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FabulousFizban
2017-08-05, 06:27 AM
post your character builds here and explain them out. I'll start

made a wizard's apprentice who became impatient, stole their master's spellbook, and ran. the young mage knows a few spells, and can cast rituals from the stolen tome, but otherwise relies on more streetwise methods.

variant human rogue 4/arcane trickster

str: 8
dex: 14
con: 12
int: 16
wis: 14
Cha: 10

spells

mage hand
light
firebolt

silent image
sleep
burning hands

spellbook with all wizard rituals

feat: magic initiate at 1st - thamaturgy, spare the dying, and bless
4th lvl feat: Ritual caster

Koren
2017-08-05, 07:54 AM
Ooh this sounds fun. I like making characters more for what would be entertaining to role play more than anything so this may not be as complete as some others

This one is sort of half completed but I have an idea for an elven or half elf Lord, whose land has fallen into general obscurity and so his speech is somewhat dated. His land thinks highly of him but he is bored of a Lord's life and so has taken to travelling, righting wrongs for the sake of glory. He enjoys being grandiose and dramatic and even though he is good (probably either lawful or neutral), he is immensely selfish and tends to forget people he isn't immediately helping.

I haven't fully stat-ed him yet but I was thinking Dex Fighter. Dex>con>Cha (rp reasons mostly)>Wis>int. Lord background, but his manservant has long since died (a fact which he keeps forgetting, alongside the servants name). Built for defense and tanking. Maybe using Battle Master superiority to draw fire to himself.

Sariel Vailo
2017-08-05, 09:06 AM
Drow baby orphand and raised by a traveling half elf bard and his wife a rougue they send their daughter to a wizard school she gets expelled due to fear of her nature. than they meet a bladesinger and ask him if she can aprentice under him he tells the adoptive parents they have to tell the truth to their daughter. During her aprenticeship she learned undercommon She than has her dark elf name she gives to others and her given name by her adopted parents such trust must be earned She began to bladesing but as she was part of an entertainers family it stays in her blood.
Her current build is wizard 6 bard 2.her end build is wizard 17 and bard three.

Current stats strength 10 con 12 dex 17 wis14 int18 cha 18 end stats 20cha 18 dex and 20 int

Feats war caster and ill think of a fun one later.
Entertainers background she sings and dances even performs using magic dancing lights cantrip and other such things

ZorroGames
2017-08-05, 09:31 AM
Okay multi-class RP oriented Mountain Dwarf Wizard:

Cleric 1/wizard X

ST 8+2 = 10
CO 8+2 =10
DE 10
IN 15
WI 15
CH 14 still will need CH to sell his success to Mountain Dwarf Elders. :smallwink: :smallcool:

Dismissed by Mountain Dwarf society as a "wimp" so he set out to prove himself worthy and to win a wife.

Or

Fighter 1 and/or Cleric 1 with Heavy Armor/Wizard X

ST 12+2=14
CO 8+2=10
DE 10
IN 14
WI 14
CH 14

Elminster298
2017-08-05, 10:06 AM
Alaster Truesilver
Lawful Neutral Modified Tiefling(Far Realms)
Great Old One, Pact of the Tome Warlock 20
Modified Sage(Forbidden Lore)

Str: 8 Int: 20
Dex: 13 Wis: 10
Con: 12 Cha: 20

Proficiencies: Arcana, Deception, History, Investigation, Leatherworker's tools, Jeweler's tools

Feat: Spell Sniper

Invocations: agonizing blast, Eldritch spear, Book of Ancient Secrets, eyes of the rune keeper, ascendant step, visions of distant realms, master of myriad forms, witch sight

Modified Tiefling(Far Realms): as Tiefling except fire resistance->acid resistance, thaumaturgy/hellish rebuke/darkness->prestidigitation/grease/darkness, language infernal->language deep speech.

As an orphan baby, Alaster was left at the great library Candlekeep by the group of adventurers who rescued him from a goblinoid raid on a caravan. Having found him neither particularly intelligent nor physically capable, he was assigned simple cleaning duties and mostly forgotten about by the other residents. One day while cleaning in a seldom used section of the library, he heard whispers coming from a book. Upon opening it his mind was transported to the top of a massive tower looming over a strange, misshapen alien world. An unearthly voice then offered him unbelievable power and without even considering any cost, Alaster immediately accepted. Upon waking up on the floor he took the book and his it in his room. Over the next few months he found he had tremendous information in his head and a force of personality that he didn't have before. He spent the next couple years learning everything he possibly could about the world while honing his new found powers. When the time was right he left the library to search out more forbidden lore in the hopes of increasing his knowledge and power.

The Deej
2017-08-05, 02:01 PM
Flurry of Bears

Half Elf Druid 4/Monk X

STR - 8
DEX - 14
CON - 14
INT - 12
WIS - 16
CHA - 12

A strange hermit from an obscure culture whose name can't be pronounced, so everyone just calls him 'Flurry of Bears'. Spends most of his time wildshaped into a bear. Gentle until provoked; then will turn into a literal flurry of bear.

[Skills and background can be whatever works for the campaign setting and party]

edit: tweaked stats to be eligible for multiclass

grumbaki
2017-08-05, 02:53 PM
Eldrich Knight (6) Cleric (14)
Mountain or Hill Dwarf
A warpriest of Dugarmen Brightmantle

With shield, absorb elements, the ability to summon his weapons...he becomes pretty tanky. Could go greatweapon instead of shield. Spells are all focused on self buffing.

Foxhound438
2017-08-05, 03:29 PM
beastmaster ranger (revised) with giant crab as the companion. Up to there is pretty common in theory crafting on this board, but here's my twist: Take magic initiate: druid for create bonfire and other stuff of your choice. Crab grab your foe of choice, then put fire under it to get free damage for as long as they're held there. Subsequent enemies can be crab grabbed and pulled into the fire. Damage at level 5 is 2d8 (cantrip)+2d6+4 (crab attack+coordinated attack)+1d8+4(your attack) for an average of 28.5. Rangers using hunter's mark get the same dpr without the coolness of having a crab friend. Either can benefit from switching to CBE with a hand crossbow, the hunter benefiting only slightly more, but as the cantrip damage scales up the crab ranger ends up ahead.

RP wise you're basically a pirate/sailor and your pet crab. Due to not having extra attack, if your game includes flintlock weapons you can benefit from those quite handily, and being a pirate with a musket would certainly be on flavor.

Specter
2017-08-06, 08:14 AM
Variant Human Monk 1/Nature Cleric X
ST8, DX16, CO14, IN10, WI16, CH8
Skills: Survival, Perception, Insight, Religion, Nature, Athletics
Feat: Alert

Cleric of Farlanghn who just wants to see as many places as he can before he drops dead. 50 years old, looks older than he is due to his hideous face. Helps whoever is in need. Likes cake.

Monk is there just to give the no-armor, wanderer feel, but this guy could bust some butts when necessary.

lunaticfringe
2017-08-06, 10:41 AM
Half Elf Wild Sorcerer 3/Arcana Cleric X

8 Str
14 Dex
13+1 Con
10 Int
15+1 Wis
14+2 Cha

Take Ritual Caster (Wizard) at some point. Wild Mage raised in an Orphanage run by Arcana Clerics. Joins the Faith and studies magic in an effort to try understand/control their Sorcerer powers.

Mortis_Elrod
2017-08-06, 11:06 AM
Flurry of Bears

Half Elf Druid 4/Monk X

STR - 8
DEX - 12
CON - 14
INT - 14
WIS - 16
CHA - 12

A strange hermit from an obscure culture whose name can't be pronounced, so everyone just calls him 'Flurry of Bears'. Spends most of his time wildshaped into a bear. Gentle until provoked; then will turn into a literal flurry of bear.

[Skills and background can be whatever works for the campaign setting and party]

Hate to nit pick, but need 13 dex for monk multiclass.

Sans.
2017-08-06, 11:37 AM
Diviner Wizard X/Knowledge Cleric 1. He grew up as a temple acolyte and asked the gods about his family, but received no answer. Frustrated, he decided that if he would not be blessed divine knowledge, he would instead seize power himself and contort the very weave and warp of magic to find his origins. But he's not powerful enough yet so he decided to go adventuring to find scrolls and possibly a teacher.

Necromancer Wizard X/Death Cleric 1. Does not include fluffs.

Battlemaster Fighter/Rogue. Almost any split works. Abuse Riposte with Sneak Attack, rapier and shield or just use your abundant ASIs for crossbow spam with Sharpshooter, xbow xpert etc..

Vengeance Paladin X/Assassin Rogue 3. Strikes down from the shadows any with malevolent intent and the power to realise it. Basically the only stealthy paladin ever. Not really optimized but w/e.

Tempest Cleric 2/Storm Sorcerer X. Fluffy and works surprisingly well.

Ranger 5/Rogue X
The first few levels of Ranger are decent, but after 5 everything turns into ribbons. Probably longbowy sniper.

WARNING: FLUFF
Mountain Dwarf Thief Rogue 3/Bearbarian 2. Abuses Reckless Attack + Sneak Attack in current version (rapier+shield+medium armour), but could also grapple amazingly with expertise in Athletics and advantage with Rage. Could possibly take Shield Master or maybe Sentinel.

Used to be a pub-owner's assistant, but was fired. Started drinking heavily at his old bar, but didn't have enough money, so started thieving to cover the costs. It worked for a while, but was caught and exiled. He made his way to the nearby human town, keeping his drinking, brawling, stealing ways, but now with depression from leaving his homeplace. One day he just snapped and decided to stop drinking and do something worthy enough to be accepted back home.


Human Land Druid 17/Sorcerer 3, can DOT some mobs up or B/C/D, but I prefer abusing the ancient art of minionmancy.

Dreams were haunted by a red dragon and a devil, tempting, offering things laughing with fire 'wreathing' them, same with sister
Half-sister Xeniophis Afxanetai used Friends, Charmed People to get things, but Charon learned about it
Tried to Charm Charon in barn, but they were immune because they shared the same magic
Set Charon on fire (Firebolt) and tried to stab them; in desperation Charon shot cone of fire from hands, scorching sister's face and burning down barn
Xeniophis' followers drove Charon out of town, barely survived
Ran to wilderness, but sorcerous awakening meant latent magical power was activated, could draw from land, blah blah blah, etc, etc, etc.
Took up mantle of responsibility again when crazed followers rampaged through city, razing land and villages on the way, guarded mountain pass
Called on Emerald Enclave for help, was sent a cleric of Pan and a paladin of the ancients, called woodland beings for backup, fought sister, broke mind control but sister escaped
Became more powerful after defeating sister, resigned themselves, became peacekeeper, advised kings
Sister attacked city, Charon home village with dragon that imbued magical powers in first place, surprise attack, wasn't fast enough, burned all people that he had freed from mind control
In fury, attacked alone, got badly beaten but Banished dragon with ring and Heightened Plane Shifted Xeniophis to Elemental Plane of Fire.


Human Paladin 2/Fiend Bladelock 5
Gishy, fairly tanky build. Can go S&B Str or Dex version, although Dex might make it more/less MAD. Can probably delay the ASIs for GWM and maybe Sentinel if you're going to go down that road, but Polearm Master is probably stretching it too far.

Fern used to be a devoted worshiper of Helm, but, while exploring the city, was subjected to a mugging. She put up a fight, but was disarmed, knocked to the ground and had used up all of her divine power.

Then one of the servants of Fierna, Lord of the Fourth Layer of the Nine Hells, appeared to Fern in a vision that no one but she could see. Within it, he gave her a portion of Fierna's own power without asking whether or not she wanted it, and told her that all she needed to do to gain more was acknowledge Fierna's might. In desperation, with her attackers still approaching, she used the magic that she had been given against them, burning them alive. She then made her way back to the temple, resolving to tell no one of what had happened.

However, when she returned, the cardinal of Helm sensed the demonic magic that Fern had unwillingly used and confronted her. Scared, and knowing that she couldn't possibly defeat a cleric far senior and more powerful than her, she once again drew on the fiendish magic as a distraction so she could escape. Enraged, the cardinal warned the guards of the city that a rogue warlock was on the loose, and sent paladins and battle clerics to track her down. Over the next few days, she suffered two encounters with the forces sent to capture or kill her, and both times narrowly escaped with her life.

Feeling betrayed, she gave up on following Helm's way and instead started to honour Fierna in the way that the demonic servant had told her, to try and become powerful enough to survive. She used the arcane magic granted to her to disguise her appearance while her pursuers searched for her. Even when they stopped looking, she continued to assume her false identity and practice dark rituals for power in the case that she was ever discovered.

Lightfoot Fighter 1/Lore Bard 6
Abuses BB and GFB to make up for not having Extra Attack, while buffing/controlling/debuffing with bardly spells. Possible extra Fighter levels in future. This one has great action economy, I think.

While growing up, Inops was never sure what to do. He wasn't interested in any of the usual pursuits for a Halfling. Aimless, he wandered from his home in Magnalia, north of Amaranth, to Resswald, hearing that they offered a fresh start for anyone. However, he found the mining both tedious and exhausting, and he never really had the knack for crafting. Disheartened, he signed up for the army on a whim, and did surprisingly well. After only a few months, he was promoted to lead a company. His job was to inspire the soldiers under his command to charge wholeheartedly at the Abberations and do the best they could. His party was rumoured to be astonishingly lucky; time and time again, he came out of the most deadly encounters unscathed, though many of his party had been slain. However, after a while, he once again became disheartened and depressed, tired with leading good men and dwarves to their deaths, not understanding why he had been chosen to be spared rather than many of the other soldiers he had led. He resigned from the army as soon as he could, once again deciding to go wandering.

Hill Dwarf Tempest Cleric X
Melee gish (again) in heavy armour, with Divine Strike to make up for some of the damage loss, but primarily a Cleric. (meaning spending more slots than you planned to every day on fixing perforated aortas until you give up and just roll up a healbot.)

Quile grew up training as a smith, but was hated, ignored and rebuked because in his youth he had accidentally ruined a piece of a massive contraption that would have been incredibly useful to the miners of his clan and undoubtably saved many lives. The failed piece was the second most complex one out of dozens, and would take years to rebuild. A year or two after that fateful event, he ran away, resigning himself to the fact that if he had stayed, he would have been subjected to the same treatment for his whole life.

If he had been a mountain dwarf, perhaps he would have camped out on the plains and foraged. But the hills in which the dwarves of Sempe dwelled were by the sea, and fished for food every day in a boat he built himself and sheltered in a plain shack made by his own hand. After 13 years of this, he had learned the ways of the sea, the creatures within and the aspects of the land around during every season, every climate, storm or sun, night or day. A few hours after the sun set, exactly 13 years after the day that he had come to the shores of the sea, something prompted him to walk outside. He gazed out at the horizon, and at first nothing looked like it would happen.

But then the innocuous clouds in the distance merged and blackened and billowed up, racing towards the shore, bringing thunder and lightning with it. Rain fell, gently at first, then harder, then a torrential deluge soaking him. Lightning struck again and again, closer and closer, and the reverberations of thunder that followed shook the ground until he thought his shack would collapse and be. At midnight, his eyes stinging from the inundation and almost blinded by lightning, his rags soaked through to the point of being shredded, he saw one final bolt, only this one was different. It was forked into 3 branches and lingered far longer than any lightning should have. And in that moment...

Afterwards, he could never really grasp what he had realised at that moment, but if he had to translate the divine message through his conscious thoughts and again into Common: Iron rusts. Land falls away into sea. The ocean destroys and gives back the remains. Strive to build something that will last. The storm faded and dwindled into a clear, calm morning. He grounded his boat and took everything he had that was important and he could carry, which wasn't much, leaving his shack standing and the rest for any who might need it. As an afterthought, he searched the shore one final time, looking around at the debris and flotsam that always washed up after a storm. He found a battered and rusted iron badge of the trident of Poseidon. Closing his hand around it, he stood up and walked away from the shore. He had a job to do.

...Why are you all looking at me like that?

Look, I get bored easily, ok?

Sariel Vailo
2017-08-06, 12:06 PM
Diviner Wizard X/Knowledge Cleric 1. He grew up as a temple acolyte and asked the gods about his family, but received no answer. Frustrated, he decided that if he would not be blessed divine knowledge, he would instead seize power himself and contort the very weave and warp of magic to find his origins. But he's not powerful enough yet so he decided to go adventuring to find scrolls and possibly a teacher.

Necromancer Wizard X/Death Cleric 1. Does not include fluffs.

Battlemaster Fighter/Rogue. Almost any split works. Abuse Riposte with Sneak Attack, rapier and shield or just use your abundant ASIs for crossbow spam with Sharpshooter, xbow xpert etc..

Vengeance Paladin X/Assassin Rogue 3. Strikes down from the shadows any with malevolent intent and the power to realise it. Basically the only stealthy paladin ever. Not really optimized but w/e.

Tempest Cleric 2/Storm Sorcerer X. Fluffy and works surprisingly well.

Ranger 5/Rogue X
The first few levels of Ranger are decent, but after 5 everything turns into ribbons. Probably longbowy sniper.

WARNING: FLUFF
Mountain Dwarf Thief Rogue 3/Bearbarian 2. Abuses Reckless Attack + Sneak Attack in current version (rapier+shield+medium armour), but could also grapple amazingly with expertise in Athletics and advantage with Rage. Could possibly take Shield Master or maybe Sentinel.

Used to be a pub-owner's assistant, but was fired. Started drinking heavily at his old bar, but didn't have enough money, so started thieving to cover the costs. It worked for a while, but was caught and exiled. He made his way to the nearby human town, keeping his drinking, brawling, stealing ways, but now with depression from leaving his homeplace. One day he just snapped and decided to stop drinking and do something worthy enough to be accepted back home.


Human Land Druid 17/Sorcerer 3, can DOT some mobs up or B/C/D, but I prefer abusing the ancient art of minionmancy.

Dreams were haunted by a red dragon and a devil, tempting, offering things laughing with fire 'wreathing' them, same with sister
Half-sister Xeniophis Afxanetai used Friends, Charmed People to get things, but Charon learned about it
Tried to Charm Charon in barn, but they were immune because they shared the same magic
Set Charon on fire (Firebolt) and tried to stab them; in desperation Charon shot cone of fire from hands, scorching sister's face and burning down barn
Xeniophis' followers drove Charon out of town, barely survived
Ran to wilderness, but sorcerous awakening meant latent magical power was activated, could draw from land, blah blah blah, etc, etc, etc.
Took up mantle of responsibility again when crazed followers rampaged through city, razing land and villages on the way, guarded mountain pass
Called on Emerald Enclave for help, was sent a cleric of Pan and a paladin of the ancients, called woodland beings for backup, fought sister, broke mind control but sister escaped
Became more powerful after defeating sister, resigned themselves, became peacekeeper, advised kings
Sister attacked city, Charon home village with dragon that imbued magical powers in first place, surprise attack, wasn't fast enough, burned all people that he had freed from mind control
In fury, attacked alone, got badly beaten but Banished dragon with ring and Heightened Plane Shifted Xeniophis to Elemental Plane of Fire.


Human Paladin 2/Fiend Bladelock 5
Gishy, fairly tanky build. Can go S&B Str or Dex version, although Dex might make it more/less MAD. Can probably delay the ASIs for GWM and maybe Sentinel if you're going to go down that road, but Polearm Master is probably stretching it too far.

Fern used to be a devoted worshiper of Helm, but, while exploring the city, was subjected to a mugging. She put up a fight, but was disarmed, knocked to the ground and had used up all of her divine power.

Then one of the servants of Fierna, Lord of the Fourth Layer of the Nine Hells, appeared to Fern in a vision that no one but she could see. Within it, he gave her a portion of Fierna's own power without asking whether or not she wanted it, and told her that all she needed to do to gain more was acknowledge Fierna's might. In desperation, with her attackers still approaching, she used the magic that she had been given against them, burning them alive. She then made her way back to the temple, resolving to tell no one of what had happened.

However, when she returned, the cardinal of Helm sensed the demonic magic that Fern had unwillingly used and confronted her. Scared, and knowing that she couldn't possibly defeat a cleric far senior and more powerful than her, she once again drew on the fiendish magic as a distraction so she could escape. Enraged, the cardinal warned the guards of the city that a rogue warlock was on the loose, and sent paladins and battle clerics to track her down. Over the next few days, she suffered two encounters with the forces sent to capture or kill her, and both times narrowly escaped with her life.

Feeling betrayed, she gave up on following Helm's way and instead started to honour Fierna in the way that the demonic servant had told her, to try and become powerful enough to survive. She used the arcane magic granted to her to disguise her appearance while her pursuers searched for her. Even when they stopped looking, she continued to assume her false identity and practice dark rituals for power in the case that she was ever discovered.

Lightfoot Fighter 1/Lore Bard 6
Abuses BB and GFB to make up for not having Extra Attack, while buffing/controlling/debuffing with bardly spells. Possible extra Fighter levels in future. This one has great action economy, I think.

While growing up, Inops was never sure what to do. He wasn't interested in any of the usual pursuits for a Halfling. Aimless, he wandered from his home in Magnalia, north of Amaranth, to Resswald, hearing that they offered a fresh start for anyone. However, he found the mining both tedious and exhausting, and he never really had the knack for crafting. Disheartened, he signed up for the army on a whim, and did surprisingly well. After only a few months, he was promoted to lead a company. His job was to inspire the soldiers under his command to charge wholeheartedly at the Abberations and do the best they could. His party was rumoured to be astonishingly lucky; time and time again, he came out of the most deadly encounters unscathed, though many of his party had been slain. However, after a while, he once again became disheartened and depressed, tired with leading good men and dwarves to their deaths, not understanding why he had been chosen to be spared rather than many of the other soldiers he had led. He resigned from the army as soon as he could, once again deciding to go wandering.

Hill Dwarf Tempest Cleric X
Melee gish (again) in heavy armour, with Divine Strike to make up for some of the damage loss, but primarily a Cleric. (meaning spending more slots than you planned to every day on fixing perforated aortas until you give up and just roll up a healbot.)

Quile grew up training as a smith, but was hated, ignored and rebuked because in his youth he had accidentally ruined a piece of a massive contraption that would have been incredibly useful to the miners of his clan and undoubtably saved many lives. The failed piece was the second most complex one out of dozens, and would take years to rebuild. A year or two after that fateful event, he ran away, resigning himself to the fact that if he had stayed, he would have been subjected to the same treatment for his whole life.

If he had been a mountain dwarf, perhaps he would have camped out on the plains and foraged. But the hills in which the dwarves of Sempe dwelled were by the sea, and fished for food every day in a boat he built himself and sheltered in a plain shack made by his own hand. After 13 years of this, he had learned the ways of the sea, the creatures within and the aspects of the land around during every season, every climate, storm or sun, night or day. A few hours after the sun set, exactly 13 years after the day that he had come to the shores of the sea, something prompted him to walk outside. He gazed out at the horizon, and at first nothing looked like it would happen.

But then the innocuous clouds in the distance merged and blackened and billowed up, racing towards the shore, bringing thunder and lightning with it. Rain fell, gently at first, then harder, then a torrential deluge soaking him. Lightning struck again and again, closer and closer, and the reverberations of thunder that followed shook the ground until he thought his shack would collapse and be. At midnight, his eyes stinging from the inundation and almost blinded by lightning, his rags soaked through to the point of being shredded, he saw one final bolt, only this one was different. It was forked into 3 branches and lingered far longer than any lightning should have. And in that moment...

Afterwards, he could never really grasp what he had realised at that moment, but if he had to translate the divine message through his conscious thoughts and again into Common: Iron rusts. Land falls away into sea. The ocean destroys and gives back the remains. Strive to build something that will last. The storm faded and dwindled into a clear, calm morning. He grounded his boat and took everything he had that was important and he could carry, which wasn't much, leaving his shack standing and the rest for any who might need it. As an afterthought, he searched the shore one final time, looking around at the debris and flotsam that always washed up after a storm. He found a battered and rusted iron badge of the trident of Poseidon. Closing his hand around it, he stood up and walked away from the shore. He had a job to do.

...Why are you all looking at me like that?

Look, I get bored easily, ok? no judgement i read all of them and got chills from two so bravo

Sariel Vailo
2017-08-06, 12:38 PM
The tale of the twin angels of ludobern. Their were once two humans in a town heset by snow and ice on all sides warm but three months out of the year. A cleric of life the mother and a father paladin of father of winter he teaches that although the winter is tough it is neither bad. Nor good for the winter brings joy. He occasionally brings childs snowmen. Life as an avatar of joy he enjoys winter festivals. The mother is the head cleric of the goddess of spring named earraigh she boasts of love and life though they are on oppsite ends of the cycle winter and spring they believe in love. The two holy people of the town wed.and had twins the twins werent human and had differing hair colors a daughter named victoria and a son named victor. Victoria hair of white and victor hair of gold. A traitor in the town sought power. He told the goblinoids on the eve of their atack When the guard would change.
In the traditional way of the followers of maglublayt
The father stayed fighting goblins for weaks he died from exhaustion the mother killed a goblin whipmaster for whipping a child she was killed as well. The traitor threw victor and victoria into the winter to meet their end and the two gods revealed themselves father winter taught victoria how to survive in the winter. Earraigh taught victor survival in spring.

cg aasiamar fallen vengence paladin17 barbarian 3 shield and longsword or battle axe she once heard the call of devotion and good but saw so many evils as she reached a good age father winter led her to chainmail she eventualy understood.
victor lawful good cleric of life 17 bard 3 aasimar protector he heals he protects he atacks but he also snacks.after all that happened the twins branched off. He found that being good and doing good bring about good he drinks with dwarves speaks with elves on matters of just and right. He enjoys second breakfast with halflings he abides most people not on race but action.feats inspiring leader.

Vorok
2017-08-06, 04:33 PM
...Why are you all looking at me like that?

Look, I get bored easily, ok?

They seem pretty dope.

No worries, I got like 25 character concepts total, I'd be a real hypocrite if I judged you for that xD

I'll try to post (some) of them tomorrow evening.

Foxhound438
2017-08-06, 07:30 PM
They seem pretty dope.

No worries, I got like 25 character concepts total, I'd be a real hypocrite if I judged you for that xD

I'll try to post (some) of them tomorrow evening.

I had for a while like 15 different character builds all in an excel spreadsheet built out, statted, and leveled to the point where they really click. I managed to delete most of them, as I've done many and others felt like side grades of ones that I liked more.

also, if I had a dollar for every ancients paladin I wanted to build... There are just too many good MC options that all do different cool stuff.

ZorroGames
2017-08-06, 07:36 PM
Yeah I cannot judge others because I have a Mountain Dwarf statted up for each class in PHB...

The Deej
2017-08-06, 07:47 PM
Hate to nit pick, but need 13 dex for monk multiclass.

Thanks for pointing that out. Edited to fix that.

polymphus
2017-08-06, 07:53 PM
I really wanted to run a Tempest Cleric and/or Storm Herald Barbarian who is a Dwarven Pirate captain.

Imagine a little man with a huuuuuge red beard, summoning lightning to destroy enemy ships. Imagine him rolling into port with his stunty crew, and ordering a pint of ale.

That is extremely my thing.

Starting stats (start array + dwarf bonuses), with lvl20 stats in brackets.

Mountain Dwarf Barbarian

STR 16 (24)
DEX 13 (16)
CON 17 (24)
INT 10
WIS 12
CHA 8

ASIs: +3 Con, +4 Str, +3 Dex
Storm Herald: Sea

AC: 20
Preferred Weapon: Maul, for extra Thor points

FreddyNoNose
2017-08-06, 07:54 PM
Ok then using http://devilghost.com/software/travellercharacter/

† Merchant 4th Officer Esperanza Itō 437677 Age 22 1 term Service History: Attempted to enlist in Merchants. Enlistment accepted. Commissioned during first term of service as 4th Officer. Death in service.

† Scout Milagrosa Sokolov 8746B4 Age 22 1 term Service History: Attempted to enlist in Scouts. Enlistment accepted. Death in service.



Scout Baroness Martha Pérez 61667C Age 46 7 terms Cr90,000 Skills: Air/Raft-1, Carbine-2, Electronics-2, Jack-o-T-1, Mechanical-2, Navigation-2, Pilot-1, Vacc Suit-3 Benefits: Low Passage, Scout Ship Service History: Attempted to enlist in Scouts. Enlistment accepted. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Voluntarily reenlisted for sixth term. Voluntarily reenlisted for seventh term. Mandatory retirement after seventh term.

Merchant 4th Officer Bartholomew Evans 44988A Age 46 7 terms Cr26,000 Skills: Carbine-1, Electronics-2, Foil-1, Jack-o-T-1, Vacc Suit-1 Benefits: 8,000/yr Retirement Pay, Foil, Low Passage Service History: Attempted to enlist in Merchants. Enlistment accepted. Commissioned during first term of service as 4th Officer. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Voluntarily reenlisted for sixth term. Voluntarily reenlisted for seventh term. Mandatory retirement after seventh term.

CountWolfgang
2017-08-06, 10:13 PM
My first one to post is a half elf warlock, her name is Carman. I named her after the celtic warrior and sorceress. She was tricked into becoming a warlock by the slavic demon Dziwożona. I have yet to play her yet, but her hubris and cowardice will be her down fall. I figure she'll starting running (or at least get scared) if someone has to make death saves, or is actually killed. Maybe I make a wisdom save to determine what I do with my turn. I kind of want with her to roll deception left and right; even if there is no reason. She's fully spell based, and fiend patron if matters to anyone.

Her stats are:
Str- 12
Dex- 15 (planning on take resilient for dex)
Con- 18
Int- 12
Wis- 14
Cha- 20

Before you ask, it was done using 4d6 drop the lowest. These were the first rolls too, I just got really lucky. My second character is a drow male sorcerer. He has the noble background, and his name is Count Wolfgang von Chernobog. He's only going to speak in third person, and will not respond unless addressed as Count Wolfgang. His stats are as followed, again I used 4d6 drop the lowest.

Str- 12
Dex- 17 (resilient at 4)
Con- 16
Int- 14
Wis- 14
Cha- 18

My last is a 15 year old human (variant of course) wizard who is the bastard child of a God and a mortal woman. She was given up to an orphanage as a baby, and got taught magic by a powerful wizard. She decided to leave her town to get "real world experience". If it matters she is an abjuration wizard. The dm complimented how I play her, mainly because I react in funny ways. I got engulfed by a black pudding so I abjuration warded myself, my turn was next, I misty stepped 30 ft (closer to golems, and told the dm i'd rather fight them), then run 30 ft further. Another time against a sphinx I threw 9 gold coins at it, said i'm not apart of this, and run the other way. In all reality this is how I need to play my warlock, not her. Enough rambling her stats are as followed.

Str- 9
Dex- 14
Con- 16 (saving throw profiency)
Int- 18
Wis- 12
Cha- 8

I also fiddled with the idea of a dragonborn paladin with an intelligence of 7. But they also know 4 languages. Maybe more, but only if I feel like using a feat for linguist. I also rolled a half elf sorcerer who stole a magic crystal necklace. The crystal gave him magic powers, but withered his body physically and mentally. I don't have it, I accidently deleted it at some point. His stats were something like this.

Str- 7
Dex- 10 or 12
Con- 16 (I still need hp)
Int- maybe 9
Wis- 12, but i'm not sure
Cha- probably 18 or 19

Sariel Vailo
2017-08-06, 11:23 PM
Count wolfgang eh not nad lotta things he and i could get into sariel performs for count wolfgang roll a d20 lol like 36

Ritorix
2017-08-07, 02:21 AM
I was coming up with some level 3 characters for a game, circling around warlock ideas involving the Dissonant Whispers spell. It's a favorite of mine thanks to how it can enable off-turn OAs for a melee team, letting your rogue sneak attack again for example. These are some of the builds that came up along the way...


"Dwarflock"
Level 3 Mountain Dwarf Goolock (great old one warlock)
Stats: 16STR/14cha/14dex/14con
2 invocations: agonizing blast, improved pact weapon (+1 hit/damage, pact weapon counts as focus)
+Has medium armor, greataxe pact blade with greenflame blade.
+Dissonant Whispers with a decent melee OA. Armor of Agathys, Shatter, Hex for other spells.
+Eldritch Blast as a ranged option.
+No multiclass penalty
-Average AC. Can't stay in melee for long. Do the dissonant whispers trick once, then get back out.
-Only 14 CHA. Save DCs and EB are worse.
-MAD. Wants Str/Cha.

"The not MAD option"
Human goolock 3, medium armor feat +shield for AC18, better than the dwarf. Feat adds +1dex.
Stats: 14 Dex/16Con/16Cha
Tome pact for Shillelagh.
+Decent AC.
+Hits with a staff using CHA. No blade pact needed, so it uses Greenflame Blade.
-Is only hitting with a staff for 1d6+3.
-Missing out on improved pact weapon and extra attack invocations.

"Maximum cheese!"
Versatile Human fighter 1: tunnel fighting option, sentinel feat
Goolock level 2+3. Gets dissonant whispers. No pact boon yet.
+Fleeing target provokes OAs but doesn't use your reaction thanks to tunnel fighter.
+Target stops in its tracks due to Sentinel.
+Sentinel feat's reaction has a chance to go off, since tunnel fighter doesn't consume reactions for OAs.
+Would be amazing paired with a rogue, letting them double sneak attack and protecting them via sentinel.
-Still MAD.
-Multiclass makes the extra attack/spell progression lag behind.

"It must be getting late..."
Half-elf barbarian 1/GOOlock2
16dex/con/cha
+No armor, just a shield+rapier. AC18 like the human option above, but can be stealthy since no armor.
+CON saves, decent HP, can use medium armor+shield.
+Is actually tanky, twice per day via rage.
-MAD with dex/cha this time.
-Multiclass makes the extra attack/spell progression lag behind.
"But you can't cast or concentrate on spells while raging, what's the point?" Combat scenario: Prebuff temp HP with Agathys. Optionally range with EB like a normal warlock. Or melee to Dissonant Whispers, using up your other spell slot (first went to Agathys.) Rage at the end of the Whispers turn (or whatever 2nd spell was used), convert to tanking for the remainder of the fight, resisting incoming damage to the Armor of Agathys. Reminds me of the 4e berserker switching between striker and defender roles.

As for what to actually play, I would probably stick with the first dwarf option. The idea of a crazy dwarf that hears voices, gets in people's heads and smashes everything sounds fun.

Ruebin Rybnik
2017-08-07, 06:10 AM
So here's what i've been building for my next UA allowed game.

Zilcryn Ianhik Enifan Kasxif (Other humanoids call him Ziek due to the difficultly pronouncing his name)
Deep Gnome Mystic-Chaotic Neutral

Ziek's early childhood in the underdark was fairly common for a deep gnome until his village was hit by a Drow raiding party. This caused him and his parents to flee to the surface world where they tried to settle in Loudwater. Due to the Drow attack and the death of his birth pet Zanni during their escape, Ziek was in a traumatized state. He started talking to Zanni like he was still there, and pleasantly surprised when he heard a voice speaking back. The kids in Loudwater started picking on him for talking to himself and started calling him Ziek the Freak.

After several weeks of this abuse Ziek snapped and ran away from home. The voice comforted and guided him to a safe place through the High Forest to a cave in Star Mountain. This is where he met the voice who turned out to be an old Mystic nearing the end of his time and reached out to a strong mind to pass on his knowledge and found Ziek. After two years of training his master passed away and the body faded to nothing. Now loosing the strong guidance of his master he ran in grief. That night as he lay weeping he heard the voice of his master, and opened his eyes to see him. Ziek always amazed by the power of the mans mind assumed he had ascended the physical form. In reality his mind is creating a figment to coup with the loss.

He know adventures the world always doing what the figment told him to.

Aett_Thorn
2017-08-07, 07:33 AM
I've been working on the following character for a one-shot campaign in a few weeks, but I kinda want to keep her around, since she seems fun to play.

Name: Elara Danann

Variant Human Warlock, Raven Queen Patron, Pact of the Tome (True Neutral)

Stats:
Str: 10
Dex: 14
Con: 13 +1
Int: 16
Wis: 13
Cha: 18 +1

Bonus feat: Moderately Armored
Background: Far Traveler (Sossal)

Modeled slightly after Babd, one of the Celtic goddesses of war (who's symbol was a crow). She grew up in a nomadic Barbarian tribe who's totem was the raven, and was in training to become the tribe's shaman. However, after her 15th birthday, she left the tribe to attempt to contact the totem directly. Instead, she came across a crude stone statue of a raven atop a mountain. Believing this to be a sign from the totem, she made her home there for several years, communing with the being on the other side of the statue. Unknown to her, this was actually the Raven Queen, and the statue had been made by one of her previous followers. After a time, the Raven Queen transported her to the Sword Coast, and told her to spread her 'faith' to those that she meets as she tries to make her way back to her tribe.

Roleplaying: Her time spent in isolation communing with the Raven Queen have left Elara very odd and dark, though she has no idea that this is how she comes across. For instance, if the party is interrogating someone, she may use the Mage Hand cantrip and speak about how she models them after the hands of dead humanoids that she has encountered, and how this particular one came from an elf girl that she found in a village after it was attacked by hobgoblins. Or, when meeting a noble, she may wonder aloud at whether or not an orc would find him tasty or not. And then she will not understand why people are looking at her oddly.

She's not evil, however. But her time alone has left her without much understanding of societal norms.

Vorok
2017-08-07, 04:39 PM
I'm more tired than anticipated, so here's one, and the rest will have to wait for Wednesday.

Vorok, the Half-orc 'Bard' (College of Valor once he's level 3). Background Acolyte, he was raised in a temple of *insert appropriate nature based god(des), I went with Mielikki*
Stats @ lvl 1 (I don't see the point of rolling stats for character concepts, so it's point buy, racial bonus already added): 16 Str, 12 Dex, 14 Con, 10 Int, 8 Wis, 15 Cha
He starts adventuring at 18, since he's a bit bored of all the guard duty and helping on the fields. He's on board with the worship, but he isn't too much into the whole ritual/formal stuff.
Background reflects on spells taken as well (He learns spell like Faerie fire, Plant growth...).
Fighting style is a warhammer/Battleaxe either two-handed, or with a shield.
Skill proficiencies in Athletics, Insight, Intimidation, Perception, Performance and Religion. (Can switch Perception and performance for something else like Arcana and Nature.)
Favourite/preferred instruments: Drums, Horn.

(Honestly, he's not much of a 'proper' bard, but where's the fun in that :p )

Sariel Vailo
2017-08-07, 06:01 PM
The grand ducthess of doooooooooomm or the warlock of the. Pact of the undead.just heal everyone for a price.

Koren
2017-08-07, 06:12 PM
This thread made me realize I have way too many half-finished character concepts...

Elminster298
2017-08-07, 06:51 PM
This thread made me realize I have way too many half-finished character concepts...

Me as well...sort of. I have so many fully fleshed out characters that are just sitting there waiting to be played. Every game I have ever played in I come prepared with a full character for each of the major roles. That way I can just choose whichever character best suits the needs of the party. This leaves me with tons of unused character ideas. Some I eventually end up working into campaigns I DM for but most just sit in the tavern. Waiting. And drinking.

ZorroGames
2017-08-07, 10:17 PM
Me as well...sort of. I have so many fully fleshed out characters that are just sitting there waiting to be played. Every game I have ever played in I come prepared with a full character for each of the major roles. That way I can just choose whichever character best suits the needs of the party. This leaves me with tons of unused character ideas. Some I eventually end up working into campaigns I DM for but most just sit in the tavern. Waiting. And drinking.

Waiting and drinking. Works for me.

My characters too.

Hrugner
2017-08-08, 04:23 AM
Fey chainlock with a sprite familiar, the actor feat, free disguise self and free silent image. Once a world traveling playboy, he got drunk one night and married a sylvan demi-goddess in disguise. The marriage vows leave him as a bonded warlock to this demi-god and the sprite is her avatar keeping tabs on him and his wandering gaze. His combat style tends to be mimicking his opponent's appearance to sew confusion and using sleep charm and dominate spells when he needs to confound them manually.

Oath of redemption paladin with entertainer background who is trying to form a band. He approaches every encounter as a recruitment/audition opportunity, and orders those controlled by "warrior's reconciliation" to sing backup for him. He sings during combat and refers to himself as a bard when asked.

Dragonborn rogue swashbuckler with a hexblade 2 dip. He's old, hunched over, immense but weak. He takes heavy armor prof when he can. He wears robes over his armor that make his hunched form look huge and he has long tendrils running off his face in a long thick beard. He's a social rogue who will disguise himself when needed and often feigns incompetence with shaking hands and a weathered voice in order to hide his formidable speed.

That's all I got. After I play these three I think I'll lose interest in 5e.

FabulousFizban
2017-08-08, 12:05 PM
"The Invincible"

Human Variant

Lore Bard 3/Battlemast Fighter 3

Str:14
Dex:8
Con: 14
Int: 10
Wis: 12
Cha: 18

Key Gear: Fullplate, shield, whip

Feat: Sentinel

spells: viscious mockery, true strike, Bane, cure light wounds, healing word

maneuvers: sweeping attack, menacing attack, trip attack

the invincibe wears immaculate gleaming fullplate, and taunts his enemies into attacking him while boasting of his unkillableness. In combat, drops bane on enemies then spams vicious mockery while using cutting words to avoid attacks. The character prevents enemy ajancency with both vicious mockery, and by using reaction AoOs with the whip plus sentinel to reduce movement to zero, combined with sweeping attack to stop 2 targets.

With fullplate, a shield, bane, and vicious mockery, the character's AC is basically 20+1d4+1d6 - or untouchable. the whip and viscious mockery can keep numerous enemies at bay, and in hoard situations action surge can be used to reduce additional enemy movement.

When the invincible takes damage, he can use both second wind and cure light wounds to recover.

The chacter doesn't do much damage, relying on a good DPR party member for that, but is a solid tank that is hard to hit, easy to heal, and can occupy hoards of enemies. His spells target either charisma or wisdom - and if a character has one of those, they usually don't have the other.

Vorok
2017-08-09, 06:37 AM
Akmus Abelard: tiefling Sage (Astronomer). Went out into the world to search to gain and share knowledge of the stars. (Lore bard, mostly based on oratory/debating skills rather than pure music magic.)

Alvyn 'Stumbleduck' Nyx, rock gnome, (former) investigator/town guard. Made a deal with a fiend to save his town, was excommunicated as thanks. Int-based warlock.

Baraz, the half-orc wizard (transmutation). Went away from his tribe because he suffers terrible vision, hopes he'll prevent the bad thing from happening. Misses his tribe.

Barog, the half-orc dragon sorcerer. He was a sailor, but his ship along with the rest of the crew were killed. A dragon saved him, gave him the new abilities. Vowed to get revenge and a new ship. Maybe marry the dragon, but he'll see how that goes.

Emryl, the hill dwarf brewer. Was cast out because of an explosion he honestly couldn't help. Newly awakened magic abilities that are impossible to tame kind of get in the way of a calm activity like brewing a good beer...

Ghesh, the dragonborn gladiator (str/melee ranger). Escaped from a slaver ring. Wants to come back for the fellow slaves and free them. Hates the duergar.

Imsh Feyblade (second name picked up along the way). Once a simple smith, his work caught the eye of a travelling archfey. After a few nights getting to know each other *cough*, Imsh made a pact with the (no-longer) stranger. He'll go out into the world in search of precious metals, make some good metalwork on them and in return, the archfey will grant him abilities for protection.

Korsh the thief. Grew up in a thieves' guild, felt unappreciated (he was mostly working as 'the muscle', but he wanted to do the actual breaking and entering and stealing bits too), so he went out on his own.

Reed High-hill, the halfling cleric of Lathander (light domain). Spent most of his time in a hermitage, after a few nudges from both fellow clerics and from his god, went out into the world. After all, there's always a new knowledge just waiting to be discovered, right?

Roscoe Tealeaf, the halfling druid (of the grasslands). Stood up to a tyrant, helped out his village. The downside of that is that sometimes, he has to contend with being attacked by men hired by the still living tyrant.

Solam, the hill dwarf cleric of Kelemvor (grave domain). Went out in search of a relic. Always upbeat, sometimes even when not appropriate. What do you mean smashing that skeleton that almost killed you isn't funny? And why is that demon wearing that loin-cloth? What's under there anyway?

Thaz the Tough, the half-orc soldier. Grew up in the army, thanks to his human dad. But he's dead now, so Thaz went out on his own, to try a life that's not so rigid.

Unnamed half-orc noble. Bastard, his sole existence brings shame onto his family. So he went out into the world. The family didn't try to stop him. Just told him maybe not to tell other people his family name. Awakened druidic powers along the way.

Unnamed half-orc, last of his tribe. He'll make sure his tribe will not be forgotten or die trying. Shadow monk.

Elminster298
2017-08-09, 04:16 PM
These characters were created for a campaign starting at lvl 15. I never got to play them because the party needed the wizard I created instead...

Driscol and Belian Moonshadow grew up in a secluded wood elf community deep inside the Lurkwood. Raised by very stern and excessively strict parents, they were sent at an early age to a secluded monastery when they were caught stealing from several local homesteads in the area. They excelled in their training but continued their illicit activities whenever their schedules allowed it. They were eventually exiled when it was discovered they were corrupting the traditional teachings into new “darker” abilities. Instead of going home they travelled to the city of Luskan where it would be easier for them to practice their preferred criminal profession. Using the leatherworking and woodworking skills they learned growing up with Wood Elves, the brothers set up a shop for legitimacy and as a way of laundering there stole goods. As expected, their activities caught the attention of Bregan D’arth who started commissioning goods made. Providing special materials from the underdark, they started making strange magic items such as saddles, cloaks, armor, staves, bows, and anything else made of leather and wood. Driscol, being far greedier than his brother, started stockpiling some of the magical materials. When the Bregan D’arth representative in charge of their business sent a strike force to kill the brothers and burn their shop Driscol thought it was his fault... What he didn't know was that his brother had been trying to negotiate sanctuary in Silverymoon for Driscol and himself. When a drow sent to spy on him caught him in a meeting with aIlverymoon emissary, he killed the spy in self defense. After a very close fight in the burning shop, the brothers escaped through a secret passage leaving the shop to burn and the drow to believe them dead. The brothers then went on the road as adventurers as a way of staying out of sight and getting as far away from the drow as possible. Unknown to Belian, Jarlaxle himself came to visit Driscol one night. With no other choice, Driscol agreed to continue making items for Bregan D’arth as long as his brother was left out and was never told that Driscol was the reason for their misfortunes. Less than a week later Jarlaxle made the same exact deal with Belian allowing him to retain the services of both brothers...but with much more fun than before.

Wood elf Thief Rogue 14/Shadow Monk 6

Str: 8 Int: 8
Dex: 20 Wis: 20
Con: 14 Cha: 10

Feats: elven accuracy, mounted combat

Has a giant spider mount that he keeps in a portable hole when he's not riding it along with the rest of his belongings.

Wood Elf Shadow Monk 14/Scout Rogue 6

Str: 8 Int: 12
Dex: 20 Wis: 20
Con: 14 Cha: 8

Rides on a flying carpet using Robe of Eyes to keep watch all around until the first sign of aggression then bursts into motion in the blink of an eye.