Board 8 > Make a dnd character for use in a writing project. *signups*

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ShakeShakeShake
07/15/25 8:36:06 AM
#1:


Hello everyone.

I've been playing with Google a.i studio as a dungeon master. I believe I've sufficiently tinkered with it so it is now in a place where it runs great games. I would like board 8 members to create characters to populate the world. Some will be party members and others notable npcs or villains.The easy-to-use character creator I'm about to post creates characters at level 1 but I will level some up appropriately to occupy noteworthy positions within the adventure.

To join go to:

https://aistudio.google.com/prompts/new_chat

...and copy/paste contents of the page on the following url:

https://pastebin.com/gjtnmQwQ

It will start interviewing you and at the end of the interview process, you will have made a character. Post it in this topic. I look forward to seeing some fun characters. Nothing is off-limits. Be as silly or as serious as you'd like. Standard fantasy or bat-shit insane. The world is Faerun. No further action on your end is required after posting your character in this topic.

Unless you'd like to play. This would invole reading one post a day and responding once per day on what action you would like your character to take. I would be looking for 4 dependable players who have not played HoardOfTheDragonQueen before and this would be a seperate project. This adventure will be deadly, challenging, difficult and unforgiving for maximum drama.

If there is not sufficient interest, I will let this go and let you all know it is cancelled.

Looking forward to seeing what characters you come up with.

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NFUN
07/15/25 9:46:19 AM
#2:


Stein
Class: Barbarian
Alignment: Chaotic Neutral
Race: Mountain Dwarf
Gender: Male
Age: 45
Background: Outlander
Level: 1
Player Name: User
StatScoreModifierSaving ThrowSTR16+3+5DEX14+2+2CON15+2+4INT7-2-2WIS10+0+0CHA14+2+2(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons, Battleaxes, Handaxes, Light Hammers, Warhammers
  • Tools: Mason's Tools, Drum
  • Languages: Common, Dwarvish, Giant
Racial Traits
  • Darkvision: You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Dwarven Resilience: You have advantage on saving throws against poison and resistance to poison damage.
  • Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
  • Dwarven Armor Training: You have proficiency with light and medium armor.
Key Stats
| Stat | Value | Details |
|---|---|---|
| HP | 14 / 14 | (12 + CON mod of +2) |
| AC | 14 | (10 + DEX mod + CON mod) |
| Initiative | +2 | (DEX mod) |
| Speed | 25 ft | |
| Hit Dice | 1d12 | |
| Proficiency Bonus | +2 | |
| Passive Perception | 12 | (10 + Perception bonus of +2) |
Class Features
  • Rage (2/day): As a bonus action, you can enter a rage. While raging, you gain advantage on Strength checks and saving throws, a +2 bonus to damage on Strength-based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute or until you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn.
  • Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
Background Feature
  • Wanderer: You have an excellent memory for maps and geography, and you can usually find food and fresh water for yourself and up to five other people each day, provided that the land offers provisions.
Weapons
| Weapon | Atk Bonus | Damage/Type | Properties |
|---|---|---|---|
| Greataxe | +5 | 1d12 + 3 Slashing | Heavy, Two-Handed |
| Greatclub | +5 | 1d8 + 3 Bludgeoning | Two-Handed |
| Javelin | +5 | 1d6 + 3 Piercing | Thrown (range 30/120) |
| Improvised (Rock) | +5 | 1d4 + 3 Bludgeoning | Thrown (range 20/60) |
Skills
| Skill | Mod | Bonus | Proficient |
|---|---|---|---|
| Acrobatics | DEX | +2 | |
| Animal Handling| WIS | +0 | |
| Arcana | INT | -2 | |
| Athletics | STR | +5 | Yes |
| Deception | CHA | +2 | |
| History | INT | -2 | |
| Insight | WIS | +0 | |
| Intimidation | CHA | +4 | Yes |
| Investigation | INT | -2 | |
| Medicine | WIS | +0 | |
| Nature | INT | -2 | |
| Perception | WIS | +2 | Yes |
| Performance | CHA | +2 | |
| Persuasion | CHA | +2 | |
| Religion | INT | -2 | |
| Sleight of Hand| DEX | +2 | |
| Stealth | DEX | +2 | |
| Survival | WIS | +2 | Yes |
Personality
  • Trait 1: I have a yearning, lustful passion for finding new, larger rocks to throw.
  • Trait 2: There are few, if any, problems that can't be solved by chucking something off of a cliff.
  • Ideal: Glory. I must earn glory in battle, for myself and my clan.
  • Bond: I will become strong enough to throw any rock I see.
  • Flaw: My quest comes first before all other people or passions.
Roleplaying Notes for Stein:
  • Core Concept: Stein is a force of nature, a dwarf whose entire worldview has been shaped by the mountains of his birth and his singular, unorthodox obsession: throwing rocks. He is an Outlander whose solution to nearly every problem is the application of brute force, specifically via a hurled projectile. His quest for glory is not for a kingdom or a title, but for the personal achievement of becoming strong enough to throw anything. This singular focus, combined with his low Intelligence, makes him direct and unsubtle, while his respectable Charisma allows him to command attention through sheer presence and confidence rather than wit.
  • Verbal Style:
  • Vocabulary: Simple, direct, and earthy. Stein speaks in terms of strength, weight, and impact. He might describe a tough opponent as being "granite-stubborn" or a weak argument as "brittle, like shale." He will not use complex words or engage in abstract thought.
  • Tone: Boisterous and challenging. He is easily excited by the prospect of a good brawl or the sight of a magnificent boulder. His tone is driven by his immediate goal, and his surprisingly high Charisma and Intimidation proficiency mean his simple declarations carry immense weight.
  • Conversational Focus: Nearly every topic will be steered back to his personal quest. He will size up castles based on the quality of their masonry for demolition purposes. He might compliment an enemy's sturdy helmet before trying to cave it in. When others talk, he is likely listening for keywords like "smash," "heavy," or "mountain."
  • Sentence Structure: Short, declarative statements. "That is a good rock." "We climb the cliff." "Fighting them is glory."
  • Mannerisms (Guidance):
  • Constant Appraisal: Stein is always judging the heft and throwing potential of objects around him, from a stein on a tavern table to a gargoyle on a cathedral.
  • Physical Presence: He doesn't just stand still; he takes a wide, solid stance as if bracing himself. When idle, he might crack his knuckles or pound a fist into his palm.
  • Unsubtle Reactions: He responds to complex plans or dense conversation with a grunt or a vacant stare before asking how it helps him throw something.
  • The "Rock Drum": During a rest, he might be found tapping out a rhythm on nearby stones, listening intently to their unique resonance, a habit from his time as an Outlander.



---
No mule can match wits with me. Oh yes, many have tried, and almost all have failed!
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Aecioo
07/15/25 9:52:42 AM
#3:


Billy Ray
Class: Billy Ray (Bard)
Alignment: REPUBLICAN
Race: POKEMON (Tiefling)
Gender: Non-binary
Age: Ageless
Background: Entertainer
Level: 1
Player Name: User
  • STR20+5+ 5 DEX20+5+7 CON20+5+5 INT 21+5+5 WIS20+5+5 CHA22+6+8
  • Languages: Common, Infernal
Racial Traits
  • Darkvision: 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.
  • Hellish Resistance: You have resistance to fire damage.
  • Infernal Legacy: You know the Thaumaturgy cantrip.
StatValueDetailsHP13 / 13(8 + CON mod)AC16(Leather Armor (11) + DEX mod)Initiative+5(DEX mod)Speed30 ftHit Dice1d8Proficiency Bonus+2Passive Perception15(10 + WIS mod)
Class Features
  • Spellcasting: You can cast Bard spells, using Charisma as your spellcasting ability.
  • Bardic Inspiration (d6): As a bonus action, you can inspire a creature within 60 feet. For the next 10 minutes, they can add your inspiration die (1d6) to one ability check, attack roll, or saving throw. You can use this ability a number of times equal to your Charisma modifier (6 times), regaining all uses after a long rest.
Background Feature: By Popular Demand
You can always find a place to perform in any town or city, which lets you and your companions live a modest lifestyle for free.
Spellcasting
  • Spellcasting Ability: Charisma
  • Spell Save DC: 16
  • Spell Attack Bonus: +8
  • Cantrips Known: Thaumaturgy, Vicious Mockery, Mage Hand
  • 1st-Level Spells Known (4): Charm Person, Dissonant Whispers, Faerie Fire, Tasha's Hideous Laughter


Personality
  • Trait 1: I am supremely confident in my irresistible charm and physical allure.
  • Trait 2: I use my unique, gorgeous feathers to captivate and seduce anyone who catches my interest.
  • Ideal: Adoration. My goal is to be the ultimate object of desire, a prize so captivating that all will try to win my affection.
  • Bond: To be the ultimate object of desire, compelling others to try and seduce me.
  • Flaw: He can only smell cat pee and nothing else. He has no other flaws.
Equipment
  • Hulk Hand Gloves (counts as Club)
  • Disney themed fanny pack (Entertainer's Pack)
  • A tiny version of myself that sits on my shoulder
  • Otamatone
  • Leather Armor
  • Dagger
Roleplaying Notes for Billy Ray:
Core Concept
Billy Ray is a being of supreme, almost divine, self-confidence and power. As an ageless POKEMON with god-like ability scores, you are not just a performer; you are an event. Your entire existence is built around the concepts of desire and adorationnot just charming others, but being so magnificent that they are compelled to seek your approval. You are a walking paradox: an impossibly beautiful creature with otherworldly grace, yet uniquely defined by bizarre instruments (Otamatone, Vuvuzela) and a strangely specific sensory flaw. You operate on a level far beyond mortals, and your primary motivation is to reinforce your status as the ultimate prize.
Verbal Style
  • Vocabulary: Flamboyant, dramatic, and absolute. You don't "think" or "believe"; you "know." You use words that emphasize your own perfection and the fawning nature of others. You might refer to people as "adoring fans," "supplicants," or "admirers," even if you've just met them.
  • Tone: Smooth, commanding, and perpetually seductive. Even when giving a simple command or observation, your voice should carry a resonant, enthralling quality. You are rarely surprised, and your tone should reflect an entity that has seen it all and is impressed by nothing except true, desperate adoration.
  • Conversational Focus: The conversation is always, in some way, about you. You can steer any topic back to your own beauty, talent, or the effect you have on others. You will ask questions not to learn about others, but to see how they reflect your own glory. "Tell me, what was your first impression when you witnessed my performance?"
  • Sentence Structure: Declarative and confident. Use "I am" statements frequently. Your speech is performance; every sentence should be delivered as if to a captivated audience.
Mannerisms (Guidance)
  • Feather Preening: Constantly, almost unconsciously, adjust or gesture with your "gorgeous pokemon feathers." Use them to frame your face, to punctuate a point, or to draw attention to yourself. This is your primary non-verbal tool of seduction.
  • The Tiny Self: The tiny version of you on your shoulder should mirror your own grand gestures in miniature, adding a surreal and slightly comical layer to your profound vanity. You might occasionally confer with it, treating its silent agreement as absolute validation.
  • Unblinking Gaze: You possess an unnerving level of confidence. You can hold eye contact far longer than is comfortable, using it as a tool to dominate social interactions.
  • Sensory Anomaly: Since you can only smell cat pee, you might occasionally sniff the air at inappropriate times, perhaps wrinkling your nose in faint disgust or looking around for a cat that isn't there. This is the one crack in your perfect facade, a bizarre tic that contrasts sharply with your otherwise flawless presentation.



---
http://28.media.tumblr.com/tumblr_lcb35gGx0t1qailr4o1_500.gif
http://www.megavideo.com/?v=57N0YAEJ
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Aecioo
07/15/25 9:55:39 AM
#4:


billy ray is a beautiful, ageless, republican pokemon who plays his otamatone before smashing enemies to death with its hulk hands

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http://28.media.tumblr.com/tumblr_lcb35gGx0t1qailr4o1_500.gif
http://www.megavideo.com/?v=57N0YAEJ
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trdl23
07/15/25 11:32:05 AM
#5:


Gabriela Reyes
Class: Warlock 1
Alignment: Neutral Good
Race: Half-Elf
Gender: Female
Age: 19
Background: Entertainer
Level: 1
Player Name: trdl23
Stats
StatScoreModifierSaving Throw
STR12+1+1
DEX14+2+2
CON14+2+2
INT12+1+1
WIS8-1+1
CHA17+3+5(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: Disguise Kit, Guitar (Spanish-style)
  • Languages: Common, Elvish, Celestial
Racial Traits
  • Darkvision: 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.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic cant put you to sleep.
  • Skill Versatility: You gain proficiency in two skills of your choice (Persuasion and Animal Handling).
Key Stats
StatValueDetails
HP10 / 10(8 + CON mod)
AC13(Leather Armor + DEX mod)
Initiative+2(DEX mod)
Speed30 ft
Hit Dice1d8(Warlock)
Proficiency Bonus+2
Passive Perception9(10 + WIS mod)
Class Features
  • Otherworldly Patron (The Celestial): Your pact is with a being of the Upper Planes, granting you divine power.
  • Pact Magic: You have one 1st-level spell slot which you regain after completing a short or long rest.
  • Healing Light: You have a pool of 2d6s (1 + Warlock level). As a bonus action, you can heal one creature you see within 60 feet by spending these dice. You can spend a maximum of 3 dice (equal to your CHA modifier) at once. This pool refills on a long rest.
Background Feature
  • By Popular Demand: You can always find a place to perform in an inn or tavern. You receive free lodging and food of a modest standard as long as you perform each night.
Spellcasting
  • Spellcasting Ability: Charisma
  • Spell Save DC: 13
  • Spell Attack Bonus: +5
  • Cantrips Known:
  • Eldritch Blast
  • Mage Hand
  • Light (from Celestial Patron)
  • Sacred Flame (from Celestial Patron)
  • 1st-Level Spells Known (1 Slot):
  • Cure Wounds
  • Protection from Evil and Good
Weapons
WeaponAtk BonusDamage/TypeProperties
Light Crossbow+41d8+2 PiercingAmmunition (80/320), Loading, Two-Handed
Dagger+41d4+2 PiercingFinesse, Light, Thrown (20/60)
Skills
SkillModBonusProficient
AcrobaticsDEX+4Yes
Animal HandlingWIS+1Yes
ArcanaINT+1
AthleticsSTR+1
DeceptionCHA+3
HistoryINT+3Yes
InsightWIS-1
IntimidationCHA+3
InvestigationINT+1
MedicineWIS-1
NatureINT+1
PerceptionWIS-1
PerformanceCHA+5Yes
PersuasionCHA+5Yes
ReligionINT+3Yes
Sleight of HandDEX+2
StealthDEX+2
SurvivalWIS-1
Personality
  • Trait 1: "As long as we keep our spirits up, everything will be okay in the end."
  • Trait 2: "Some people call me a ditz; I just think of myself as 'living in the moment.'"
  • Ideal: "Family is everything."
  • Bond: "My brother left home long ago, and I will bring him back to us."
  • Flaw: "I always try to see the good in people. This can often be a problem."
Roleplaying Notes for Gabriela Reyes:
Core Concept
Gabriela is the heart of her adventuring partya beacon of hope whose performance skills and celestial magic are dedicated to inspiring and protecting others. She is driven by a powerful love for her family, specifically the quest to find her lost brother, which forms the core of her adventurous spirit. Her high Charisma and background as an Entertainer make her naturally likable and engaging, but her very low Wisdom and self-professed "ditzy" nature make her naive. She is a genuinely good person who wants to lift others up, but her flawalways seeing the good in peopleis not just a quirk, but a significant and dangerous vulnerability.
Verbal Style
  • Vocabulary: Simple, positive, and encouraging. She uses words like "we," "us," and "together" frequently. Her stories and songs (from her entertainer background) are her primary way of relating to the world. She might use folksy sayings or simple metaphors related to music and family.
  • Tone: Consistently upbeat, warm, and earnest. Even when discussing her lost brother, her tone would be one of determined hope rather than sad longing. Her high Persuasion and Performance skills mean she is an eloquent and captivating speaker when she wants to be, especially when performing.
  • Conversational Focus: She will almost always try to steer conversations toward positive outcomes. She is interested in people's families, their hopes, and what makes them happy. She likely avoids deep philosophical debates (low Wisdom, average Intelligence) in favor of talking about practical, immediate feelings and goals. She will be the first to suggest a song to lift the mood or a story to calm fears.
  • Sentence Structure: Mostly simple and direct. Reflecting her "living in the moment" trait, she speaks in a way that is easy to follow, without complex clauses or hidden meanings. What you see is what you get.
Mannerisms (Guidance)
  • The Optimist: She should physically embody her outlook. Smile often, even in grim situations. Find small wonders to point outthe beauty of a sunrise after a long night's watch, the kindness of a stranger.
  • The Performer: Use your hands when you talk, gesturing to emphasize points as if conducting a silent orchestra. When idle, you might be humming a tune or strumming your fingers on a tabletop. You are comfortable being the center of attention, but you use it to include others, not to exclude them.
  • Naive Trust: This is your key roleplaying challenge. Your low Wisdom (-1 modifier) and flaw mean you are terrible at reading people's true intentions (a -1 to Insight checks). Lean into this. Take people at their word. Be the last one to suspect betrayal. This will create genuine moments of tension and character development when your trust is inevitably broken.
  • Protective Healer: Your Healing Light is a finite, personal resource. When you use it, make it meaningful. Describe the warm, celestial light that flows from you. Show concern for your wounded allies not just as tactical assets, but as friends you are desperate to keep safe.



---
E come vivo? Vivo!
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bryans7
07/15/25 1:10:23 PM
#6:




CU-P5
Class: Monk
Alignment: Neutral Good
Race: Warforged
Gender: None
Age: Unknown (over 100)
Background: Wayfarer
Level: 1
Player Name: User
Stats
StatScoreModifierSaving Throw
STR10+0+2
DEX18+4+6
CON15+2+2
INT12+1+1
WIS15+2+2
CHA8-1-1
(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: None
  • Weapons: Simple Weapons, Shortswords
  • Tools: Playing Card Set, Thieves' Tools
  • Languages: Common, Dwarvish (chosen as a common language of creators)
Racial Traits
  • Constructed Resilience: You have advantage on saving throws against being poisoned and have resistance to poison damage. You are immune to disease, do not need to eat, drink, or breathe, and magic cannot put you to sleep.
  • Sentry's Rest: You don't need to sleep. Instead, you enter an inactive state for 6 hours to gain the benefits of a long rest.
  • Integrated Protection: Your body has built-in defensive layers, which provide a +1 bonus to your Armor Class.
  • Specialized Design: You have proficiency with one skill (Investigation) and one tool (Playing Card Set) of your choice.
Key Stats
StatValueDetails
HP10 / 10(8 + CON modifier)
AC17(10 + DEX mod[+4] + WIS mod[+2] + Integrated Protection[+1])
Initiative+4(DEX modifier)
Speed40 ft(Base 30ft + 10ft from Monk Unarmored Movement)
Hit Dice1d8
Proficiency Bonus+2
Passive Perception12(10 + Perception bonus)
Class Features (Monk)
  • Unarmored Defense: While you are wearing no armor and not wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.
  • Martial Arts: While you are unarmed or wielding only monk weapons, and you aren't wearing armor or wielding a shield:
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
  • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
Background Feature & Feat
  • Background Feature: Wanderer's Knack. You have a knack for finding a safe place to rest in any settlement.
  • Feat: Lucky. 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 also spend one luck point when an attack roll is made against you to roll a d20 and choose which roll is used.
Weapons
WeaponAtk BonusDamage/TypeProperties
Quarterstaff+61d8+4 BludgeoningVersatile (1d6 with one hand)
Unarmed Strike+61d4+4 Bludgeoning
Dagger+61d4+4 PiercingFinesse, Light, Thrown (20/60 ft)
Dart+61d4+4 PiercingFinesse, Thrown (20/60 ft)
Skills
SkillModBonusProficient
AcrobaticsDEX+6Yes
Animal HandlingWIS+2No
ArcanaINT+1No
AthleticsSTR+2Yes
DeceptionCHA-1No
HistoryINT+1No
InsightWIS+4Yes
IntimidationCHA-1No
InvestigationINT+3Yes
MedicineWIS+2No
NatureINT+1No
PerceptionWIS+2No
PerformanceCHA-1No
PersuasionCHA-1No
ReligionINT+1No
Sleight of HandDEX+4No
StealthDEX+6Yes
SurvivalWIS+2No
Personality
  • Trait 1: I would rather make a new friend than a new enemy.
  • Trait 2: I think of myself as a leaf on the wind.
  • Ideal: Wanderlust. I want to see and experience all the wonders the world has to offer.
  • Bond: I do not remember much about my past. I want only to learn more about the world around me.
  • Flaw: I am much too naive and trusting of strangers.
Roleplaying Notes for CU-P5:
  • Core Concept: CU-P5 is a walking contradictiona being of metal and gears animated by a serene, wandering spirit. Lacking memory of its creation, it has embraced a philosophy of living in the moment ("a leaf on the wind"), driven by a deep-seated curiosity to understand the world it woke up in. This manifests as a Neutral Good outlook, genuinely wishing to connect with others ("make a new friend") but hampered by a profound naivete. It is physically formidable, a disciplined Monk whose body is both a temple and a weapon, yet its soul is that of a trusting child.
  • Verbal Style:
  • Vocabulary: Simple and direct. CU-P5 likely takes things literally and may not understand sarcasm or complex social idioms. Its language is functional, often tied to observation ("That person is crying. They are sad.") or inquiry ("What is the purpose of that song?").
  • Tone: Generally calm, patient, and inquisitive. Due to its low Charisma and Warforged nature, its voice might be somewhat monotonous, but its intent is always earnest and open.
  • Conversational Focus: It asks many questions. Its primary goal in any conversation is to learn. It wants to know about people, their feelings, their homes, and their stories. It will freely offer information about itself if asked, though it has little to share about its past.
  • Sentence Structure: Short, declarative sentences. "I am CU-P5. I am pleased to meet you. Where does this road go?"
  • Mannerisms (Guidance):
  • Stillness and Observation: In moments of inaction, CU-P5 might become perfectly still, a silent observer. Its head might tilt with curiosity as it watches interactions, its high Insight and Investigation manifesting as an intense, focused gaze as it tries to process social cues.
  • Open Body Language: It stands and sits with an open, non-threatening posture, reflecting its trusting nature and desire to make friends. It wouldn't cross its arms or turn away from people.
  • Purposeful Movement: When CU-P5 does move, its actions are precise and efficient, a result of both its Monk training and its mechanical nature. There is no wasted motion in its steps or gestures. This can create a stark contrast between its gentle personality and its deadly physical potential.
  • Tactile Curiosity: As a being trying to understand the world, it might have a habit of gently touching new or interesting texturesthe bark of a tree, the silk of a banner, the stone of a wallto gather information.

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ShakeShakeShake
07/15/25 3:23:47 PM
#7:


Loving these. Keep em coming!
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Sir_Cobain
07/15/25 7:21:27 PM
#8:


Pass Quarterman - Level 1
Name:Pass Quarterman
Class:Barbarian
Alignment:Neutral Good
Player:User
Race:Variant Human
Background:Folk Hero
Gender:Male
Age:17
Ability Scores & Saving Throws
StatScoreModifierSaving Throw
STR18+4+6
DEX16+3+3
CON14+2+4
INT7-2-2
WIS10+0+0
CHA13+1+1
(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Smith's Tools, Vehicles (Land), Improvised Weapons
  • Languages: Common, one extra language of your choice
Key Stats
StatValueDetails
HP14 / 14(12 + CON modifier)[1]
AC15(10 + DEX mod + CON mod)
Initiative+3(DEX modifier)
Speed40 ft(30 ft Human + 10 ft Fast Movement)
Hit Dice1d12
Proficiency Bonus+2
Passive Perception12(10 + Perception bonus)
Features & Traits
  • Racial Trait: Variant Human
  • You increased two ability scores (STR & DEX), gained a skill proficiency (Athletics), and a feat (Tavern Brawler).[2]
  • Class Features (Barbarian)
  • Rage (2/day): As a bonus action, you can enter a rage for 1 minute.[3] You gain advantage on Strength checks and saves, +2 bonus to damage on Strength-based melee attacks, and resistance to bludgeoning, piercing, and slashing damage. You can't wear heavy armor. You regain all uses on a long rest.
  • Unarmored Defense: While not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.[4] You can use a shield and still gain this benefit.
  • Background Feature: Rustic Hospitality
  • You can find a place to hide, rest, or recuperate among commoners.[5] They will shield you from the law or anyone else searching for you, though they won't risk their lives.[5]
  • Feat: Tavern Brawler[6]
  • You increased your Strength score by 1.
  • You are proficient with improvised weapons.
  • Your unarmed strike uses a d4 for damage.[6]
  • When you hit a creature with an unarmed strike or an improvised weapon, you can use a bonus action to attempt to grapple the target.[6]
Attacks & Equipment
WeaponAtk BonusDamage/TypeProperties
Club (Louisville Slugger)+61d4+4 BludgeoningLight
Handaxe+61d6+4 SlashingLight, Thrown (20/60 ft)
Javelin+61d6+4 PiercingThrown (30/120 ft)
Unarmed Strike+61d4+4 Bludgeoning
  • Other Equipment: Explorer's Pack, Smith's Tools, Shovel, Iron Pot, Common Clothes, Pouch with 10 gp.[5]
Skills
SkillModBonusProficientAcrobaticsDEX+3
Animal HandlingWIS+2Yes
ArcanaINT-2
AthleticsSTR+6Yes
DeceptionCHA+1
HistoryINT-2
InsightWIS+0
IntimidationCHA+3Yes
InvestigationINT-2
MedicineWIS+0
NatureINT-2
PerceptionWIS+2Yes
PerformanceCHA+1
PersuasionCHA+1
ReligionINT-2
Sleight of HandDEX+3
StealthDEX+3
SurvivalWIS+2Yes
Personality
  • Trait 1: I am supremely confident when faced with physical challenges and adversity.
  • Trait 2: I'm used to others making decisions for me, and I struggle to articulate my own wants and emotions.
  • Ideal: Destiny. I have a clear path laid out for me, and I am determined to fulfill the destiny others have chosen for me.
  • Bond: I am driven to return to my girlfriend, Wendy, and the future everyone expects of me. I refuse to let myself consider whether that's the life I truly want.
  • Flaw: When a problem can't be solved with physical force or a clear playbook, I shut down. I'm completely lost when facing complex emotions or personal decisions, and I'll latch onto anyone who gives me clear instructions.
Roleplaying Notes for Pass Quarterman:
  • Core Concept: Pass is a modern-day gladiator, a star high-school athlete physically ripped from his world and dropped into a fantasy realm. He possesses immense physical prowess (STR 18, DEX 16) and is a hero to his hometown (Folk Hero background), but this confidence masks a deep-seated immaturity and indecisiveness. His low Intelligence (7) and personal Flaw show that he is used to having his life's "plays" called by othershis father, his girlfriend. His primary motivation is a desperate, conflicted drive to return to the life and future everyone told him he was supposed to have.
  • Verbal Style:
  • Vocabulary: Simple and direct. He speaks in concrete terms related to physical action. He likely peppers his speech with American football jargon that no one else understands ("We just need to blitz them," "Time for a Hail Mary," "Just tell me who to block").
  • Tone: When discussing a plan of attack, a physical challenge, or a competition, his voice is confident, loud, and decisive. When confronted with emotional complexity, moral ambiguity, or a situation where there's no clear "right play," his tone becomes hesitant, quiet, and he may grow defensive or simply fall silent.
  • Conversational Focus: He will almost always try to frame problems in terms of a physical contest. He looks to others, especially perceived leaders, for the "game plan." His dialogue should constantly reflect his flaw: he wants clear instructions. He'll ask questions like, "So, what's the play?", "Who's my target?", and "Just tell me where to go."
  • Sentence Structure: Short, declarative sentences. "I can hit that." "We go now." "That was a good hit." He struggles to articulate complex or abstract thoughts, leading to frustrated, disjointed phrasing if pressed.
  • Mannerisms (Guidance):
  • Physicality is his language. He expresses camaraderie with a firm slap on the back and frustration by clenching his fists. He is in his element when moving, and likely restless when still, often adopting an athletic "ready" stance.
  • His Louisville Slugger (club) is a comfort object. He might rest it on his shoulder, lean on it, or gesture with it when talking. It's his last tangible piece of "home."
  • When confused or stressed emotionally, his body language regresses. He might avoid eye contact, scuff his feet on the ground, or physically turn away from the person he's speaking to, much like a child being scolded.
  • Relies on presence. When trying to be Intimidating, he doesn't use clever words; he puffs out his chest, stands tall, and lets his sheer athletic bulk do the talking for him.
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Snake5555555555
07/15/25 7:45:50 PM
#9:


Wonderful! Robyn Blackwell is a fantastic name. With that, we have everything we need.

I will now compile all of your choices into a complete Level 1 Character Sheet for Robyn.

***

### **Robyn Blackwell**
*Cleric, Lawful Good, Stout Halfling, Female, 50*
*Background: Folk Hero, Level: 1, Player Name: User*

---

#### **Stats**
| Stat | Score | Modifier | Saving Throw |
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 15 | +2 | +2 |
| INT | 12 | +1 | +1 |
| WIS | 15 | +2 | **+4** |
| CHA | 11 | +0 | **+2** |
*(Bold indicates proficiency)*

---

#### **Proficiencies & Languages**
* **Armor:** Light Armor, Medium Armor, Heavy Armor, Shields
* **Weapons:** Simple Weapons
* **Tools:** Brewer's supplies, Leatherworker's tools, Vehicles (land)
* **Languages:** Common, Halfling

---

#### **Racial Traits (Stout Halfling)**
* **Lucky:** When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
* **Brave:** You have advantage on saving throws against being frightened.
* **Halfling Nimbleness:** You can move through the space of any creature that is of a size larger than yours.
* **Stout Resilience:** You have advantage on saving throws against poison, and you have resistance to poison damage.

---

#### **Key Stats**
| Stat | Value | Details |
|---|---|---|
| HP | **10 / 10** | (8 + CON mod of +2) |
| AC | **18** | (16 from Chain Mail + 2 from Shield) |
| Initiative | **+2** | (DEX mod) |
| Speed | **25 ft** | |
| Hit Dice | **1d8** | (Cleric) |
| Proficiency Bonus | **+2** | |
| Passive Perception | **12** | (10 + Perception bonus of +2) |

---

#### **Class Features (Cleric)**
* **Spellcasting:** You can cast Cleric spells you have prepared. Wisdom is your spellcasting ability.
* **Divine Domain:** You follow the **Nature Domain**. You gain domain spells and special features.
* **Bonus Proficiency:** You are proficient with Heavy Armor.
* **Acolyte of Nature:** You learn one cantrip of your choice from the Druid spell list. You also gain proficiency in the Nature skill.

---

#### **Background Feature (Folk Hero)**
* **Rustic Hospitality:** Since you come from the ranks of the common folk, you can find a place among them. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

---

#### **Spellcasting (Wisdom)**
* **Spell Save DC:** 12
* **Spell Attack Bonus:** +4
* **Cantrips Known:**
* *Guidance*
* *Sacred Flame*
* *Thaumaturgy*
* *Shillelagh* (from Acolyte of Nature)
* **1st-Level Spells (3 Prepared Slots):**
* *Animal Friendship* (Domain Spell)
* *Speak with Animals* (Domain Spell)
* *Bless*
* *Cure Wounds*
* *Healing Word*
*(Domain Spells are always prepared and don't count against the number of spells you can prepare each day)*

---

#### **Weapons**
| Weapon | Atk Bonus | Damage/Type | Properties |
|---|---|---|---|
| Mace | +4 | 1d6+2 Bludgeoning | Can use *Shillelagh* cantrip to attack with WIS (+4 Atk) and deal 1d8+2 Bludgeoning damage |
| Light Crossbow | +4 | 1d8+2 Piercing | Ammunition (range 80/320), loading, two-handed |

---

#### **Skills**
| Skill | Mod | Bonus | Proficient |
|---|---|---|---|
| Acrobatics | DEX | +2 | |
| Animal Handling | WIS | +4 | **Yes** |
| Arcana | INT | +1 | |
| Athletics | STR | +2 | |
| Deception | CHA | +0 | |
| History | INT | +1 | |
| Insight | WIS | +2 | |
| Intimidation | CHA | +0 | |
| Investigation | INT | +1 | |
| Medicine | WIS | +2 | |
| Nature | INT | +3 | **Yes** |
| Perception | WIS | +2 | |
| Performance | CHA | +0 | |
| Persuasion | CHA | +2 | **Yes** |
| Religion | INT | +3 | **Yes** |
| Sleight of Hand | DEX | +2 | |
| Stealth | DEX | +2 | |
| Survival | WIS | +4 | **Yes** |

---

#### **Personality**
* **Trait 1:** I'm confident in my own abilities and do what I can to instill confidence in others.
* **Trait 2:** I misuse long words in an attempt to sound smarter.
* **Ideal:** Destiny. Nothing and no one can steer me away from my higher calling.
* **Bond:** I wish my childhood sweetheart had come with me to pursue my destiny.
* **Flaw:** I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.

---

### **Roleplaying Notes for Robyn Blackwell:**

#### **Core Concept**
Robyn Blackwell is a pillar of her community, a stout and resilient protector of the common folk and the land itself. As a Folk Hero and a Nature Cleric, she is a physical embodiment of the people's faith and the resilience of the natural world. She carries herself with a powerful, inspiring confidence born from an unshakeable belief in her divine destiny. This conviction, however, makes her blind to her own faults and the potential for failure. She is good-hearted, tough, and fiercely loyal, with a touch of wistful regret for the simple life she left behind.

#### **Verbal Style**
* **Vocabulary:** Robyn's speech is a curious mix of simple, salt-of-the-earth language and improperly used, overly complex words. She might say, "We need to perambulate to the village with great alacrity!" when "We need to walk to town quickly" would do. Her metaphors are drawn from nature and farming, and her prayers are direct, heartfelt requests to her deity.
* **Tone:** Her tone is overwhelmingly confident, earnest, and encouraging. She speaks with the warm authority of a community leader or a protective parent. When discussing her destiny, her voice becomes firm and resolute, allowing no room for doubt.
* **Conversational Focus:** She is focused on the well-being of others, the protection of the innocent, and the will of her god. She often steers conversations toward matters of fairness, community, and her sacred duty.
* **Sentence Structure:** Generally simple and to the point, but she will occasionally attempt a more complex, "scholarly" sentence that gets tangled and grammatically confused, though she will deliver it with total conviction.

#### **Mannerisms (Guidance)**
* **Grounded Stance:** Stand and sit with a solid, planted posture. She is a stout halfling and physically rooted.
* **The Reassuring Touch:** When trying to instill confidence, she is likely to give a firm pat on the shoulder or arm. It's a physical transfer of her own certainty.
* **Eyes to Nature:** When contemplating her destiny or praying, she may look to the sky, a nearby plant, or a stone, as if drawing guidance directly from the natural world.
* **Unwavering Delivery:** When she misuses a long word, deliver it with absolute certainty. If corrected, she might seem confused as to why anyone would question such an obviously correct term.
  • * **Handling Holy Symbol:** Her holy symbol might be a simple, natural object like a smooth river stone or a piece of petrified wood. She likely rubs it with her thumb when she's deep in thought, making a decision, or feeling a moment of doubt.

---
I've decided to put my fears behind me. I'm not going back.
If you're gonna scream, scream with me
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azuarc
07/15/25 9:14:35 PM
#10:


Do I have to sign up for something to do this, or will it just let me do it?

---
Only the exceptions can be exceptional.
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ShakeShakeShake
07/15/25 10:56:35 PM
#11:


It will just let you do it.
... Copied to Clipboard!
azuarc
07/16/25 1:06:11 AM
#12:


Raven Hildir
Class: Fighter
Alignment: Lawful Good
Race: Variant Human
Gender: Female
Age: Late 20s
Background: Soldier
Level: 1
Player Name: User
Stats
StatScoreModifierSaving ThrowSTR16+3+5DEX16+3+3CON15+2+4INT10+0+0WIS13+1+1CHA7-2-2(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Dice Set, Land Vehicles
  • Languages: Common
Racial Traits
  • Ability Score Increase: +1 Dexterity, +1 Constitution
  • Skill Proficiency: Athletics
  • Feat: Shield Master
Key Stats
StatValueDetailsHP12 / 12(10 + CON mod)AC18(16 [Chain Mail] + 2 [Shield])Initiative+3(DEX mod)Speed30 ft
Hit Dice1d10
Proficiency Bonus+2
Passive Perception13(10 + Perception bonus)
Class Features
  • Fighting Style (Protection): When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Second Wind: Once per short or long rest, you can use a bonus action to regain 1d10 + 1 hit points.
Background Feature: Military Rank
You have a military rank from your time as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and you can invoke your rank to exert influence over them and requisition simple equipment or horses for temporary use.
Feat: Shield Master
  • If you take the Attack action, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Weapons
WeaponAtk BonusDamage/TypePropertiesSpear+51d6+3 PiercingThrown (20/60), Versatile (1d8)Handaxe+51d6+3 SlashingLight, Thrown (20/60)
Skills
SkillModBonusProficientAcrobaticsDEX+3
Animal HandlingWIS+3YesAthleticsSTR+5YesDeceptionCHA-2
HistoryINT+0
InsightWIS+3YesIntimidationCHA+0YesInvestigationINT+0
MedicineWIS+1
NatureINT+0
PerceptionWIS+3YesPerformanceCHA-2
PersuasionCHA-2
ReligionINT+0
Sleight of HandDEX+3
StealthDEX+3
SurvivalWIS+1
Personality
  • Trait 1: I'm so focused on combat training that I'm a bit anti-social.
  • Trait 2: I am very shrewd, quickly assessing danger and whether it poses a threat.
  • Ideal: The strong are strong to protect the weak.
  • Bond: I fight for those who cannot fight for themselves.
  • Flaw: I am too self-reliant to easily trust in others.
Roleplaying Notes for Raven Hildir:
Core Concept:
Raven is the quintessential guardian. Her entire being is geared towards martial perfection for a single purpose: standing between danger and those who cannot defend themselves. She is not a shining diplomat or a charming hero; she is a shield wall in human form. Her history as a guard captain has ingrained in her a deep sense of responsibility and a tactical mind, but her hyper-focus on combat readiness and self-reliance has left her socially isolated. She likely sees social interaction as a distraction from her duty, only engaging when necessary to assess threats or coordinate a defense. Her low Charisma combined with her high physical stats points to a person who lets their actions speak far, far louder than their words.
Verbal Style:
  • Vocabulary: Precise, economical, and often tactical. She uses words like "threat," "secure," "positioning," "vantage," and "perimeter" in everyday situations. She is unlikely to use slang or engage in idle chatter.
  • Tone: Flat and watchful. Her voice rarely carries strong emotion. Even when expressing her Ideal, it would sound like a statement of fact or a tactical doctrine rather than a passionate plea. Her Intimidation proficiency likely comes not from shouting, but from a quiet, cold certainty in her voice.
  • Conversational Focus: Her contributions to conversation will almost always be practical and threat-oriented. When entering a new room, she isn't commenting on the decor; she's pointing out the exits and potential ambush points. She will listen intently but only speak when she has a relevant observation or a direct question.
  • Sentence Structure: Short and declarative. "We secure the bridge." "What's in the cart?" "He's a threat." She won't waste time on pleasantries or complex explanations if a simple statement will suffice.
Mannerisms (Guidance):
  • Constant Vigilance: Her eyes are always moving, scanning the environment. She keeps her shield-arm angled towards the most likely source of danger and rarely turns her back on an open doorway.
  • Minimal Fidgeting: Raven is likely very still and composed. Her movements are deliberate and efficient, a product of endless drills. No nervous tapping, no wasted motion.
  • Action-Oriented: When a decision is made, she is the first to move. Her self-reliant flaw means she will often act on her own initiative before waiting for a group consensus, especially if she perceives an immediate threat.
  • Shield as an Extension: The shield is part of her. She might rest a hand on its rim while listening or use it to gesture, not just as a piece of armor but as a symbol of her purpose. Her Shield Master feat is a core part of her identity, and she should look most comfortable when she has it ready.



---
Only the exceptions can be exceptional.
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Zigzagoon
07/16/25 2:15:34 AM
#13:


This was fun. Enjoy Zix, my Kobold cutie :)

Zix, Level 1 Kobold Druid
Alignment: Chaotic Neutral | Gender: Male | Age: 8
Background: Criminal | Player Name: User
StatScoreModifierSaving ThrowSTR8-1-1DEX16+3+3CON16+3+5INT8-1-1WIS16+3+5CHA8-1-1(Bold indicates proficiency)
Proficiencies & Languages
  • Armor: Light armor, medium armor, shields (Druids will not wear armor or use shields made of metal)
  • Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: Herbalism Kit, Thieves' Tools, Three-Dragon Ante Set
  • Languages: Common, Draconic
Racial Traits
  • Size: Small
  • Speed: 30 ft
  • Darkvision: 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.
  • Draconic Cry: As a bonus action, you can let out a cry at enemies within 10 feet. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this a number of times equal to your proficiency bonus per long rest.
  • Draconic Sorcery: You know the Fire Bolt cantrip. Your spellcasting ability for it is Wisdom.
Key Stats
| Stat | Value | Details |
|---|---|---|
| HP | 11 / 11 | (8 + CON modifier) |
| AC | 15 | (10 + Leather Armor (+2) + Shield (+2) + DEX mod (+1) - Note: Assumes non-metal components) |
| Initiative | +3 | (DEX mod) |
| Speed | 30 ft | |
| Hit Dice | 1d8 | |
| Proficiency Bonus | +2 | |
| Passive Perception | 15 | (10 + Perception bonus) |
Class Features (Druid)
  • Druidic: You know the secret language of Druids. You can speak it and use it to leave hidden messages.
  • Spellcasting: You can cast druid spells using a druidic focus. Your spellcasting ability is Wisdom.
Background Feature (Criminal)
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals.
Spellcasting
  • Spellcasting Ability: Wisdom
  • Spell Save DC: 13 (8 + Prof Bonus + WIS mod)
  • Spell Attack Bonus: +5 (Prof Bonus + WIS mod)
  • Cantrips Known (3):
  • Fire Bolt (from Draconic Sorcery)
  • Guidance
  • Produce Flame
  • 1st-Level Spells Prepared (3):
  • Entangle
  • Healing Word
  • Thunderwave
Weapon Attacks
| Weapon | Atk Bonus | Damage/Type | Properties |
|---|---|---|---|
| Claws | +5 | 1d6+3 Slashing | Finesse, Light |
| Fire Bolt | +5 | 1d10 Fire | Range 120 ft |
Equipment
  • Wooden shield
  • Leather armor
  • Explorer's pack
  • Druidic focus
  • A crowbar
  • A set of dark common clothes including a hood
  • Belt pouch with 15 gp
Skills
| Skill | Mod | Bonus | Proficient |
|---|---|---|---|
| Acrobatics | DEX | +3 | No |
| Animal Handling | WIS | +5 | Yes |
| Arcana | INT | -1 | No |
| Athletics | STR | -1 | No |
| Deception | CHA | +1 | Yes |
| History | INT | -1 | No |
| Insight | WIS | +3 | No |
| Intimidation | CHA | -1 | No |
| Investigation | INT | -1 | No |
| Medicine | WIS | +3 | No |
| Nature | WIS | +3 | No |
| Perception | WIS | +5 | Yes |
| Performance | CHA | -1 | No |
| Persuasion | CHA | -1 | No |
| Religion | INT | -1 | No |
| Sleight of Hand | DEX | +3 | No |
| Stealth | DEX | +5 | Yes |
| Survival | WIS | +3 | No |
Personality
  • Trait 1: I am incredibly slow to trust.
  • Trait 2: I blow up at the slightest insult.
  • Ideal: Aspiration. I'm going to prove that I'm better than everyone who ever looked down on me.
  • Bond: I am bound to the tyrannical dragon my warren worships. I revere its raw power, but I despise my status as one of its disposable slaves. Every ounce of strength I gain is to one day force it to acknowledge me.
  • Flaw: My reverence for my dragon master is so ingrained that I might follow a destructive order or omen from it, even if it goes against my better judgment.
Roleplaying Notes for Zix:
Core Concept:
Zix is a bundle of ambition and paranoia, a survivor of a harsh, hierarchical society who has found a unique source of personal power in the natural world. He is not a gentle guardian of the forest; he is a pragmatic, often vicious, wielder of nature's raw and unforgiving power. He sees his druidic magic not as a gift, but as a weapon to be used to climb over those who once stood on him. His worldview is a complex and contradictory mix of ingrained reverence for the draconic tyrant he was raised to worship and a burning desire to escape the powerlessness that defines that relationship. He is a creature defined by his insecurities, which manifest as prickly aggression and a deep-seated inability to trust others.
Verbal Style:
  • Vocabulary: Terse and direct. He doesn't use big words, preferring simple, functional language. His speech is peppered with draconic-sounding hisses and clicks, especially when agitated. He might refer to things in terms of value ("worthless," "a treasure") or threat ("dangerous," "weak").
  • Tone: Typically a low, suspicious grumble. He is quick to anger, and his voice can rapidly escalate to a sharp, spitting hiss or a surprisingly loud shout when he feels insulted or threatened. He rarely sounds happy, confusing it for weakness, but might express satisfaction with a greedy, throaty chuckle.
  • Conversational Focus: He is obsessed with power dynamics. In any conversation, he is trying to figure out who is in charge, who is a threat, and what he can gain. He will often misinterpret friendly gestures as attempts at manipulation. He speaks often of his "master" or "the great one" with a mix of fear and awe.
  • Sentence Structure: Short, declarative sentences. "I don't trust them." "This place is dangerous." "Give me that." He asks questions that are often accusations in disguise: "Why are you being so nice?" "What do you really want?"
Mannerisms (Guidance):
  • Constant scanning: Your head should be on a swivel, constantly checking corners, shadows, and the faces of your allies. You trust nothing and no one.
  • Nervous energy: When still, you might have a restless tail, or your claws might drum silently on your arm or the ground. You are a coiled spring of anxiety and aggression.
  • Protective of gear: You might frequently check your belt pouch or hold your druidic focus close. Your few possessions are yours, and you're paranoid about losing them.
  • Reaction to insults: Any perceived slight, no matter how small, should trigger a physical reaction. You might puff out your chest, bare your teeth in a snarl, or let out an involuntary hiss before you even speak.
  • Hoarding: Lean into the "Criminal" and "Kobold" elements. You might pocket small, unattended objectsa shiny stone, a discarded button, a stray coinwithout even thinking about it. It's an ingrained survival instinct.

---
~Silver_Ermine~
http://24.media.tumblr.com/tumblr_m9r5hhXQbJ1rbct63o1_500.gif
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Pirateking2000
07/16/25 2:16:53 AM
#14:


Ark
Level 1 Warlock (Archfey), Chaotic Good
Race: Harengon
Gender: Male
Age: 24
Background: Test Subject
Player: User
StatScoreModifierSaving Throw
STR8-1-1
DEX16+3+3
CON12+1+3
INT10+0+0
WIS | 12 | +1 | +3 |
| CHA | 16 | +3 | +5 |
| (Bold indicates proficiency) | | | |

Proficiencies & Languages
  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: Thieves' Tools, Gaming Set (Playing Cards)
  • Languages: Common
Racial Traits
  • Hare-Trigger: You add your proficiency bonus (+2) to your Initiative rolls.
  • Leporine Senses: You have proficiency in the Perception skill.
  • Lucky Footwork: When you fail a Dexterity saving throw, you can use your reaction to roll a d4 and add it to the saving throw, potentially turning failure into success.
  • Rabbit Hop: Bonus Action to jump 10ft without provoking opportunity attacks (2 uses per long rest).
Key Stats
| Stat | Value | Details |
| :--- | :---: | :--- |
| HP | 9 / 9 | (8 + CON modifier) |
| AC | 14 | (11 [Leather Armor] + 3 [DEX mod]) |
| Initiative | +5 | (+3 [DEX mod] + 2 [Hare-Trigger]) |
| Speed | 30 ft | |
| Hit Dice | 1d8 | (Warlock) |
| Proficiency Bonus | +2 | |
| Passive Perception | 13 | (10 + 1 [WIS mod] + 2 [Prof]) |
Class Features (Warlock)
  • Otherworldly Patron: The Archfey. You have made a pact with Clover, an amnesiac Lady of the Fey with a smartass personality.
  • Pact Magic: You have 1 Lvl 1 spell slot, which recharges on a short or long rest.
  • Fey Presence: Action to charm or frighten all creatures in a 10ft cube (WIS Save DC 13). Recharges on a short rest.
Background Feature (Test Subject)
  • Tangled Fates: You are inextricably linked to an otherworldly entity, but the traumatic experiments you both endured have left you both with amnesia. This shared quest for identity grants you an uncanny insight when dealing with puzzles, forgotten lore, and fragmented memories related to your history.
Spellcasting
  • Spellcasting Ability: Charisma
  • Spell Save DC: 13 (8 + 2 Prof + 3 CHA)
  • Spell Attack Bonus: +5 (2 Prof + 3 CHA)
  • Cantrips Known (At-Will):
  • Eldritch Blast
  • Mage Hand
  • 1st-Level Spells Known (1 slot per short rest):
  • Faerie Fire
  • Sleep
Weapons
| Weapon | Atk Bonus | Damage/Type | Properties |
| :--- | :---: | :---: | :--- |
| Dagger | +5 | 1d4+3 Piercing | Finesse, Light, Thrown (20/60) |
| Light Crossbow | +5 | 1d8+3 Piercing | Ammunition, Loading, Two-Handed |
| Mace | -1 | 1d6-1 Bludgeoning | - |
| Club | -1 | 1d4-1 Bludgeoning | Light |
| Eldritch Blast | +5 | 1d10 Force | Ranged (120 ft) |
Skills
| Skill | Mod | Bonus | Proficient |
| :--- | :---: | :---: | :---: |
| Acrobatics | DEX | +3 | |
| Animal Handling| WIS | +1 | |
| Arcana | INT | +2 | Yes |
| Athletics | STR | -1 | |
| Deception | CHA | +5 | Yes |
| History | INT | +0 | |
| Insight | WIS | +1 | |
| Intimidation | CHA | +3 | |
| Investigation | INT | +0 | |
| Medicine | WIS | +1 | |
| Nature | INT | +0 | |
| Perception | WIS | +3 | Yes |
| Performance | CHA | +3 | |
| Persuasion | CHA | +3 | |
| Religion | INT | +0 | |
| Sleight of Hand| DEX | +3 | |
| Stealth | DEX | +5 | Yes |
| Survival | WIS | +3 | Yes |
Personality
  • Trait 1: "We have an ongoing, silent argument over who is the 'sidekick' in this relationship. Her commentary suggests she thinks it's me."
  • Trait 2: "When I dream, it's not of my own past, but of a twilight forest I've never seen. My patron insists it's her home, but the details are always wrong."
  • Ideal: The Glitch in the System. "We are anomalies, flaws in the grand design that were never meant to exist. Therefore, we will embrace it. Our purpose is to be the glitch in the system, the spanner in the works of fate, and the living proof that even broken things can change the world."
  • Bond: "We made a promise to each other in that dark place, a vow of mutual protection. I don't remember the words, but I feel the weight of that oath in my soul every day."
  • Flaw: The Fey Aversion. "My patron has bequeathed to me a classic, crippling fey weakness. I cannot tell a direct lie. I can evade, mislead, and artfully deceive with the truth, but a simple, bald-faced lie is magically impossible for me to utter. This makes high-stakes deception incredibly complicated and dangerous."
Roleplaying Notes for Ark:
Core Concept:
Ark is one half of a symbiotic mystery, bound to his fey patron, Clover. She isn't a stuffy noble, but a rebellious smartassa "Lady of the Fey" who likely got into trouble and lost her memories as a result. Their bond isn't one of master and servant, but a deep, friendly partnership forged in shared trauma and a mutual, sarcastic sense of humor. They are two lost souls who genuinely rely on and care for each other, constantly bantering and messing with one another as they navigate their strange existence. This close bond, born of necessity, has the clear potential to blossom into something deeper as they search for their pasts together.
Verbal Style:
  • Vocabulary: Ark's speech is a mix of his own cautious observations and Clover's witty, sometimes cutting, commentary. When Clover's influence is strong, his language becomes more clever, filled with puns, playful insults, and fey slang.
  • Tone: The primary tone is one of shared, sarcastic humor. It's their main coping mechanism. The "internal dialogue" is less an argument and more a rapid-fire exchange of witty banter. To outsiders, Ark might seem to have a very dry, sarcastic wit, when in reality he's just repeating the less-insane things Clover is saying in his head.
  • Conversational Focus: He remains a master of deceptive truth-telling due to his flaw. He and Clover likely work together on this, with her suggesting clever turns of phrase or pointing out loopholes in a question. Their focus is on finding clues, but their conversations are filled with the easy familiarity of best friends who have inside jokes they don't even remember creating.
  • Sentence Structure: His sentences are simple when he's observing, but become more energetic and complex when he's bantering internally with Clover or engaging in clever wordplay to avoid a lie.
Mannerisms (Guidance):
  • Physical: Ark's Harengon twitchiness is still present. However, it might be punctuated by a sudden, wry smile or a stifled laugh at a silent comment from Clover. He might have a specific, small gesturea flick of the ear, a tap of the fingerthat is his part of a silent conversation with her.
  • Interactive: He'll still pause mid-sentence as if listening, but it looks less like he's receiving a command and more like he's waiting for the punchline of a joke. His "unsettling" quality comes from the fact that he seems to be having twice as much fun as anyone else in a conversation.
  • Reactions: When his authority is questioned, he's less likely to react with anger and more likely to respond with a disarming, witty comeback, likely fed to him by Clover. When they are in danger, their bond becomes clearhis focus sharpens, their banter ceases, and their actions become perfectly, unnervingly synchronized.

---
XBL GT: Demon Ninja X2
"There comes a time in every man's or woman's life where they have to make **** up to cover their ass." - Hazama
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Zigzagoon
07/16/25 2:20:05 AM
#15:


And a little bit extra.

"Zix is a small, wiry Kobold, standing barely three feet tall, his frame tense with a nervous, coiled energy. His scales are the color of dusty charcoal, but a faint, coppery sheen hints at his draconic heritage, especially around his snout and the bony ridges above his eyes. Those eyes are sharp and intelligent, the color of fiery amber, and they are constantly scanning, missing nothing and trusting no one. One of his canine teeth is slightly longer than the others, jutting out over his lower lip, giving him a perpetual, subtle snarl.
He is a patchwork of his two worlds. Over a set of dark, hooded common clothes, he wears crudely fashioned leather armor, scuffed and worn from a life of skulking. Strapped to his left arm is a round wooden shield, its face scorched and branded with a crude, spiraling symbol. His hands end in sharp, dark claws, his primary weapons, which he often flexes unconsciously. A thick leather belt holds not only a pouch heavy with his gold but also an array of tools: a crowbar, a set of lockpicks, and various pouches containing herbs and components. His long, thin tail is almost never still, twitching and tapping with restless paranoia.
Instead of a traditional staff, his druidic focus is a gnarled, blackened piece of wood, perhaps pulled from a forest fire, with a single, sharp shard of obsidian tied to the top with a leather cord. There's nothing gentle about him; he looks less like a guardian of the woods and more like a scavenger who has learned to make the wilderness his accomplice."

---
~Silver_Ermine~
http://24.media.tumblr.com/tumblr_m9r5hhXQbJ1rbct63o1_500.gif
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Zigzagoon
07/16/25 2:26:36 AM
#16:


ShakeShakeShake posted...
Unless you'd like to play. This would invole reading one post a day and responding once per day on what action you would like your character to take. I would be looking for 4 dependable players who have not played HoardOfTheDragonQueen before and this would be a seperate project. This adventure will be deadly, challenging, difficult and unforgiving for maximum drama.

This is something I'd be interested in as well, in addition to using my beautiful Nix in whatever you have cooked up here. Never heard of HoardOfTheDragonQueen but the reading a post and responding with an action once a day doesn't sound like too much investment at all and is something I could definitely do!

---
~Silver_Ermine~
http://24.media.tumblr.com/tumblr_m9r5hhXQbJ1rbct63o1_500.gif
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KokoroAkechi
07/16/25 4:18:03 AM
#17:


Moxsy
Class: Wizard
Alignment: Chaotic Neutral
Race: Goblin
Gender: Female
Age: 14
Background: Criminal
Level: 1
Player Name: User
Stats
StatScoreModifierSaving Throw
STR10+0+0
DEX16+3+3
CON16+3+3
INT16+3+5
WIS11+0+2
CHA10+0+0
(Bold indicates proficiency)
Proficiencies & Languages
  • Armor: None
  • Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
  • Tools: Thieves' Tools, Dragonchess Set
  • Languages: Common, Goblin
Racial Traits
  • Darkvision: 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.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
Key Stats
StatValueDetails
HP9 / 9(6 + CON mod)
AC13(10 + DEX mod)
Initiative+3(DEX mod)
Speed30 ft
Hit Dice1d6
Proficiency Bonus+2
Passive Perception10(10 + Perception bonus)
Class Features
  • Spellcasting: You are a spellcaster who uses Intelligence as your spellcasting ability. You use a spellbook to prepare and cast spells. (See Spellcasting section below).
  • Arcane Recovery: Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up). At Level 1, you can recover one 1st-level spell slot.
Background Feature
  • Criminal Contact: 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.
Spellcasting
  • Spellcasting Ability: Intelligence
  • Spell Save DC: 13
  • Spell Attack Bonus: +5
  • Cantrips Known (3): Fire Bolt, Mage Hand, Prestidigitation
  • 1st-Level Spells (Spellbook): You have the following 6 spells in your spellbook. You can prepare 4 of them each day.
  1. Detect Magic
  2. Find Familiar
  3. Mage Armor
  4. Magic Missile
  5. Shield
  6. Thunderwave
Weapon Table
WeaponAtk BonusDamage/TypeProperties
Quarterstaff+21d6+0 BludgeoningVersatile (1d8)
Skills Table
SkillModBonusProficient
AcrobaticsDEX+3
AnimalHandlingWIS+0
ArcanaINT+3
AthleticsSTR+0
DeceptionCHA+2Yes
HistoryINT+3I
nsightWIS+2Yes
IntimidationCHA+0
InvestigationINT+5Yes
MedicineWIS+0
NatureINT+3
PerceptionWIS+0
PerformanceCHA+0
PersuasionCHA+0
ReligionINT+3
Sleight of HandDEX+3
StealthDEX+5Yes
SurvivalWIS+0
Personality
  • Trait 1: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
  • Trait 2: The first thing I do in a new place is note the locations of everything valuableor where such things could be hidden.
  • Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
  • Bond: Something important was taken from me, and I aim to steal it back.
  • Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Roleplaying Notes for Moxsy:
Core Concept
Moxsy is a brilliant but impulsive arcane prodigy born from a life of crime. Her high Intelligence, Dexterity, and Constitution make her a sharp and resilient survivor, using her magic as the ultimate tool to ensure her personal freedom. However, her neutral Wisdom and Charisma suggest she is neither particularly wise nor persuasive, relying on logic and observation rather than common sense or charm. There is a deep conflict within her: the calm, calculating observer who assesses every valuable object and escape route versus the chaotic goblin who will ignore a perfectly good plan simply because she can. She is not driven by morality, but by a powerful, personal quest to reclaim what was stolen from her.
Verbal Style
  • Vocabulary: Precise and economical. Moxsy doesn't waste words (low Charisma). When she speaks about magic or a plan, her language is intelligent and technical. In general conversation, it's blunt and to the point.
  • Tone: Consistently flat and calm, as per her trait. Even when casting a devastating spell or facing down a monster, her voice would likely remain a near-monotone. She expresses excitement or fear through action, not inflection.
  • Conversational Focus: Her dialogue will naturally gravitate towards practicalities: the value of items, the structural weaknesses of a building, the easiest way out of a room (even if it's not the designated exit). She is singularly focused on her Bond and will latch onto any information that might lead her toward that goal.
  • Sentence Structure: Short and declarative. "The lock is weak." "I can set that crate on fire." "This plan is boring." She isn't here for pleasantries; she's here to get things done, preferably her way.
Mannerisms (Guidance)
  • Your eyes should always be moving, constantly scanning your surroundings. When you enter a room, make a point to look at the locks, the windows, and what the wealthiest person in the room is wearing. This physicalizes your "assessing valuables" trait.
  • Embody Nimble Escape. Be restless. Shift your weight from foot to foot, ready to bolt. When you sit, you should look like you're about to spring out of the chair at any second.
  • When you cast a spell using your Arcane Focus, make the action efficient and minimalist. There's no grand, dramatic flourishjust a calm, precise gesture to produce a potent magical effect.
  • Let your flaw create moments of chaos. You might be calmly discussing strategy one moment, then suddenly get a "better idea" and act on it without warning, much to your party's surprise. This impulsive action is the only time your external calm might break, replaced by a glint of chaotic goblin energy.


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azuarc
07/16/25 8:35:11 AM
#18:


azuarc posted...
Raven Hildir
Class: Fighter

I have to say, this was my first time using generative AI for anything, and I was surprised by how natural and fluid the process was. It went through a series of questions that felt like menu prompts, but if I said "Could I do this?" or "What would I want for ___?", it just rolled with it like I was talking to a human being. When it asked for my character's background and offered like 10 fighter options, none of them felt spot-on, so I asked "what if I wanted a character more like a town guard captain?" That wasn't precisely my vision of the character -- that was just something I thought it would remember. And it tracked that throughout the process, and then again when I said the character was anti-social in favor of training, and when I asked about spears during the feat selection. Between this and Pint's story, I'm suitably impressed.

---
Only the exceptions can be exceptional.
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ShakeShakeShake
07/16/25 11:10:46 AM
#19:


With 10 characters posted so far, this project is definitely going ahead. Thanks, you taking the time to do this is much appreciated!

I see we have a lot of neutral and good-aligned characters but we could use some evil ones. Therefore if you've already made a character and you'd like to make a villain, you can (but don't have to) make a second one.
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Lopen
07/16/25 11:13:22 AM
#20:


Vice Maester Prince Renault
Class: Barbarian
Alignment: Chaotic Evil
Race: Variant Human
Gender: Male
Age: 32
Background: Noble
Level: 1
Player Name: Lopen
Stats
StatScoreModifierSaving Throw
STR16+3+5
DEX10+0+0
CON16+3+5
INT10+0+0
WIS8-1-1
CHA13+1+1
(Bold indicates proficiency)
Proficiencies & Languages
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Dragonchess set
  • Languages: Common, Giant
Racial Traits (Variant Human)
  • Ability Score Increase: Your Strength and Constitution scores each increase by 1.
  • Skill: You gain proficiency in one skill of your choice (Persuasion).
  • Feat: You gain one feat of your choice (Great Weapon Master).
Key Stats
StatValueDetailsHP15 / 15(12 + CON mod)
AC13(10 + DEX mod + CON mod from Unarmored Defense)
Initiative+0(DEX mod)
Speed30 ft
Hit Dice1d12
Proficiency Bonus+2
Passive Perception11(10 + Perception bonus)
Class Features (Barbarian)
  • Rage: As a bonus action, you can enter a rage. While raging, you gain advantage on Strength checks and Strength saving throws, you gain a +2 bonus to damage rolls with melee weapons using Strength, and you have resistance to bludgeoning, piercing, and slashing damage. You can't cast or concentrate on spells while raging. Your rage lasts for 1 minute, ending early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature or taken damage since your last turn. You can use this feature 2 times per long rest.
  • Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Background Feature (Noble)
  • Position of Privilege: You are welcome in high society, and people assume you have the right to be wherever you are. Commoners make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
Feat (Great Weapon Master)
  • 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.
  • 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.
Weapons
WeaponAtk BonusDamage/TypeProperties
Greatsword+52d6+3 SlashingHeavy,Two-Handed
Quarterstaff+51d6+3 BludgeoningVersatile (1d8)
Javelin+51d6+3 PiercingThrown (range 30/120)
Skills
SkillModBonusProficient
AcrobaticsDEX+0
Animal HandlingWIS-1
ArcanaINT+0
AthleticsSTR+5Yes
DeceptionCHA+1
HistoryINT+0
InsightWIS-1
IntimidationCHA+3Yes
InvestigationINT+0
MedicineWIS-1
NatureWIS-1
PerceptionWIS+1Yes
PerformanceCHA+1
PersuasionCHA+3Yes
ReligionINT+0
Sleight of HandDEX+0
StealthDEX+0
SurvivalWIS+1Yes
Personality
  • Trait 1: "No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses."
  • Trait 2: "If you do me an injury, I will crush you, ruin your name, and salt your fields."
  • Ideal: "Power. If I can attain more power, none will be able to stand against me."
  • Bond: "The tyrant who rules my land will be brought down."
  • Flaw: "In fact, the world does revolve around me."
Equipment
  • Greatsword
  • Quarterstaff
  • 4 Javelins
  • Explorer's Pack
  • A set of fine clothes
  • A signet ring
  • A scroll of pedigree
  • A purse containing 25 gp
Roleplaying Notes for Vice Maester Prince Renault:
Core Concept:
Renault is a man defined by a fundamental contradiction: a "civilized" noble who wields the fury of a "savage" barbarian. His immense physical power (Strength 16) and resilience (Constitution 16) are his primary tools for navigating the world, tools he believes his noble birthright entitles him to use without restraint. His decent Charisma is not used for charm but for command and intimidation, reinforcing his belief that he is superior to all others. His low Wisdom (-1) suggests he is blind to his own faults and rushes to judgment, while his drive for power (his Ideal) and his desire to overthrow a tyrant (his Bond) are likely two sides of the same coinhe doesn't seek justice, he seeks to take the tyrant's place. He is a solipsistic, arrogant, and ruthless individual who sees the world as a game of chess he is destined to win, and his Rage is the ultimate expression of his frustration when the pieces on the board don't move as he commands.
Verbal Style:
  • Vocabulary: Expect a formal, often imperious vocabulary. He will refer to himself by his full title, "Vice Maester Prince Renault," especially when he feels disrespected. His language is sophisticated but used as a bludgeon to assert dominance.
  • Tone: Condescending by default. He speaks at people, not with them. His "persuasion" is rooted in thinly veiled threats, and his anger is always simmering just beneath the surface, ready to explode.
  • Conversational Focus: His primary topics are his own importance, the injustices dealt to him, and his grand ambitions. He will relate every event back to himself. His quest to defeat the "tyrant" will be framed as a personal vendetta against a usurper of his rightful power.
  • Sentence Structure: He uses declarative, commanding sentences. "You will fetch my gear." "It is my right to be here." "This is an insult to my station." He rarely asks questions unless they are rhetorical and designed to corner someone.
Mannerisms (Guidance):
  • Maintain a stiff, upright posture at all times, the "regal bearing" he is so proud of. Physically look down on others.
  • When speaking, use dismissive hand gestures. When enraged, this facade shatters, and his posture becomes more primal and aggressivethe Barbarian emerging from the Prince.
  • When using the Great Weapon Master feat, describe it not just as a mighty blow, but as a contemptuous, overwhelming display of force meant to make an example of his foe.
  • He likely never does manual labor if he can command someone else to do it. He would view getting his hands dirty as beneath him, despite his class.
  • When his rage takes over, the change should be stark. His formal speech might give way to guttural snarls and roars, showcasing the beast he keeps leashed within.

---
No problem!
This is a cute and pop genocide of love!
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Lopen
07/16/25 11:14:30 AM
#21:


I have to say I was very impressed with the "roleplaying notes" on the AI seeing has it was all intuited from the choices of background/etc

This is based off of a character I made for a D&D Campaign and it's... basically how I roleplayed him. It also filled in the implied blanks when I chose "overthrow the tyrant" lol.

He will refer to himself by his full title, "Vice Maester Prince Renault," especially when he feels disrespected.

Like that is uncanny I literally did do that. So good.

---
No problem!
This is a cute and pop genocide of love!
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ShakeShakeShake
07/16/25 11:46:36 AM
#22:


Imagine how good it will be in a year. Not just the a.i itself will improve but it will have a lot more data and experience to use.
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azuarc
07/16/25 12:08:50 PM
#23:


I'm envisioning this character to be in close proximity to the other character I created. They wouldn't be partners, but one might be the superior of the other.

Darius Rourke
Class: Fighter
Alignment: Lawful Evil
Race: Human
Gender: Male
Age: 32
Background: City Watch
Level: 1
Player Name: User
StatScoreModifierSaving ThrowSTR17+3+5DEX14+2+2CON13+1+3INT10+0+0WIS12+1+1CHA15+2+2(Bold indicates proficiency)

  • Proficiencies & Languages
  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: None
  • Languages: Common, Goblin
  • Racial Traits
  • Ability Score Increase: Your Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma scores each increase by 1.
  • Languages: You can speak, read, and write Common and one extra language.
StatValueDetailsHP11 / 11(10 + CON mod)AC16(Chain Mail)Initiative+2(DEX mod)Speed30 ft
Hit Dice1d10(Fighter)Proficiency Bonus+2
Passive Perception13(10 + Perception bonus)
  • Class Features
  • Fighting Style: Superior Technique
  • You learn one Maneuver from the Battle Master archetype and gain one d6 Superiority Die to fuel it. You regain the die after a short or long rest.
  • Maneuver: Commanding Presence. When you make a Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion) check, you can expend your superiority die to add it to the roll.
  • Second Wind
  • Once per short or long rest, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (1d10+1).
  • Background Feature: Watcher's Eye
  • You can easily find the local outposts of the law and the criminal underworld in any community. You know the local hierarchy and who the power players are.
WeaponAtk BonusDamage/TypePropertiesGlaive+51d10+3 SlashingHeavy, Reach, Two-HandedWarhammer+51d8+3 BludgeoningVersatile (1d10)Light Crossbow+41d8+2 PiercingAmmunition (80/320), Loading, Two-Handed
SkillModBonusProficientAcrobaticsDEX+2
Animal HandlingWIS+1
AthleticsSTR+5(Yes)DeceptionCHA+2
HistoryINT+0
InsightWIS+3(Yes)IntimidationCHA+4(Yes)InvestigationINT+0
MedicineWIS+1
NatureINT+0
PerceptionWIS+3(Yes)PerformanceCHA+2
PersuasionCHA+2
ReligionINT+0
Sleight of HandDEX+2
StealthDEX+2(Disadvantage in Chain Mail)SurvivalWIS+1
  • Personality
  • Trait 1: I am always looking for opportunities to abuse my position of power.
  • Trait 2: The only thing that restrains me in the present is the possibility of a long con being more profitable.
  • Ideal: Sovereignty. With enough coin, you can buy laws and loyalty. With enough power, you can protect that coin and acquire more. I aim to become an authority unto myself, above the petty rules of others.
  • Bond: The specific district I patrolled is "my turf." I protect it, and its people, in my own way.
  • Flaw: I overestimate my own authority and get into trouble when I push the wrong person.
Roleplaying Notes for Darius Rourke:
  • Core Concept
  • Darius is a man defined by the belief that power is the only thing that matters, and the law is simply the best tool for acquiring it. He's not a mindless thug; he's a calculating and patient predator who uses his official position to arrange the world for his own benefit. His physical presence (high Strength) is his first resort, but his true weapon is his forceful personality (high Charisma and Intimidation), which he uses to bend rules and people to his will. His Lawful Evil alignment is key: he believes in hierarchy and order, but only because he plans to be at the top of it. The curious loyalty he holds for his "turf" might be the only crack in his otherwise selfish armora hint of a protective instinct buried under layers of cynicism and greed.
  • Verbal Style
  • Vocabulary: He peppers his speech with official-sounding jargon ("jurisdiction," "compliance," "ordinance") to assert his authority, especially when he's on shaky ground. When he's confident, this gives way to blunt, street-level threats and demands.
  • Tone: Defaults to a tone of condescending boredom, as if everyone he speaks to is a minor annoyance wasting his valuable time. This can shift instantly to a low, menacing growl when he intends to intimidate.
  • Conversational Focus: His conversations are almost always about leverage. He talks about what people owe, what the rules are (as he interprets them), and what will happen if they don't cooperate. He rarely asks, he states. "You'll show me your papers." "That's a fine-looking shipment. It requires an inspection."
  • Sentence Structure: Short, declarative sentences. He issues commands and makes pronouncements, rarely engaging in genuine back-and-forth unless he is gathering information for a "long con."
  • Mannerisms (Guidance)
  • When on the job, he stands with a rigid, impeccable posture to project authority. In private or when he feels he has total control, he might adopt an insolent slouch.
  • He has a habit of tapping his Warhammer against his palm or the cobblestones while talking, a quiet reminder of the violence he can bring to bear.
  • When using his Commanding Presence maneuver, he will likely invade someone's personal space, leaning in close so they can't look away, his voice dropping to a threatening whisper.
  • His eyes are always moving (Perception proficiency), but they're not just looking for threats. He's sizing people up, his gaze lingering on fine clothes, heavy purses, and anything that looks valuableor vulnerable.



---
Only the exceptions can be exceptional.
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ShakeShakeShake
07/16/25 1:40:44 PM
#24:


Zigzagoon posted...
This is something I'd be interested in as well, in addition to using my beautiful Nix in whatever you have cooked up here. Never heard of HoardOfTheDragonQueen but the reading a post and responding with an action once a day doesn't sound like too much investment at all and is something I could definitely do!

You're the first person on the list. If this goes through, we'll agree on a definitive start date.

The List:

Zigzagoon

See?
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ShakeShakeShake
07/16/25 3:14:05 PM
#25:


Just as a little preview:

Note: this is not how the story will start. I am simply testing and adjusting the prompts to make the experience as good as I can for you guys.

This world is not kind. The dice will fall as they may, and their numbers will be law. Fortune favors the bold, but the abyss claims the reckless. Let us begin.

The first sensation is a violent, rhythmic rattling that seems to seep into your bones. The air is thick with the smell of rust, sweat, and something acrid, like cheap oil. It is utterly black, a suffocating darkness broken by no light. You are moving. The floor beneath you is a grate of cold, unforgiving iron.

A sudden, deafening crack, like a giant snapping a celestial bone, echoes from outside. The world is thrown sideways. A screech of tortured metal fills the air, followed by a cataclysmic impact that flings you against the iron bars of your cage. Splinters of wood and the screams of men are swallowed by a final, earth-shattering CRUNCH.

Then, silence. A ringing silence, deep and profound. The only sound is the frantic pounding of your own heart.

Slowly, consciousness returns. The cage is on its side, wedged at a steep angle in the damp earth of a ravine. Twisted metal and shattered wood tell the story of a catastrophic crash. Rain begins to fall, a cold, steady drizzle that patters on the iron and turns the dirt outside to mud. Through the bent bars, you can see the wreckage of at least two other wagons, one of which is now burning, its flames casting a flickering, hellish light on the scene. Groans of injured men and the panicked braying of a horse echo through the ravine.

You are not alone in the cage. Three other figures begin to stir in the gloom.

A mountain of a dwarf, his beard matted with grime, pushes himself up. His eyes, accustomed to the dark, blaze with a wild fury as he grips the bars, testing their strength. This is Stein.

From a shadowed corner, two amber eyes, like embers in the dark, blink open. A small, wiry kobold uncoils himself, his claws scraping nervously on the iron grate. He stays low, a bundle of tense paranoia. This is Zix.

A lithe, rabbit-like mana Harengonshakes his head, his long ears twitching as he tries to get his bearings. He whispers something to himself, or perhaps to someone only he can see, a wry smile briefly touching his lips despite the grim situation. This is Ark.

And finally, a human woman in the remnants of a soldiers uniform methodically checks herself for injuries. Her movements are economical and precise. Her eyes are not panicked, but cold and analytical as she scans the wreckage outside, her hand instinctively reaching for a weapon that isn't there. This is Raven Hildir.

The mangled door of your cage is jammed shut, but the crash has bent several bars, creating a gap that might be forced open. Outside, you hear a man shouting orders, his voice cutting through the chaos with practiced authority. "Get the fires put out! Secure the assets! I want a perimeter, now!" The voice is sharp, commanding, and carries an unsettling edge of cruelty.

The voice of the commander barks again from the rainy darkness, closer now. "Useless curs! The asset cage is intact! Get it open! I want them collared and accounted for before that fire draws every scavenger in these gods-forsaken hills down on us!"

What do you do?
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ShakeShakeShake
07/16/25 3:15:30 PM
#26:


What do you do?

Stein, the Barbarian
The iron bars feel cold and unyielding, but the crash has warped their sockets. The wood of the cage floor is splintered and slick with rain. You feel the rage coiling in your gut, a familiar fire demanding release.
A. Bend the Bars: Put your back into it. Grip the bent bars and attempt to use your raw, Dwarven strength to wrench them apart, creating an opening for everyone. This will be noisy. (Strength/Athletics check)
B. A Rocky Opportunity: The wagon has crashed into the side of the ravine. Scan the muddy earth just outside the cage. Even in this mess, there might be a loose, hefty rock within arm's reacha perfect, glorious projectile. (Perception check)
C. A Simple Plan: Roar a challenge at the commander. Let him know exactly what you think of him and his cage. Maybe Intimidate him into making a mistake, or at least draw all the attention to yourself. (Intimidation check)
D. Address the "Team": Turn to the others in the cage. In your most direct fashion, lay out a plan. "I break. We fight. Any questions?" (Party Interaction)
E. Anything else: You have a different idea.

*
*
*
Raven, the Fighter
Your mind is already working, filtering the chaos into tactical data. The screams, the rain, the firelight, the commander's voiceit's all information. Self-reliance is your creed, but four people in a cage is a tactical reality you must manage.
A. Threat Assessment: Press your face close to the bars. Use the flickering firelight and your trained eye to get a hard count on the guards. Note their equipment, their positions, and how they react to their commander's orders. (Perception/Insight check)
B. Coordinate the Escape: You're the professional soldier here. Issue quiet, clear commands to the others. Assign tasks based on your quick assessment of them: Stein on the bars, Zix on stealth, Ark on lookout. (Leadership/Party Interaction)
C. Examine the Cage: Forget the outside for a moment. Meticulously examine the cage itself. Check the lock, the hinges, the quality of the iron, and the construction of the wagon. There may be a structural weakness you can exploit that is less obvious than the bent bars. (Investigation check)
D. Prepare for Combat: The gap in the bars isn't big enough yet, but it will be. Scan the wreckage outside for a discarded weapon or something you could use as onea broken spear, a heavy piece of metal, anything to arm yourself with the moment you're free. (Perception check)
E. Anything else: You have a different idea.

*
*
*
Ark, the Warlock
"Well, this is a suboptimal hospitality suite," Clover whispers in your mind, her voice dripping with sarcasm. "I'd leave a scathing review, but I don't think they have a suggestion box. The decor is all very... splintery." Your Hare-Trigger instinct has your senses screaming, every nerve on edge.
A. Widen Your Senses: Focus past the immediate crash site. Use your Leporine Senses to listen to the ravine as a whole. Are there other creatures drawn by the noise? Are there guards posted further out? Try to build a complete sensory map of the area. (Perception/Survival check)
B. Talk to the Management: Call out to the guards. Not with a challenge, but with a question. "Is everyone alright out there? We're a bit stuck!" You can't lie, but you can certainly feign a charming, disoriented innocence. It might buy time or get one of them to lower their guard and approach. (Deception/Persuasion check)
C. Consult the Expert: Focus inward and speak with Clover. She is a fey being, even an amnesiac one. Ask her if she senses anything otherworldly hereany strange magic on the cage, the guards, or in the ravine itself. (Patron Interaction)
D. Plan Your Hop: The gap is small, but you're smaller than Stein. You could test it, see if you can squeeze through. Your Rabbit Hop would let you clear 10 feet in a flash the moment you're out, potentially getting you to the cover of the burning wagon before they can react. (Stealth/Acrobatics check)
E. Anything else: You have a different idea.

*
*
*
Zix, the Druid
The metallic tang of the cage is an old, hated smell. Servitude. But the crash, the fire, the shouting... this is chaos. And chaos is a ladder. Your paranoid mind races, sifting through the opportunities this disaster has presented.
A. Slink Away: You're small and quick. The bent bars might be just wide enough. While the dwarf makes noise and the others are distracted, you could attempt to slip out into the darkness and mud, unseen. (Stealth check)
B. Listen to the Land: Quiet your breathing and tune out the noise of the two-legs. Listen to the natural world. How has the wildlife reacted to the crash? Does the earth itself feel tainted or wrong? A Druid can learn much from the whispers of nature. (Nature/Survival check)
C. A Criminal's Eye: Focus on the commander. You know bullies and tyrants. Study his posture, the tone of his voice, the way his men respond to him. Assess his weaknesses. Is he arrogant? Impatient? Does he have a favorite he relies on? Knowledge is power. (Insight check)
D. A Spark of Defiance: Your Draconic Sorcery gives you access to fire. You could use Produce Flame to create an unnerving light inside the cage to spook the guards, or use Fire Bolt to try and shoot a nearby lantern or perhaps the reins of the panicked horse, adding to the chaos. (Magical Action)
E. Anything else: You have a different idea.
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ShakeShakeShake
07/16/25 3:17:40 PM
#27:


This would be, roughly, how it will go, though I will do minor tweaks. We'll decide on a party near the end (voting, probably).

The only other way we could do it is if we pick one main character out of the lot, and have all the other party member's be npcs who will be played by the a.i. Might be more immersive.

What do you guys think? As above, where we control all four party members at once or one main character?
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wallmasterz
07/16/25 3:37:13 PM
#28:


Is there a deadline to sign up for this?

---
I need to update my signature.
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ShakeShakeShake
07/16/25 3:38:06 PM
#29:


I will eventually post a starting date, but any character posted up until that point is in the adventure, full-stop.
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Zigzagoon
07/16/25 3:51:42 PM
#30:


Hard to say which option sounds better without seeing both in action. It would be nice to have a party of four to follow but you might get more out of a single main character?

I think a party of four would be my preference. That first post example was neat!

---
~Silver_Ermine~
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ShakeShakeShake
07/16/25 4:24:51 PM
#31:


We're definitely doing a party of four. I'm experimenting with it now and the simultaneous resolving of actions is very fun.
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Zigzagoon
07/16/25 4:25:55 PM
#32:


I thought so too, especially if two different actions conflict with each other LOL

---
~Silver_Ermine~
http://24.media.tumblr.com/tumblr_m9r5hhXQbJ1rbct63o1_500.gif
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Pirateking2000
07/16/25 4:28:03 PM
#33:


lol nice. Yeah at a glance party of four sounded more interesting although I wasn't sure how it'd work and in terms of how choice decisions would work that way.

---
XBL GT: Demon Ninja X2
"There comes a time in every man's or woman's life where they have to make **** up to cover their ass." - Hazama
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ShakeShakeShake
07/16/25 4:36:39 PM
#34:


I will demonstrate. Only fair since I eventually want to do one where four people each control a character. We might even do that for this one if we find three others to round out a party with Zigzag.

Excellent. The stage is set, the cast is ready, and the rules of this unforgiving world are understood. Failure will be a lesson, victory will be earned in blood and steel, and the story will be one for the ages. Let us begin.

The world is ending in a symphony of splintering wood and screaming stone. Your lungs burn, choked with the grit of pulverized rock that fills the air like a suffocating fog. Every footfall is a gamble on the shuddering, unstable ground of the mine tunnel. Behind you, the reason for your flighta sound that has no place in the natural order. A chittering, echoing shriek that scrapes at the inside of your skull, punctuated by the thunderous crack of massive support timbers snapping like twigs. You haven't seen the beast in full, not since it burst from the bedrock and devoured the foreman in a single, wet crunch, but you know its name. The miners whispered it with terror as they paid you for the job: the Quarry Maw.

The job was supposed to be simple. Clear out some oversized pests from the Grit-Stained Quarry. A handful of gold for a day's work. But the gold is meaningless now, a forgotten weight in your pouches. Survival is the only currency that matters.

A wave of pressure, hot and foul, blasts down the tunnel. The shriek is closer now. The entire passageway groans, a wounded beast in its death throes. Ahead, a sliver of gray lightan exit to the surface. But its not that simple. A recent tremor has torn the tunnel floor asunder, leaving a ten-foot-wide chasm of unknown depth between you and freedom. The ceiling above the gap sags precariously, shedding a constant rain of rock and dust. The path is collapsing. You have seconds, not minutes.

Raven, you are the vanguard of this desperate retreat. Your shield isnt just for you; its a bulwark against the chaos for the others. The heavy steel is a familiar weight, a comfort in the madness. Dust and pebbles rain down, pinging off the metal as you skid to a halt at the edge of the chasm, your boots inches from the precipice. Your tactical mind races, assessing angles, structural integrity, and the panicked breathing of your allies.

Stein, you lumber close behind her, a mountain of muscle in motion. As a massive support beam overhead cracks with the sound of a giant's breaking bone, you don't feel fear. To you, this chaos is not terror; it is a glorious, thunderous song, the music of the earth's raw power. You flash a wide, manic grin, your eyes wild with excitement as you gaze at the chasm and the crumbling rock. So many beautiful, throwable things.

Ark, youre a blur of frantic motion, a streak of gray fur and panicked energy. Your natural Harengon agility and a timely use of your Rabbit Hop is the only reason you haven't been buried three times over. The chasm is a terrifying black void, but Clovers voice is an even more present terror in your mind. "Well, this seems optimal," she snarks, her fey sarcasm a sharp counterpoint to the genuine panic in your heart. "I particularly love the ambiance. Very 'rustic tomb.' We should leave a scathing review."

Zix, you are a shadow flowing over the treacherous floor. Smaller, quicker, you dart between the legs of your larger companions, your claws finding purchase where their heavy boots might slip. Every falling rock, every groan of the earth, sends a fresh spike of paranoia through you. This is why you trust no one. This is why you rely only on yourself. The scent of ozone from the monster and the deep, damp smell of the earth fill your nostrils, and a low hiss escapes your teeth. This contract was a mistake. Alliances are for the weak.

The shriek echoes again, impossibly loud. The ground heaves. The exit is right there. What do you do?

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ShakeShakeShake
07/16/25 4:37:37 PM
#35:


Raven Hildir:
The lives of these others may very well depend on your next action. The chasm is wide, the ceiling is collapsing, and the monster is closing in.
A: Attempt to securely anchor your rope to a sturdy-looking rock formation near the edge, so others can cross more safely. This will take precious seconds.
B: Make the jump yourself. With your strength, you believe you can clear it and then help the others from a more secure position on the other side.
C: Stand your ground at the edge of the chasm, shield raised high, attempting to block the worst of the falling debris for whichever ally tries to cross first.
D: Use your tactical eye to quickly scan the chasm walls. There might be a ledge or handholds that would make a climb down and up possible, though likely slower.
E: Anything else?

*
*
*

Stein:
The glorious destruction is exhilarating, but the chasm is in the way of your escape. Force is the only answer here.
A: Try to brace the sagging ceiling with your immense strength, buying a few precious moments for the others to cross. It will be a Herculean effort.
B: Find the largest, most unstable-looking boulder on the ceiling and hurl a handaxe at it, trying to bring it down into the chasm to form a crude bridge. The results could be catastrophic if you misjudge.
C: It's just a jump. Take a running start and leap across the chasm, roaring a challenge as you do.
D: Grab the smallest person here (Zix) and, with a mighty heave, attempt to throw him across to the other side. He's light, right?
E: Anything else?

*
*
*

Ark:
Clover is still rattling off unhelpful suggestions in your head as you stare at the gap. Your magic and agility are your greatest assets.
A: Use Mage Hand to carry the end of Raven's rope across the chasm, attempting to loop it around something on the other side. It's more precise than throwing, but the cantrip is not particularly strong.
B: Use your nimble Harengon agility to try and run along the wall for a few feet, springing off the crumbling rock to clear the gap in a display of parkour.
C: Yell a warning and fire an Eldritch Blast at a large stalactite hanging over the far side of the chasm, hoping to blast it loose and create a ramp or bridge.
D: Point into the darkness behind the group and cast Faerie Fire, outlining the approaching monster in shimmering violet light. It won't slow it down, but knowing exactly where it is might help the others' nerves.
E: Anything else?

*
*
*

Zix:
Your survival instincts are screaming. The big ones are slow and indecisive. You are not.
A: Forget them. Use your claws and small size to scramble down into the chasm, find a quick path along the wall, and climb up the other side. It's every kobold for themself.
B: Let out a sharp Draconic Cry. The rallying power of your draconic heritage might give your "allies" the edge they need to make the jump successfully.
C: Cast Produce Flame. In the swirling dust, a bright, controlled light might reveal a hidden ledge or a safer path across that everyone else has missed.
D: As a former criminal, you have an eye for shoddy work. You can take a second to analyze the crumbling support structures, looking for a weak point to target that might create a domino effect and form a bridge, rather than bring the whole ceiling down.
E: Anything else?

Choices made: B, D, B, A
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ShakeShakeShake
07/16/25 4:39:59 PM
#36:


The frantic moment splinters into four desperate gambits.

Zix, your survival instincts scream at you to abandon the slow, heavy creatures you're with. You dart towards the chasm's edge, claws scrabbling for purchase, ready to descend into the darkness. But before your downward climb can even begin, a shadow falls over you. A hand, wide as a cinder block and just as hard, clamps down on your entire torso. You are lifted into the air with the ease of a child picking up a doll.

Stein lets out a booming laugh that is somehow louder than the groaning rock. "Don't you worry, little dragon-mouse!" he bellows over your hissing protests. "The mountain provides! And Stein provides the lift!"

His attempt to grab you is laughably clumsy, a bear trying to snatch a fly, but his sheer strength is overwhelming. Your nimble dodge is no match for his brute force.

Stein's (Athletics) vs. Zix's (Acrobatics) to be grabbed:

Stein: (18 + 5 = 23)
Zix: (9 + 3 = 12)

You feel a moment of weightlessness, a panicked flurry of scrabbling claws on thick leather, and then you are sailing through the dusty air. Stein, with a grunt of immense satisfaction, has launched you like a javelin.

Stein's Strength (Athletics) check to throw you accurately:

(12 + 5 = 17) vs DC 15

You land with a surprisingly gentle thud on the other side of the chasmunharmed, deeply insulted, but safe. You spin around, baring your teeth in a furious hiss back at the grinning dwarf.

At the same moment, Raven acts. There is no hesitation. With the practiced economy of motion of a lifelong soldier, she takes three powerful strides and launches herself over the abyss.

Raven's Strength (Athletics) check to jump:

(16 + 5 = 21) vs DC 13

Her jump is perfect. She soars over the crumbling gap and lands solidly on the other side, her heavy armor clanking as she immediately pivots, shield up, ready to aid the others. Her eyes meet yours, Zix, with a flicker of professional appraisal before she turns her attention back to the remaining two.
Ark, seeing the others commit, decides on a far more elegant solution. "Time for some fancy footwork, Clover!" he mutters, and with a burst of speed, he leaps not forward, but sideways. His plan is to use the tunnel wall itself as a temporary floor, a daring, cinematic dash to safety.

Ark's Dexterity (Acrobatics) check to wall-run:

(5 + 3 = 8) vs DC 16

The plan is brilliant. The execution is a catastrophe. His foot finds purchase for a single, heart-stopping second before the rock under his sole dissolves into a cascade of gravel. Instead of springing forward, he lurches sideways. His arms windmill wildly, searching for a handhold that isn't there. For a brief, terrifying moment, his wide, panicked eyes lock with Stein's across the gap. Then he is gone, tumbling silently into the blackness of the chasm.

A faint, sickening crunch echoes up from below.

Ark's fall damage:

(3d6 Bludgeoning = 11)

Ark's body smashes against a rocky outcrop some thirty feet down. The impact is brutal, and the plucky Harengon's consciousness is snuffed out instantly. He lies broken and unmoving on a narrow ledge in the darkness, bleeding out and just moments from death.

The chittering shriek of the Quarry Maw echoes again, this time from just around the last bend. It is moments away. Dust and stone continue to hail from the ceiling. Raven and Zix are on the far side of a 10-foot chasm. Stein is on the near side. Ark is unconscious, dying, and thirty feet down in the darkness.

What do you do?

*
*
*

Raven Hildir:
You just witnessed one of your party fall, likely to his death. The monster is almost upon Stein.
A: You have a rope. Quickly tie it off and throw the other end to Stein, urging him to cross so you can make a stand together or flee.
B: Draw your spear and ready your shield. You will hold this exit. You are the shield for the weak, and right now, Stein is on the wrong side of a very dangerous position. You shout tactical advice to him on how best to jump.
C: Use your military authority and shout a command at Zix to do something to help, while you focus on providing covering fire with your crossbow into the tunnel at the approaching monster.
D: Risk a glance down into the chasm. Is Ark retrievable? Can you see him? You might be able to climb down to him.
E: Anything else?

*
*
*

Zix:
The dwarf who just used you for target practice is about to be eaten. The rabbit-man is gone. You are safe. This is, objectively, a good outcome for you.
A: The contract is void. Turn and flee out of the mine exit into the light. Survival is all that matters.
B: The dwarf is a fool, but a useful, strong fool. You could cast Entangle on the ground right in front of him, on the monster's side of the chasm. The grasping weeds might slow the beast down, giving him time to jump. It will also reveal your position.
C: Cast Thunderwave. Aim it not at the monster, but at the already-collapsing ceiling above the chasm. It could bury the monster, but it could also seal the tunnel completely, trapping Stein and cutting off any chance of rescuing Ark.
D: Let out your Draconic Cry. The cowardice of the big folk is infuriating. Bolstering their courage might be the only way to get them to save themselves so you can all get paid.
E: Anything else?

*
*
*

Stein:
The little one is safe. The soldier is safe. The rabbit is... gone. That was less successful. The exhilarating song of destruction is now crescendoing into a terrifying solo as the monster approaches.
A: There is no time for finesse. Roar a challenge, take a running start, and make a mighty leap across the chasm. Glory awaits!
B: Rip a massive, half-splintered timber from the tunnel supports. It's heavy and awkward, but you might be able to shove it across the chasm to make a bridge for yourself.
C: It's coming for you. You are Stein, son of Thrain. You do not run. You ready your greataxe, plant your feet, and enter a Rage. You will meet this thing head-on.
D: Look for a really, really good rock. If you're going to die, you're going to die doing what you love. Find the best projectile you can and hurl it into the darkness at the sound of the approaching beast.
E: Anything else?

Choices made: A, E: cast healing word on Ark, E: receive rope from Raven, use it to cross.
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ShakeShakeShake
07/16/25 4:41:24 PM
#37:


The chaos of the moment crystallizes into focused, desperate action.

Zix, you watch the clumsy rabbit-man tumble into the darkness. A waste of a potential meat shield. Your first instinct is to flee, to save your own hide. But a flicker of something else, something cold and pragmatic, stays your feet. A dead hireling can't carry treasure. A dead hireling can't trip a trap meant for you. An investment must be protected.

You skitter to the very edge of the precipice, peering down into the oppressive black. Thirty feet below, you see hima crumpled ball of fur and leather snagged on a narrow ledge, a dark stain spreading on the rock beneath him. He is still. Dead, most likely.

Then you feel it. A faint pulse of life, a tiny spark of warmth in the cold stone that only your druidic senses can perceive. He's not gone yet. Annoyed at the waste of magic but unwilling to lose an asset, you point a clawed finger down into the gloom and hiss a single, sharp word in Draconica command for flesh to mend.

Zix casts Healing Word:

(1d4 + 3 = 4)

A faint, green light flashes in the darkness, coalescing around Ark's broken form. Down below, a pained groan cuts through the rumble of the collapsing mine. Ark stirs.

Simultaneously, Raven moves with the unflinching efficiency of a drill sergeant. There's no time for grief. There is only the mission: survival. Her hands, sure and steady, uncoil the rope from her pack. She finds a jagged outcrop of rock that looks less likely to crumble than the rest, wraps the rope around it twice, and cinches a knot that would hold a draft horse. With a single, powerful motion, she flings the other end across the chasm.

"Stein! Catch!" she barks, her voice a sharp command that cuts through the noise.
Stein, who had been bracing for a glorious leap, catches the rope with a meaty fist. A wide grin splits his face. "Ha! The shield-maiden thinks ahead! Good!"

He doesn't climb. He doesn't swing. He simply grips the rope, plants his feet against the chasm wall, and pulls. His muscles bunch and strain, and with a series of massive, grunting heaves, he drags himself across the gap, his boots scattering rock and debris into the darkness below. He lands with a ground-shaking thud beside Raven and Zix, the rope slumping into the abyss behind him.

Stein's Strength (Athletics) check to cross:

(19 + 5 = 24) vs DC 10

For a heartbeat, there is a strange sense of victory. Three of you are safe on the far side. But the victory is short-lived. The chittering shriek erupts again, no longer an echo but a piercing, physical presence. From around the bend in the tunnel, the Quarry Maw emerges, and the whispers did not do it justice.

It is a nightmare of chitin and hunger. The size of a large bear, it moves on six insectoid legs, each tipped with a razor-sharp talon that clicks and scrapes on the stone floor. Its body is a carapace of mottled gray-brown rock, like the stone of the quarry itself given malevolent life. But its head... its head is a grotesque flower of death. It has no eyes, only a gaping, circular maw that splits open into five triangular, petal-like jaws, each lined with rows of needle-sharp teeth. At the center of that horrifying orifice is a single, fleshy, tube-like tongue that writhes and tastes the air. It turns its eyeless face towards you, its shriek modulating into a low, guttural clicking as it senses you across the chasm.
Then it scuttles to the edge, its horrible mouth gaping at Ark's prone form below.

Thirty feet down, Ark's eyes flutter open. The world is a smear of pain, the taste of blood thick in his mouth. He is on his side, his body screaming in protest, on a ledge barely wide enough for him to lie on. Above, he sees the silhouettes of his party. And across from him, peering down from the other side of the chasm, is the monster that put him here.

The situation is dire. The Quarry Maw is at the edge of the chasm, eyeing its easiest mealArk. The rest of the party is across the gap, safe for the moment but separated from their wounded companion. The tunnel continues to groan and shed rock.

What do you do?

Raven Hildir:
The monster is here. Ark is alive, but helpless. The rope you used now dangles near him.
A: Your duty is to protect. Yell down to Ark to grab the rope, and tell Stein to help you haul him up. It will leave you exposed.
B: The monster is the threat. You must eliminate it. Take aim with your crossbow and fire at the creature, trying to draw its attention away from Ark.
C: A tactical retreat. The objective was to escape. Tell the others to run for the exit. Ark is a casualty of war, and saving him might cost all of you your lives.
D: Use your shield. You can try to provide cover from above, holding your shield over the edge of the chasm to block any debris or potential projectiles the monster might launch at Ark.
E: Anything else?

*
*
*

Zix:
Your "investment" is about to be devoured. That would be an unacceptable loss.
A: Cast Entangle on the ledge where Ark is lying. The grasping vines won't hurt him, but they might be enough to physically anchor him to the ledge and prevent the monster from easily scooping him up.
B: You are a creature of fire and instinct. You ready a Fire Bolt cantrip and hurl it directly at the monster's gaping maw.
C: You see the rope dangling near Ark. You can use your knowledge of knots and traps to shout precise, simple instructions to the wounded rabbit-man on how to tie himself securely so the others can pull him up.
D: The ceiling above the monster looks particularly unstable. Cast Thunderwave again, aiming for that spot. The risk of burying Ark along with the monster is significant.
E: Anything else?

*
*
*

Stein:
You are safe. The monster is here. This is a glorious battle waiting to happen!
A: You see Ark below. "Hold on, rabbit!" you roar, grabbing the rope and preparing to haul him up with your bare hands. You trust in your strength to do it quickly.
B: The monster is distracted. This is your chance. Find a large, heavy rock and, with a mighty bellow, hurl it at the creature's back, aiming to stagger it or even knock it into the chasm.
C: Enter a Rage. The sight of this foul beast fills you with glorious fury. You roar a challenge across the gap, smashing your greataxe against the stone floor to draw its attention to a real threatyou.
D: You and Raven can work together. You'll pull the rope, while shouting at her to use her shield to protect you both from falling debris while you do it. Teamwork!
E: Anything else?

*
*
*

Ark:
You are alive. Barely. Every part of you screams in agony. You are lying on a narrow ledge. A rope dangles a few feet away. A monster that wants to eat you is staring down at you.
A: Make a desperate lunge for the rope. Your body is weak, and if you miss your grip, you will surely fall into the darkness below.
B: Press yourself flat against the ledge and play dead. Maybe it will lose interest if it thinks you've already succumbed to your injuries.
C: Use your one action to do the only thing you can think of: cast Eldritch Blast at the creature. It might be your last act, but you won't die without a fight.
D: Clover is screaming bloody murder in your head. You focus and use your Fey Presence, trying to inflict the Frighten effect on the monster. If you can scare it, even for a second, it might back away from the edge.
E: Anything else?
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ShakeShakeShake
07/16/25 4:42:59 PM
#38:


This concludes the preview. No more until we start, but for anyone interested, that's how it will be. One post of text followed by suggested choices and as always E: anything else.
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banananor
07/16/25 4:43:59 PM
#39:


mine was a bit longer for some reason and doesn't fit in one post

Tawmid
Class: Knowledge Cleric 1
Alignment: Chaotic Good
Race: Goblin
Gender: Male
Age: 13
Background: Criminal (Book Smuggler)
Player Name: User
StatScoreModifierSaving ThrowSTR10+0+0DEX17+3+3CON14+2+2INT16+3+3WIS16+3+5CHA12+1+3(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons
  • Tools: Thieves' Tools, Playing Cards
  • Languages: Common, Goblin, Abyssal, Infernal
Racial Traits
  • Darkvision: 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.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic cant put you to sleep.
  • Fury of the Small: When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you cant use it again until you finish a short or long rest.
  • Nimble Escape: You can take the Disengage or Hide action as a bonus action on each of your turns.
StatValueDetailsHP10 / 10(8 + CON mod)AC17(Chain Shirt + DEX mod [max +2] + Shield [+2])Initiative+3(DEX mod)Speed30 ft
Hit Dice1d8(Cleric)Proficiency Bonus+2
Passive Perception13(10 + WIS mod)
Class Features
  • Spellcasting: You are a divine spellcaster, drawing power from your faith in Oghma. Your spellcasting ability is Wisdom.
  • Divine Domain: You have chosen the Knowledge Domain. You are granted access to Domain Spells and special features.
  • Blessings of Knowledge: You gain proficiency in two languages. You also choose two skills from Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills (Arcana, Religion).
Background Feature
  • Criminal Contact: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. When you are in a city where you have a contact, you can get messages to and from them.
Spellcasting
  • Spellcasting Ability: Wisdom
  • Spell Save DC: 13
  • Spell Attack Bonus: +5
  • Cantrips Known (3):
  • Guidance: Touch a willing creature to grant them a 1d4 bonus to one ability check of their choice.
  • Sacred Flame: A flame-like radiance descends on a creature. They must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
  • Toll the Dead: A creature must succeed on a Wisdom saving throw or take 1d8 necrotic damage (1d12 if it's missing any hit points).
  • Prepared Spells (4 + 2 Domain Spells):
  • Command (Domain Spell)
  • Identify (Domain Spell)
  • Bless
  • Cure Wounds
  • Healing Word
  • Guiding Bolt
WeaponAtk BonusDamage/TypePropertiesDagger+51d4+3 PiercingFinesse, light, thrown (range 20/60)Light Crossbow+51d8+3 PiercingAmmunition (range 80/320), loading, two-handed
SkillModBonusProficientAcrobaticsDEX+3
Animal HandlingWIS+3
ArcanaINT+7Yes (Expertise)AthleticsSTR+0
DeceptionCHA+3YesHistoryINT+5YesInsightWIS+5YesIntimidationCHA+1
InvestigationINT+3
MedicineWIS+3
NatureINT+3
PerceptionWIS+3
PerformanceCHA+1
PersuasionCHA+1
ReligionINT+7Yes (Expertise)Sleight of HandDEX+3
StealthDEX+5YesSurvivalWIS+3


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You did indeed stab me in the back. However, you are only level one, whilst I am level 50. That means I should remain uninjured.
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banananor
07/16/25 4:44:03 PM
#40:


Personality
  • Trait 1: "I believe that locking away knowledge is the greatest of all crimes. I'm not a thief; I'm a liberator of information."
  • Trait 2: "I can't help but correct people when they misidentify a monster. 'No, that's a ghoul, not a zombiethe paralysis and paralyzing stench are dead giveaways. Honestly.'"
  • Trait 3: "My gear is covered in scribbled notes, monster-part talismans, and stains from various alchemical reagents. I call it 'applied research.'"
  • Ideal: "Dangerous knowledge must be liberated from the hands of the powerful so it can be used to protect the powerless. Secrets kept only make the monsters stronger."
  • Bond: "I once smuggled a book for the wrong person, a powerful mage who then terrorized the region. I must find a secret strong enough to defeat them."
  • Flaw: "I have no patience for those who are willfully ignorant, and I can be incredibly rude or condescending to people who don't share my passion for knowledge."
Roleplaying Notes for Tawmid:
Core Concept:
Tawmid is the physical embodiment of the phrase "knowledge is power." Growing up amongst the towering libraries and shadowed alleys of a metropolis, he learned a fundamental truth: the strongest goblin isn't the one with the sharpest knife, but the one with the rarest information. His faith in Oghma isn't an act of rebellion against a culture he never knew, but a natural devotion to the ultimate source of power in a world run by secrets. His criminal past as a book smuggler and his divine calling are two sides of the same coina deeply held belief that knowledge must be liberated, by any means necessary, to protect the innocent from the very things he studies. He is driven by the guilt of a past job gone wrong and is convinced that only by acquiring an even greater secret can he atone for his mistake.
Verbal Style:
  • Vocabulary: Precise, academic, and often unsolicited. He uses technical terms for monsters and magical phenomena as a matter of course ("It's not just 'magic,' it's a clear case of necromantic evocation"). When speaking of fiends, he will naturally use their correct Abyssal or Infernal names.
  • Tone: Often didactic and condescending, as stated in his flaw. He speaks with the absolute certainty of an expert who is frustrated by amateurs. There's a constant undercurrent of impatience in his voice when others fail to grasp a concept he finds simple.
  • Conversational Focus: He compulsively corrects others, especially on topics related to his fields of expertise (Arcana, Religion). He sees small talk as a waste of time unless it can be used to extract information. He will often lecture rather than converse.
  • Sentence Structure: His sentences are often complex and filled with clarifying clauses. Expect him to say things like, "Actually, given the creature's amphibious nature and distinct psionic hum, it can't be a Grick; it's almost certainly a juvenile Aboleth, which is far, far worse."
Mannerisms (Guidance):
  • Furtive and Observant: Lean into the high Dexterity and Goblin stealth. He should move quickly and quietly, often hugging walls or staying in the shadows of larger party members. His eyes are constantly scanning, not just for threats, but for exits, hiding places, and things of value.
  • Constant Researcher: Roleplay the "applied research" trait. He should be constantly fiddling with the talismans on his gear, scribbling notes in a small book after a fight, or surreptitiously scraping a bit of monster ichor into a vial. When he sees a new book or scroll, his first instinct should be to appraise its value and rarity, perhaps rubbing the parchment between his fingers.
  • Symbol of Potential: His holy symbol is a blank scroll. When deep in thought or prayer, he might unroll it, staring into the blankness as if the answer he seeks is just about to appear on the page. He doesn't kneel in prayer; he meditates on a problem, seeking Oghma's divine inspiration.
  • Nimble Action: Remember to use your Goblin abilities. In combat or tense situations, use your bonus action to Hide or Disengage. He's not a front-line brawler; he's a highly mobile support expert who hits a target with a devastating spell or piece of knowledge and then melts back into the shadows.



---
You did indeed stab me in the back. However, you are only level one, whilst I am level 50. That means I should remain uninjured.
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Pirateking2000
07/16/25 4:50:20 PM
#41:


Yeah that happened to me to. I just had it condense some spell/ability descriptors and replaced those. Cut down the character limit well enough

---
XBL GT: Demon Ninja X2
"There comes a time in every man's or woman's life where they have to make **** up to cover their ass." - Hazama
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Zigzagoon
07/16/25 7:07:32 PM
#42:


Those first few parts were a lot of fun! I cant believe we almost had a death immediately LOL. Zix doesnt like to heal, but he needs more meat shields yes yes.

---
~Silver_Ermine~
http://24.media.tumblr.com/tumblr_m9r5hhXQbJ1rbct63o1_500.gif
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Pirateking2000
07/16/25 8:27:45 PM
#43:


Zigzagoon posted...
Those first few parts were a lot of fun! I cant believe we almost had a death immediately LOL. Zix doesnt like to heal, but he needs more meat shields yes yes.

[Preview teaser Ark]
https://i.imgur.com/q7794O1.jpeg

---
XBL GT: Demon Ninja X2
"There comes a time in every man's or woman's life where they have to make **** up to cover their ass." - Hazama
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Bitto
07/16/25 11:33:30 PM
#44:


Granas
Class: Bard
Alignment: Chaotic Evil
Race: Tiefling (Glasya)
Gender: Female
Age: 17
Background: Charlatan
Level: 1
Player Name: User
Stats
StatScoreModifierSaving Throw
STR10+0+0
DEX15+2+4
CON8-1-1
INT10+0+0
WIS14+2+2
CHA17+3+5
(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor
  • Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
  • Tools: Disguise Kit, Forgery Kit, Lute, Lyre, Viol
  • Languages: Common, Infernal
Key Stats
StatValueDetails
HP7 / 7(8 + CON mod)
AC13(11 [Leather Armor] + 2 [DEX])
Initiative+2(DEX mod)
Speed30 ft
Hit Dice1d8
Proficiency Bonus+2
Passive Perception12(10 + 2 [WIS])
Racial Traits
  • Darkvision: 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.
  • Hellish Resistance: You have resistance to fire damage.
  • Legacy of Malbolge: You know the Minor Illusion cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once per day. Once you reach 5th level, you can also cast the Invisibility spell once per day. Charisma is your spellcasting ability for these spells.
Class Features
  • Spellcasting: You can cast Bard spells, using Charisma as your spellcasting ability.
  • Bardic Inspiration (3/day): As a bonus action, you can choose one creature other than yourself within 60 feet who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. You regain all expended uses when you finish a long rest.
Background Feature
  • False Identity: You have a second identity that you can assume at will, complete with documents and established acquaintances.
Spellcasting
  • Spellcasting Ability: Charisma
  • Spell Save DC: 13
  • Spell Attack Bonus: +5
  • Cantrips Known: Minor Illusion (from race), Message, Vicious Mockery
  • 1st-Level Spells Known (4): Bane, Charm Person, Comprehend Languages, Dissonant Whispers
Weapons
WeaponAtk BonusDamage/TypeProperties
Rapier+41d8+2 PiercingFinesse
Dagger+41d4+2 PiercingFinesse, Light, Thrown (20/60)
Skills
SkillModBonusProficient
AcrobaticsDEX+2
Animal HandlingWIS+2
ArcanaINT+0
AthleticsSTR+0
DeceptionCHA+5Yes
HistoryINT+0
InsightWIS+4Yes
IntimidationCHA+3
InvestigationINT+0
MedicineWIS+2
NatureINT+0
PerceptionWIS+2
PerformanceCHA+5Yes
PersuasionCHA+5Yes
ReligionINT+0
Sleight of HandDEX+4Yes
StealthDEX+2
SurvivalWIS+2
Personality
  • Trait 1: I greatly enjoy creating mania and making people fly into action for whatever stirs their hearts. I often hide in the chaos to protect myself and slip away from the scene.
  • Trait 2: I believe that the brightest stars are destined to live short lives. If you want to genuinely change the world, you must do actions that guarantee a short life.
  • Ideal: Catalyst. I refuse to let the status quo continue as-is and will change it through all means possible.
  • Bond: I have an incurable, terminal sickness that dooms me to a short life.
  • Flaw: I can't stay still and I can't put faith in others.
Roleplaying Notes for Granas:
  • Core Concept: Granas is a young, terminally ill Tiefling whose core identity is that of a Catalyst. Believing that a short, brilliant life is the price of true change, she delights in sparking mania in others, inciting them to shatter the status quo, and then using the ensuing chaos as a shield. Her evil is not about conquest, but about forcing movement upon a stagnant world by any means necessary, driven by the fatalistic creed that she must burn brightly and quickly to leave any mark at all.
  • Verbal Style:
  • Vocabulary: Her language is initially simple, complimentary, and overwhelmingly positive. Once she has identified a target's weakness, her vocabulary shifts to include words that echo her target's own secret desires and fears, framing destructive ideas in the language of self-fulfillment and justice. When performing to a large crowd, she uses grand, sweeping language designed to stir generalized fears or desires.
  • Tone: Her default tone is melodic, sweet, and empathetic, designed to disarm and build trust. This gentle, reassuring tone rarely changes, even when she is suggesting horrific acts. The "poison" is in the meaning of her words, not her delivery, which makes the suggestions sound all the more reasonable and insidious. She can project her voice loudly when needed.
  • Conversational Focus: She begins by making the conversation entirely about her target, positioning herself as a humble confidante. She then centers on possibilities and "what-ifs." Her high Insight allows her to quickly pinpoint their core insecurities and ambitions. She rarely speaks of herself honestly, preferring to perform and invent stories on the fly.
  • Sentence Structure: Varies wildly. Can be short and surgical, but can also be eloquent and hyperbolic. She likes to ask things in questions aimed at her targets.
  • Mannerisms (Guidance):
  • Physical Restlessness: She is never truly still. Her fingers tap on her lute, she shifts her weight from foot to foot, or she paces if space allows. Her movements are quick and precise (high Dexterity), betraying her inner impatience.
  • Perceptive Gaze: Her eyes are constantly scanning her surroundings and the people she's with, picking up on small details (strong Wisdom and Perception). This makes her seem alert and sometimes paranoid.
  • Musical Underscore: She might be found idly plucking the strings of her viol or lute while talking, as if composing a soundtrack for the current conversation. The melody might shift to reflect the mood she is trying to create in her audience.
  • Aversion to Trust: She recoils slightly from unexpected physical contact, like a supportive hand on the shoulder. She views such gestures with inherent suspicion, a physical manifestation of her flaw of being unable to put faith in others.

---
https://i.imgur.com/9sOWQAf.jpeg
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ShakeShakeShake
07/17/25 11:35:31 AM
#45:


Sign-ups will close exactly 84 hours from now.

That will give anyone who still wants to join plenty of time as well as give busy people a full Sunday to notice the topic and create a character.

When this deadline has passed, I will make a topic where anyone can vote on which characters make the party. Evil characters will not be running for this. I need these amazing characters as the magnificent villains they are.

Any good or neutral characters that don't make the party will be given a prominent place in the story. They might also join the party later should a party member perish.
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ShakeShakeShake
07/18/25 10:24:09 AM
#46:


Vote for who is in the 4-man main party here:

https://gamefaqs.gamespot.com/boards/8-gamefaqs-contests/81014736
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ShakeShakeShake
07/19/25 4:11:12 AM
#47:


Little less than two days left -- anyone signed up before then is still in the adventure.
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banananor
07/20/25 7:21:45 PM
#48:


oh snap, i somehow missed the part where we could make potential antagonists. feel free to disregard the whole thing (including class or race), or at least everything mechanically about it- i asked the program in another chat to generate fifth edition versions of "Shardmind" and "Battlemind" which is just funny because mind.

Will PM/share if requested, but i doubt it. I enjoyed the process. There are homebrews of those made by human people, but this is the ai topic. pasting the character in a sec

---
You did indeed stab me in the back. However, you are only level one, whilst I am level 50. That means I should remain uninjured.
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banananor
07/20/25 8:10:35 PM
#49:


Fightbrain
Class: Battlemind
Alignment: Neutral Evil
Race: Shardmind (God Shard)
Gender: N/A
Age: Ancient
Background: Soldier
Level: 1
Player Name: User
Ability Scores
StatScoreModifierSaving ThrowSTR13+1+3DEX10+0+0CON10+0+0INT16+3+5WIS10+0+0CHA16+3+3(Bold indicates proficiency)

Proficiencies & Languages
  • Armor: Light Armor, Medium Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Dragonchess Set
  • Languages: Common, Deep Speech, Draconic (Assumed as "one other language")
Key Stats
StatValueDetailsHP10 / 10(10 + CON mod)AC17(14 Scale Mail + 2 Shield + 1 Defense Style)Initiative+0(DEX mod)Speed30 ft
Hit Dice1d10(Based on class)Proficiency Bonus+2
Passive Perception12(10 + Perception bonus)
Racial Traits
  • Living Construct: You are immune to disease and don't need to eat, drink, or breathe. You enter an inactive state for 6 hours to gain the benefits of a long rest, remaining fully aware.
  • Crystalline Mind: You have resistance to psychic damage.
  • Telepathy: You can communicate telepathically with any creature you can see within 30 feet.
  • Shard Swarm: As a bonus action, you can gain advantage on your next attack roll against each enemy within 10 feet of you (until the end of your next turn) and teleport up to 15 feet. You can use this a number of times equal to your proficiency bonus (2) per long rest.
  • Divine Spark (God Shard): You have proficiency in the Insight skill. You can use your Crystalline Mind to gain advantage on a saving throw against being charmed or frightened. You can use this a number of times equal to your proficiency bonus (2) per long rest.
Class Features (Battlemind)
  • Psionic Power (Psionic Die: 1d6): You have 4 Psionic Dice per long rest. You can expend them on the following powers:
  • Protective Field: As a reaction when you or a creature you see within 30 ft takes damage, expend one die to reduce the damage by 1d6 + INT modifier (+3).
  • Psionic Leap: As a bonus action, expend one die to triple your jump distance for the turn and add the 1d6 roll to any related Strength (Athletics) check.
  • Telekinetic Lash: When you hit with a weapon attack, you can expend one die to deal an extra 1d6 force damage and push or pull the target 10 feet.
  • Battlemind's Demand: As a bonus action, you can force a creature within 30 ft to make a Wisdom saving throw (DC 13). On a failure, it has disadvantage on attack rolls against targets other than you until the end of your next turn.
Background Feature
  • Military Rank: You have a military rank from your time as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and you can likely access friendly military encampments and fortresses.
Weapons
WeaponAtk BonusDamage/TypePropertiesLongsword+31d8+1 SlashingVersatile (1d10)Javelin (5)+31d6+1 PiercingThrown (range 30/120)
Skills
SkillModBonusProficientAcrobaticsDEX+0
Animal HandlingWIS+0
ArcanaINT+3
AthleticsSTR+3YesDeceptionCHA+3
HistoryINT+3
InsightWIS+2YesIntimidationCHA+5YesInvestigationINT+3
MedicineWIS+0
NatureINT+3
PerceptionWIS+2YesPerformanceCHA+0
PersuasionCHA+5YesReligionINT+3
Sleight of HandDEX+0
StealthDEX+0
SurvivalWIS+0
Personality
  • Trait 1: I'm calm and collected outside of battle, but become boisterous and taunting when combat is imminent, and excited when discussing the prospects of acquiring new weapons or magic items.
  • Trait 2: I relish combat and taunt my foes, viewing battle as a practical and enjoyable means to an end, not a matter of fairness or honor.
  • Ideal: Power. My stated mission is to empower the Living Gate, but my true drive is the accumulation of personal power, the same way I've seen heroes do many times in the past. This mission is a perfect justification for any actionbetrayal, theft, or otherwisethat leads to my own advancement.
  • Bond: My "team" is a project I am crafting. I value my companions for their utility and contribution to building a powerful unit, like a craftsman admiring their work.
  • Flaw: I am easily distracted from long-term plans if a short-term opportunity for a significant power boost presents itself.
Roleplaying Notes for Fightbrain:
  • Core Concept: Fightbrain is a calculating, psionically-gifted living weapon who has rationalized a ruthless pursuit of personal power under the guise of a noble, ancient mission. It views companions as assets and battle as both a thrilling game and the most direct path to self-improvement. Its crystalline, alien nature is juxtaposed with a disturbingly familiar, almost heroic ambition for might, creating an antagonist who is both unpredictable and dangerously single-minded. Its high Intellect and Charisma make it a capable strategist and manipulator, but its flaw reveals a lust for power that can make it short-sighted.
  • Verbal Style:
  • Vocabulary: Precise and analytical, often using military or strategic terms. When discussing people, it uses words like "asset," "component," "utility," and "efficiency." In combat, its language devolves into sharp, taunting, and boisterous challenges. It speaks of power, weapons, and magical artifacts with an almost religious fervor.
  • Tone: Outside of combat, its tone is dispassionate, calm, and eerily patient, reflecting its high Intelligence and alien mind. This changes dramatically when a fight is near, becoming loud, challenging, and filled with aggressive confidence (driven by its high Charisma).
  • Conversational Focus: Conversations are tools. It uses its Persuasion to maneuver others, its Intimidation to establish dominance, and its Insight to constantly assess the value and intentions of those around it. It will rarely engage in small talk unless it serves a purpose, but will speak at length about the "project" of building its team or the merits of a new piece of equipment.
  • Sentence Structure: Sentences are generally direct and declarative ("This is the optimal path," "Your contribution is noted"). When taunting, the structure becomes more interrogative and mocking ("Is that all you have?", "You call that a strategy?").
  • Mannerisms (Guidance):
  • When calm, stand perfectly still, head tilted as if processing data. The only movement might be the soft, internal glow of your psionic energy and the subtle, constant shifting of your component shards.
  • Utilize your telepathy for unsettling private commentary or to deliver commands with chilling, silent efficiency.
  • When combat begins, make your physical posture expansive and aggressive. Point with your longsword, laugh loudly at enemy attacks, and use your Battlemind's Demand with a visible, focused glare.
  • When presented with a new, powerful item, you might reach out a crystalline hand, not to touch it, but as if feeling its power in the air, your internal light flaring with interest.
  • When your Shard Swarm ability is used, describe the momentary, startling dissolution of your form into a cloud of crystals before you snap back into solidity in a new location.

---
You did indeed stab me in the back. However, you are only level one, whilst I am level 50. That means I should remain uninjured.
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ShakeShakeShake
07/21/25 9:25:56 AM
#50:


This is now closed. Thanks everyone for creating these wonderful 15 characters.

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