Loadingconstella wrote:Name: Whist
Age: 26
Gender: Non-Binary [they/them
Class: Barbarian [Totem Warrior]
Species: Tiefling
Sexuality: Aro/Ace
How did you get to Eskovia? Born here or nearby? Magic or hijinks?:Whist travelled to Eskovia to get away from their noble lineage, a crest haunting them from across the mountains and within the Kingdom of Seken. It came as quite the shock to their family when they went from looking quite human to quite demonic. From a family who was proud of keeping their bloodline clean and pure, their family attempted to take their life from them; and as such, Whist was forced to run, to join a mercenary group in order to travel across the mountain range, where they trained to be like them; ruthless, merciless, that when you take on a job you do everything you can to finish it, no matter how risky it is.
Personality traits:
Eventually reaching Eskovia, Whist parted ways with them, where they settled in hopes to not draw attention, to live a peaceful life.Whist is the quiet angry type, kindness is held onto with a shaky fist and they keep it close to their chest in order for it not to slip away. They don't like being this way, and once upon a time they weren't the type; but they find it hard to let go of the things that happened to them when they were younger.
Other goals/Ambitions/ fun facts:
They struggle to let go of a lot of things.
Having being hurt before, they're not willing to let people get too close to them until they know that they are trustworthy, and maybe - just maybe - this might be the group to do it.Whist wishes to live a life of normalcy and they can't do that when dragon attacks continue occurring, so why not go ahead and help deal with the problem?
Maybe more will come of this simple desire, maybe not, who knows?
Weapon: Greataxe
Stats:STR - 7
DEX - 3
CON - 5
INT - 2
WIS - 1
CHA - -1
Superpegasusgirl wrote:RP and setting building will begin soon! I'm excited to see your characters interact
Superpegasusgirl wrote:Loadingconstella wrote:Name: Whist
Age: 26
Gender: Non-Binary [they/them
Class: Barbarian [Totem Warrior]
Species: Tiefling
Sexuality: Aro/Ace
How did you get to Eskovia? Born here or nearby? Magic or hijinks?:Whist travelled to Eskovia to get away from their noble lineage, a crest haunting them from across the mountains and within the Kingdom of Seken. It came as quite the shock to their family when they went from looking quite human to quite demonic. From a family who was proud of keeping their bloodline clean and pure, their family attempted to take their life from them; and as such, Whist was forced to run, to join a mercenary group in order to travel across the mountain range, where they trained to be like them; ruthless, merciless, that when you take on a job you do everything you can to finish it, no matter how risky it is.
Personality traits:
Eventually reaching Eskovia, Whist parted ways with them, where they settled in hopes to not draw attention, to live a peaceful life.Whist is the quiet angry type, kindness is held onto with a shaky fist and they keep it close to their chest in order for it not to slip away. They don't like being this way, and once upon a time they weren't the type; but they find it hard to let go of the things that happened to them when they were younger.
Other goals/Ambitions/ fun facts:
They struggle to let go of a lot of things.
Having being hurt before, they're not willing to let people get too close to them until they know that they are trustworthy, and maybe - just maybe - this might be the group to do it.Whist wishes to live a life of normalcy and they can't do that when dragon attacks continue occurring, so why not go ahead and help deal with the problem?
Maybe more will come of this simple desire, maybe not, who knows?
Weapon: Greataxe
Stats:STR - 7
DEX - 3
CON - 5
INT - 2
WIS - 1
CHA - -1
Welcome to Eskovia, Whist!
HP 57
AC 17
SKILL PROFICIENCY
Athletics
Acrobatics
Sleight of Hand
Stealth
Intimidation
Survival
Items: GreatAxe, Rations, 5 Gold Pieces
Attacks/ Movements
* Move 20 paces in any direction
* Physical strike (punch, hit, kick) 1D4+7
* GreatAxe 1d8+7 (+2 if raging )
* Javelins 2d6+3
* Sense Danger around you
* Reckless Attack- run straight into attack with advantage, but others get to hit you first
RAGE (One per day until next rest)
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to ALL damage except psychotic damage.
Ritual Spells (takes an hour to prepare)
Beast Sense: You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
Speak with Animals
Superpegasusgirl wrote:SaphiraBrightscales wrote:Name: Ilyrana Amastacia (Starflower)
Age: 107
Gender: female
Class: Ranger (Drakewarden)
Species: Wood Elf
Sexuality: Questioning
How did you get to Eskovia? Born here or nearby? Magic or hijinks? Ilyrana, previously known as Thia, was born in one the unnamed remote wood elf villages with her home village being at the base of the mountain range in the kingdom of Tenem. She spent the first 27 years of her life inside the village, not really showing much interest in the outside world. Every now and then when an outsider would appear, usually a fellow elf or nomad person, and she eventually started to develop an interest in what lay beyond her village. This interest resulted in her sneaking outside of the village without permission a few times but she never went far even though Ilyrana usually got caught when she returned. As she started to venture out further from the village, sometimes gone for days at a time, Ilyrana started to hear stories of distant cities and eventually made up her mind to leave the village for a while after letting the elders know of her intentions. After she set out, she wandered around the wilderness, avoiding populated areas most of the time until she eventually made her way to Eskovia
Personality traits: While Ilyrana is curious of new things, she has slight distrust of new people and isn't very comfortable in places she considers crowded. She tries to see the good in strangers if they don't do anything to show otherwise. She can be observant at times while also can appear oblivious to her surroundings depending on the situation and if something has caught her attention. Ilyrana is wary of most races, more trusting of other elves, due to not being familiar with them or their ways which in turn causes her to be a bit distant at first. She is loyal to those she trusts but once her trust is broken, it is really hard for the person to get her to trust them again. Ilyrana would rather deescalate a situation peacefully but knows from experience that its not always possible
Other goals/Ambitions/ fun facts: Ilyrana's village never had too much issue with bandits or dragons due to it being remote, largely unheard of, and not wealthy due to the fact that the residents exchanged stuff between each other depending on what each person needed and had surplus of. She is interested in learning new things and bringing back new things that could help her village for the future. Both of her parents are alive and she has three older siblings, two brothers and one sister
Appearance: Ilyrana is a bit more on the shorter side, being only five feet four inches and pretty slender. She has coppery skin, forest green eyes and wavy jet black that falls to her mid back that she tends to keep in a braided bun
Weapon: Shortbow
Strength: 1
Dexterity: 7
Constitution: 3
Intelligence: 2
Wisdom: 5
Charisma: -1
Welcome to Eskovia, Ilyrana!
HP: 40
AC: 12
Strength: 1
Dexterity: 7
Constitution: 3
Intelligence: 2
Wisdom: 5
Charisma: -1
SKILL PROFICIENCY
Acrobatics
Sleight of Hand
Stealth
Animal Handling
Insight
Medicine
Perception
Survival
Attacks/ Movements
Move 20 paces in any direction
Physical strike (punch, hit, kick) 1D4+1 (+2 against goblins and orcs)
Shortbow 1D6+2 (+2 against goblins and orcs)
Primeval Awareness: For 1 minute you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.
Use a spell!
SPELL SLOTS:
Cantrip (3 a day):
Thaumaturgy: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
1st level (2 per day):
Speak with animals for 10 minutes.
You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:
- If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
- If there is edible forage within range, you know it and where to find it.
- If there is clean drinking water within range, you know it and where to find it.
- If there is suitable shelter for you and your companions within range, you know it and where to find it.
- Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
- Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.
2nd level (1 per day):
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Summon your drake companion- a tiny dragon with 20 HP that can
- Bite 1d6
- Infused strikes add 1d6 to a companions attack
- Poison Spray 1d10 (3 a day, he’s just a baby after all) and is also immune to poison
DRAKE
AC 14
HP 20
Str 5
Dex 4
Con 3
Int -1
Wis 2
Cha -1
Other cool stuff:
Talk to dragons and dragonborn
Really good at finding your way around forests
Items: Short bow and arrows , rations, 10GP, a staff that is mostly straight but a little twisted near the top. with dragon scale etchings engraved in the wood.
Ilyrana Amastacia | 107 | Female | Wood Elf | Drakewarden Ranger
Whist | 26 | they/them
Tiefling | Totem Warrior Barbarian | Info
ABOUT wrote:AC - 17
HP - 57
20ft Movement
Danger Sense
Rage
Greataxe - 1d8+7/+9
Unarmed strike - 1D4+7
STATS
STR ;; 7
DEX ;; 3
CON ;; 5
INT ;; 2
WIS ;; -1
CHA ;; -1
SKILL PROF
Athletics
Acrobatics
Sleight of Hand
Stealth
Intimidation
Survival
INVENTORY
Great Axe
Rations
5 Gold Pieces
Users browsing this forum: Amazonbot [Bot] and 0 guests