GM Seeking Players For Smutty Fantasy Adventure

Started by Urbanzorro, April 09, 2021, 02:03:52 PM

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Foxy DeVille

Quote from: Zaer Darkwail on April 10, 2021, 11:24:15 AM
Foxy DeVille: Zrea looks awesome :).

Thank you! I'm pleased how she came together. Her build is a pretty basic paladin and she's got only one really exceptional stat but it all fits with how I imagined her.

Zaer Darkwail

Well, Charisma is an important stat, second is strength for melee and able wear armor. So she works well as front liner :)

Ganeda

I am interested, are there still open party roles?

Zaer Darkwail

Quote from: Ganeda on April 10, 2021, 04:19:41 PM
I am interested, are there still open party roles?

So far there is sorclock and paladin submitted, so far as I know all other roles available (even full sorcerer or warlock or wizard for devoted arcane caster role as I got just lots 1st level spells and cantrips).

TFcommando

Nearly done with my human hexblade, she’s definitely a frontline fighter with a greatsword, spells mostly supplement that.  Finding a name and image is the tricky part!
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Zaer Darkwail

Name and pic can be trickiest parts, if need help can provide some pics.

Hexed

Speaking of pictures. Help! Can't choose myself. Rogue and childlike seem to be the defaults for halfling images.

Keeping in mind she's supposed to be a halfling any of these stand out as a clear winner? Sadly last one didn't play nicely as an image link. :(


A
B
C
D
E


Foxy DeVille


Ganeda

#58
Hmm considering a druid versus a cleric.   
A naive cleric is definitely in my ballpark.  Not sure about a druid though





TFcommando

#60
Here's a solid draft, though I can always expand background and ons/offs.

EDIT: Two things.  First, her pact weapon is usually a greatsword, as far as fighting style goes.  And random question... Improved Pact Weapon lets you summon a longbow and a couple of other ammo-using ranged weapons.  Would that still require having arrows?

NameMara Nightvixen

Backstory: A noble's by-blow with a tavern wench, Mara grew up on the streets after her mother passed at an early age until taken in by a brothel... she had features that brought the city's beautiful nobility to mind, quite the advantage.  She graduated to being an independent courtesan who circled around the fringes of noble society until she was picked up by a black sheep of a powerful family... the black wizard Kizarvexus (or so he liked to be called).  Kept in his tower for months (or was it years, time was odd there). Immersed in strange research for long periods, he would take enhance himself with alchemy and take her hard when he had completed a project or one had failed.  Roaming the  tower naked the rest of the time, bored and restless, she started to read his books.  It was deep and obtuse stuff, but she managed to pick up a thing or two... including calling upon an entity that offered her a way out and power to stand on her own.  She took it, binding a shadowy, mysterious being to herself, and it to her.  Able to fight past the unseen guardians of the door, she set out in the world to find her own way with her new power... but old habits die hard.

Class/Level: Warlock 3
Race: Human
Background: Criminal
Initiative:
AC: 16 HP: 24/24
P. Perception: 10 P. Investigation: 9
STR: -1 (8) DEX: +2 (14) CON:+2 (15)  INT:-1 (8)  WIS: 0 (11)  CHA:+4 (18)

Saving Throws: Wisdom +2 Charisma +6
Skills: Deception +6, Stealth +4, Arcana +1, Intimidation +6, Insight +3
Tool Proficiencies: Cards, Thieves' Tools
Languages: Common, Elvish


Background Features
Criminal Contacts

Race Features
+1 to two stats, feat, extra feat, skill.

Class Features

Hexblade Curse
Hex Warrior
Pact of the Blade
Invocations
Improved Pact Weapon
Agonizing Blast

Feats/Ability Score Increases
War Caster

Equipment & Money


At 2021-04-10 01:11:59, TFcommando (uid: 55536) rolls: 4d4 Result: 9

90GP -
50 Scale Mail
2 Dagger
10 Explorer's Pack
25 Thieves' Tools
Dark cloak with hood
Crowbar
Pouch with 18 GP


Spells

Spells Known
Cantrips
Eldritch Blast
Greenflame Blade

1st Level X/X
Armor of Agathys
Charm Person
Hex

2nd Level X/X
Misty Step


Character Ons Exhibitionism, seduction, casual sex, group sex, prostitution, males, females

Character Offs
Tentacles, force.

Player Ons
As above, plus corruption and transformation. 

Player Offs
Guro, violent sex (injury during)
Behold!  My O&Os
Highly interested in
Canon Character Roleplay and System-based Roleplay

Urbanzorro

Looks good. I’ll get us a list of approved characters up today. So far I think we have 3 completed concepts.
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.


pdragon

If you're still taking characters I'd like to throw one in. For subclasses would you be willing to ok the phoenix sorcery sorcerer?

ability rolls
-17
-9
-13
-10
-12
-13
What a thrill...with silence and darkness through the night....

Request Thread

Urbanzorro

I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

Chulanowa

#65
Kattiya Suh, alias Thimble Tallberry

Backstory: Despite what she might tell you, Thimble Tallberry was not born to a halfling caravan. Though she's worked with circuses before, she did not inherit that life. In fact, her name isn't even Thimble. She was born Kattiya Suh, a daughter of one of many halfling palace attendants in a distant kingdom. As a handmaiden of the Princess, there were several expectations; that she would be able to dress and care for the royal person, to escort her discretely, to entertain her in what ways she may choose, be it son, stories, or games, and - very importantly, to defend her. Kattiya's training for all of this started at a young age, and she was seventeen when she was formally inducted into the Sisters of Saffron to serve as the princess' attendant, entertainer, and bodyguard.

But of course what can a lone halfling do when an enemy marches on the kingdom? Kattiya, two other sisters, and the princess fled through secret ways under the palace, only to end up in an ambush. One of hte sisters was slain, another taken with the princess, and Kattiya left, wounded and helpless. her charge now lies within the holdings of an enemy, held for ransom or who knows what, and Kattiya, disgraced, cannot return home. She found solace with other halflings, hiding among them, adopting their more folky ways and traveling far with them. The tasks she learned in the palace are now performed for a circus, for the joy of the masses; And Kattiya finds that she lieks it! Every so often she gets to don her palace garb and her princess' sword, and really show off,
   
Class/Level: Monk 3
Race: Mark of Healing Halfling
Background: Entertainer
Initiative: +4
AC: 17 HP: 21/21
P. Perception: 15 P. Investigation: 10
STR: +0 (10) DEX: +4 (18) CON:+1 (13)  INT:+0 (11)  WIS:+3 (16)  CHA:+1 (13)

Saving Throws: Strength, Dexterity
Skills: Acrobatics, Insight, perception, Performance
Tool Proficiencies: Musical Instrument (Lute)
Languages: Common, Halfling, Elvish, Draconic


Background Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Race Features
Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave. You have advantage on saving throws against being frightened.
Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours.
Languages. You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling.
Medical Intuition. When you make a Wisdom (Medicine) check or an ability check using an herbalism kit, you can roll a d4 and add the number rolled to the ability check.
Healing Touch. You can cast the cure wounds spell with this trait. Starting at 3rd level, you can also cast lesser restoration with it. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.
Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Healing Spells table are added to the spell list of your spellcasting class.
Mark of Healing Spells
Level      Spells
1st      cure wounds, healing word
2nd      lesser restoration, prayer of healing
3rd      aura of vitality, mass healing word
4th      aura of purity, aura of life
5th      greater restoration

Class Features
Unarmored Defense. Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts. Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield.
   • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
   • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
   • When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Ki. Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.
You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.
When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
(Ki save DC = 8 + your proficiency bonus + your Wisdom modifier)

Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Dedicated weapon (TCE). You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria:

• The weapon must be a simple or martial weapon.
• You must be proficient with it.
• It must lack the heavy and special properties.

Unarmored Movement.Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Monk table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect missiles. Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack (range 20/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Monastic Tradition. When you reach 3rd level, you commit yourself to a monastic tradition, chosen from the list of available traditions. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

Feats/Ability Score Increases

Equipment & Money

Character Ons Dominant / High-status women; Public sex (especially if "secret", ie., under clothes); feminine men, flirting, revealing clothing (character would also enjoy mild bondage, exotic genitals, and transformation)

Character Offs Uncouth / dirty partners; Short jokes; Lack of wit

Player Ons Genderbending / futa, short stacks, exotic / alien partners, exhibitionism, breeding

Player Offs Monstrous tentacles; insectoid or unintelligent animals as partners; violence in sex; torture / explicit abuse in general

Additional Character Images (NSFW)


Urbanzorro

Ok, that's five concepts so far, in varying degrees of completion. I'm gonna ask that anyone who's already voiced interest try to finish up their concepts if they are still interested, then we can get going.

Sadly that also means that I'll be closing things off for newcomers who haven't yet voiced any interest, so that I don't wind up with a group thats too large to manage. So if you've already rolled stats or just put forward a vague concept feel free to finish them up. 

Thanks :D
I'm a leaf on the wind, watch how I soar.

My Idea Page
Things I Enjoy 
My Apologies.

pdragon

Freya Balk

Backstory:
Freya was just a normal, 16 year old peasant girl when she first encountered the cult of Rakdos. Her father had recently arranged her marriage to the local blacksmith's son, and when a strange and exotic circus rolled into town her new fiancé offered to take her to see the show to celebrate their engagement. The circus show was unlike anything she had ever seen before. Some acts were terrifying and disturbing, others were shamefully heathenistic, and yet a few were genuinely beautiful and enthralling, and all inspired an almost hypnotic sense of awe. Needless to say it was the most exciting thing the simple village girl had ever seen in her life, and while her fiance was quick to walk off in disgust after the show, Freya found herself lingering at the tent even after every one else had left. Seeing the fascination in the girl's eyes the ring master introduced himself, invited her to meet with the performers for a while so she could praise their performance.

Freya never went back home that night, and to this day has not stepped foot back in her old village nor seen her family or fiancé. 

The now liberated young woman spent the next 5 years traveling with the circus. For as dark and twisted as the show was, and how dangerous the performers were, Freya called the place home, and the troupe her family. They encouraged her to always push to unleash her full potential, both in her creativity and power. The cult helped her to eek out her inner power, locked and repressed deep inside her for her entire life. A fire deep inside her, primordial in nature, burst forth, burning away the feeble peasant girl and giving rise to a powerful woman in her place. The circus provided a perfect environment to train and experiment with her powers, and before long she was one of the group's star acts.

However as time went on, cracks began to form in her happy family. Freya hadn't been ignorant of the nature of the cult's patron, but she had never embraced the darker aspects of their worship, and the other members had never pressed her to do so. She always told herself that it was all in pursuit of art, that deep down her fellow performers weren't actually as deranged and cruel as they presented during the shows. It was, after all, just an act. However over time their "creative pursuits" only got more and more extreme, and it came to a head one night when one of her troupe-mates tried to single out a child in the crowd for "audience participation" in his next act. Freya exploded, almost literally, in righteous indignation. She succeeded in stopping the man from harming the child, but in her fiery rage caused the entire tent to go up in flames, trapping most of the audience inside.

Now for the first time ever Freya finds herself traveling alone, with no one to look to for instruction and guidance. In trying to find a cure for her guilt she ended up turning to spiritualism. Through druidic philosophy she attempts to reconcile the destructive force of her powers with her desire to do good. After all fire may destroy everything in it's path, but it also leaves fertile ash in it's wake, giving rise to even more bountiful life afterwards. Even still Freya does not fully trust herself with her powers, and so imposes strict limits on herself out of fear of losing control.


Class/Level: Druid 2 / Sorcerer 1
Race: Human
Background: Rakdos Cultist
Initiative: +2
AC: 12 HP: 20/20
P. Perception: 16P. Investigation: 10
STR: -1 (9) DEX: +2 (14) CON:+1 (12)  INT:+0 (10)  WIS:+4 (18)  CHA:+2 (14)

Saving Throws: Intelligence/Wisdom
Skills: Acrobatics, Performance, Insight, Perception, Medicine
Tool Proficiencies: Herbalism Kit, Instrument (Drum)
Languages: Common, Elvish, Abyssal, Druidic


Background Features

Feature: Fearsome Reputation
People recognize you as a member of the Cult of Rakdos, and they're careful not to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness the crime. Most people are too daunted by you to report your wrongdoing to the Azorius.

Rakdos Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature

For you, the spells on the Rakdos Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

Cantrip- fire bolt, vicious mockery
1st- burning hands, dissonant whispers, hellish rebuke
2nd- crown of madness, enthrall, flaming sphere
3rd- fear, haste
4th- confusion, wall of fire
5th- dominate person
Your magic often produces a flashy spectacle, wreathing you or your targets in a mixture of harmless flame and shadowy shapes. When you manipulate an opponent's mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target's face.

Race Features
+1 to two abilities (Dex and Wis), 1 skill (Medicine), 1 feat (fey touched)

Class Features

Druid
-Wild Shape: 2/day

-Druid Circle: Wildfire

-Summon Wildfire Spirit
At 2nd level, You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.

The spirit appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.

The spirit is friendly to you and your companions and obeys your commands. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

The spirit manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the spirit again, or until you die.

Spirit stats

Wildfire Spirit
Small elemental
Armor Class: 13 (natural armor)
Hit Points: 5 + five times your druid level
Speed: 30 ft., fly 30 ft. (hover)
STR:10 (+0)   DEX: 14 (+2)   CON: 14 (+2)   INT: 13 (+1)   WIS: 15 (+2)   CHA: 11 (+0)

Damage Immunities: fire
Condition Immunities: charmed, frightened, grappled, prone, restrained
Senses: darkvision 60 ft., passive Perception 12
Languages: understands the languages you speak
Challenge: —
Proficiency Bonus: equals your bonus

Actions
-Flame Seed. Ranged Weapon Attack: your spell attack modifier to hit, range 60 ft., one target you can see. Hit: 1d6 + PB fire damage.
-Fiery Teleportation. The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.



Sorcerer

-Origin: Phoenix

-Ignite
At 1st level, you gain the ability to start fires with a touch. As an action, you can magically ignite a flammable object you touch with your hand—an object such as a torch, a piece of tinder, or the hem of drapes.

-Mantle of Flame
Starting at 1st level, you can unleash the phoenix fire that blazes within you.

As a bonus action, you magically wreathe yourself in swirling fire, as your eyes glow like hot coals. For 1 minute, you gain the following benefits:

You shed bright light in a 30-foot radius and dim light for an additional 30 feet.

Any creature takes fire damage equal to your Charisma modifier if it hits you with a melee attack from within 5 feet of you or if it touches you.

Whenever you roll fire damage on your turn, the roll gains a bonus equal to your Charisma modifier.

Once you use this feature, you can’t use it again until you finish a long rest.






Feats/Ability Score Increases

Feat: Fey Touched
Charisma +1
You learn the misty step spell and one 1st-level spell of your choice (Gift of Alacrity). The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Equipment & Money

-Quarterstaff (1d6/1d8, versatile, druidic focus)
-Dagger (1d4, finesse, light, thrown 20/60ft)
-Leather armor (11+Dex)
-Explorer's pack
-Druidic focus
-Rakdos insignia
-Drum
-costume
-hooded lantern made of wrought iron
-10-foot length of chain with sharply spiked links
-tinderbox
-10 torches
-set of common clothes
-belt pouch containing 10 gp
-bottle of sweet, red juice

Spells

Fey Touched
- Misty Step
- Gift of Alacrity

Druid
DC: 14  - Spell Attack: +6

Spells Known
Cantrips
- Firebolt (1d10 fire)
- Shillelagh

1st Level 3/3
- Entangle*
- Purify Food and Drink*
- Detect Magic*
- Goodberry*
- Snare*
- Absorb Elements*
- Burning Hands* (circle spell)
- Cure Wounds* (circle spell)

Sorcerer
DC: 12 - Spell Attack: +4

Spells Known
Cantrips
- Control Flames
- Mage Hand
- Prestidigitation
- Mending

1st Level 2/2
- Mage Armor (13+Dex)
- Feather Fall




Character Ons Oral, Anal, group, gang-bang, rough, outdoor, light bondage

Character Offs pain, orgasm denial, feet, blood, guro, scat

Player Ons Oral of all kinds (including rimming, feminine characters only), Anal, group, gang-bang, rough, outdoor, light bondage (no pain emphasis), pet-play, food play (particularly using cum as/on food), cum play, large cocks, unsafe sex, non-con, curvy/well endowed characters, thighs, corruption/degradation.

Player Offs orgasm denial, feet, blood, guro, scat

Additional Character Images



What a thrill...with silence and darkness through the night....

Request Thread

Tanken Sai

checking to see if this game is still accepting new players.
May the goddess watch over you

Zaer Darkwail

Quote from: Tanken Sai on April 12, 2021, 06:00:17 PM
checking to see if this game is still accepting new players.

I quote what GM said above;

Quote from: Urbanzorro on April 12, 2021, 03:14:53 PM
Sadly that also means that I'll be closing things off for newcomers who haven't yet voiced any interest, so that I don't wind up with a group thats too large to manage. So if you've already rolled stats or just put forward a vague concept feel free to finish them up. 

Thanks :D

So with that I assume this game takes no further newcomers (unless there is drop outs that is).

Tanken Sai

May the goddess watch over you

eBadger

#71
I understand if it's too late, but I wanted to put her together anyways.   

Starlite
Bimbo Pack Mare

Backstory:  Princess Charlotte was spoiled, entitled, petty, and cruel, loved by none but feared by many.  Upon overhearing a conversation by the court sage regarding a rediscovered temple of a goddess who granted long life and beauty, she declared herself the only one worthy and immediately set out on an expedition.  It was a long journey, fraught with danger, and her foolish leadership cost many their lives; by the time they reached the base of the black mountain and saw the dragon protecting the temple, the final bit of loyalty broke and her last servants fled.  Unconcerned and confident in her ability to demand obedience in the name of her father, Charlotte continued on with only her war pony, Starlite, for company.  Nothing is known of events on the dark mountain, but she was given up for dead; it was only years later that a changed figure stumbled from the woods. 

The similarities to Princess Charlotte - the raven hair, storm-blue eyes and pale cream skin - were commented upon, but the creature insisted she was Starlite, a mare, sent to find her One True Owner.  She was simple minded, lustful, and utterly unashamed.  She was kept for a while by the farmer who found her, but he was unable to convince her she was anything but an animal; eventually, under the scowls of his wife and perhaps tired of competing with the draft horses for a mistress, the farmer offered the girl as a reward to an adventuring group to clear out forest spiders preying on his flock.  Slavery wasn't strictly legal, but Starlite didn't seem to mind.  She now considers herself the pack horse, reasonably obedient if still quite spirited, and is content to travel, carry, and be mounted as the non-animals dictate. 

Class/Level:  Barbarian 3
Race:  Aasimar
Background: Outlander
Initiative: +2
AC: 14 HP: 32/32
P. Perception: 10 P. Investigation: 7
STR: +3 (16) DEX: +2 (14) CON:+2 (14)  INT:-3 (5)  WIS:-2 (7)  CHA:+2 (14)

Saving Throws: Strength +5, Constitution +4
Proficiency Bonus: +2
Skills:Athletics +5, survival +0, animal handling +0, perception +0
Tool Proficiencies: Rope/Bondage gear
Languages: Common, Celestial, Draconic

Background Features
Wanderer: excellent memory for geography and terrain.  Can find food and water for herself and five others in suitable terrain. 
Tool proficiencies: Rope and bondage gear
Skills: Athletics, survival

Race Features
Darkvision 60'
Celestial Resistance: Necrotic and Radiant damage
Healing hands: 1/long rest, action to touch and heal hp=level
Light Bearer: Know the Light cantrip
Protector Aasimar: At 3rd level, 1/long rest use an action to unleash divine energy for 1 minute: sprout wings and gain 30' fly speed, and 1/turn deal extra radiant damage to a target equal to level

Class Features
Rage: 3/long rest, +2 dmg
Enter Rage as a bonus action for 1 minute each (or or if no attack/take dmg, or unconscious, or as bonus action)
-Advantage on Str checks and saves,
-Bonus damage to melee/str attacks
-Resistance to bludgeoning/piercing/slashing damage
Unarmored Defense: 10+Dex+Con when unarmored
Reckless Attack: Advantage on melee/str attacks, but attacks v. her have advantage
Danger Sense: Adv on Dex saves v. things she can see
Primal Path: Totem Warrior (as Wolf, but re-skinned to Horse)
-Totem: Shod pony boots.  Physical attributes: a tail sprouts from the top of her arse, hanging low to the ground, and her feet are permanently arched, unable to wear normal shoes.  She is supernaturally able to accommodate any size cock in any of her holes. 
-Gain speak with animals and beast sense as rituals only
-While raging, allies gain advantage on melee rolls v hostile creatures within 5'

Prof in light, med armor, shield, simple and martial weapons, str and con saves, animal handling and perception

Equipment & Money
Heavy Shod Hooves (treat as Warhammer when her hands are empty or bound)
Head Harness with unicorn horn (treat as shortsword when her hands are empty or bound)
Explorers Pack (Backpack, bedroll, mess kit, tinerbox, 10 torches, 10 days rations, waterskin, 50' hemp rope)
Soap, brush, 2x manacles, 200' hemp rope, bucket, 2 pouches, 2 waterskins, hammer, crowbar, multiple sets of tack and harness, winter tack

No money.  Animals don't need it. 

Spells

Spells Known
Cantrips
-Light

First Level
-Speak with Animals (as Ritual only)

Second Level
-Beast Sense (as Ritual only)

Character Ons  Bondage.  Sex.  Attention.  Being ignored while someone else gets to have sex. 

Character Offs  Weak personalities, filth. 

Player On/offs  Obviously this character will be playing hard to the Submissive BDSM, Pony Play and Objectification kinks, and I created the poor thing to be a victim to just about anything.  I'd prefer to avoid permanent harm or losing her hair, but humiliation, casual or group sex, pain and punishment, bestiality, watersports, scat, piercings, exhibitionism, basically whatever goes. 

Alternate Character Images




Chulanowa

Finished Thimble, save for her Monastic Tradition; I figure I can just pick that later depending on how hhe party looks and all

Zaer Darkwail

Quote from: Chulanowa on April 13, 2021, 10:11:57 AM
Finished Thimble, save for her Monastic Tradition; I figure I can just pick that later depending on how hhe party looks and all

Well, considering she uses blade/sword she could be kensai?

Chulanowa

It's an option, sure. I mught just have her carry it as a sort of memento / special item. Idk