumping into the lava dragging an opponent, only to cast Fly at the last possible moment? That's Tuesday for him.

:arrow: His "faithful" companion is a brown-orange pseudodragon called Djuna, who has a very Garfield-like personality and, recently has become a bit of a problem with the rest of the party.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

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#21 My PCs: Rikard Russel, Holy Thief

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Rikard Russel

Race: Human; Background: Criminal (thief and gambler); Class: Cleric 6th (Trickery Domain)

Alignment: Chaotic Good
Personality:
Rikard is always calm, no matter what the situation. He never raises his voice or let emotions control him... too much.
Rikard doesn’t pay attention to the risks in a situation... except when he's playing cards.

Ideals:
Charity. Everything that Rikard steals is for the less fortunate.
Bonds:
All of Rikard ill-gotten gains go to support the orphanage.
Flaws:
Rikard can't say "no" to a friend.

STR: +0 (10), DEX: +3 (16), CON: +1 (12), INT: +0 (10), WIS: +3 (16), CHA: +2 (14)

Proficiency Bonus: +3
  • Saving Throws: Wisdom +6; Charism +5
  • Skills: Deception +5; Insight: +6; Persuasion +5; Sleight oh Hand +5; Stealth +5
  • Tools: Playing Card Set, Thieves' Tools
  • Languages: Common, Gnomish
  • Weapons: Simple Weapons, Short Sword
  • Armors: Light, Medium and Shields
Features
  • Criminal Contact. Benny still has a reliable contact that acts as liaison to larger criminal networks. He knows how to get in touch with him over great distances, through local messengers, caravan masters or seedy sailors.
  • Channel Divinity (Action; 2/Short Rest). Rikard can channel the power of Olidammara to fuel the following abilities.
    • Turn Undead. Undead within 30' of Rikard must make a DC 14 Wisdom save or be turned for 1 minute or until damaged.
    • Invoke Duplicity. Rikard creates a duplicate of himself that last 1 minute but requires concentration. As long as the illusion lasts Rikard can cast spells through it or use it to distract opponents and provide Advantage to attacks against them.
  • Blessing of the Trickester (Action). Rikard provides Advantage on Stealth checks to another creature.
  • Destroy Undead. The undeads of CR 1/2 or lower are destroyed by RIkard's Turn Undead.
  • Cloak of Shadow. When Rikard uses Channel Divinity he becomes Invisible for 1 Round.
  • Actor (Feat). Rikard can mimic the speech of another person or the sounds made by other creatures, if you heard it for at least 1 minute.
Combat:

Initiative: +3; Armor Class: 15 (Reinforced Leather Armor); Speed: 30'
Hit Points: 39; Hit Dice: 6d8

Attacks:
  • Paired Scramsaxes (+5 to hit; 1d6+3 [1d6 with the off-hand])
  • Throwing Spikes (5) (+5 to hit; 1d4+3; Thrown [20'/60'])
  • Dagger (hidden in a boot) (+5 to hit; 1d4+3; Thrown [20'/60'])
Other Equipment: Augury Dice (material component), Clothes (common), Backpack (Blanket, Crowbar, Mess Kit, Rations [10 days], Rope (50'), Tinderbox, Torches [10]), Emblems engraved on the Scramasaxes (holy symbol), Letters of Credit for 2300 gp on the Merchant Guild of Greyhawk, Pouch (240 gp), Deck of Cards (with holy symbol on the back), Waterskin
Magic Items: Healing Potion, Underwater Breating Potion, Scroll of Command, Scroll of Holding Person
Trinket:

Spells (can prepare 9 per day, plus domain spells)
  • Cantrips: Guidance, Light, Mending, Resistance
  • 1st Level (4 slots): Charm Person (D), Disguise Self (D), Bless, Create or Destroy Water, Guiding Bolt, Healing Word, Shield of Faith
  • 2nd Level (3 slots): Mirror Image (D), Pass Without Trace (D), Blindness/Deafness, Silence, Spiritual Weapon
  • 3rd Level (3 slots): Blink (D), Dispel Magic (D), Water Walking

:arrow: Rikard is... a concept long time coming. The first version of the character came together in 3.x edition, as an attempt to challenge the whole "boiler cleric" concept. Let's just say that the first version didn't work all that well. It was fun to play, but a pain in terms of making it work alongside the rest of the group. Fast forward last year, I decided to re-do the concept taking advantage of the background system of 5e and it worked like a charm.

:arrow: So, there you have it, a cleric that doesn't know jack about religion, packs a collection of blades, pick locks and cheat at cards to gain money for a horphanage.

:arrow: Speaking of cards, one of the big deals about Rikard is that he uses his old deck of cards as his main holy symbol. Each card has the symbol of Olidammara painted on the back and Rikard cast spells based on which card he picks (Richard Turner style).

:arrow: The number of water spell are due to the fact we played the Saltmarsh campaign, usually I would go for more general utility stuff.
"You're right. Sorry. Holy shit," I breathed, "heckhounds.”

WareHouse W (main build thread for M&M)
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