By Campfire Glow (Characters)
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Human Small Groups =&gt; Topic started by: ZincStandard on 11-08-2018, 01:00:27</h2>
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				Title: <strong>By Campfire Glow (Characters)</strong><br>
				Post by: <strong>ZincStandard</strong> on <strong>11-08-2018, 01:00:27</strong>
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				Here's the characters thread.&nbsp; Go ahead and post your sheets here.<br><br><strong>Yulia of Pendle (https://www.myth-weavers.com/sheet.html#id=1667562)</strong><br><em>Human / Wizard 4 / Chaotic Neutral</em><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Description</div><div class="spoiler_body">Yulia doesn't seem to make much effort to hide her identity as a witch.&nbsp; Whether it's the artfully tattered dresses that all seem to expose more leg and cleavage than is strictly proper, the various charms and talismans, or the black cat that always seems to follow her a little too closely and intelligently, she almost seems to enjoy playing to the folktale stereotypes.&nbsp; She doesn't go as far as a pointed hat, at least.&nbsp; Even those suspicious of magic can't deny she's a stunner, though, with her luxurious honey-blonde tresses, striking amber eyes, full lips, and soft, curvaceous figure with hips and thighs that have, once or twice, been known to make men weep.&nbsp; Yulia is obviously rather proud of those occasions (and her thighs).<br><br>In attitude as well as fashion, Yulia acts the part of the enigmatic witch with clear enjoyment.&nbsp; She regards almost everyone with an amused half-smile, even while threatening curses on those who annoy her--it's unclear how much these threats are meant to be serious.&nbsp; She is guarded and slow to trust, but good at making it seem like the fault for that lies with others' lack of perceptiveness rather than her own anxiety.&nbsp; In truth, anyone who knows Yulia well will see that her aloof facade is just that, a mask she hides behind to avoid being vulnerable.&nbsp; Still, she takes her loyalties seriously, and anyone who threatens her friends will learn just how real her curses really are.<br><br>Yulia is accompanied nearly everywhere by her familiar spirit, Moggin, who usually takes the form of a black cat with one green eye and one yellow.&nbsp; While he mostly acts the part of an ordinary cat, he can occasionally be found watching people with a strange focus that seems somehow unlike a normal animal.&nbsp; Even Yulia has never been entirely clear how much of his service to her is done out of magical compulsion and how much out of genuine loyalty--both spirits and cats are hard to read that way.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Statblock</div><div class="spoiler_body"><strong>AC</strong> 11 <strong>HP</strong> 18/18 <strong>Speed</strong> 30ft<br><br><strong>Str</strong> 8 (-1) <strong>Dex</strong> 12 (1) <strong>Con</strong> 10 (0) <strong>Wis</strong> 14 (2) <strong>Int</strong> 17 (3) <strong>Cha</strong> 14 (2)<br><br><strong>Attacks</strong><br><strong>Dagger (melee)</strong> +3 1d4+1 Piercing<br><strong>Dagger (thrown 20/60)</strong> +3 1d4+1 Piercing<br><br>Healer: When Yulia uses a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.&nbsp; As an action, she can expend 1 use of a healer's kit to restore 1d6+4 hit points to a creature, plus additional hit points equal to the creature's maximum hit dice.&nbsp; It must finish a short or long rest to benefit from this ability again.<br><br>Arcane Recovery (1/1): Once per day when finishing a short rest, Yulia can recover used spell slots of up to 2 total levels.<br><br>Portent: When Yulia finishes a long rest, she rolls 2 d20s and records the numbers rolled.&nbsp; Until her next long rest, she can replace any attack roll, saving throw, or ability check made by her or a creature she can see with one of these rolls.&nbsp; This must be done before the roll, and only once per turn.<br><br>Keen Mind: Yulia always knows which way is north, the time of day, and can recall anything she has seen or heard within the past month.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body">Provincial farmers are a fearful and superstitious lot, and the people of Pendle are no exception.&nbsp; For generations, the village had been the home of stories and rumors surrounding the Witch of Pendle, always the first to take the blame for sickness and missing livestock.&nbsp; Yulia was the second child and only daughter of a farmer couple, and from her earliest memory, she was always the target of whispering and dark looks by neighbors--they said she had "witch eyes", though no one ever quite explained what that meant.&nbsp; Her parents always told her and anyone else who would listen that their daughter was perfectly normal, but as she approached adolescence, she started to feel that even they were growing distant with her.&nbsp; Never able to make friends in the village, Yulia grew sullenly accustomed to solitude, spending more time in the woods than any of the other children dared--which did nothing to help her reputation, not that she cared.<br><br>She was quite surprised to meet the actual Witch of Pendle when she was thirteen.<br><br>It was quite by accident, a chance crossing of paths on one of her evening walks, and Yulia quickly learned that the stories had been greatly exaggerated.&nbsp; The witch's name was Adelaide, and as far as Yulia could tell, she was nothing more than a sweet old lady.&nbsp; Over the following months and subsequent meetings, she learned more of the story--about how Adelaide and her craft had once been tolerated if not welcome in the village, until a tragic accident had resulted in her being blamed for a child's death.&nbsp; Recognizing a kindred spirit, Adelaide became something of a surrogate mother to Yulia, and inevitably, Yulia began to pick up much of the craft herself, finding she had a talent for it.&nbsp; At her mentor's urging, she was careful to keep her studies hidden from her family and neighbors, for both of their safety.<br><br>Her caution came to naught.&nbsp; When Yulia was seventeen, a party of Church witch hunters, dispatched to Pendle to finally answer the village's calls for help, found Adelaide's house and burned it to the ground.&nbsp; Yulia arrived too late, her mentor dead, the only real home she'd ever known gone.&nbsp; Taking Adelaide's spellbook and accepting the service of her familiar, Yulia left Pendle behind, resolute.&nbsp; If people were going to be afraid of her, she'd give them something to be afraid of.<br><br>It didn't take her long to abandon the idea of vengeance, though.&nbsp; There was too much to do just to survive, a girl out on the road alone with no money and nowhere to go.&nbsp; If she hadn't been such a quick study of magic, she never would've made it.&nbsp; By the time she found her feet, Yulia had grown up a lot, no longer quite so angry at the world--but that resolution not to hide never wavered.&nbsp; Now, for the first time, she has real friends by her side, friends who aren't afraid of her, who have risked their lives to protect her.&nbsp; And she won't let anyone stop her from using all the powers at her command to return the favor.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Turn-ons and kinks</div><div class="spoiler_body"><strong>Messy orgasms:</strong> Yulia gets quite wet, and she's a squirter.&nbsp; She likes it when her partners are turned on by this, and when she doesn't have to worry about keeping things clean.<br><br><strong>Anal:</strong> Yulia loves taking it up the ass, especially when she can masturbate at the same time.<br><br><strong>Teasing:</strong> Usually in hopes of softening a partner up so they'll let her take charge, but she enjoys the ones who lose control and overtake her as well.<br><br><strong>Facesitting:</strong> With female partners, she'll return the favor if asked, but still prefers to be on top.<br><br><strong>Big cocks:</strong> While she won't turn down a partner for being smaller, Yulia is a bit of a size queen.<br><br><strong>Men with pubic hair:</strong> One reason Yulia always keeps clean-shaven herself is to better feel a lover's bush against her skin.<br><br><strong>Group masturbation:</strong> She usually finds it more relaxing than sex, and often more satisfying.</div></div>
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				Title: <strong>Re: By Campfire Glow (Characters)</strong><br>
				Post by: <strong>Brittlby</strong> on <strong>11-08-2018, 01:08:23</strong>
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				<div class="floatright">(https://scontent-dfw5-1.xx.fbcdn.net/v/t1.0-9/fr/cp0/e15/q65/35361796_5254466324615447_133453335490461696_o.jpg?_nc_cat=0&amp;efg=eyJpIjoidCJ9&amp;oh=d0f39004f8a309b78e080bf1a8078da2&amp;oe=5BBA65FB)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong> Margolynn Chambers </strong></span></span></div><br><strong>Class/Level:</strong> Fighter/1 Warlock/3 (Hexblade/Pact of the Blade)<br><strong>Background:</strong> Charlatan<br><strong>Race:</strong>&nbsp; Variant Human<br><strong>Alignment:</strong> Chaotic Neutral<br><br><hr><br><strong>Age:</strong> 42<br><strong>Height:</strong> 5’9”<br><strong>Weight:</strong> 150<br><strong>Eyes:</strong> Blue<br><strong>Hair:</strong> Black<br><br><hr><br><strong>Backstory:</strong><br>Millicent Stokes, was a Couturière and salon owner to the noble and wealthy elite, and in this fashion she gained the ear of many powerful women and the wives/mistresses of powerful men. <br><br>With her staff (and herself in disguise) moonlighting as escorts amongst the court, coupled with her ability to mimic spouses, mistresses, etc, she had unfettered access one way or another to most nobles bedchambers and private studies. <br><br>Despite her vicious martial and arcane skills, poison, blackmail and simple manipulation remained her most frequently used weapons. <br><br>She has utilized her abilities as a spy and scout for resource gathering as she can still readily blend in as another face in the crowd or beguile a mark as the prettiest face in the room. <br><br>Millicent Stokes the Couturière, Applemary the beggar, Estelle Zeringue the whore, Idoru the Singer, she wears many faces but the most important is that of Margolynn Chambers, the actress and warlock. <br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 18<br><strong>Initiative:</strong> +0<br><strong>Speed:</strong> 30 (Walking)<br><strong>Passive Perception:</strong> 12<br><strong>Hit Point Maximum:</strong> 34<br><strong>Hit Dice:</strong> 1d10 3d8<br><strong>Proficiency Bonus:</strong> +2<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 14 (13+1) <strong>Dex:</strong> 10 <strong>Con:</strong> 15 (14+1) <strong>Int:</strong> 10 <strong>Wis:</strong> 10 <strong>Cha:</strong> 16(15+1 Actor Feat)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><strong>Proficiencies:</strong> Con, Cha<br><strong>Str:</strong> +2 <strong>Dex:</strong> +0 <strong>Con:</strong> +4 <strong>Int:</strong> +0 <strong>Wis:</strong> +0 <strong>Cha:</strong> +5<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Persuasion, Perception, Athletics, Deception, Sleight of Hand<br><br><strong>Acrobatics (Dex):</strong> +3 <strong>Animal Handling (Wis):</strong> +0 <strong>Arcana (Int):</strong> +0 <strong>Athletics (Str):</strong> +4 <strong>Deception (Cha):</strong> +6 <strong>History (Int):</strong> +0 <strong>Insight (Wis):</strong> +0 <strong>Intimidation (Cha):</strong> +4 <strong>Investigation (Int):</strong>&nbsp; +0 <strong>Medicine (Wis):</strong> +0 <strong>Nature (Int):</strong> +0 <strong>Perception (Wis):</strong> +2 <strong>Performance (Cha):</strong> +6 <strong>Persuasion (Cha):</strong> +6 <strong>Religion (Int):</strong>&nbsp; +0 <strong>Sleight of Hand (Dex):</strong> +2 <strong>Stealth (Dex):</strong> +0 <strong>Survival (Wis):</strong> +0<br>&nbsp;<br><hr><br><strong>Proficiences:</strong><br><br>Proficiencies &amp; Languages<br>&nbsp;Proficiency Bonus: +2<br>&nbsp;Armor: All armor, Shields<br>Weapons: Simple Weapons, Martial Weapons<br>Tools: Forgery Kit, Disguise Kit<br>Saving Throws: Constitution, Charisma <br>Languages: Common, Elvish<br><br><br><strong>Features and Traits:</strong><br><br>False Identity -<br>You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.<br>Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy. <br><br>Fighting Style : Dueling- <br>Melee weapon in one hand and no other weapons you gain +2 Damage Rolls<br><br>Second Wind - At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.<br><br>Hex Warrior - You may substitute CHA for STR/DEX with one weapon that lacks the two handed weapon property, on Attack and Damage Rolls. <br><br>Hexblade's Curse - When you choose this martial subclass at 3rd level, you gain the ability to place a baleful curse on an enemy. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. Until the curse ends, you gain the following benefits: <br><br>You gain a bonus to damage rolls against the cursed target equal to your proficiency bonus. <br><br>Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. <br><br>If the cursed target dies, you regain hit points equal to your level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest. <br><br><strong>Spells</strong><br><br>Cantrips: Eldritch Blast, Booming Blade, Minor Illusion<br><br>Patron Spells: Shield, Wrathful Smite 1st: Charm, Hellish Rebuke, Comprehend Languages <br>2nd:Misty Step, Invisibility<br><br><strong>Feats</strong><br><br>Actor: Skilled at mimicry and dramatics, you gain the following benefits: <br><br>Increase your Charisma score by 1, to a maximum of 20. <br><br>You have an advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. <br><br>You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked. <br><br><strong> Invocations </strong><br><br>Mask of Many Faces-<br>You can cast Disguise Self at will, without expending a spell slot.<br><br>Improved Pact Weapon - <br>Prerequisite: Pact of the Blade feature<br>You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.<br><br><br><hr><br><span class="bbc_u"><strong>Spells</strong></span><br><br><strong>Spellcasting Ability:</strong> Charisma<br><strong>Spell Save DC:</strong> 16<br><strong>Spell Attack Bonus:</strong> 8<br><strong>Levels/Slots:</strong> 2/2<br><br><hr><br><strong>Attacks/Spellcasting:</strong><br><br>Rapier<br>Damage Type: Piercing <br>Attack: +9 to hit. Damage: 1d8+8 piercing damage.<br><br><hr><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fetishes</div><div class="spoiler_body">Margolynn is noted for having a number of particularly strange fetishes. Chief amongst them, they call her the “Thief of the First Kiss” because of her predilection for taking the appearance of fresh faced girls in villages and cities so she could sample their young lovers.<br><br>She takes great relish in compromising the values of the chaste and faithful, sometimes she playing multiple parts in a one act play that drives the object of her affection between her thighs despite their best intentions and beliefs. <br><br>Margo also enjoys good old fashion roleplay, enjoying playing the part of other’s fantasies, and she is very studious in keeping up her correspondence with those she has taught to devote themselves to her illusions. </div></div>
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				Title: <strong>Re: By Campfire Glow (Characters)</strong><br>
				Post by: <strong>greenknight</strong> on <strong>11-08-2018, 01:39:02</strong>
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				Galathiir<br><div class="floatright">(https://elliquiy.com/elluiki/images/5/53/Herger_and_the_ladies.jpg)</div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Statblock</div><div class="spoiler_body"> <br><em>“Gold Dragonborn” (Mercenary Veteran) Bard (College of Lore), True Neutral</em><br><strong>Armor Class</strong> 15<br><strong>Hit Points </strong>27 (4d8 + 4)<br><strong>Speed </strong>30 ft.<br><hr><table class="bbc_table"><tbody><tr><td><div align="center"><strong>STR</strong></div></td><td><div align="center"><strong>DEX</strong></div></td><td><div align="center"><strong>CON</strong></div></td><td><div align="center"><strong>INT</strong></div></td><td><div align="center"><strong>WIS</strong></div></td><td><div align="center"><strong>CHA</strong></div></td></tr><tr><td><div align="center">14 (+2)</div></td><td><div align="center">14 (+2)</div></td><td><div align="center">12 (+1)</div></td><td><div align="center">10 (+0)</div></td><td><div align="center">12 (+1)</div></td><td><div align="center">16 (+3)</div></td></tr></tbody></table><hr><strong>Initiative </strong>+3<br><strong>Saving Throws </strong>Str +5, Con +4<br><strong>Skills </strong>Acrobatics +4, Arcana +2, Athletics +4, History +2, Insight +3, Perception +3, Performance +7, Persuasion +7<br><strong>Damage Resistances</strong> fire<br><strong>Senses </strong>passive Perception 13<br><strong>Languages</strong> Common, Draconic<br><hr>Features and Traits<br><strong><em>Proficiencies. </em></strong>Light armor, simple weapons, hand crossbow, longsword, rapier, shortsword, viol, lute, drums, dice, vehicles (land).<br><strong><em>Mercenary Life.</em></strong> You are able to identify mercenary companies by their emblems and a little about the company. You can find the taverns and festhalls to find work between adventures to maintain a comfortable lifestyle.<br><em><strong>Bardic Inspiration (3/long rest). </strong></em>As a bonus action, you can choose one creature within 60 feet and once within the next 10 minutes the creature can add a d6 to an ability check, attack roll, saving throw, or damage roll or to its AC after it sees the roll but before the result is known. A creature can benefit from only one inspiration die at a time. <br><em><strong>Spellcasting.</strong></em> You are a 4th-level spellcaster. Your spellcasting ability is Charisma (Spell save DC 13, +5 to hit with spell attacks). You know the following bard spells.<br>Cantrips: <em>mage hand, prestidigitation, vicious mockery</em><br>1st level (4/day): <em>cure wounds, healing word, Tasha’s hideous laughter, thunderwave</em><br>2nd level (3/day): <em>enthrall, heat metal, lesser restoration</em><br><em><strong>Jack of All Trades. </strong></em>Add half your proficiency bonus to all ability checks not noted in skills.<br><em><strong>Song of Rest.</strong></em> At the end of a short rest, you and any friendly creature regain 1d6 additional hit points.<br><em><strong>Expertise.</strong></em> Your proficiency bonus is doubled with Performance and Persuasion.<br><em><strong>Dragon Hide.</strong></em> <br><br>A<span style="font-size: 8pt;" class="bbc_size">CTIONS</span><br><hr><em><strong>Longsword. </strong>Melee Weapon Attack: </em>+4 to hit, 5 ft. reach, one target. <em>Hit:</em> 1d8+2 slashing damage or 1d10+3 slashing damage and AC 15 when used with two hands.<br><em><strong>Breath Weapon (1/short or long rest). </strong></em>Each creature in a 30 ft. cone must make a DC 11 Dexterity saving throw or take 2d6 fire damage on a failed save, and half as much damage on a successful one.<br><em><strong>Claws. </strong>Melee Weapon Attack:</em> +4 to hit, 5 ft. reach, one target. <em>Hit: </em>1d4+2 slashing damage.<br><em><strong>Dagger.</strong> Melee or Ranged Weapon Attack: </em>+4 to hit, 5 ft. reach or range 20/60 ft., one target. <em>Hit:</em> 1d4+2 piercing damage.<br>&nbsp;<br>R<span style="font-size: 8pt;" class="bbc_size">EACTIONS</span><hr><em><strong>Cutting Words. </strong></em>When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.<br>&nbsp; <br><strong>Additional Equipment</strong><br>Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, soap, a Lute, uniform of your last mercenary company (traveler’s clothes), insignia of rank, dice, 10 gp</div></div><br><strong>Background</strong><br><hr>Born to a taverner's daughter, Galathiir (definitely not the name his mother gave him) was always told his father was the hand she would "visit in the stables." He always had an affinity for keeping the fires around the inn and learned how to chat up anyone. He never really questioned his place until Tallaran mercenaries, known for being a quite well dressed company, stopped in on the way to whatever trouble was brewing. For their part, the mercenaries figured bringing the youth along would be good for a laugh, at least. The strapping youth proved more than that, proving as skilled with a blade as finding sheaths for all their blades. Now it seems he's found himself an investor in this little venture, and the better for it.<br>Somehow, Galathiir has discovered what he is and what it means. And that means <em>no one can know.</em> All dragons are extremely territorial and have been known to raze regions looking for another of their kind. This makes folks understandably skittish. Any supposed sighting of a dragon might raise a cry that a local undesirable is a dragon in disguise and the locals must stake them out for the dragon to find rather than search near their settlement. So he doesn't tell his companions, except there was that one time with the fire. And the other time. And....<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fun stuff</div><div class="spoiler_body">Like all his kind, Galathiir has a prodigious appetite and his tastes, serendipitously, very closely align with Yulia.</div></div>
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				Title: <strong>Re: By Campfire Glow (Characters)</strong><br>
				Post by: <strong>Zaer Darkwail</strong> on <strong>11-08-2018, 01:43:40</strong>
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				Adrian Leafsorrow (https://www.myth-weavers.com/sheet.html#id=1668212)<br><em>Half-Elf / Paladin 4 / Neutral Good</em><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Description</div><div class="spoiler_body"><div class="floatright">(https://cdna.artstation.com/p/assets/images/images/001/961/972/large/nazanin-nemati-vaelyr-commission-by-naznemati-d90b8lm.jpg?1455210013)</div>Adrian stands six foot tall with shoulder long cut dark brown hair and has short beard and mustache and his body is athletic and muscular in build. He has short pointed ears and sharp lined face fitting for half-elf along with sharp oval shaped eyes. Exotic in him are viney thorn tattoos which cover his entire torso, arms and his legs (and crotch) and same applies to backside as well.<br><br>When not geared on adventure he prefers loose and light clothing, preferably made from dark green color. In adventuring he wears a well made chainmail, longsword and carries a longbow with quiver of arrows in his backside. Along with simple dagger in belt besides longsword. He carries also backpack where in leather cover resides also his lute which he plays when group is camping.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Statblock</div><div class="spoiler_body"><strong>AC</strong> 16 <strong>HP</strong> 32/32 <strong>Speed</strong> 20ft<br><br><strong>Str</strong> 16 (+3) <strong>Dex</strong> 10 (0) <strong>Con</strong> 13 (+1) <strong>Wis</strong> 11 (0) <strong>Int</strong> 10 (0) <strong>Cha</strong> 18 (+4)<br><br><strong>Attacks</strong><br><strong>Longsword (melee)</strong> +5 1d8+5 Slashing<br><strong>Dagger (melee)</strong> +5 1d4+5 Piercing<br><strong>Dagger (thrown 20/60)</strong> +5 1d4+5 Piercing<br><br><em>Divine Sense:</em> As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.<br><br><em>Lay of Hands:</em> You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.<br><br>Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.<br><br>This feature has no effect on undead and constructs. <br><br>Fighting Style (dueling): When using one handed weapon and no other weapons off hand, you add +2 to damage rolls with it.<br><br><em>Spellcasting:</em> Paladin list, Cha based.<br><br><em>Divine Smite:</em> Sacrifice spell slot to add dmg to melee attack which hits target, 1d8 + 1d8 x slot level (max 5d8), +1d8 additional dmg if target is undead or fiend.<br><br><em>Divine Health:</em> Immune to all disease.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sacred Oath: Ancients</div><div class="spoiler_body"><strong>Kindle the Light:</strong> Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.<br><strong>Shelter the Light:</strong> Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.<br><strong>Preserve Your Own Light:</strong> Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.<br><strong> Be the Light:</strong> Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds. <br></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background</div><div class="spoiler_body">Adrian Leafsorrow is a son of elven fey pacted warlock princess and male human bard who traveled to distant lands spreading and gathering tales, until falling into charms of his mother. He grew up in noble household, learning finer arts of politics and arts of swordplay and music, but his time spend outdoors greatly influenced him to seek become a green knight; champion to old ancient ways of the Light and good. A noble goal but part of the oaths is to take long pilgrimage to see the world beyond his lands, a something which mother nor father was not much thrilled considering dangers such journey brings and more so he is heir prince to the throne (which albeit unlikely mother sits on this century but she might if something happens to his grandmother).<br><br>Adrian traveled far and wide, struck by marvel of the world before him and seeing beauty not seen before and meeting new people and learning new customs, arts and music (and also carnal pleasures and he has grown fond of dwarven liquors despite poor handling of the stuff). During his journeys he came across group of women (Yulia, Lissa and Margolynn) surrounded by greenskins! He boldly charged into fray and defended the fair maidens successfully, albeit they weren't helpless maidens but fair they all were in his eyes and he took it as his personal quest to travel and protect them as protecting beauty was part of his oaths.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Turn-ons and kinks</div><div class="spoiler_body">Adrian is <em>very</em> kinky, in his homeland frolicking is taken to art form of it's own; from foreplay to all to execution and there's even devoted holidays where his people do nothing but frolic entire day and doing nothing else. So it would be easier list things he is not turned on about; which is mostly physical harm (besides 'markings' and spankings to induce euphoria), torture, mutilation, body wastes and he has no attraction to male anatomy. <br><br>He is very touchy feeling and warmly open about his emotions and passions (to point he disrespects personal space from get go) and he takes sharing baths and bedrolls (without sex) also normal and give hugs often and kisses as well.<br><br>Because of his warm brilliant passions he had wound up few times trouble with locals but his charm had most cases won himself out from said trouble, more so people learn he is from distant elven kingdom which has mysterious magical customs and ancient history and pacts with ancient beings (feys).</div></div>
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				Title: <strong>Re: By Campfire Glow (Characters)</strong><br>
				Post by: <strong>corvusul86</strong> on <strong>11-08-2018, 02:24:19</strong>
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				<div class="floatleft">(https://elliquiy.com/elluiki/images/6/62/LissaRogue.png)</div><span style="font-size: 24pt;" class="bbc_size"><strong>Lissa Light-Step<strong></strong></strong></span><br>CN Half-elf Urchin Thief Rogue 4<br><hr><strong>Background</strong><br>Lissa's mother was a human prostitute, and it was only after she was born and her mother saw her ears that was it discovered that her father was an elf.&nbsp; The city of Nevrin wasn't a kind place however, especially to the poor and downtrodden, and it wasn't long before Lissa was just another orphan living on the streets.&nbsp; To survive she fell in with a pack of street urchins, all of whom desperately dreamed of a better life than the many grim fates that awaited petty criminals in Nevrin.<br><br>Eventually Lissa graduated from picking pockets to robbing merchants, and as a teen she caught the attention of the local Thieves' Guild who quickly recruited her.&nbsp; She learned from the best, becoming an expert cat burglar and earning the sobrique Light-Foot after she successfully robbed the city watch without anyone even hearing her enter the building.<br><br>Lissa's freewheeling existence couldn't last forever, however, and eventually she ended up picking the wrong side of a guild dispute.&nbsp; Rather than risk the dubious mercy of the new guild master she fled Nevrin, falling in with the first group of foolish adventurers heading far, far away.&nbsp; She planned to follow them until she made it far enough, then rob them blind and start a new life of crime in some distant city.&nbsp; Instead, for the first time in her life she found real friends, and it wasn't long before she couldn't even lie to herself anymore about why she hadn't stolen the latest of haul of treasure and fled into the night.<br><hr><strong>Personality</strong><br>Lissa is watchful and careful, a lifetime of never knowing who might betray her or where her next meal might come from having left deep marks.&nbsp; Despite her caution she can't keep her mouth shut, always teasing and mocking people, and even when she's trying to be kind most of her compliments are a bit backhanded.&nbsp; When with the group she always acts as though spending time with them is a chore, and pretends that their relationship is strictly business and that she's only around them for the gold.&nbsp; Despite the front she puts on, none of the others believe her; Lissa has risked her life far too often, and protected the group fiercely through thick and thin no matter the circumstances for her claims to be taken seriously.<br><br>Lissa has very sticky fingers, and it isn't uncommon for her to pay for drinks all night with the same coins filched from the serving girl's pockets time and again.&nbsp; She's good enough not to get caught very often, fortunately, but if it isn't nailed down it isn't safe from being taken.&nbsp; She always returns things she 'borrows' from her friends, just waiting until its absence is noticed before slyly 'finding' it for them.&nbsp; Its more subtle, but they've also noticed that, when money is running short their coin purses end up mysteriously topped off with gold they didn't put there, while Lissa's gets lighter.<br><br>Lissa prefers her romantic entanglements to be no strings attached, and she's rather open about her sexuality, willing to try anything twice.&nbsp; She's always the first out of the bed and gone from the room the next morning, however, not wanting to get close that way.&nbsp; Actually, she prefers not involving a bed at all; anywhere will do, especially if its a bit risky, and is fond of oral, giving and receiving with either gender of partner.&nbsp; She also loves to watch, using her stealth to spy on interesting trysts.<br><hr><strong>Description</strong><br>A short, lithe half elven woman with pale skin and chin length red hair.&nbsp; She has a penchant for skin-tight leather, whether worn as armor of when out carousing, and she always carries a variety of knives on her person, some open and others hidden, all razor sharp and ready to be used at a moments notice.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Statistics</div><div class="spoiler_body"><strong>Armor Class</strong> 15<br><strong>Hit Points</strong> 27/27 (4d8)<br><strong>Speed</strong> 30 feet<br><strong>Proficiency Bonus</strong> +2<br><hr><strong>Str</strong> 10 (+0) <strong>Dex</strong> 18 (+4) <strong>Con</strong> 13 (+1) <strong>Int</strong> 14 (+2) <strong>Wis</strong> 8 (-1) <strong>Cha</strong> 14 (+2)<br><strong>Saves</strong> Dexterity, Intelligence; advantage against being charmed<br><strong>Trained Skills</strong> Acrobatics, Athletics, Deception, Insight, Investigation, Perception, Sleight of Hand, Stealth.<br><strong>Weapon Proficiencies</strong> Simple weapons, hand crossbows, longswords, rapiers, shortswords<br><strong>Armor Proficiencies</strong> Light<br><strong>Tool Proficiencies</strong> Disguise Kit, Thieves' Tools<br><hr><strong>Condition Immunities</strong> Immune to sleep<br><strong>Senses</strong> Darkvision 60 ft.<br><strong>Languages</strong> Common, Elvish, Goblin<br><hr><strong>Abilities</strong><br><strong>Expertise</strong> Double proficiency bonus with Stealth and Sleight of Hand.<br><strong>Sneak Attack</strong> Once per turn add 2d6 damage to an attack against an opponent I have advantage against, or if the target has another enemy within five feet and I do not have disadvantage.<br><strong>Thieves' Cant</strong> A special series of codes that only other thieves know.<br><strong>Cunning Action</strong> Can take a bonus action each turn to Dash, Disengage or Hide<br><strong>Fast Hands</strong> Can take a bonus action from Cunning Action to make a Dexterity (Sleight of Hand) check, use Thieves' Tools to disarm a trap or open a lock, or take a Use an Object action.<br><strong>Second Story Work</strong> Climbing no longer takes extra movement.&nbsp; Running jump distance is increased by dexterity mod in feet.<br><strong>City Secrets</strong> When not in combat, you and people you lead can travel between two areas in a city twice as fast as your speed would normally allow.<br><hr><strong>Combat</strong><br><strong>Dagger</strong> +6,&nbsp; 1d4+4 damage, 20/60 thrown range<br><hr><strong>Equipment</strong><br>Leather armor<br>13 daggers<br>Burglar's Pack<br>Thieves' Tools<br></div></div>
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