Hidden 9 yrs ago Post by Shadolord
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Shadolord

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Bryn Amakiir
Wood Elves Druid 1 CG

AC 13 HP 10 Speed 35ft

Str 10 (0) Dex 14 (2) Con 14 (2) Wis 16 (3) Int 12 (1) Cha 9 (-1)

Attacks
Scimitar +4 1d6s
Quarter staff +2 1d6b
Hidden 9 yrs ago 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

Member Seen 4 yrs ago


"I am Oster Trevayne. I live in the dark to serve the light. It is my curse and my repentance."

Oster Trevayne
Human Ranger 1 LN

AC 14 HP 10 Speed 30ft

Str 12 (1) Dex 16 (3) Con 10 (0) Wis 16 (3) Int 12 (1) Cha 12 (1)

Attacks
Longbow +5 1d8+3
Shortsword x2 +5 1d6+3




Hit Dice: 1d10

Wanderer:
You have an excellent memory for maps and geography, and you can always recall the general layout o f terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Favored Enemy: Undead:
Advantage on Wisdom checks to track undead, as well as advantage on Intelligence checks to recall information on them.

Natural Explorer: Swamp
When you make an Intelligence or Wisdom check related to your favored terrain, your
proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Why bother coming to this hell hole at all?
Oster sees himself as a champion of light and order. He sees The Morges as his great beast to conquer. The Hydra to his Hercules, if you prefer. This is where he decided to get his start as a Vampire Hunter. He wishes to drive out the darkness of this land and leave it brighter than he found it.
Hidden 9 yrs ago Post by daltar
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daltar The Apprentice

Member Seen 8 yrs ago



"After all my wandering and struggles, after seeing the horrors lurking in the dark and the terrors brought by the weak hearts of men... I wonder, what is most needed? A new Light to bring Hope? Or merely one person, no matter the color of their soul, to rend away the Darkness?"

Alexia Sindarin Calbridge
Half Elf Paladin 1 Lawful Good

AC 18 HP 11 Speed 30ft

Str 16 (3) Dex 14 (2) Con 12 (1) Wis 8 (-1) Int 10 (0) Cha 16 (3)

Attacks
Longsword 1d20+5 1d8+3 or 1d10+3
Light Crossbow 1d20+4 1d8+2
Quarterstaff 1d20+5 1d6+3



Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.

Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

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

Skill Versatility: You gain proficiency in two skills of your choice (Insight and Persuation)

Languages: You can speak, read, and write Common, EIvish, and one extra language of your choice (Infernal)

Background - Demon Hunter (Custom) - Proficiency in Investigation and Stealth, Smiting Tools and a language (Celestial), Wanderer Feature and Outlander Package.

Reason for coming to The Morgues: As a demon hunter and exterminator of dark magics, it's her calling in life to try and do something for such a cursed locale. However, her focus on this place has become more keen since she discovered that there may be some link between the dark powers that destroyed her hometown and the evil that plagues The Morgues.
Hidden 9 yrs ago 9 yrs ago Post by Izaka Sazaka
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Izaka Sazaka Carai an Caldazar! Carai an Ellisande!

Member Seen 2 yrs ago



Frygga (Eothain) the Foehammer
Variant Human Fighter 1 Chaotic Good

AC 16 HP 13 Speed 30ft

Str 16 (3) Dex 14 (2) Con 16 (3) Wis 10 (0) Int 8 (-1) Cha 8 (-1)

Attacks
Greatsword 20+3 2d6+3
Light Crossbow 20+2 1d8+2

--------------------------------------------------------------------------------------

Background: Outlander
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument (Carnyx)
Languages: One of your choice (Goblin)
Equipment: A staff, a hunting trap, a trophy from an animal you killed (Goblin Teeth Necklace), a set of traveler’s clothes, and a belt pouch containing 10 GP.

Feats:
Great Weapon Master
You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes.
You gain the following benefits:
X On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
X Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Fighting Style: Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Second Wind
You have a limited well of 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.
Hidden 9 yrs ago 9 yrs ago Post by Rogue Colm
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Rogue Colm The Silver Shadow

Member Seen 7 yrs ago

Cecelia
Elf - Drow Rogue 1 TN

AC 14 HP 8 Speed 30ft

Str 8 (-1) Dex 17 (3) Con 10 (0) Wis 12 (1) Int 11 (0) Cha 16 (3)

Attacks
Rapier +3 1d6+3
Dagger +3 1d4+3




Sneak attack (+1d6 damage to someone with advantage)

Thieves' Cant

Expertise - Sneak and Sleight of Hand

Background (bare bones atm): Cecelia was a Spymaster, but her organization was scattered due to monsters. She's looking for a central base to reestablish her organization and create contacts for a more improved Spy network


Kala

High Elf Psion - Battlemind 1 TN

AC 15 HP 10 Speed 30ft

Str 10 (0) Dex 16 (3) Con 12 (1) Wis 15 (2) Int 16 (3) Cha 12 (1)

Attacks
Dagger +5 1d4+3





Mentality Points: 2/2

Augmentations:
Mind's Eye - 1 pt; Int mod for Perception
Fortress - 2 pts; add Int mod to AC and Saves (1 turn)

Kala had been living in the nearby forest for almost all his life, and it has been almost a century since he had realized his Psionic aptitude. He'd been training in the arts of Wizardry when it happened. He meant to cast a Wizard-class spell, but it came out wrong. The fire looked blue, and not acting like fire either. It looked ethereal and fluid. He was banished. The tribal elders knew that it was a type of psychic ability, which his people shunned. Having nowhere else to go, he took his magical implement and left.

After training himself in psionics, his crystal started talking to him. The crystal started to be his only friend and companion, speaking words of encouragement and advice. After countless years of wandering, surviving, and thriving in the wilderness, Kala found that it was his true home. Then, he found them. He knew something was wrong, but he couldn't tell what it was. The trees. The grass. Everything felt... dirty. He soon discovered the horrid creatures that made the forest dirty. They started to overwhelm him when Cryn, his crystal, suggesting running and finding others to help. As much as he disliked others, he knew Cryn was right. He had to find help. He's been wandering closer and closer to the Morges (unintentionally) ever since.
Hidden 9 yrs ago Post by Theorist
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Theorist The Lord of Everlasting Angst

Member Seen 4 yrs ago

[Didn't mean to post here]
Hidden 9 yrs ago Post by Prince Potter
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Prince Potter Wandering Soul

Member Seen 1 mo ago

Walter O'Dim
Human/Blueveined Warlock/Eidolon 1 NE

AC 11 HP 9 Speed 30ft

Str 8 (-1) Dex 10 (0) Con 13 (1) Wis 14 (2) Int 14 (2) Cha 16 (3)

Attacks
Quarterstaff +1 1d6
Dagger +1 1d4




Eidolon Summoning:
2 hour long summon ritual, Wormed Tail understands all the same languages as Walter and vice versa. He is treated as a native of the plane for sharing a soul with Walter and reacts accordingly. An eidolon returns to their home plane when dismissed as an action, or when they are reduced to 0 hp. A summoned eidolon has the same number of hit points as when it was dismissed. If it was slain, you must wait till the following day and it instead appears with half its total hit points.

The eidolon has a maximum number of hit points equal to five times your warlock level. Add your proficiency bonus to the eidolon's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. The eidolon obeys your commands as best as it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move, and command it to take the Attack, Dash, Disengage, Dodge, or Help action, as a bonus action. How it makes its attacks is up to you. Some examples include bites, claws, slams, stings, slaps, punches, etc. This attack does a d8 in damage. At 10th level, this increases to 2d8.

Starting Statistics:
Size Medium
Armor Class 12
Speed 30 ft.
Ability Scores Str 14 (+2), Dex 14 (+2), Con 13 (+1), Int 10 (+0), Wis 11 (+0), Cha 10 (+0)
Skills Acrobatics, Athletics, Stealth

Energy Blast: You can use your action to channel your energy into a beam of light which can be fired at an enemy. It has a range of 60 feet, and your attack roll bonus is your Charisma modifier + your proficiency bonus. If it hits, it deals 1d10 + your Charisma modifier radiant damage. The damage increases to 2d10 at 5th level, 3d10 at 11th level and 4d10 at 17th level. After you use your energy blast, you can't use it again until the next combat encounter.

Condensed Energy: Beginning at 5th level, you gain the ability to transfer one of your Hit Dice into a small vial, directly after a long rest. You will always be one HD down if you do this. The liquid inside of the bottle can function as a healing potion that heals hit points equal to one of your HD plus your Constitution modifier. You can regain the lost Hit Die at the end of another Long Rest.

Healing Touch: During a short rest you can touch a creature to heal it. To do so you expend one of your Hit Dice, you roll the die and the subject regains that many hit points. You do not add your Constitution modifier to this roll.
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