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  #1  
Old 08-11-2018, 06:16 AM
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Hero's of the Night (read before PC Sheet Making)

PC Sheet Creation and More
I've altered this from what the MM because I don't think the section on Vampier PCs was intended for long-term play.

St:18
Dex: 18
Con: 18
Int: 4d6 Drop lowset reroll all ones
Wis:4d6 Drop lowset reroll all ones
Cha:4d6 Drop lowset reroll all ones
Sanity: 4d6 Drop lowset reroll all ones
Feel free to move the scores around but only roll a 3x

Your DC for Charm is 8 + proficiency bonus + your Cha modifier
Your Dark Vision extends 120 feet
Passive Perception 17
Damage Resistance: To Necrotic, Bludging, Slashing for non-magical attacks
To take a +2 damage to nonmagical piercing attacks and +3 to magical ones

Shape Changer:
Lev 10: You can become a tiny bat at will, so long as you are not flying over running water, or in daylight.
This means that every time you need to cross from one plato in Kronen to another you must take one of the rope bridges. Luckily the Sacred Or’ Ye’or River is 5 Miles down or more. But there is an lot of holy water down there folks.
Queen Maut has assured that you turn into an cute bat- the only kind small children around here aren't afraid to throw stones at. You can speak in this form, but you cannot bite. Loud sounds and magnetic distortions around you forces you to make a Con save - 4 or become paralyzed for a round.

Level 13: You can turn in to mist and fly at a speed of 20. You can't be harmed by non-magical attacks and can enter through any holes and cracks in any opening you find, but if it's a building it must be a public use building, have been a public use, or someone must have given you permission to have entered at some point.

Kronen household often have sacred writings or symbols on their doors to block your entry, but they have to be reapplied or renewed every seven weeks if they fail to do this- the protection weekends and you may make a Wisdom Change vs the Wis of the person who made the charm. If you pass the Charm is weakened by 1d6 hit points. And remains so until someone notices the damage and repairs it, or it runs out of hit points. Garlic is said to help vampires disarm these devices.
You turn in to fog and out of fog 2 a day. You cannot pass threw sold objects. Or over running water or in daylight

Levl 15: When you are down to 0 Hp you can turn into mist and flee, and if you are away from sunlight and running water, you regain full hitpoints after a turn. You may do this one a day.

Legendary Resistance: Lev 10 You may Reroll 3 Saving Throws a day.

Spider Climb: As per the spell, you can do it in "human form" as often as you want, so long as you are not within 10,000 feet of The Or’ Ye’or River in which case you may only do it once per turn, if you get as close as 5,000 feet you may one do it once every other turn. And it does not work at all within 1000 feet of the rivers presences. Of course, it's going to take a literal miracle for you to get that close to something that holy anyway. Anywhere else and you can challenge Spidy to a Gymnastics race though.

Flaws:
Just to recap:

You can't enter any building dwelling or home without permission from someone who works or lives there. Out in the country, this will be a change, in Kronen people aren't usually that stupid. Usually. You can enter a public building or any building that has been used as a public building. Temples are hit and miss- it depends on the aspect of the god in question. Maut herself has refurbished and frequently visits a massive Cathedral At the top of the City.

You take 20 radiant damage for if you are outdoors when the sun comes up or down. This like one stricken by lycanthropy, this is true whether the sun is visible or not. Every Turn you are in direct sunlight you take have an -4 disadvantage to attacks and saves. Assuming you take no other damage you, you can last 20 min in the sun + 10 every level from starting level. (10)

You take 20 hp acid damage from running water and must make a Wisdom save to cross running water.

You need to drink blood, at least twice a week and it has to come from a creature with an Int of 3 or more. You can still eat and drink regular food. It just needs a lot of salt to be edible that's all. It wouldn't fill you up, but it makes great comfort food especially for the Newly minted undead. Many believe that adding excessive salt to a meal is a sign of vampirism, or at least that one has been a vampire victim.

Last edited by MossStone; 08-11-2018 at 03:23 PM.
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Old 08-11-2018, 06:17 AM
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Now that that Extra steep is over feel free to post the links to your sheets here.
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Old 08-13-2018, 04:31 AM
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Quote:
Originally Posted by MossStone View Post
PC Sheet Creation and More
I've altered this from what the MM because I don't think the section on Vampier PCs was intended for long-term play.

St:18
Dex: 18
Con: 18
Int: 4d6 Drop lowset reroll all ones
Wis:4d6 Drop lowset reroll all ones
Cha:4d6 Drop lowset reroll all ones
Sanity: 4d6 Drop lowset reroll all ones
Feel free to move the scores around but only roll a 3x
Just to double check, does that mean we can switch around all of our stats?

Also, do our racial stat bonuses still apply?
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Old 08-13-2018, 06:20 AM
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You can switch around Int, Wis, Cha and Sanity- the three physical stats are from being a vampire and cannot be moved. I'm going to say that no racial bonus or subjects apply to Sr Dex or Con, but if you have them in Int Wis and Cha apply them.
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Old 08-13-2018, 02:48 PM
Trmmilwwi Trmmilwwi is offline
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Nedrak Thradlanganira
Name: Nedrak "Drako" Thradlanganira, Character Sheet
Age before death: 65
Alignment: LG
Diety: Bondade
Hair: Gold
Eyes: Black
Height in X’Y”: 6'-6"
Physical Description: Drako is about as close to a walking gold dragon as one can get. His coloring is an exquisite gold color that hints at the strength and promise he carries. He is very graceful with a strength and calmness that brings people to like him. Most dragonborn suffer cruel independent lives living among the fringes of society but Drako's mannerisms allow even the children of most societies to be comfortable around him. He is like a shining beacon amongst the dark dreary world of a chaotic society.
Ideals: If society does not provide compassion for the old, weak and fragile they are doomed to failure. One's ancestors provide a path to how future generations need to live their lives, for good and bad.
Bonds: He developed a relationship with Hifarias, a gold dragon that was an ancestor of his bloodline, and he was asked to track down others in their family. Drako spends his days pursuing long lost relatives and will go out of his way if he learns of other gold skinned dragonborn.
Flaws: Drako loves precious gems and will gladly overpay for them. He is smitten with tiefling women and will give in to almost any demand from them.
Personality: Drako believes that the universe has a certain volume and that it shifts over time. Each action has an equal and opposite reaction and good end evil are supplied in given quantities. As good starts to outweigh evil, or vice versa, there are changes that counteract the world's balance. Because of this he is able to see value in all people and creatures. He may not agree with someone's actions or thoughts on a subject but he absolutely defends their right to think what they want. He defends the laws of the land to the letter and will hold people to the laws. However, he feels that it is the power of the world, the good and evil connection, that draws people to do what they do. He believes there is redemption in all creatures. Once Drako is a friend he will be by your side until the last days. Likewise, if he is an enemy, you will find he is tenacious in his pursuit. Many a tradesway robber thought they were free from his touch until decades later he tracked them down and brought them to justice.

GoalsWhat your PC’s goals in life are now that they have one again: Drako is looking to avenge the ancient black dragon that took his life. More importantly though, he feels that the balance of good and evil may be out of sorts. He almost thinks that Maut Rotee has taken control of the adventurer's lives because of this shift.
What You're PC’s goals in life where before they died: To uphold the laws of the land and provide assistance in tracking down those who did not follow the laws. Later in his life he found meaning in keeping traditions and ancestral stories alive. He became an ally for those that kept traditions.
What you as a player hope you're PC will accomplish, get to do or fail at.I hope that Drako is entangled in finding out who is good and who is evil. And that it may change based on what he knows initially and what he comes to find out. Maut Rotee may be evil but if she is keeping the good/evil axis in check then maybe evil is ok. I also hope that he is able to piece together what his life had been and start to assemble the oral stories from his death to the current time. His people may have continued to be on the good side of the ledger or they may have veered off to the evil side.

HistoryHistory/Bio: Drako was born into the Thradlanganira family to loving parents Jilhrau and Mynthia. His parents were servants for a gold dragon in the mountains near the city but almost never left the dragon’s side. Their rooms were in a cavern just off to the side of the main lair where Hilfarias spent most of his time.

Hilfarias is a gold dragon that watched over the valley for many centuries. He provided help to the local towns and villages in exchange for information on what evil lurked in the area. He wasn’t so much focused on eliminating evil but more in that he didn’t want it to spread unnecessarily. Hilfarias was fully lawful and saw to it that that rules of the land were kept intact. Only in instances that people severely broke rank would he interfere in everyday village life. Therefore, he was respected by most of the elders and town officials in the area.

Drako was kept away from the dragon at first. His parents wanted him to concentrate on his studies and did not want the day to day issues that popped up to affect Drako in any way. It was a special day whenever he talked with Hilfarias. At first it was in the dragon’s human form for the drgaon saw the value in bringing the little one along slowly as well. But eventually Drako would meet with the dragon in its’ natural form. Drako was in awe and it just strengthened his bond with Hilfarias.

Eventually the dragon gave Drako little errands to run for him. First it was taking letters to local towns and villages. Once he proved that he could handle that task, and that the local people tolerated the dragonborn teen, Drako received other tasks. Eventually Hilfarias saw that Drako had an adventuring lifestyle in front of him. He responded well to all different types of people and creatures and was very likable, both of which are crucial traits to have for a dragonborn living among other races.
Drako’s first real mission for Hilfarias was to track down some relatives that were rumored to be living a few communities away but that had not been heard from in some decades. The young man was able to verify that they had been killed by a local tyrant. In what was another test of his mettle, Drako followed the dragon’s orders and rather than seek retribution immediately he brought the news back to the lair first. Then, to build Drako’s relationship with this town, Hilfarias sent word for how they, as family of the victims, would address the wrongs that were done. Drako was able to deliver the communication and broker the agreement, another critical lessen that was taught to the young man.

Many more lessens followed and Drako followed in his family’s footsteps. So well in fact that he acended to taking an oath to protect the family bloodline and to fulfill the strict direction that they had always followed. He became a paladin in those years. He continued to carry out the message of the family and was tasked with finding relatives and long-lost ancestors.

In possibly his greatest moment he travelled very far, hundreds of miles, to verify the existence of family that had been thought to be dead many centuries earlier. In these travels he learned much more about the broader region and found a certain grounding in who he was and what he was meant to be. He saw a lot of death and destruction along with the evil that towns could succumb to. Eventually he met his relatives form his great, great grandfather’s side. He was able to save them from turmoil in the region and brought them back to Hilfarias’s lair where they rejoined with the rest of the family. In their appreciation they gifted Drako with the great, great grandfather’s sword.

In the years after this long travel Drako met up with adventurers that were like minded in helping the region rid itself of evil factors. Many times they would battle local guilds, local politicians or even wild creatures that negatively affected the people they looked after. For Drako it was always a battle of upholding the laws of the land. He did not care so much to set the laws, or to decide what laws were just, but more that there was a balance to life that made sense.

Drako had made some connections with a tiefling family near the border of one of the larger cities that he had been to quite often. At first it was just to allow the adventurers to pass through. Over time the family understood that the group meant no harm and that it was beneficial to both parties to establish a long term agreement. The tieflings would provide safe passage in return for the safety of keeping evil away. During many trips Drako noticed a beautiful tiefling woman who he was transfixed by. As time passed he got to know Shiny very well and fell in love with her. However, Drako knew that her family was a noble family within their clan and that she was destined for marriage to someone from another noble family. In what would be the ultimate test of his oath to follow the order of the land, even one that was not his, Drako never professed his love for Shiny and allowed her the opportunity to marry within her family’s creeds.

In his travels Drako never settled down for very long. He was almost always on a mission of some kind. When the group of adventurers took time away from their journeys Drako would always go back to see Hilfarias and his family. Drako would travel lightly and preferred to carry precious gems in lieu of gold or goods so that he could barter as needed. He has a select few gems that were his favorites and he would certainly never let them out of his grasp.

His most recent memories were from a trip with the adventurers to see a looming threat on the borders of the lands. Philthargorean, an ancient black dragon, had begun to grow in power and was exerting his influence over the region in ways that could not be withstood. It was the group’s mission to either broker a deal with the dragon, or more than likely have to kill the beast. Unfortunately for Drako he was not powerful enough to withstand the torment of the attack and he fell at the dragon’s hand. It was his only failure that led him to Maut Rotee.

RP SampleRP sample : The constant tapping woke Drako up almost instantly. As a traveler he was not prone to sleeping heavily and the taps that woke him up confused him. He did not recognize the area he was in nor did he recognize the young boy in front of him. The dragonborn paladin spun his head around to see what else is in the area and noted several other people along with a standing figure. None of this was familiar. Drako thought back to his last memories and was unable to bring anything to mind. It was if he was in a fog of sorts. Then the figure that was standing above them started to speak.

It started with a sort of hiss whisper referencing the boy who was tapping. ""Rodryck, You will have to forgive him..." "It ended with a set of words that would forever be etched into Drako's memory. ""I’ve waited *forever* for you to arrive.”" There was an eerie silence among those that were in the room. Drako was starting to piece together what had happened. it was his last memories that started to flood back. An epic battle against other dragonborn and their evil leader, Philthargorean, an ancient black dragon. It was Philthargorean herself that took Drako's life. At least it seems that way. Drako waited for Maut Rotee to leave before speaking to the others.

It was then that he noticed that he knew them. All of them. "My god Bondade! You are all alive! Well, not alive apparently. What is happening?" For the firts time Drako tried to stand up. His body felt weak and almost from another plane. He willed it to stand but it took much more effort and thought than it should have. A different kind of confusion set in as Drako took stock of his senses. He could feel the pulse of everyone's heartbeat from across the room. He could smell copper, iron and magnesium throughout the room as if they were smells that were completely new to him. He felt an icy coldness to the air that was disturbing. He turned to his friend of many decades and uttered "Are we undead?!"


3 personal items
1. Talkingwater. Drako is very fond of gems and this one in particular is his favorite. He was able to help a local nobleman track down the murderer of his father. The local magistrate was conducting a call for a new king and this man's father was the front runner. Drako was able to find the man who murdered the soon to be king and the nobleman, who had become king in stead of his father, offered the paladin his most prized jewel, Talkingwater. Talkingwater is a 75 carat saphire that has a living quality to it's sparkle.
2. Talisker. His great, great grandfathers sword. The longsword is an ancient artifact and has been in the Thradlanganira family for many, many centuries. By its looks it could be much older than that. When Drako was a young man he was tasked by Hifarias to track down his bloodline relatives. Drako found Ketrilk Thradlanganira and was given this weapon of great importance. Drako is never without his longsword.
3. Thradlanganira Pendant. Around his neck Drako wears a pendant that was passed down to him by his father. It is a tradition that dates back to the beginnings of the family. Each generation attaches something to the pendant, or change sit in some way, and then passes it along. One day Drako hopes to have a family that he too can pass it down to his son. Until then he wears the pendant around his neck to keep his family close to his heart.

 

Last edited by Trmmilwwi; 08-15-2018 at 10:28 AM.
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Old 08-13-2018, 08:20 PM
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App
Name: Tinsley Olibrand
Race: Halfling
Class: 6 Bard/ 4 Sorcerer (Wild-Magic)
Age at Death: 107
Alignment: CG
Hair: Brown
Eyes: Blue
Height: 3’0 ft

Physical Description: Tinsley, or Teensie Tinsley, as she used to be called, is a quirky Halfling that stands all but three feet tall, with short, wispy chestnut hair primly cut straight at the nape of her neck. Often, to pass the time, the halfling weaves ribbons in her hair for the sake of looking half-respectable, and NOT half-dead, or even three-quarter ways dead, topping off the youthful look with a cutesy bow. Her eyes are a deep, inquisitive sapphire blue that swim with a kindhearted light. Her pearly smile, a bit fang-toothed of late, is bright and a tad lopsided, always quick to proffer some warmth and cheer. She has a peculiar, chipper way of speaking, quite apt to talk her own head off if left idle for long. Her skin is much paler now, like fine porcelain, compared to the tanned olive hue she had once been, so when no one’s looking the Halfling will dab some ruby wine (she thinks it’s wine) on her lips to hopefully appear more alive. Hanging across her lithe frame is a miniature lute, an instrument she's assuredly never without, fashioned from the strong oak reminiscent of her long-forgotten home.

Background: Entertainer (Singer/Instrumentalist)

Traits:
• If someone is in trouble, I’m always ready to lend help.
• I’m confident in my own abilities and do what I can to instill confidence in others
• I misuse long words in an attempt to sound smarter.

Ideal:
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)

Bond:
• I have a family, but I have no idea where they are. One day, I hope to see them again.

Flaw:
• The tyrant who rules my land will stop at nothing to see me killed. (And she succeeded?!)

Personality: Tinsley is well aware that she does not fit the stereotypical profile of a vampire-bloodsucker. She never asked to be dragged back as a pale corpse, prone to sunburns. Wielding humor as a her weapon, Tinsley is an airy soul, making light of everything dark and dour. WIP

Goals in this Fang-tastic new life: To once again spread the joy of music, to gather the scattered remnants of the Halfing folk, and find a way to vanquish her new “Master” once and for all! No one said being a Halfling vampire would be easy, but she’ll resist the urge to be wicked with all her might!

Goals in the Past: Tinsley was a bold proponent against the wicked Maut, working tirelessly to thwart the foul necromancer from becoming the immortal Lich she is today. Had she succeeded, Tinsley imagines she would've finally settled down with bumbling Wilks Bodlaum and had herself a munchkin brood, spending the rest of her days in the peace of Willowshire, tending to the apple-orchids--all she desired was the simple life that any decent Halfling expects. She fought for the Shire, and the practical, lazy-day dreams of her fellow smallfolk. The world was just getting too dark and nasty for the likes of wee-them, and this Maut thought she could exploit the Shirefolk--enslave them and experiment on them as if they were little vermin of no consequence. Well, Tinsley made sure to convince her otherwise!

Hopeful Accomplishments: As a player, I would like see to Tinsley rise above adversity, to explore the depths of her own wild magic, and conquer the black depths of despair with a handful of trusted allies.

History:

 


RP Sample:


Dice Roll:
4d6rl1kh3 5, 5, 4, 6 (Rerolls: less than 2) (keeping 5,5,6) Total = 16

Dice Roll:
4d6rl1kh3 4, 4, 5, 2 (Rerolls: less than 2) (keeping 4,4,5) Total = 13

Dice Roll:
4d6rl1kh3 2, 6, 5, 2 (Rerolls: less than 2) (keeping 2,5,6) Total = 13

Dice Roll:
4d6rl1kh3 2, 6, 3, 4 (Rerolls: less than 2) (keeping 3,4,6) Total = 13

Dice Gothic Trinket:
1d100 29

Dice Hit points: Bard:
6d8 3, 4, 1, 3, 7, 5 Total = 23

Dice Hit points: Sorcerer:
3d6+12 (2, 4, 4)+12 Total = 22

Last edited by JReid; 08-14-2018 at 08:12 AM.
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Old 08-13-2018, 08:38 PM
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Hester
Name: Hester the Witch.
Race: Half-Elf
Class: Warlock/Witch
Gender: Female
Alignment: Chaotic Good
Background Outlander/Outcast
Age before death: 72.
Hair: Long, dark and curled.
Eyes:Light brown, warm.
Height: 5'8"
Physical Description: Hester is a female half-elf, slightly smaller and thinner than most of her kinfolk. She favors dark, practical clothing especially with pockets. She loves pockets. Her long, dark hair is blackish-brown in shade frequently lighter depending upon her most recent time spent out of doors. She wears her hair down to her shoulders, and her eyes are bright and cheerful in unguarded moments and when not cast down. Her face is fair and pleasant to look upon, but not overly comely. She carries herself furtively, and smells of fruit, strange spices and the gloaming scent of the woods.
Ideals: Life is hard, strange and contradictory. To weather it, one must be the same.
Bonds: None. Such are the wages of a life unburdened. She does favor children, animals and the elderly.
Flaws: From a certain perspective, Hester may be called harmlessly deranged. From another perspective, Hester may be called a danger to everyone she meets.
Personality: Hester is a survivor, for good and ill. Whatever happened to Hester in the past wounded her badly, but she bears her scars without pride nor apology. Simple would be an appropriate, but ultimately unsuitable word to describe her. She desires her freedom absolutely, but is not good for the sake of goodness itself. She is good because someone has to be, and if in so doing, she can forestall misfortunes that might befall others, then that is a necessary endeavor. Her battles and trials have been hard-fought and hard-won. She keeps her own counsel, but is devoted to those who have earned her admiration and respect. She is adaptable, able to enthrall ribald sailors in a tavern with bawdy jokes or skewer a deserving courtier in the halls and salons of the nobles.
What your PC’s goals in life are now that they have one again: Hester is going to straight up murder that lich and blast her soul into a dozen pieces and give each of them a tasteful burial in some terrible dimension. How dare she rob Hester of her duly earned death?
What You're PC’s goals in life where before they died: Hester never much cared for wealth, or the bonds of family. Friends were welcomed begrudgingly, once they could be relied upon. Power was useful, but not desirable to her for its own sake. She only wanted enough strength to protect herself and those she thought deserving of such. It was a strange calculus to determine who was deserving, for being good or "Good" meant obligating herself to others and that meant doing things you sometimes did not want to do. What was "Good" anyway? If the tallow fat of a young troll meant a human child's fever was extinguished was that good for the troll? Was it good for the child to bear that burden even if unknown? She did not know, and mistrusted those who claimed the vision to decide such things. She desired peace, to be left well enough alone, to go where she wilt in the fullness of her own choices.
What you as a player hope you're PC will accomplish, get to do or fail at: I hope she gets to die again. I hope she keeps her soul.
History/Bio:

Hester learned early on that she was different from others. Not by way of her magical powers, that came later, but by way of her nature. Whereas other children played, cried and squabbled, she watched, wandered or collected things she found in the forests. She did not often speak, and the other children took her oddness as license to bully her. Hester took it in turn, until she stabbed a young tormentor with a purloined paring knife. When asked why she had done it, she calmly replied that she wanted him to stop, and now he had. Her parents, increasingly concerned with their unusual child, visited priests, mid-wives and holy men in search of an explanation. They found a elderly spinster in a neighboring village who eventually took her in to her household.

The old woman was not particularly kind, but not cruel neither; mostly she understood that Hester required a degree of attention and inattention beyond the faculties of most common folk. That meant work. Hester learned how to tend a garden, the names of plants and herbs, how to fish, hunt and trap wild game and busied herself with the endless chores of rustic life. Looking back, this period of adolescence was perhaps the happiest moment of Hester's life. It did not last. A blight claimed the crops one year and the locals ultimately decided the old woman had cursed their crops. After a night of drinking, several of the local men paid a visit to their house to enact their vengeance. They hung the old woman from her own rafters, and as she died, Hester touched something.

The following years were a blur. She fled wounded into the night as the house burned; spending the ensuing years traveling, adventuring, and honing her skills, Periodically she returned to her old town to pick off the murderers. One, she caught in the open fields alone. Another, in his bed three years later. Two more on the road to market a year after that. The last fell twitching in the market. She gave them cleaner deaths than they had warranted, and felt both an emptiness and satisfaction in her chosen task.

Her first adventuring troupe she parted ways with amicably after recovering a large hoard of treasure. In truth, the more dominant personalities in the party were clashing, and rather than pick a side she decided to spend some time by herself. Her second troupe was like a second family. They were warm, caring and memorable. Regrettably, they all perished save Hester in wiping out a holdfast of Devils. She alone managed to crawl out of the ruins and spent considerable resources to reclaim the bodies of her compatriots to ensure that their final rest was not in that infernal place. Over the decades, she grew wiser, stronger and more cunning. For a time, she doubted she would ever join another group again, but did in fact do so. Her last group, and those who now join her.

Three Personalized Items:

1. One-Eyed Crone. It started out a a jape. A nickname for Hester by the party Bard, Elsinor. The joke being that Hester was destined to become a 'One-Eyed Crone' living in the wilds somewhere, scaring children and curing horses. Hester took it poorly. She had had little expertise in determining when people were laughing with her or at her. Worse, it hurt her feelings when she thought she had none to hurt and by someone she'd come to trust. Elly realized her mistake almost immediately and sought to make amends. So she "passed the hat" around the rest of the party, and they commissioned a blade from a small company of Gnomes renowned for quality magical weapons and rapacious prices. They gave it to Hester on the next holiday and Hester wept openly, hugging Elly so hard it hurt. Hester did that only once again, on the day Elly died.

2. Shadow's Blood. It doesn't communicate with Hester much. In truth, for the longest time she was uncertain whether her Patron was aware of their connection. That indifference suited her for she did not care either. She partook of the power it bestowed upon her and it asked little in return- strange messages in the stars that lead to forbidden paths of knowledge, impressions gifted in the desolate places of the world, yes. However, It did not compel her to drag all of humanity into cthonic dimensions of madness. That is silly. Instead It was silent, potent and patient. Somehow, that was more harrowing. One night, in a vivid dream, she walked down giant corridors into a certain chamber. There, upon a carefully constructed altar an arcane mechanism moved. She watched, expectant for this new revelation and for her crimes she was rewarded. The machine split the material between dimensions, drew out the stuff in-between, and wove and charged it with dark and terrible magics. She stood for what felt like months, watching the scene unfurl and once done; awakened with Shadow's Blood- a semi-sentient garment with unique abilities.

3. Esmerelda's Folly. Making enemies is very much a part of adventuring. After the deaths of her second party and before she joined her third, Hester found herself in the Court of a small Kingdom, enticed by a Noble's open entreaty to heal his daughter. Hester, after some difficulty, was able to discern the cause as a curse levied by a jealous minor lord. Upon curing the young woman, another lady of the Court, a wizard named Esmerelda; insinuated that Hester's ease in restoring the young woman must have meant that Hester had a hand in the scheme herself. Hester took offense. The rules of the Court necessitated a duel, and the witch and wizard assembled at the appointed hour to do battle. The duel was hard fought, though Hester was ultimately victorious. As her prize, Hester took a pair of magical gauntlets and torc from the defeated wizard. Hester re-christened them "Esmerelda's Folly".



Hit Dice:

Dice Roll:
10d8+40 (5, 7, 4, 7, 5, 7, 7, 3, 7, 5)+40 Total = 97

Last edited by Perdition; 08-15-2018 at 12:34 PM.
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  #8  
Old 08-14-2018, 02:53 AM
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Starting gold and Equipment:
You have what you were buried with gear will be handed out as the mission calls for it- but you can still get hold of coin and buy anything you want with that. She may give you some gold to go buy clothing appropriated for the court in a bit. If you were buried with weapons, the weapons are not with you- they are right outside the door and you will always have access to them as long as you are not in the Tower room in which no weapons of any sort are allowed.
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Old 08-14-2018, 11:30 PM
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Application
Kayn's DescriptionName: Kayn Smithson
Age: 45 at death
Race: Variant Human
Class: Fighter - Eldritch Knight
Background: Folk Hero
Alignment: Throughout his lifetime, Kayn's alignment was difficult to pin down. During his youth, he was True Neutral. As he grew older, he shifted to Chaotic Good. It wasn’t until his last decade of life that he became Neutral Good. Now, as an undead creature that is an affront to his deity, he may slip between NG and CG, choosing to act however best suits his (poor) coping mechanisms.Chaotic Good
Appearance: Kayn is a fair-skinned human man, about six feet tall with broad shoulders and a toned, muscular form. He wears a thick bear pelt as a cloak, draped down to his thighs. Underneath it is a heavy leather breastplate covered in scrapes and scars from past battles. He keeps his thick black hair cut short and his matching beard well-groomed. His dark, piercing eyes constantly scan his surroundings, always watching for any signs of danger. A long, thin scar runs past the outside of his right eye; he proudly claims it was from his first attempt at sharpening a sword. He tends to flash quick smirks instead of smiling, and when angered he bears his fangs with a hardened stare.

 

Personality: Kayn learned from a young age that family is not about blood; it is about a group of people you love and who love you in return. Due to this, he appears reserved and chooses not to speak often; when he does speak, his words are usually backed by sarcasm and dry wit. To those lucky enough to earn his trust - a task few have accomplished - he will remain a loyal friend until his dying breath. While he is wary of strangers' true intentions, he does not turn away those in need, and he always does what he can to help.
  • Traits:
    • I can stare down a hellhound without flinching.
    • I judge people by their actions, not their words.
    • If someone is in trouble, I’m always ready to lend help.
  • Ideals:
    • Everyone should be free to pursue his or her livelihood.
    • I always try to help those in need, no matter what the personal cost.
    • People deserve to be treated with dignity and respect.
  • Bonds:
    • I have a family, but I have no idea where they are. One day, I hope to see them again.
    • I protect those who cannot protect themselves.
    • I will bring terrible wrath down on the Lookin' at you Maut Roteeevildoers who destroyed my homeland.
  • Flaws:
    • I have trouble trusting in my allies.
    • I like keeping secrets and won't share them with anyone.
    • Secretly, I believe that things would be better if I were a tyrant lording over the land.

Biography
 

 

 

 


Items He Was Buried WithPoorly made dagger: Kayn tried to help Sofie make a dagger when she came to him to learn how to defend herself. With Zespira gone on an adventure and Korik studying one of the magic texts lying around, Kayn agreed to teach her. First, he taught her how to forge a weapon saying, "One must first learn how a weapon comes to be before they can truly understand how it must work." When Sofie repeated his words to her mother, Zespira laughed and teased her husband on his poor attempt to sound wise.

Wedding Ring: Kayn crafted the couple's rings himself and wears a silver band with a turquoise stone in the center. It is the focus he uses when casting his spells and rests on his dominant hand, rather than the traditional left ring finger. Zespira wears a matching silver band with a ruby in the center. Both rings were blessed with Ring of Protection?minor protection spells by a priest they had saved from a horde of zombies.

Journal of Magical Sigils: Korik expressed interest in magic not long after joining the Smithson family. Zespira and Kayn tried their best to teach him and Korik practiced drawing runes in a journal his father had gifted him. Small notes were written on each page, explaining the purpose of each rune and theorizing how it could react with others. A few of the pages have crisped edges and a faint magical aura from mishaps in the drawing process.

GoalsWhat your PC’s goals in life are now that they have one again: Now that Kayn is "alive" again, he wants to find a way to retrieve his soul from Maut Rotee as well as figure out what happened to his family. Then, when he is ready, beg Varti to let him come home.

What You're PC’s goals in life where before they died: Kayn wanted to settle down and raise his kids.

What you as a player hope you're PC will accomplish, get to do or fail at: I want Kayn to make it to level 20 again so he can become the ultimate vampire overlord who chooses to fight for the good of the world.


 

Last edited by Aelariana; 08-18-2018 at 03:35 PM.
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Old 08-15-2018, 12:27 PM
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Ysolde Ysolde is offline
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Name: Alura Martine

Race: Human

Alignment: CG

Class: Wizard (Necromancer)

Background:
A long time ago Alura was born to a noble human family. Her hair was a shimmering gold and her skin a deep bronze. She had parents who loved her and family. It was an idyllic life and as the third daughter born to her family she was supposed to go into the clergy.

The young woman accepted her place in society and tried her best to be a member of the clergy. She knew the tenants and understood all of the sayings, but she simply couldn’t cast a single divine spell although she tried as much as she could. Even without divine powers she was still accepted as a member of the church and used to re-copy scrolls and often offered her time to help in organizational tasks and such. Lacking an ability to truly connect with the goddess she learned arcane magic and the forbidden arts of necromancy instead.

Alura learned more and more necromancy and used them to fake her clerical abilities along with skills in alchemy, illusion and even sleight of hand. She was living a lie and as with all such things sooner or later the lie comes to light. She was caught out in the act of necromancy and stripped of her priestly ranks. Along with that she would have been jailed, but Alura ran away and escaped. For a long time Alura stayed in the deep swamps regretting her decisions, but unwilling to face the penalties for what she had done. Her life in the swamps was difficult and she would sometimes help out at local villages at least until guards or adventurers came to bring her to justice and then she would flee again. Always staying one step ahead of the law until she was finally caught.

The sentance for her crimes was death. She plead her case tried to explain, but it did not work. She didn't want to die though and so she planned another escape. This time she was less successful. Trapped by guards and a mob a spell went awry and it killed Alura, but it also killed the innocent people with her and so her soul was sent to the hells.

Life as a petitioner in the Nine Hells is horrible beyond most people’s imaginings. Unfortunately for Alura she does remember it. She remembers every torture and each slash of a whip on her skin. She remembers such horrors that a normal living mortal would have gone insane, but in Hell you don’t get that privilege. Your body doesn’t die, your mind doesn’t snap, each pain is inflicted anew without any numbing. She was rescued from her torments by an Evil Queen who had learned of Alura's fate and her knowledge of Necromancy. So she has been set with serving the queen a minor lackey to a great evil. She knows that her current existence is wrong and yet she is unsure how to change or if she can ever be anything more than what she has become.

Personality: Alura tends to be a bit paranoid, skeptical, and a pessimist. She has little use for the gods having seen what happens to those who cross them. She finds them to be just as venial and disappointing as lesser beings.

Description: Alura has silvery white hair and pale skin. Her grey eyes and the lines around them speak of some ancient horrors and tortures. She tends to wear a black tunic and black breeches and has a very light scent of persimmon to her.

RP Sample: She looks to her Queen and replies aloud knowing that it is better to assure her understanding than it is to mess something up. Indeed the last thing she wants to do is mess up and have her life extinguished only to return from whence she came. Anything would be better than that right?? The question echoes in her mind because anything is a very big list and the Queen has been quite willing to commit atrocities that turn Alura's non existent stomach, "Real food for the prisoners when I feed the bird, don't allow them to find the key, report everything they do along with their mental health, they may explore the Castle if I am there and might be allowed in the city if you say, so. Also no sweets or favors for Rodryck the poet laureate of Bestijgen."

That summed up her undertsanding of what the Queen wanted from her and she would do her best to stay on top of it all. The worst part would be feeding that damned bird. The thing was pure evil incarnated in bird form. Then again there might be other bad parts, there were always bad parts. She wished there was some good she might do to somehow account for all her misdeeds, but it seemed utterly unlikely in Mauts service. Best to just do what she was supposed to do and hope the Queen kept her alive.

 

Last edited by Ysolde; 08-15-2018 at 02:16 PM.
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  #11  
Old 08-15-2018, 12:59 PM
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Satine's Diplomatic attempts to get Callistria into the Temple or if not there, then perhaps a small shrine at the docks to aid the men and women of negotiable affections who ply their trade their.

Dice Roll:
1d20+8 (12)+8 Total = 20

Last edited by Ysolde; 08-15-2018 at 01:00 PM.
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Old 08-15-2018, 06:37 PM
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@Ysolde- are your sure that last post was for this game?
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Old 08-16-2018, 02:48 AM
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nt

Last edited by MossStone; 08-16-2018 at 04:19 AM.
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Old 08-18-2018, 09:56 PM
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Yeah I wondered where that went...
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