Out of the Abyss (Characters) (D&D 5e group)
<h1 id="title">Elliquiy Role Playing Forums</h1>
		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: Doomsday on 01-07-2018, 17:12:44</h2>
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			<dt class="postheader">
				Title: <strong>Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>Doomsday</strong> on <strong>01-07-2018, 17:12:44</strong>
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				<div align="center">(https://i.imgur.com/wsiO6nd.png)</div><div align="center"><span style="font-size: 12pt;" class="bbc_size"><em>Character Sheets...</em></span></div><br><div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[floatright][img height=300]https://i.pinimg.com/736x/72/69/f4/7269f4d3626a7c572ed43783ff3656c1.jpg[/img][/floatright]<br>[center][size=14pt][u][b]Character Name[/b][/u][/size][/center]<br><br>[b]Class/Level:[/b]<br>[b]Background:[/b]<br>[b]Race:[/b]<br>[b]Alignment:[/b]<br><br>[hr]<br><br>[b]Ideals:[/b]<br>[b]Bonds:[/b]<br>[b]Flaws:[/b]<br>[b]Personality:[/b]<br><br>[hr]<br><br>[b]Age:[/b]<br>[b]Height:[/b]<br>[b]Weight:[/b]<br>[b]Eyes:[/b]<br>[b]Skin:[/b]<br>[b]Hair:[/b]<br>[b]Description:[/b]<br><br>[hr]<br><br>[b]Backstory:[/b]<br><br>[hr]<br><br>[u][b]Stats[/b][/u]<br><br>[b]Armor Class:[/b]<br>[b]Initiative:[/b]<br>[b]Speed:[/b]<br>[b]Passive Perception:[/b]<br>[b]Hit Point Maximum:[/b]<br>[b]Hit Dice:[/b]<br>[b]Proficiency Bonus:[/b]<br><br>[u][b]Attributes[/b][/u]<br><br>[b]Str:[/b] [b]Dex:[/b] [b]Con:[/b] [b]Int:[/b] [b]Wis:[/b] [b]Cha:[/b]<br><br>[u][b]Saving Throws[/b][/u]<br><br>[b]Proficiencies:[/b]<br>[b]Str:[/b] [b]Dex:[/b] [b]Con:[/b] [b]Int:[/b] [b]Wis:[/b] [b]Cha:[/b]<br><br>[u][b]Skills[/b][/u]<br><br>[b]Proficiencies:[/b]<br><br>[b]Acrobatics (Dex):[/b]&nbsp; [b]Animal Handling (Wis):[/b]&nbsp; [b]Arcana (Int):[/b]&nbsp; [b]Athletics (Str):[/b]&nbsp; [b]Deception (Cha):[/b]&nbsp; [b]History (Int):[/b]&nbsp; [b]Insight (Wis):[/b]&nbsp; [b]Intimidation (Cha):[/b]&nbsp; [b]Investigation (Int):[/b]&nbsp; [b]Medicine (Wis):[/b] [b]Nature (Int):[/b]&nbsp; [b]Perception (Wis):[/b]&nbsp; [b]Performance (Cha):[/b]&nbsp; [b]Persuasion (Cha):[/b]&nbsp; [b]Religion (Int):[/b]&nbsp; [b]Sleight of Hand (Dex):[/b]&nbsp; [b]Stealth (Dex):[/b]&nbsp; [b]Survival (Wis):[/b]<br>&nbsp;<br>[hr]<br><br>[b]Proficiences:[/b]<br><br>[b]Features and Traits:[/b]<br><br>[hr]<br><br>[u][b]Spells[/b][/u]<br><br>[b]Spellcasting Ability:[/b]<br>[b]Spell Save DC:[/b]<br>[b]Spell Attack Bonus:[/b]<br>[b]Levels/Slots:[/b]<br><br>[hr]<br><br>[b]Attacks/Spellcasting:[/b]<br>&nbsp;<br>[hr]<br><br>[b]Equipment:[/b]</code></pre>
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			<dt class="postheader">
				Title: <strong>Re: Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>WhatLiesAbove</strong> on <strong>04-07-2018, 09:59:47</strong>
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				<div class="floatright">(https://i.warosu.org/data/tg/img/0369/30/1419324661606.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Leyana Swiftwater</strong></span></span></div><br><strong>Class/Level:</strong> Rogue-Assassin 3<br><strong>Background:</strong> Criminal<br><strong>Race:</strong> Elf<br><strong>Alignment:</strong> Chaotic Neutral<br><br><hr><br><strong>Ideals:</strong> People: I'm loyal to my friends, not any ideals, and everyone else can take a trip down the Styx.<br><strong>Bonds:</strong> Someone I loved died because of a mistake I made. That will never happen again.<br><strong>Flaws:</strong> If there is a plan, I'll forget it. If I don't forget it, I'll ignore it.<br><strong>Personality:</strong> Hate braggarts, allows her actions to define her.<br><br><hr><br><strong>Age:</strong> 118<br><strong>Height:</strong> 5'0"<br><strong>Weight:</strong> 97 lbs.<br><strong>Eyes:</strong> Emerald green<br><strong>Skin:</strong> Tan<br><strong>Hair:</strong> Red<br><strong>Description:</strong> Short of stature and sinful of curves....that describes Leyana best. Often her fiery crimson hair is hidden beneath a hood, the shadow hiding emerald hues. Not often one to talk much, she often lets her actions speak for her, her gaze often filled with distrust and wariness.<br><br><hr><br><strong>Backstory:</strong> It is often tough growing up as an elf in a human city. Even more when you grow up without the protection of parents. Leyana lost her parents early in life...when she was only 16. Still not yet on the cusp of womanhood at that age, she had to learn quick how to survive on the streets of Luskan. It was here that she learned her trade of slipping around unnoticed, taught and honed by the seedy underbelly of a notoriously dangerous city.<br><br>As is often to happen, her human mentors and friends died. Still, she pushed herself at her trade. Through a century of growing, Leyana learned the cryptic language of thieves cant. It was added swiftly to her natural knowledge of eleven and common. Always, she grew with a firm understanding....do not steal from those who cannot afford it. The rich were always easy to take from. But never....never from the poor.<br><br>They say there is no honor among thieves...but nothing could be further from the truth. Those that taught her earned her distinct respect. Those that worked with her did as well. She learned to be distrustful of people in authority, seeing all to often friends picked up, and returned much later, often bruised and battered. One friend never returned at all.<br><br>She has never forgotten Aiden, and never will. His disappearance was always figured as a murder, covered up by corrupt leadership. It has left her cautious of new people, and makes those she is close to all the more dear to her.<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 16<br><strong>Initiative:</strong> +5<br><strong>Speed:</strong> 35<br><strong>Passive Perception:</strong> 15<br><strong>Hit Point Maximum:</strong> 13<br><strong>Hit Dice:</strong> 3d8<br><strong>Proficiency Bonus:</strong> 2<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 8 <strong>Dex:</strong> 18 <strong>Con:</strong> 12 <strong>Int:</strong> 11 <strong>Wis:</strong> 11 <strong>Cha:</strong> 12<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong><br><strong>Str:</strong> -1 <strong>Dex:</strong> +5<strong>Con:</strong> +1 <strong>Int:</strong> 0 <strong>Wis:</strong> +1<strong>Cha:</strong> +1<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong><br><br><strong>Acrobatics (Dex):</strong>&nbsp;7 <strong>Animal Handling (Wis):</strong>&nbsp; <strong>Arcana (Int):</strong>&nbsp; <strong>Athletics (Str):</strong>&nbsp; <strong>Deception (Cha):</strong>&nbsp;3 <strong>History (Int):</strong>&nbsp; <strong>Insight (Wis):</strong>&nbsp;3 <strong>Intimidation (Cha):</strong>&nbsp; <strong>Investigation (Int):</strong>&nbsp; <strong>Medicine (Wis):</strong> <strong>Nature (Int):</strong>&nbsp; <strong>Perception (Wis):</strong>&nbsp;5 <strong>Performance (Cha):</strong>&nbsp; <strong>Persuasion (Cha):</strong>&nbsp; <strong>Religion (Int):</strong>&nbsp; <strong>Sleight of Hand (Dex):</strong>&nbsp;7 <strong>Stealth (Dex):</strong>&nbsp;9 <strong>Survival (Wis):</strong><br>&nbsp;<br><hr><br><strong>Proficiences:</strong><br>Assassinate<br>Sneak attack<br>Thieves Cant <br>Cunning action<br><br><strong>Features and Traits:</strong><br>Darkvision<br>Keen senses<br>Fey Ancestry<br>Fleet of foot<br>Cantrip<br>Mask of the Wild<br>Extra Language<br><br><hr><br><span class="bbc_u"><strong>Spells</strong></span><br>Mage Hand<br><br><strong>Spellcasting Ability:</strong> Cantrip<br><strong>Spell Save DC:</strong> NA<br><strong>Spell Attack Bonus:</strong> NA<br><strong>Levels/Slots:</strong> Cantrip/1<br><br><hr><br><strong>Attacks/Spellcasting:</strong><br>&nbsp;Assassinate - advantage on attack rolls against any enemy that hasn't taken a turn in combat yet. Also, any hits on a surprised enemy is a critical hit<br>Sneak Attack - 2d6<br><hr><br><strong>Equipment:</strong><br><br>220 gp <br>Thieves tools<br>Rapier<br>Long bow (20 arrows) 1d8 piercing dmg <br>2 daggers 1d4 piercing each<br>Leather armor 16 AC<br>Burglar pack<br>
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			<dt class="postheader">
				Title: <strong>Re: Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>Totoro</strong> on <strong>04-07-2018, 20:13:56</strong>
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				<div class="floatright">(https://sixthworldrpg.files.wordpress.com/2011/01/theeighthone_portrait_margoloth.png?w=655)(https://vignette.wikia.nocookie.net/forgottenrealms/images/2/24/Goliath_swordmage_McLean_Kendree.jpg/revision/latest/scale-to-width-down/240?cb=20151010145522)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Valok Sunreaver Thunukaga</strong></span></span></div><br><strong>Class/Level:</strong> Conquest Paladin 3<br><strong>Background:</strong> Outlander<br><strong>Race:</strong> Goliath<br><strong>Alignment:</strong> Lawful Neutral<br><br><hr><br><strong>Ideals:</strong> Strength is all, I must become stronger than those I face and overwhelm them with force, and always grow stronger myself to not fall by the wayside.<br><strong>Bonds:</strong> I will avenge myself against these Drow, burn their holds and butcher their people without mercy on my path back to the land above.<br><strong>Flaws:</strong> I rarely consider diplomatic solutions, and I am often too quick to draw my blade if faced with threats.<br><br><strong>Personality:</strong> Valok is a dedicated paladin of the Goliath Sun God. Not a deity like those of the humans it is a more primal, ancient belief. This sun god is war-like, proud and brave yet darkly brutal in times of battle. Valok strives with all his might and being to embody that Sun God and be a worthy Paladin. He can often be found praying, though his prayers are deep and guttural as he utters them in primordial to his elemental lord. He finds no time to relax, forcing himself to train his faith or his body at all times to make certain he is as strong as he can be. His drive and determination give him a presence in most rooms, particularly when combined with his sheer stature. He loudly states his opinions and ideas on most subjects, regardless of the likely social implications. These most often occur when he comes across authority figures in society, or priests of other Gods, who he mocks for the fragility of their power or the weakness of their deity. <br><br>He finds amusement in those who rely on trickery, cowardice or societal manipulation to garner their strength and believes all that can truly be counted upon is one's own physical prowess to show strength. He despises any who blame others for their failings and will always accept blame should he fail or make a mistake. As he strives so distinctly toward strength Valok is extremely competitive with all he comes across. If anything his faith only strives to push him further in this direction, urging him to prove his strength above both those around him and himself, always trying to exceed his own past deeds. Although he is highly competitive he is a surprisingly calm loser, tending to use it maturely as inspiration to improve his own abilities and find victory in the future rather than becoming bitter. <br><br>Valok has a certain personal sense of honor, always aiming to confront foes on the open field of battle and destroy them head on. He is, however, willing to employ alternative tactics if it is necessary or if his hatred for the foe is enough. In general he can seem intense but just as he can be brutal as a warrior he can be a joyous, youthful goliath as he celebrates the life the Sun God granted him. Both while training and fighting he most often has a wide grin on his face and utters loud belows as he revels in the thrill of combat, and he is no less brash while celebrating a good victory. His God does nothing to prevent him from celebrating success, so long as that success was absolute. Although Valok himself must embody his oath at all times he does not enforce that behaviour on allies, allowing them to act in whichever way they see fit.<br><br><strong>Oath:</strong> These tenets of the Goliath Sun God Stronmaus, and were burned into Valok's upper arm many years ago.<br><br><strong>Scour with light of the Sun:</strong> It is not enough to merely defeat a foe in battle, any victory I win must be made so overwhelming that it shatters my foe's will to fight forever. <br><strong>Only the Sun may Rule:</strong> Once you have conquered a foe tolerate no dissent, punishing those who betray you as an example to any who would follow.<br><strong>The Strength of the Sun:</strong> You shall have power and authority until a stronger arises. Always strive to be mightier, embodying the Sun and crushing all challengers.<br><br><br><hr><br><strong>Age:</strong> 26<br><strong>Height:</strong> 8'2"<br><strong>Weight:</strong> 520lbs<br><strong>Eyes:</strong> Bright white, diml glowing <br><strong>Skin:</strong> Pale white<br><strong>Hair:</strong> Shaved head, Dark natural hair<br><strong>Description:</strong> At a glance Valok is monstrous in nature. Standing 8'2" and weighing 440lbs he is a titan compared to even the largest humans and the fact he always stands with his head held high, shoulders back and chest out makes no concessions to that. He walks with purpose and pride, although he will sometimes calm this demeanour a little if talking to someone smaller than him who has earned his respect. Like almost all goliaths he has ashy, pale skin covered with dark natural markings. These vertically symmetrical patterns marked Valok for the Sun God from birth, as the Goliath Paladins always recruited based on the belief the natural patterns marked one for a certain future, and he considers them highly important. Valok's skin is rough to the touch, almost reminiscent of stone, and he is marked with a multitude of scars. Large marks from the impact of rocks, sticks, maces and fists either from sport, sparring or battle. Scratches and claw marks given by wild beasts he wrestled to the ground. Burns mark particularly brutal training or fights with flame wielding barbarians, as well as the few times he has come into conflict with mages.<br><br>Unlike almost any other Goliaths the Paladins of Stronmaus are tattooed at a young age as these tattoos are said to further enforce their destiny rather than disrupting it. They are marked with a large golden and red sun across their chest, the tenets of their future oath are seared into the skin of their upper left arm. They also have personally relevant scriptures of the Sun God Stronmaus tattooed on their bodies in golden and red inks. In Valok's case the texts focus on his strength and power in battle, in addition to his energy and youthfulness. Despite the nature of the Goliaths these are written with great care and skill, looking similar to dwarven runes if anything. There are also many symbols including Stronmaus's forked lightning emerging from a cloud that slightly obscures the sun on the right shoulder. There is also a glowing golden and red sword along each forearm, particularly noticeable as they are on the dark background of his black areas of skin. Along his ribs he has tattooed symbols representing his greatest personal victories, such as the skull of a dire wolf and an ogre's club.<br><br><hr><br><strong>Backstory:</strong> Valok was born very high in the mountains, among the Thunukaga clan. Goliath society was a savage place to grow up, but one in which Valok excelled. He was a large figure even as a youth and excelled in many physical areas. He was athletic in the extreme and most often chosen to be the 'Root' in Stubborn-Root, a childhood and adolescent game similar to king of the mountain. It was only as he matured and his markings fully formed that he was noticed by the Paladins of Stronmaus, his natural pattern indicating he was to be a paladin. His Goliath family not wanting to get in the way of tradition young Valok was given over to the Goliath Paladins and raised in their monastery. There he was taught of Stronmaus, god of the sun, and how to properly venerate strength and power. He was a good and dedicated learner who fit in well with the honor and might driven paladins, studying scriptures and learning how to utilise the light of Stronmaus in battle.<br><br>By his late teens Valok was a highly capable warrior having hunted wild beasts for years, slaughtered barbarians and other mountain-dwellers who came into conflict with his people and even joined battle against ogres and other large monsters. He also dedicated many hours of his days to prayer and worship, although in the fashion of his people they often prayed through dedicated combat drills and physical training. On his eighteenth birthday he was selected, alongside a few others who had shown great dedication, to travel out into the wider world on a pilgrimage. Their duty was to hone their skills, both in battle and knowledge, before returning home to expand the knowledge of the Paladins of Stronmaus. It was this day that his given nickname of Mountainking, given for his success in Stubborn-Root, was taken. These Paladins were each given a holy nickname, that of the first of their order 'Sunreaver'. <br><br>Armed and armoured for battle he headed down the slopes, travelling through the world of men. It was impossible not to be keenly aware of his nature contrasted by theirs, his stature alone marking him as an outsider but also his culture and beliefs. He had grown up in a far more savage world and rarely grasped, or cared to grasp, the intricacies of manners and politeness. The only things that kept him from chains were his value as a warrior and his intimidating presence as a Paladin. He roamed from village to town, resolving issues without any request of payment. At times his extreme methods caused some mild conflict, but many saw what they were getting into when they agreed to work with the hulking Goliath. <br><br>He was clearing out a dark and unwelcoming cave when things took a sharp turn. In his zealous ire he pursued the goblins in the upper cavern lower and lower, but the treacherous footing was not suitable for one half his size. With a calamitous crash Valok fell clean through the floor of the cavern, the rock crumbling under his feet as he tumbled into a dark and unnatural place. The fall was far more harmful than his foes had been, and in landing he glanced his head on a rock. The impact was enough to knock the Goliath entirely unconscious, and he was defenceless when found by the Drow. While imprisoning him required heavier chains, larger manacles and a great deal of care to avoid giving him a chance to strike he was eventually trapped in a slave pen, stewing in a vast rage as he prepared to unleash the vengeance of his Sun God against these creatures.<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 16 (18 with shield)<br><strong>Initiative:</strong> -1<br><strong>Speed:</strong> 30ft<br><strong>Passive Perception:</strong> 10<br><strong>Hit Point Maximum:</strong> 35<br><strong>Hit Dice:</strong> 3d10<br><strong>Proficiency Bonus:</strong> +2<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 18+4 <strong>Dex:</strong> 9 -1 <strong>Con:</strong> 16+3 <strong>Int:</strong> 10 +0 <strong>Wis:</strong> 10 +0 <strong>Cha:</strong> 14+2<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong> Wis, Cha<br><strong>Str:</strong> +4 <strong>Dex:</strong> -1 <strong>Con:</strong> +3 <strong>Int:</strong> +0 <strong>Wis:</strong> +2 <strong>Cha:</strong> +4<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Athletics, Survival, Intimidation, Religion, Animal Handling<br><br><strong>Acrobatics (Dex):</strong> -1&nbsp; <strong>Animal Handling (Wis):</strong> +2&nbsp; <strong>Arcana (Int):</strong> +0&nbsp; <strong>Athletics (Str):</strong> +6&nbsp; <strong>Deception (Cha):</strong> +2&nbsp; <strong>History (Int):</strong> +0 <strong>Insight (Wis):</strong> +0&nbsp; <strong>Intimidation (Cha):</strong> +4 <strong>Investigation (Int):</strong> +0 <strong>Medicine (Wis):</strong> +0 <strong>Nature (Int):</strong> +0&nbsp; <strong>Perception (Wis):</strong> +0&nbsp; <strong>Performance (Cha):</strong> +2 <strong>Persuasion (Cha):</strong> +2&nbsp; <strong>Religion (Int):</strong> +2&nbsp; <strong>Sleight of Hand (Dex):</strong> -1&nbsp; <strong>Stealth (Dex):</strong> -1&nbsp; <strong>Survival (Wis):</strong> +2<br>&nbsp;<br><hr><br><strong>Proficiences:</strong> All armour, shields, Simple Weapons, Martial Weapons, Horns<br><strong>Languages:</strong> Common, Giant, Primordial <br><br><strong>Features and Traits:</strong><br><br>Divine Sense<br>Great Weapon Fighting<br>Lay on Hands<br>Divine Smite<br>Divine Health<br>Channel Divinity: Conquering Presence<br>Channel Divinity: Guided Strike<br>Stone's Endurance<br>Powerful Build<br>Mountain Born<br><br><hr><br><span class="bbc_u"><strong>Spells</strong></span><br><br><strong>Spellcasting Ability:</strong> Cha<br><strong>Spell Save DC:</strong> 12<br><strong>Spell Attack Bonus:</strong> +4<br><strong>Levels/Slots:</strong> 3 Level 1 slots<br><br><strong>Prepared Spells:</strong> Divine Favor, Heroism and Compelled Duel<br><br><strong>Oath spells:</strong> Command, Armor of Agathys<br><br><hr><br><strong>Attacks/Spellcasting:</strong><br>&nbsp;<br><strong>Greatsword:</strong> +6/hit 2d6+4 Slashing <br><strong>Flail:</strong> +6/hit 1d8+4 Bludgeoning<br><strong>Dagger:</strong> +2/hit 1d4 piercing (20/60 range thrown)<br><br><hr><br><strong>Equipment:</strong><br><br>- A greatsword large enough for a goliath, inlaid with the symbols of Stronmaus and carved with holy texts.<br>-A heavy dark iron flail.<br>-A carved dagger made of bone.<br>-Explorer's Pack Containing: Backpack, Bedroll, Mess Kit, Tinderbox, 10 Torches, 10 Days Rations, A Waterskin and 50 feet of Hempen rope.<br>-A set of chain mail, which he mostly conceals under ornate and tribal carved goliath armour, which offers minimal protection but invokes a presence and image.<br>-The Holy Symbol of Stronmaus, a red jewel with an inlaid golden thunderbolt on an amulet. <br>-A wooden hand-carved hiking staff.<br>-A simple goliath hunting trap.<br>-The pelt of a dire wolf over his shoulders, and a necklace of dire wolf teeth.<br>-A set of rough and worn traveler’s clothes.<br>-310gp
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				Title: <strong>Re: Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>Alias</strong> on <strong>04-07-2018, 22:53:40</strong>
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				<div class="floatright">(https://i.imgur.com/15h9Mim.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Eidoma Carinweiss</strong></span></span></div><br><strong>Class/Level:</strong> Warlock - 3<br><strong>Background:</strong> Sage<br><strong>Race:</strong> Human<br><strong>Alignment:</strong> Chaotic Good<br><br><hr><br><strong>Ideals:</strong> There's nothing Ido likes more than a good mystery. Always a problem solver, and a healer. She aims to maintain the ultimate mystery while searching out the finer details<br><strong>Bonds:</strong> Beauty. She believes that that which is beautiful points people beyond the object, and toward what is true. She is somewhat vain, and self interested, but this does help her.<br><strong>Flaws:</strong> Many, but some stick out more than others. She is a terrible liar, ethical yes, but not always advantageous. Ido is an unstoppable gossip, and she is not one to be trusted with secrets. She is exceptionally weak in hand to hand combat, and she doesn't like putting anyone or anything in danger. Her healing spells force her to deal with the pain of her target. performing her regenerative spells on others is exceptionally painful for her. Provacative, Eidoma is a carnal woman, and she doesn't hide her desires as often as some people would like her to<br><strong>Personality:</strong> Ido has a few particlar personality traits that are off putting at first. She looks sad often, even when she's smiling. The girl has a lot of history with pain and loss. Also, Eidoma is vain, and her desire to stay clean can be annoying around other people that she's known for years. She's scandalous, she tends to say exactly whats on her mind, and she is too sexual for her own good. However, Eidoma knows humility, and she is not proud of herself for any of these things. She has an obsession with maintaining her beauty, and a passionate fear of growing old. But to be in her good graces, to understand her opens up her likable side. She is kind, considerate when it counts, charitable, patient, diligent, focused, and she loves having sex with her friends, still, she isn't forceful about it.<br><br><hr><br><strong>Age:</strong> Twenty<br><strong>Height:</strong> 5'8<br><strong>Weight:</strong> 116<br><strong>Eyes:</strong> Ocean Blue<br><strong>Skin:</strong> Caucasian, reasonably pale and lightly freckled.<br><strong>Hair:</strong> Long waving brunette <br><strong>Description:</strong> Eidoma is a classical beauty. Her eyes are prominent, large and sad. She often looks like she wants to cry. Her body is lithe and flexible. She is graceful and easy in her motions. Her posture is regal and her tendency to pose is nothing short of stunning. She is not gifted with large breasts, but they have worked magic on men before. Her legs are long and smooth, muscular and soft at the same time. Eidoma wears evening gowns in the hours leading to bedtime when she is not adventuring. The robes are light, and they are nearly seamless, so they adapt to her shape, typically open at the hip, to give her legs absolute freedom. She has an obsession with stalkings and socks, and almost always has her feet covered, the reason, cold toes. While on the road, she carries numerous sets of clothing and spends an hour a day or more keeping them clean. Her tongue is the same color as her eyes, It's very bright.<br><br><hr><br><strong>Backstory:</strong>Eidoma was a common girl in a small village among the rolling creeks and busy forests at the foothills of a modest mountain. Her life was simple and peaceful in a community of almost nothing but Humans. She grew up around a family of half elves that lived a few stone houses down the dirt road.<br><br>Eidoma’s father died only a few months after her birth after falling sick with a furious illness. With his child in the house, he left, planning to get better away from the child, fearing that his sickness was contagious. It had been contagious, and he did die, so, his loss was noble in some way. <br><br>Mianlida was left to raise Eidoma alone. She presumed ownership over the potions shop that her husband had run out of the house. Both of Eidoma’s parents were inclined toward magic, and spells. But only her father adventured for any real length of time. Mianlida was happy at home, and her simple spells kept her comfortable. She always expected Eidoma to follow in her footsteps, but she never directly encouraged the behavior. <br><br>Unlike her husband, Mian tried to solve problems, and never decided to run away. Every issue had a resolution, and she had a perfect mind for business. Eidoma took after this behavior in an all encompassing way. Nothing was an emergency in Eidoma’s world. Her mother was a statue of calm. Eidoma developed a good problem solving brain, she didn’t stress out about much, and her tolerance for pain was high. She wasn’t squeamish, blood did not concern her, and she usually had a calming presence around her friends and peers that had became injured for whatever childish reason.<br><br>Eidoma took to studying early on, and spending a lot of her time reading the books of alchemy and assorted lore and magic that would come through her mother’s shelves. She tried to read them faster than her mother could sell them, it was a fun game that Mianlida almost always let her daughter win.<br><br>Becoming an adult was easy for Eidoma. She was acting a lot like her mother by the time she was sixteen, and some time before in secret. Her mother was active in the nightlife of their small village, and people recognized her as a lovely women. She was still relatively young when she had her daughter, and most of the single men around town knew her in intimate ways.<br><br>Eidoma was more beautiful than her mother, that was plain for everyone to see, and she had even more of an allure to her. While the young woman read deep into the night, and practiced magic with her mother, she started to become more familiar with men as well. It was all safe, and it was all fun, and the town respected the mother and daughter more than strangers would. They were not destructive, they were lovely people, and their magics were never a bother. <br><br>Eidoma had broken a few hearts by her eighteenth summer, and a few younger men had become violent toward each other and Eidoma with emotions stirring wild over whom she wanted to build a life with. The answer had been no body, and it had not gone over well. <br><br>That fall, Ido retreated into the study most of the day.&nbsp; At night, instead of sleeping once or twice a week, she would travel into the woods outside of the village seeking out some kind of purpose. There were mysteries out there. She didn’t want to be her mother. She didn’t want to be the destructive woman that she was becoming either. Each night brought her farther out into the lifting hills of the mountain. By winter, when most of the woods had died, Ido was out there more often, people slept longer, and it wasn’t a mystery anymore that she spent her time adventuring. <br><br>With the help of her next broken heart, Eidoma and a human named Victossi traveled farther than she had ever gone. He had met her while they were both travelling in the woods. By the time she was nineteen in the spring, she was going out for days at a time but her mother still worried. Victossi and herself stayed out for nearly a whole week, and he had taken very little time to fall in love with her. Reaching the peak of the insignificant mountain with skill and a fair share of luck, the two of them came across a cave and stayed there for two nights. On the second day, Victossi went out to hunt for their dinner. Eidoma grew curious in the cave, naked but warm with the fire inside and the small inner chamber. She discovered a switch and opened the back of the cave to a chamber twice the size of the one she and Victossi had been staying in.<br><br>Cold wind swept passed her, chilling her. Eidoma walked forward though and into the freshly exposed chamber. It was still a small cave, but it’s design was mysterious. It was a temple. Eidoma discovered a magical presence instantly and did her best to communicate with the weavings of the walls around her, the pedestal before the engravings in the smoothed face of the rear wall. Eidoma fell to her knees as the entrance to the sanctum closed silently, and unnoticed behind her.<br><br>The energy in the room tightened and focused, it overwhelmed Eidoma and a flash of light and a soft pushing of air forced her to lift her hands. When she lowered them Aelos was before her. Although, she had no idea who she was looking at. A Solar from the Gates of the Moon, the celestial realm from which this temple had been formed. He appeared human if not for the long spanning white wings that stretched in the expansive walls of the chamber. Aelos had brown hair curling on his head, tight to the top of his ears. His eyes were a powerful blue that weren’t that different than Eidoma’s own human eyes. Celestial markings were etched into his skin, glowing blue naturally, a language that Eidoma did not yet read. <br><br>Aelos begin speaking to Eidoma, but she did not know what he was saying to her. He helped her up from her feet and spoke softly to her while holding her naked body close to his chest. Eidoma found herself unstoppably attracted to the Solar. He made himself her patron then, circling around her, caressing her from head to toe and circling around her, whispering his affections. As Eidoma allowed it to happen, she started to understand what he was telling her, and what the markings on his skin said. He was telling her of the power that he was going to bestow upon her. He recognized her presence years ago, and his influence has been tempting her toward him for some time. He explains that he loves her, and that she can reject his blessing if she desires. Eidoma answered his question by reaching for the belt that was holding is clothing in place. Aelos kissed her, and Eidoma begin to tear at the Solar’s clothing. Eidoma please him, made love to him, and gave herself to him. He gave himself to her. When they were finished, Eidoma had gone through some changes. Her tongue was the same color as the markings on Aelos’ skin. The inside of her vagina also turned this brilliant blue color and markings on the inside of her thighs connects her to Aelos.<br><br>She can communicate with him in waking visions if she desires, but only when the sun has set and the moon is near full. There’s a five day window. In the underdark, it will be harder to reach Aelos.<br><br>Aelos allowed her to leave the cave and he went back to his Celestial realm with a new lover. When she emerged, she found herself a changed woman. She no longer had the feelings for Victossi that she had had only hours before. When he returned, he saw her changes, and she displayed her powers to heal him from an injury he’d suffered while hunting. An obvious difference between her healing magic and that of a clerics though was obvious right away. Eidoma cringed, squirmed, and groaned while she helped Victossi. Healing him pained her. She didn’t receive his injury, but she felt the pain of the wound while she healed it. Aelos’ blessing had two sides. One of the reasons he had chosen Eidoma was because of her high pain tolerance. Victossi had Returned with no food, the two of them set back to return to her village.<br><br>Upon returning, Eidoma said her goodbyes to Victossi and issued a desire for him to leave her village. He did so after one more night with Ido. She loved him, but she did not want him around anymore. Over the next week, Ido informed her mother and her friends that she was leaving. They understood completely, especially considering her new powers. She would serve better good out in the world. <br><br>Leaving in that same Spring, Eidoma booked passage to the Faerun where she grouped up with a team of adventurers in need of a healer. She immediately got along with all three of the men and served them well on their travels. Eidoma did her best to keep them at an arms length though, the desire to please them sexually was always on her mind, and Aelos would tell her to do these things when she communicated with him. Ido was well aware of the trouble that it could cause to start having sex with her adventuring group.<br><br>Eventually, she succumbed to her own desires and ended up being the sexual release for all three men that were travelling with her. Enjoying the practice, it helped her look out for them, but the three of them became jealous of each other, just as she’d been worried about. The group had been together for nearly seven months doing idle work around the area, keeping their pockets reasonably well filled, but never getting too adventurous. Eidoma begin to voice her interest in more danger. Aelos wanted her to become stronger, and she couldn’t accomplish that while twiddling about with these men. Encouraging her new friends worked.<br><br>They immediately felt more capable, and the jealousy between them was starting to fade. Eidoma was disconnected enough to keep them all happy. She worked well in groups, just as her patron had said that she would. <br><br>For a week or two, their more dangerous journeys were going well, they were bringing in more money, and the people around them were starting to treat them a little bit like heroes. On the trail of a slave trade in the area, ignoring warnings, the party traveled East into dangerous lands. Fighting stronger enemies, drow, they confidentantly moved forward after defeating a couple scouting parties. Trouble found them though. She had given the men too much confidence, and they had journeyed deep into the business of a nasty dark elf. Overwhelmed by his men. Eidoma did her best to keep her adventuring party alive around her. But she was confronted by two drow fighters that pulled her to the ground and disabled her from helping. Without her healing powers, her party was killed viciously. <br><br>Eidoma had been knocked out before she had witnessed anything, when she awoke, she was no longer an adventurer on Toril. She was a slave in the Underdark.<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong> 11 (clothing, 10 +dexmod)<br><strong>Initiative:</strong> +1<br><strong>Speed:</strong> 30 ft.<br><strong>Passive Perception:</strong> 12<br><strong>Hit Point Maximum:</strong> 19<br><strong>Hit Dice:</strong> 3d8<br><strong>Proficiency Bonus:</strong> +2 <br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong>8 (-1)&nbsp; <strong>Dex:</strong>12 (+1) <strong>Con:</strong>14 (+2) <strong>Int:</strong>10 (+0) <strong>Wis:</strong>14 (+2) <strong>Cha:</strong>18 (+4)<br><br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies (Saving Throw):</strong> Wisdom, Charisma<br><br><strong>Str:</strong> -1 <strong>Dex:</strong> +1 <strong>Con:</strong> +2 <strong>Int:</strong> +0&nbsp; <strong>Wis:</strong> +4 <strong>Cha:</strong> +6<br><br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies (Skill):</strong> Arcana, History, Nature, Investigation, Religion<br><br><strong>Acrobatics (Dex):</strong>+1&nbsp; <strong>Animal Handling (Wis):</strong>+2&nbsp; <strong>Arcana (Int):</strong>+2&nbsp; <strong>Athletics (Str):</strong>-1&nbsp; <strong>Deception (Cha):</strong>+4&nbsp; <strong>History (Int):</strong>+2&nbsp; <strong>Insight (Wis):</strong>+2&nbsp; <strong>Intimidation (Cha):</strong>+4 <strong>Investigation (Int):</strong>+2&nbsp; <strong>Medicine (Wis):</strong>+2 <strong>Nature (Int):</strong>+2&nbsp; <strong>Perception (Wis):</strong>+2&nbsp; <strong>Performance (Cha):</strong>+4&nbsp; <strong>Persuasion (Cha):</strong>+4&nbsp; <strong>Religion (Int):</strong>+2&nbsp; <strong>Sleight of Hand (Dex):</strong>+1&nbsp; <strong>Stealth (Dex):</strong>+1&nbsp; <strong>Survival (Wis):</strong>+2<br>&nbsp;<br><hr><br><strong>Proficiences:</strong> Simple weapons, light armor<br><br><strong>Features and Traits:</strong> Tomelock, Celestial Patron, Healer<br><br>Languages. Eidoma can speak, read, and write Common, Elvish, Undercommon, and Celestial<br><br>HEALING&nbsp; LIGHT<br>At&nbsp; 1st&nbsp; level, you&nbsp; gain&nbsp; the&nbsp; ability to&nbsp; channel&nbsp; celestial energy&nbsp; to&nbsp; heal&nbsp; wounds . You have a pool&nbsp; of&nbsp; d6s&nbsp; that you spend&nbsp; to fuel&nbsp; this&nbsp; healing.&nbsp; The&nbsp; number&nbsp; of&nbsp; dice&nbsp; in&nbsp; the pool&nbsp; equals&nbsp; 1 + your&nbsp; warlock&nbsp; level.<br>As&nbsp; a&nbsp; bonus&nbsp; action, you&nbsp; can&nbsp; heal&nbsp; one&nbsp; creature&nbsp; you&nbsp; can see&nbsp; within&nbsp; 60&nbsp; feet&nbsp; of&nbsp; you,&nbsp; spending&nbsp; dice from&nbsp; the&nbsp; pool. The&nbsp; maximum&nbsp; number&nbsp; of&nbsp; dice&nbsp; you&nbsp; can&nbsp; spend&nbsp; at&nbsp; once equa ls&nbsp; your&nbsp; Charisma&nbsp; modifier&nbsp; (minimum&nbsp; of&nbsp; one&nbsp; die). Roll&nbsp; the&nbsp; dice&nbsp; you&nbsp; spend,&nbsp; add&nbsp; them&nbsp; together,&nbsp; and&nbsp; restore a&nbsp; number&nbsp; of&nbsp; hit&nbsp; points&nbsp; equal&nbsp; to&nbsp; the&nbsp; total.<br>Your&nbsp; pool&nbsp; regains&nbsp; all&nbsp; expended&nbsp; dice&nbsp; when&nbsp; you&nbsp; finish&nbsp; a long&nbsp; rest.<br><br>Cantrips. 2 (+3 from any class, Pact of the Tome, +2 Celestial Patron, Light, Sacred Flame)<br><br>BACKGROUND:&nbsp; SAGE<br>Trained in Arcana and History<br>Two languages of your choice: Elvish, Undercommon<br>Alchemist specialty, (knows, cannot actually do alchemy)<br><br>ARMOR OF SHADOWS<br>You can cast mage armor on yourself at will, without<br>expending a spell slot or material components.<br><br>ASPECT&nbsp; OF&nbsp; THE&nbsp; MOON<br>Prerequisite:&nbsp; Pact&nbsp; of&nbsp; the Tome feature<br>You&nbsp; no longer&nbsp; need&nbsp; to sleep&nbsp; and&nbsp; can't&nbsp; be&nbsp; forced to&nbsp; sleep<br>by&nbsp; any&nbsp; means.&nbsp; To gain&nbsp; the benefits&nbsp; of&nbsp; along&nbsp; rest, you<br>can&nbsp; spend&nbsp; all 8&nbsp; hours&nbsp; doing&nbsp; light&nbsp; activity, such&nbsp; as&nbsp; read-<br>ing&nbsp; your&nbsp; (Book&nbsp; of&nbsp; Mortality)&nbsp; and&nbsp; keeping&nbsp; watch.<br><br><hr><br><span class="bbc_u"><strong>Spells</strong></span><br><br><strong>Spellcasting Ability:</strong> Charisma (+4)<br><strong>Spell Save DC:</strong> 8 + spellcasting modifier (Charisma bonus) + proficiency bonus (2)<br><strong>Spell Attack Bonus:</strong> 6<br><strong>Levels/Slots:</strong> level 2, 2 slots<br><br><hr><br><strong>Attacks/Spellcasting:</strong><br><br><span class="bbc_u">Eldritch Blast</span> (Celestial Warlock)<br><em>Evocation cantrip<br>Casting Time: 1 action<br>Range: 120 feet<br>Components: V, S<br>Duration: Instantaneous</em><br><br><em>A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.<br>The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.</em><br><br><span class="bbc_u">Prestidigitation</span> (Celestial Warlock)<br><em>Transmutation cantrip<br>Casting Time: 1 action<br>Range: 10 feet<br>Components: V, S<br>Duration: Up to 1 hour<br><br>This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range.<br>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.<br>You instantaneously light or snuff out a candle, a torch, or a small campfire.<br>You instantaneously clean or soil an object no larger than 1 cubic foot.<br>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.<br>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.<br>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.<br>If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.<br><br></em><span class="bbc_u">Sacred Flame </span>(Celestial Warlock)<br><em>Evocation cantrip<br>Casting Time: 1 action<br>Range: 60 feet<br>Components: V, S<br>Duration: Instantaneous<br><br>Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8radiant damage. The target gains no benefit from cover for this saving throw.<br>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</em><br><br><span class="bbc_u">Light</span> (Celestial Warlock)<br>Evocation cantrip<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, M (a firefly or phosphorescent moss)<br>Duration: 1 hour<br><br>You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.<br>If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.<br><br><span class="bbc_u">Spare the Dying</span> (Tome, Book of Mortality)<br><em>Necromancy cantrip<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, S<br>Duration: Instantaneous<br><br>You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.</em><br><br><span class="bbc_u">Shocking Grasp</span> (Tome, Book of Mortality)<br><em>Evocation cantrip<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, S<br>Duration: Instantaneous<br><br>Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.<br>The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).</em><br><br><span class="bbc_u">Friends </span>(Tome, Book of Mortality)<br><em>Enchantment cantrip<br>Casting Time: 1 action<br>Range: Self<br>Components: S, M (a small amount of makeup applied to the face as this spell is cast)<br>Duration: Concentration, 1 minute<br><br>For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.</em><br><br><span class="bbc_u"><strong>Cure Wounds</strong></span><br><em>1st-level evocation<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, S<br>Duration: Instantaneous<br><br>A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br>At Higher Levels. <br>When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.</em><br><br><span class="bbc_u"><strong>Lesser Restoration</strong></span><br><em>2nd-level abjuration<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, S<br>Duration: Instantaneous<br><br>You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</em><br><strong><br><span class="bbc_u">Protection from Evil and Good</span></strong><br><em>1st-level abjuration<br>Casting Time: 1 action<br>Range: Touch<br>Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)<br>Duration: Concentration, 10 minutes<br><br>Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.<br>The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.</em><br><strong><br><span class="bbc_u">Guiding Bolt</span></strong><br><em>1st-level evocation<br>Casting Time: 1 action<br>Range: 120 feet<br>Components: V, S<br>Duration: 1 round<br><br>A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.<br>At Higher Levels. <br>When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</em><br>&nbsp;<br><hr><br><strong>Equipment:</strong><br><br><strong>Weapons. </strong><br>Book of Mortality- Spellbook from Patron with 5 cantrips. - 5 lbs.<br><strong><br>Clothing.</strong> <br>Fine clothes (x3)- (45gp) 18 lbs.<br>Common clothes&nbsp; (x2)- (1gp) - 6 lbs.<br><br><strong>Other.</strong><br>Basket - (4 sp) - 2 lbs<br>Pouch&nbsp; - (5sp) 1 lbs <br>Component Pouch (x3) - (75gp) - 6 lbs<br>Candles (x4) - (4cp)<br>Ink - (10gp)<br>Ink pen - (2cp)<br>Paper (x70) - (14 gp)<br>Perfume (x3) - (15 gp)<br>Oil - (1sp) - 1 lbs<br>Soap (x3) - (6 cp) - <br>⅖ lbs of salt - (2cp) - ⅖ lbs<br>Healer’s Kit (x2) - 10 gp - 6 lbs (20 uses)<br>Knife/Dagger - (2gp) - 1 lb<br><br>Remaining Resources<br>165 gp<br>9 sp<br>6 cp<br>0.0&nbsp; lbs of space<br>
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				Title: <strong>Re: Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>InnocentSynn</strong> on <strong>04-07-2018, 23:51:54</strong>
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				<div class="floatright">(https://i.imgur.com/cGqbHm4.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Brihe</strong></span></span></div><br><strong>Class/Level:</strong>&nbsp; Barbarian - 3<br><strong>Background:</strong>&nbsp; Outlander<br><strong>Race:</strong>&nbsp; Human<br><strong>Alignment:</strong> Chaotic Neutral<br><br><hr><br><strong>Ideals:</strong>&nbsp; Change. Life is like the seasons, in constant change, and we must change with il. (Chaotic)<br><strong>Bonds:</strong>&nbsp; My family, clan, or tribe is the most important thing in my life, even when they are far from me.<br><strong>Flaws:</strong>&nbsp; There's no room for caution in a life lived to the fullest.<br><strong>Personality:</strong>&nbsp; Brihe can be loud and a bit wild at times, but for the most part, she tends to be good natured and easy to get along with.&nbsp; Possessing no filter, she tends to speak her mind whether or not her opinion with be appreciated and has no issue using her strength to handle anyone that gets too upset at her.&nbsp; However if one can handle her inability to watch what she says, she can be a fun person to be around and a fierce ally in battle.<br><br><hr><br><strong>Age:</strong>&nbsp; 24<br><strong>Height:</strong>&nbsp; 5'10"<br><strong>Weight:</strong>&nbsp; 182lbs<br><strong>Eyes:</strong>&nbsp; Sky-Blue Eyes<br><strong>Skin:</strong>&nbsp; White, heavily tanned from lots of time in the sun<br><strong>Hair:</strong>&nbsp; Long, blonde, and wild<br><strong>Description:</strong>&nbsp; While beautiful, one first stands out about Brihe is her size.&nbsp; While not massive, she is large for a woman and heavily muscled from years of fighting and traveling on her own.&nbsp; Despite her large muscles, she still somehow manages to have a very feminine feel to her and there is a distinct air of lustful desire about her that seems to draw attention from many, both male and female.&nbsp; Her hair is a platinum blonde color and allowed to hang free and wild halfway down her back.<br><br><hr><br><strong>Backstory:</strong>&nbsp; Brihe's story is one of freedom and adventure.&nbsp; From a young age, it was clear to those in her village that she wouldn't be one to remain at home, finding a husband and minding children.&nbsp; She had a wanderlust in her eyes that often saw her venturing away from the village from the day she was able to walk.&nbsp; In order to prepare her for the day when they knew she would leave, she was trained in the ways of battle as soon as she was able to wield a hammer.&nbsp; And at the age of 15, still a girl in the eyes of many, she would gather her scant few belongings, say goodbye to her parents, and take to the wild world around her.&nbsp; Since she's left her home, she has rarely ventured anywhere near large towns or cities, instead choosing to remain as far from them as possible and resupplied in small villages when she needed to.<br><br>And perhaps that was her downfall.&nbsp; As she sat next to her small fire one night, looking up at the stars, she noticed that it was quiet.&nbsp; Too quiet.&nbsp; They came out of nowhere and despite her best efforts, she was captured and dragged into the Underdark, kicking, screaming, cursing and fighting all the way.&nbsp; Or at least until she was knocked unconscious to make it easier for her captors to move her where they needed her to go.<br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong>&nbsp; 16<br><strong>Initiative:</strong>&nbsp; +2<br><strong>Speed:</strong>&nbsp; 30 ft<br><strong>Passive Perception:</strong>&nbsp; 10<br><strong>Hit Point Maximum:</strong>&nbsp; 38<br><strong>Hit Dice:</strong>&nbsp; 3d12<br><strong>Proficiency Bonus:</strong>&nbsp; +2<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong> 18(+4)&nbsp; <strong>Dex:</strong> 14(+2)&nbsp; <strong>Con:</strong> 17(+3)&nbsp; <strong>Int:</strong> 7(-2)&nbsp; <strong>Wis:</strong> 8(-1)&nbsp; <strong>Cha:</strong> 8(-1)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong>&nbsp; Str, Con<br><strong>Str:</strong> +6&nbsp; <strong>Dex:</strong> +2&nbsp; <strong>Con:</strong> +5&nbsp; <strong>Int:</strong> -2&nbsp; <strong>Wis:</strong> -1&nbsp; <strong>Cha:</strong> -1<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Animal Handling, Athletics, Nature, Stealth, Survival<br><br><strong>Acrobatics (Dex):</strong> +2 <strong>Animal Handling (Wis):</strong> +1 <strong>Arcana (Int):</strong> -2 <strong>Athletics (Str):</strong> +6 <strong>Deception (Cha):</strong> -1 <strong>History (Int):</strong> -2 <strong>Insight (Wis):</strong> -1 <strong>Intimidation (Cha):</strong> -1 <strong>Investigation (Int):</strong> -2 <strong>Medicine (Wis):</strong> -1 <strong>Nature (Int):</strong> 0 <strong>Perception (Wis):</strong> -1 <strong>Performance (Cha):</strong> -1 <strong>Persuasion (Cha):</strong> -1 <strong>Religion (Int):</strong> -2 <strong>Sleight of Hand (Dex):</strong> +2 <strong>Stealth (Dex):</strong> +4 <strong>Survival (Wis):</strong> +1<br>&nbsp;<br><hr><br><strong>Proficiencies:</strong>&nbsp; Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Pan Flute<br><br><strong>Features and Traits:</strong><br><br><strong>RAGE</strong><br>In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits ifyou aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. Vou can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian leveI in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br><br><strong>UNARMORED DEFENSE</strong><br>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.<br><br><strong>RECKLESS ATTACK</strong><br>Starting at 2nd level, you can throw aside ali concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.<br><br><strong>DANGER SENSE</strong><br>At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.<br><br><strong>SPIRIT SEEKER</strong><br>Yours is a path that seeks attunement with the natural world. giving you a kinship with beasts. At 3rd level when you adopt this path. you gain the ability to cast the Beast Sense and Speak with Animals spells. but only as rituals, as described in chapter 10.<br><br><strong>BEAR TOTEM SPIRIT</strong><br>While raging. you have resistance to ali damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.<br><br><strong>DUEL WIELDER</strong><br>You master fighting with two weapons, gaining the following benefits: <br><ul class="bbc_list"><li>You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.</li><li>You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.</li><li>You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.</li></ul><br><br><hr><br><strong>Attacks/Spellcasting:</strong><br><br><strong>Warhammer(2):</strong> d20+6, 1d8+4<br><br><strong>BEAST SENSE</strong> <br><em>2nd-level divination (ritual)</em> <br><strong>Casting Time:</strong> 1 action <br><strong>Range:</strong> Touch <br><strong>Components</strong>: S <br><strong>Duration:</strong> Concentration, up to 1 hour <br>You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.<br><br><strong>SPEAK WITH ANIMALS</strong> <br><em>1st-leveI divination (ritual)</em> <br><strong>Casting Time:</strong> 1 action <br><strong>Range:</strong> Self <br><strong>Components:</strong> V,S <br><strong>Duration:</strong> 10 minutes <br>You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.<br><br>&nbsp;<br><hr><br><strong>Equipment:</strong><br><br><em>Weapons</em><br><br>Warhammer(2) - 30gp - 4lbs<br><br><em>Clothing</em><br><br>Travelers clothes - 2gp<br><br><em>Other</em><br><br>Staff - 5gp - 4lbs<br>Hunting Trap - 5gp - 25lbs<br>Wolf-fang Necklace<br>Backpack - 2gp - 5lbs<br>Pan Flute - 12gp - 2lbs<br>86gp
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			<dt class="postheader">
				Title: <strong>Re: Out of the Abyss (Characters) (D&amp;D 5e group)</strong><br>
				Post by: <strong>JamesSureWould</strong> on <strong>06-07-2018, 22:49:04</strong>
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				<div class="floatright">(https://i.imgur.com/zVY4oSQ.jpg)</div><div align="center"><span style="font-size: 14pt;" class="bbc_size"><span class="bbc_u"><strong>Diero Nailo</strong></span></span></div><br><strong>Class/Level:</strong> Sorcerer(3)<br><strong>Background:</strong> Sailor (Pirate)<br><strong>Race:</strong> Half-Elf<br><strong>Alignment:</strong> Chaotic Good<br><br><hr><br><strong>Ideals:</strong> Freedom - The sea is freedom—the freedom to go<br>anywhere and do anything.&nbsp; <br><strong>Bonds:</strong> I’ll always remember my first ship. <br><strong>Flaws:</strong> Once someone questions my courage, I never back<br>down no matter how dangerous the situation.<br><strong>Personality:</strong> Freedom. More than anything that's Diero craves. He wants to be free, to enjoy life with everything it offers, and experience all that he can. Among the crew, he had a reputation as a scoundrel, not above a little backstabbing or skulduggery, but there was always an acknowledgment that it was done for a reason. Rarely to get ahead, it was more likely he'd do those things to keep his crew safe or to make sure that someone who crossed him paid the price. Much as he hates his bastard of a father, Diero can't argue the prideful streak of an elf is in him. He would do, and has done, some truly idiotic things to get back at someone who defamed him. <br><br><hr><br><strong>Age:</strong> 35<br><strong>Height:</strong> 6’0”<br><strong>Weight:</strong> 200 lbs<br><strong>Eyes:</strong> Shifting thanks to magic<br><strong>Skin:</strong> Golden Tan<br><strong>Hair:</strong> Long and Black<br><strong>Description:</strong> Diero is the tallest of his family, taller both than his elven father and human mother. With broad shoulders and a square jaw, he seems more a human with a touch of elven in him than a true half-elf. The way his hair grows longer and curls without ever snagging though, that’s one of the few gifts Diero got from his father. The ever shifting eyes came from his mother, a sea witch with the same arcane blood as Diero himself. More than two decades on the sea weathered his skin, deepening his already golden skin. <br><br><hr><br><strong>Backstory:</strong> In a small island village, there were few options for a life. Diero’s father found the land calm enough to serve as the town’s shopkeep for a few centuries, the elf outliving every bride he took to alleviate the boredom. It wasn’t until he married Diero’s mother that things started to <em>happen</em>. The child of an elf and a sea witch was going going to be odd, there was never a question. But no one quite expected the worst storm in the century to plague the small island. People around assumed he was cursed or that his mother had grown angry with the village; they imprisoned her on a ship and pushed her out to sea. As for Diero, they couldn’t kill a child but that didn’t stop them from treating him like a leper as he grew. Even his own father kept distance from the boy, angry with a son that looked more like his mother every day. <br><br>When pirates came to pillage what little they had, Diero ran happily with nothing to keep him. It didn’t take long for the ship’s crew to find the stowaway, but certainly longer than it should have. Impressed enough with the guts of the child, and with the story he told of a weather witch as his mother, the captain decided to let Diero stay as a shiphand. Suddenly awash with a group of people who didn’t care about the past, where his own worth was only based on his actions, Diero had a family. He learned quickly exactly what was expected and, when his own magic started to flow, became an essential part of the crew. <br><br>Before too long the flag of ‘The Dragon’s Hoard’ turned into one that all feared. Legends were told of the ship that seemed to always have the best weather conditions, of winds that would whip up fogs, of thunder loud enough to deafen any man. Diero grew in his importance among the crew and eventually took over as the Captain's Right Hand. War was brewing though and everyone on board could feel it. The military of a nearby island nation had grown to the point where their own ships started to actively commit acts of piracy in the name of the king. Finally a crescendo came, nearby nations and pirates who might call that ocen their home coming together and agreeing to fight under one flag. <br><br>Diero’s ship was one of the first to sail into battle, ready to take action against a nation that wanted to try and claim the sea for themselves. With so many lost during that first battle, the rag tag federation had to come up with more captains to lead those crew members that had survived. A commander of another vessel who’d see Diero in action during the fight put up his name and managed to get Diero his own ship and crew in time for the next battle. ‘The Uncultured Cutlass’. A ship that had barely stayed afloat with a crew that wondered if death might have been preferable. It shouldn’t have worked. And Yet. Time and again Diero and the rest of the crew managed to snatch victory from the jaws of defeat, eeking out a win when the odds were against them. Of course one man and his team can’t win a war; the federation of pirates and nations never managed a clean victory but did enough damage that their enemy conceded the sea back to neutral territory. Diero and his old captain parted ways with no bad blood between. <br><br>Sadly the luck they’d had in the war wouldn’t hold forever. Years would pass until The Uncultured Cutlass would get caught in the worst storm in centuries. All of Diero’s magic wasn’t enough to do anything more than get slightly better odds on surviving. Those odds only served to help him though as he was the only one to wash up on shore alive. Weaken and beaten close to death by the storm, he couldn’t do much of anything to protect himself from the inhabitants who had a nasty case of cannibalism. He knew enough of the people on the land to realize that the second he used magic they would kill him; so instead of fighting back he ran. Trying to escape into the saves to thin the pursuers and fight them one by one would have been a good plan if he hadn’t stumbled into meeting point between the upper world and the underdark. A few drow were easily able to capture an exhausted pirate who’d been running on fumes for days. <br><br><hr><br><span class="bbc_u"><strong>Stats</strong></span><br><br><strong>Armor Class:</strong>11<br><strong>Initiative:</strong>+1<br><strong>Speed:</strong>30ft<br><strong>Passive Perception:</strong>13<br><strong>Hit Point Maximum:</strong> 20<br><strong>Hit Dice:</strong> 3d6<br><strong>Proficiency Bonus:</strong> +2<br><br><span class="bbc_u"><strong>Attributes</strong></span><br><br><strong>Str:</strong>10 (+0) <strong>Dex:</strong>13(+1) <strong>Con:</strong>14(+2) <strong>Int:</strong>14(+2) <strong>Wis:</strong>12(+1) <strong>Cha:</strong>18(+4)<br><br><span class="bbc_u"><strong>Saving Throws</strong></span><br><br><strong>Proficiencies:</strong> Con, Charisma<br><strong>Str:</strong>+0 <strong>Dex:</strong>+1 <strong>Con:</strong>+4 <strong>Int:</strong>+2 <strong>Wis:</strong>+1 <strong>Cha:</strong>+6<br><br><span class="bbc_u"><strong>Skills</strong></span><br><br><strong>Proficiencies:</strong> Athletics, Perception, Arcana, Persuasion, Sleight of Hand<br><br><strong>Acrobatics (Dex):</strong>+1&nbsp; <strong>Animal Handling (Wis):</strong>+1&nbsp; <strong>Arcana (Int):</strong>+4&nbsp; <strong>Athletics (Str):</strong>+2&nbsp; <strong>Deception (Cha):</strong>+4&nbsp; <strong>History (Int):</strong>+2&nbsp; <strong>Insight (Wis):</strong>+1&nbsp; <strong>Intimidation (Cha):</strong>+4&nbsp; <strong>Investigation (Int):</strong>+2&nbsp; <strong>Medicine (Wis):</strong>+1 <strong>Nature (Int):</strong>+2&nbsp; <strong>Perception (Wis):</strong>+3&nbsp; <strong>Performance (Cha):</strong>+4&nbsp; <strong>Persuasion (Cha):</strong>+6&nbsp; <strong>Religion (Int):</strong>+2&nbsp; <strong>Sleight of Hand (Dex):</strong>+3&nbsp; <strong>Stealth (Dex):</strong>+1&nbsp; <strong>Survival (Wis):</strong>+1<br>&nbsp;<br><hr><br><strong>Proficiences:</strong>Daggers, Darts, Slings, Quarterstaffs, Light Crossbows<br><br><strong>Features and Traits:</strong><br><ul class="bbc_list"><li>Darkvision</li><li>Fey Ancestry</li><li>Spellcasting</li><li>Font of Magic</li><li>Meta-magic: Distant Spell, Careful Spell</li><li>Bad Reputation</li><li>Wind Speaker</li><li>Tempestuous Magic</li></ul><br><hr><br><span class="bbc_u"><strong>Spells</strong></span><br><br><strong>Spellcasting Ability:</strong> Charisma (+4)<br><strong>Spell Save DC:</strong> 14=8+4+2<br><strong>Spell Attack Bonus:</strong> +6<br><strong>Levels/Slots:</strong> 2 levels. Cantrips (4). 1st Level (4). 2nd Level (2). <br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cantrips</div><div class="spoiler_body"><ul class="bbc_list"><li>Gust - XGE </li><li>Prestidigitation</li><li>Mage Hand</li><li>Thunderclap - XGE</li></ul></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">1st Level Spells</div><div class="spoiler_body"><ul class="bbc_list"><li>Chaos Bolt (Xanthar) (Variable typing. Range. 2d8+1d6. Possible extra attack)</li><li>Mage Armor</li><li>Charm Person</li><li>Sleep</li></ul></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">2nd Level Spells</div><div class="spoiler_body"><ul class="bbc_list"><li>Dragon’s Breath - XGE</li></ul></div></div><hr><br><strong>Attacks/Spellcasting:</strong><br><br>Dagger: d20+3, 1d4+1<br><br>Light Crossbow: 1d20+3, 1d8+1<br><br>Raiper: d20+1, 1d8+1<br>&nbsp;<br><hr><br><strong>Equipment:</strong><br><ul class="bbc_list"><li>Light Crossbow, 20 bolts</li><li>Component Pouch</li><li>Explorer’s Pack</li><li>Daggers (x2)</li><li>Raiper</li><li>Silk Rope (5ft)</li><li>Cartographer's tools</li><li>Gold (160 gp)</li></ul><br><hr><strong>Notable NPC's:</strong><br>Captain Balasar Delmirev - A Dragon-born (Blue) pirate that proved himself more than a match for any comer. He had to fight for command of his Ship, The Dragon's Hoard, and he intends to keep fighting until the day he dies. <br><br>Sister Shin Qiao - A monk from an order worshiping Milil, Diero managed to impress her with an old sea shanty. <br><br>
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