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Old Dec 2nd, 2021, 08:44 AM
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The Party

Please post final characters here, one post per character. Please include in your post:

Their name and pronouns.
A link to their character sheet.
A physical description.
Some information about themselves that they would freely share, and other players can assume they know.

Other information is welcome too - but these are the minimums.
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Old Dec 7th, 2021, 10:04 AM
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Sennka the Blade
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Name: Senka the Blade
Description: A human woman of middling height (5'4") and slender build (110 lbs) in her mid-twenties with long black hair and light blue eyes. Though small, she is very quick and fluid in her movements, almost unnaturally so. Her studded leather armor is well-cared for, though has seen obvious signs of use, as have the two rapiers that hang from her belt.

While conventionally attractive, she has a hardness to her expression and demeanor that can take time to soften around those she doesn't trust, which is pretty much the entire world minus one. Mistrusting by nature, she has warmed up a bit in the past few years, though she remains wary around those who have not earned her trust and respect.,

 
OOCSenka - Lvl 16 Fighter

Stats: S:8(-1) D:22(+6) C:16(+3) I: 8(-1) W:12(+1) Ch:14(+2)
Prof Bonus:+5 PP:16 AC:19 HP: 148

Skills: Acrobatics +6; Animal Handling +1; Arcana -1; Athletics -1; Deception +7; History -1; Insight +1; Intimidation +7; Investigation -1; Medicine +1; Nature -1; Perception +6; Performance +2; Persuasion +2; Religion -1; Sleight of Hand +11; Stealth +11; Survival +1

Actions: Take an extra action (use once/rest).Action Surge

Bonus Actions: Regain 1d10 +14 HPs (use once/rest).Second Wind

Features, Traits, and Feats: When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.Combat Superiority, You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.Maneuvers, You have six superiority dice, which are d10s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.Superiority Dice, Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 19.Saving Throws, You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contact, You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dual Wielder, At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.Improved Combat Superiority, Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Indomitable; Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

• Strength score
• Dexterity score
• Constitution score
• Armor Class
• Current hit points
• Total class levels, if any
• Fighter class levels, if any.
Know Your Enemy, You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.

You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

You regain your expended luck points when you finish a long rest.
Lucky, You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:
• When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
• When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
• You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Mage Slayer, You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sentinel, At 3rd level, you gain proficiency with one type of artisan's tools of your choice.Student of War, When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Two Weapon Fighting, Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die.Relentless, Your exposure to the Feywild's magic has changed you, granting you the following benefits:
Increase your Charisma by 1, to a maximum of 20.
You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is Charisma.
Fey Touched.

Combat Maneuvers: When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks.

Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.
Bait and Switch, When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll.Brace, When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.Disarming Attack, When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.Menacing Attack, When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.Parry, When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.Precision Attack, When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.Pushing Attack, When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.Riposte, When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Trip Attack.

Spells: 2nd-level conjuration
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Misty Step, 1st-level enchantment
Casting Time: 1 bonus action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 minute
You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.
Compelled Duel

Last edited by The Rat Queen; Dec 7th, 2021 at 10:05 AM.
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Old Dec 11th, 2021, 04:05 AM
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Name: Kyuu Ash
Class: Warlock: Pact of the Blade.
Patron: The Ashen Wolf
Race: Kitsune: Tsuki (lover)
Background: Rakdos Cultist renamed. The Ashen Pack

 


 

Last edited by voodoozombie; Dec 12th, 2021 at 07:39 PM.
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Old Dec 11th, 2021, 08:24 PM
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Anahi Faustos
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Character Sheet
Name: Anahi Faustos
Race: CustomHuman
Class: PhantomRogue 16
Description Quiet and unassuming Anahi spent her youth learning how to blend into a crowd.. Of 5'6"average height and build allow her to remain unremarkable in the eyes of most individuals who cross her path. Her dark, hair, kept in a braid, frames soft features that end in a strong chin and sharp jaw. Few have had the honor of meeting her gaze. Under the raven wing brows sit two milky white eyes devoid of any visible pupils. An unnerving sight to behold many assume her to be blind and that suits her just fine. A calculated bump here and there under the guise of a sightless woman has served her well over the course of her 27 years in Steir.

Anahi prefers to dress in dark, muted colors that facilitate her efforts of vanishing into crowds. She makes it a game of trying to "disappear" in plain sight in any room she and her friends are in. A cloak, paired with a long scarf, she uses as a makeshift hood, are always with her. Nimble fingers and dexterous physique get her in and out of many a difficult situation.

Earn her trust and she will have your back until you prove her faith in you wrong. Betray her and she will never forget.
OOC
 
 
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Taken the Oath of Sangus

Last edited by lydklein; Apr 15th, 2022 at 09:43 PM.
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Old Dec 12th, 2021, 03:02 PM
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Lizardfolk Barbarian
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Character name: Yamo / Komodo
Theme Song Alternate theme

Race: Lizardfolk
Class: Barbarian (Way of the Beast)
Alignment: Neutral Good
Background: You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.Outlander
Sheet: WIP


Concept: Party “tank”

right-aligned image
Appearance: Yamo is a giant lizard-man. His skin is hairless and covered in green, hardened scales, which in general are smooth except for a ridge of spikes that line his eyebrows. At 5'0", he does not stand very tall but has an athletic, sinewy physique with lean muscles and not an ounce of fat. His hands and feet end in tiny claws and he sports a long, whip-like tail.
However, when prompted to fight, his physique changes along with his personality. As the identity of Komodo emerges, he grows significantly larger (7') and immensely bulkier (280 lbs.), and the natural claws on his hands and feet become longer and sharper. His teeth, which even when at rest are sharp and pointed, seem to grow even longer within his mouth when he "rages".

Personality Traits (Yamo): #1 = Curious - I find mammals fascinating and will spend hours watching them (including my fellow party members).
#2 = I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence.
Ideal: Protect the weak - my soft-bodied friends have no scales to protect them, so I must be their armored hide.
Bond: I lost my tribe when I was young. My new tribe is everything to me.
Flaws: 1) Atheist - I don't believe in deities. Magic is a strange "ability", which I have yet to understand.
2) Ignorant of my emotions - time spent with my soft friends has changed me in ways, which I have yet to understand.

Personality Traits (Komodo): #1 = Angry - at everything.
#2 = All the time.
Ideal: Apex Predator - I'm the top of the food chain.
Bond: Whatever it takes to protect Yamo.
Flaws: 1) Anger management issues - doesn’t play well with others.
2) Superiority complex - sees non-reptilians as inferior.

Secrets:
Known -
Unknown -

Backstory: WIP!
my character met one or more of the group, potentially in a swamp, and acted in their defense against some monster, thus establishing a loyalty. This is an alternate version of a prompt that I found in Volo’s for playing monstrous races, which would have my character found and raised by a non-monstrous race (can be a party member, or the entire party), which does work to establish some long history and explain the taming of the feral nature.


 


 

 

 


 

 

 

 




Last edited by Strange2099; Jan 6th, 2022 at 10:57 AM.
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Old Dec 13th, 2021, 12:31 AM
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Árvore DeSeda; female pronouns

Árvore looks to be in her early 100s to Elves, which translates to be about in her early 20s to Humans. She has long dark auburn hair, with green vines interwoven throughout, that reaches past her waist. Her eyes are of a bright green that features quite brightly when compared to her tanned skin tone. She has a very friendly, almost bubbly disposition. Some may even consider her naïve.

Árvore is a Wood Elf of unknown age. She was found by a powerful Human druid, known to her only as Druid Mother. Her name translates to 'Tree of Silk', in Druidic. The story she has grown up with is that when she was found, she was clothed in only a nightdress, and her long silky hair.

She doesn't remember her life before Druid Mother, and she was happy to learn from the human woman, who taught her everything about nature, and how important it is to protect. When she was judged to be old enough, Druid Mother sent Árvore out into the world, with the mission to learn of it. To see, and judge for herself, what lay beyond her beloved forest.

Having very little gold, she found herself a nice inn to stay at, naively joining a small group in their quest to find some strange gauntlet. And if you read Senka's story, you will get the basic gist of it.

Except that Árvore held no hatred for any of her companions. She found them all intriguing, and misses them all, as they each disappeared from the quest, except for Senka, for whom she has taken a liking to, and is now devoted to, even if the feelings are not completely mutual.

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Last edited by In the Mix; Dec 13th, 2021 at 12:34 AM.
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