wicked_raygun |
Here's the crunch for my cleric of Denier. I have this saved to a text file, so all I need to do is copy/paste this later. I prefer not to make a profile, until I know I've been picked for a game. I'm looking forward to this.
Arturien Denaal
Race Half-elf (p.38)
Class Cleric of Deneir 1 (p.57)
Background Acolyte (p.127)
Alignment Neutral Good
AC 17
Speed 30
Initiative +1
Perception +5, Passive Perception 15
HP 10/10
HD 1d8+2
Atributes
STR 14 (+2)
DEX 12 (+1)
CON 14 (+2)
INT 10 (+0)
WIS 16 (+3)
CHA 10 (+0)
Proficiency Bonus +2
Skills Arcana +2, History +2, Insight +5, Investigation +2, Medicine +5, Perception +5, Religion +2
Languages Common, Celestial, Draconic, Dwarvish, Elvish, Infernal, and Sylvan
Equipment Light, medium Armor, and shields. Simple Weapons.
Combat
Mace +4 (1d6+2)
L. Crossbow +3 (1d8+1)
Racial Traits
Darkvision (60 feet)
Fey Ancestry (Adv. vs. charm, immune sleep)
Skill Versatility
Class Features
Knowledge Domain (p.59)
Blessings of Knowledge
Personaity Traits Nothing can shake my optimism. And I have little practical experience outside the temple.
Ideals Charity. I always try to help those in need, no matter what the personal cost.
Bonds I owe my life to the priest who took me in when my parents died.
Flaws My piety sometimes leads me to blindly rust those that profess faith in my god.
Equipment
Mace, scale mail, light crossbow, 20 bolts, explorer's pack, shield, holy symbol, prayer book, 5 sticks of incense, vestments, common clothes, belt pouch (15gp)
Prepared Spells
Spell Save DC 13, Spell Attack Bonus +5
Cantrips light (p.255), sacred flame (p.272), thaumaturgy (p.282)
1st Level (2) (D) command (p.223), (D) identify (p.252) - Ritual, bless (p.219), cure wounds (p.230), healing word (p.250), protection from evil (p.270)
Petty Alchemy RPG Superstar Season 9 Top 16 |
DaWay |
Viluko interested
Spazmodeus (BG or ToD) "quite interested" (possible monk)
wicked_raygun: (BG or IWD) Acolyte Half-Elf Knowledge Cleric of Deneir
DoubleGold: Sailor Human Ranger
JGrey: Sage Human Arcane Trickster Rogue
Vrog Skyreaver: Outlander Hill Dwarf Druid
DM Nerk: (BG or IWD) interesed, possible revenant half orchestra paladin of dredd
Nohwear: interested, thunder cleric
Wondering_Monster: Criminal Half-Elf Wild Sorcerer
spinningdice: (any) Entertainer Tiefling Bard
Filios: (any) Outlander Human Barbarian
Criminal Wood Elf Rogue
Qorin |
DM Nerk's
Background: Acolyte
Strength 17 (15+2 half-orc)
Dexterity 10
Constitution 14 (13+1 half-orc)
Intelligence 8
Wisdom 12
Charisma 14
AC 18
hps 12
Speed 30'
Proficiencies:
Saves: Wisdom +2 Charisma +4
Skills: Intimidate (half-orc), Insight & Religion (acolyte) Athletics & Medicine (paladin)
Languages: Common, Orc, Celestial, Dwarvish.
Equipment:
2xHoly symbol, prayer book, 5 sticks incense, vestments, common clothes, 15 gp. (acolyte)
Explorer's pack: backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' rope.
Chain mail (AC 16)
Shield (+2 AC)
Battleaxe (+5 to hit, 1d8+3 damage Versatile 1d10)
5 Javelins (+5 to hit, 1d6+3 damage 30/120)
Special Abilities:
Divine sense (know location of celestials, fiends and undead within 60' and desecrated/consecrated places/objects: 3x/long rest)
Lay on Hands (as an action, heal up to 5 hps damage, or expend 5 hps worth of healing to cure disease/neutralize poison: 5hps/long rest)
Darkvision: 60'
Relentless Endurance: (When reduced to 0 hps, but not killed, drop to 1hp instead. 1x/long rest)
Savage Attacks: When I score a critical hit with a melee weapon attack, roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
At the age of 12, he went to the house of a young mother who had borrowed money to heal her sick son. The child had died of his disease despite the prayers of the phony clerics who had taken her money, and it was Qorin's task to send a message. Unable to bring himself to murder the young woman and orphan her other children, he found the con artists who had tricked her, in the process of bilking an elderly man whose wife lay on her deathbed.
The axe had hung on the wall, collecting dust for years since the old man had settled down with his wife and given up adventuring. Qorin looked at the false priests and could almost taste the evil in their hearts, and he grabbed the weapon in both hands. The fight was short and in the end, all the thieves were dead but one. Qorin was wounded by a poisoned dagger, and barely able to stand, but he offered the last thief his life if he took Qorin to their hideout.
The thief agreed, and led Qorin there. The young half-orc gave him his life, but kept his tongue, to stop him destroying any more lives with his lies. He found a trove of treasure, and with it, he paid for a true cleric to stop the poison before it killed him. He also paid the cleric to ease the old woman's suffering. When he was recovered, he paid off the young woman's debt, but when he brought the money to the boss, there was the same sickening evil that he had felt with the thieves.
He knew he would die if he fought the gang-leader, but he announced that he could no longer work for an evil cause. Knowing he would not be allowed to live long if he stayed, he left Waterdeep headed south, along the Trade Way. After various adventures, he found himself in the backwaters of the Fields of the Dead, where he interceded on behalf of a strange human. He was able to persuade the orcs who had captured the man to spare his life, and accompanied the old man to Baldur's Gate.
Here, the man introduced Qorin to a cleric of the church of Tyr, who immediately recognized the young half-orc as a paladin of the God of Justice. For three years, the cleric taught Qorin about the god, attempted to curb the savage side of the boy, and encouraged his sense of honor as the key to his goodness.
Qorin sees himself as a tool for good, destroying evil and defending the world from anarchy. He has no qualms about doing what is needed to combat evil.
This story is aimed at BG, but could probably be tweaked to IWD with a little help.
Spazmodeus |
OK working on getting this done before the deadline :)
A monk, with soldier background .
Some randomness...
Specialty 1d10 ⇒ 7 Standardbearer
Personality 1d8 ⇒ 5 I can stare down a hell hound without flinching.
Ideal 1d6 ⇒ 1 Not taking this one...too opposite my concept :)
Bond 1d6 ⇒ 5 Those who fight beside me are those worth dying for.
Flaw 1d6 ⇒ 4 My hatred of my enemies is blind and unreasoning.
DaWay |
Viluko: did not meet deadline
Spazmodeus (BG or ToD) Human Soldier Monk
If you want you can change the background and choose what you want
wicked_raygun: (BG or IWD) Acolyte Half-Elf Knowledge Cleric of Deneir
DoubleGold: Sailor Human Ranger
JGrey: Sage Human Arcane Trickster Rogue
Vrog Skyreaver: Outlander Hill Dwarf Druid
DM Nerk: (BG or IWD) Acolyte Half-Orc Paladin
Nohwear: did not meet deadline
Wondering_Monster: Criminal Half-Elf Wild Sorcerer
spinningdice: (any) Entertainer Tiefling Bard
Filios: (any) Outlander Human Barbarian
Criminal Wood Elf Rogue
So that looks like it's nine PC's total. That will be a group of 5 and a group of 4.
DaWay |
Baldur's Gate
Filios' Criminal Wood Elf Rogue
JGrey's Sage Human Arcane Trickster
wicked_raygun's Acolyte Half-elf Cleric of Knowledge
Spazmodeus's Soldier Human Monk
DM Nerk's Acolyte Half-Orc Paladin
Icewind Dale
Vrog Skyreaver's Outlander Hill Dwarf Druid
Wondering_Monster's Criminal Half-Elf Wild Sorcerer
spinningdice's Entertainer Tiefling Bard
Filios' Outlander Human Barbarian
I tried to be fair amongst the groups if anyone wants to switch please let me know now before I open up the campaign tabs.
JGray |
I hate to do this - but I'm going to need to bow out of this one. After a long, drawn out thought process I've realized that, right now, I've got two different game systems in my head: 3.5 for a tabletop game I'm running and Pathfinder for stuff here. Adding a third, 5.0, would probably not be the best idea.
I apologize for doing this so late in the game and hope you can forgive me. I hope you all have a great time.
Nahmerri |
Threeshades's character. Still need to choose spells and write a proper backstory, but here is a short version:
Nahmerri the Scorched is a dragonborn who in order to save her clan foolishly made a pact with a demon, however the fiend turned on her and brought destruction to the clan and left her badly scarred (her face and forearms are scorched black), in order to not cause even greater harm Nahmerri chose exile. She found refuge with Gorion and the scholars in candlekeep where she would stay in the library looking for a way to keep control over her power.
I made up my own bond and flaw since i couldnt find anything more fitting.