D&D, Elliquiy Style [Reserve Thread]

Started by White Wolf, June 05, 2018, 04:44:23 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

White Wolf


Abandon hope, all ye who enter here...

There's been an avalanche of interest in the Cult of Graz'zt game advertised in this subforum, and I figure the best way to handle the latecomers is to set up this thread so that, if you would like to make yourself known as someone who wants to be kept in reserve in case players drop out of the game, you can post your character details here so that I know where to come to find you all in future.

Be as detailed as you possibly can - treat this for all intents and purposes as an OOC thread in its own right. Character photo, sheet, and detailed description and background is all for the good (and if you get called up you can simply paste the HTML text verbatim into the OOC thread).

Posts here will operate, for the sake of fairness, on a first-come, first-served basis.

In the event players are rotated from this thread into the game, if players drop out, etc., the introduction will be handled in-universe as your character joining the Cult, having established themselves as a servant of the Prince of Darkness elsewhere. With that in mind, create your character sheets here as if you are creating a character already in the world, doing their own thing until they get inducted into the Cult of Graz'zt.






You can find the original request thread here, and likewise you can find the official OOC thread here. Please DO NOT post in the OOC thread unless you have been called up into the party from this thread.




If there are any questions or issues you'd like to discuss, please PM me directly, so this thread can be kept as a place to store reserve character sheets.

Thank you all for your interest in the game, and for your understanding and patience!


The stars are coming right. Is this really the end?

Chanticleer

#1
Appearance:
Ssreeya is a naga from the eastern sand-sea, banded in hues of tawny bronze along her hooded neck and long, slender torso. Her eyes are a pale emerald broken by black slits edged with hints of teal. She possesses a wiry physique which is not particularly muscular, but which nevertheless shows the effect of her regular dancing and acrobatic drills which she practices. The reptilian shape of her head lends her resting face a somewhat sinisterly-appearing smile -- one which those close to her know to be all-too appropriate.
Personality:
Ssreeya is a predatory creature in every sense. Whether in conversation, combat, or coquetry, those near her would do well to be wary. She's liable to indulge herself as far as she can get away with, and within the cult of Graz'zt, that's rather far indeed. The only thing which keeps her from playing to the point of her partners' expiration, at least in-house, is the knowledge that if she becomes too much of an obvious danger to those around her, she will become a popular target, and while she's a rather confident creature she harbors no illusions of her ability to singlehandedly stave off a mob. Far better to trade favors, take things almost to the limit...But not quite beyond...and build a network of favors and obligations. A deep kiss here, a poisoning there, and perhaps the timely misplacement of a corpse that otherwise might be difficult to hide or smuggle out. She understands this dance. It's about power as well as pleasure, and she'll do her best to twist any obligations to her own benefit...Even if they're her own debts to another. She has an especial fondness for jewelry and for artfully-made weapons. It's been said that a jewel-encrusted dagger is a quick way to her heart...Just don't let her see it first.
Equipment:
Ssreeya favors the hidden blade, used at an opportune moment when her target is distracted by her lambent gaze or trying to keep track of whether she's drifted her serpentine body into position to trip them. As such, she's primarily inclined towards daggers and short swords. Given the scales which cover her form, she has less need for clothing than many, and mostly wears more covering garments as a nod to mammalian social mores. Left to her own devices, she's more liable to drape herself in jewelry and silks. When she has business to do, some harness for carrying weaponry is reasonable, but otherwise she's liable to hide knives in plain sight, jeweled blades among strands of other jewelry, or longer weapons bound where draped silk shadows them.


Rolls
(Started out SAD but eventually became almost average)
At 2018-06-05 19:34:03, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 8
At 2018-06-05 19:34:21, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 8
At 2018-06-05 19:34:37, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 15
At 2018-06-05 19:34:59, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 11
At 2018-06-05 19:35:11, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 14
At 2018-06-05 19:35:21, Ssreeya (uid: 63473) rolls: 4d6k3 Result: 16

Strength      14   (14)         +2
Dexterity      16   (16)         +3
Constitution   10   (8+2Racial)   +0
Intelligence   12   (11+1Racial)   +1
Wisdom      8   (8)         -1
Charisma      15   (15)         +2

Naga (PS:AKH)

Quote from: From [url=http://media.wizards.com/2017/downloads/magic/plane-shift_amonkhet.pdfPlane-Shift:Amonkhet[/url]]
Naga Traits
All naga share the following traits.
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.
Age. Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.
Alignment. Most naga are either neutral or neutral evil in alignment.
Size. Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Speed Burst. By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.
Natural Weapons. Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes. If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage. If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can’t constrict another target.
Poison Immunity. You are immune to poison damage and can’t be poisoned.
Poison Affinity. You gain proficiency with the poisoner’s kit.
Languages. You can speak, read, and write Common and Naga.

(Sheet and background to be added tonight or tomorrow, migraine crept up on me.)
My current O/os (need work)

Stendarr

#2
Appearance:
Dhirk is a Kobold who used to live in a pale cavern, mining day in and out for a living. His race's lifestyle left them lithe and pale, the price to pay for poor nutrition and underground living. His white-gray hair flows backward between his long, pointed ears. Even his eyes are pale, with dark, beady pupils that peer menacingly. The constant treacherous labor of his lifestyle has left him well toned, but also covered in scars, from the large talon's on his feet to his rat-like tail. He has a bent posture and a somewhat raspy voice that curses him with a filthy and dangerous appearance.
Personality:
Dhirk is unlikely to trust others and is usually not trusted in return, usually for good reason. His roguish nature lends itself to a habit of thievery and deceit. He fights in a scrappy manner, adverse to ever putting himself in harm's way or respecting his opponents. He often avoids social settings, usually scurrying away to tend to his own devices; doing things like devising plans for thievery and tending to his equipment. That's not to say that he's incapable of navigating diplomatic waters. He enjoys deceiving victims and leading them into his traps, whether they be ambushes set up by briefly held friends or petty scams. He has a habit of luring away naive women, holding them hostage and returning them for a ransom. Even if the damsels he steals away have well-paying friends, they won't find themselves in a good place. His sexual habits are villainous, and he's unopposed to using his hostages for more than just bait. He revels in the screams of his victims as he commits the unthinkable. The cult of Graz'zt piqued his attention when he heard of their foul deeds. He knew he would try all he could to get his fair share of their coin and whores.
Equipment:
When braving the harsh sunlight of the overworld Dhirk is sure to be covered in light tattered cloth. When venturing at night or underground, as he would prefer, he bears even less cloth. He usually wears light protective armor under his clothes; it is always light enough not to impede his mobility. He is usually found with a short bow slung around his torso and a hand at his waist resting on a loosely sheathed dagger. Due to his frail strength, he prefers carrying very little gear and very light weaponry; usually only bringing a handful of arrows in his hip mounted quiver.
Point Buy + Racial Bonuses:
Str: 6 (-2)
Dex: 17 (+3)
Con: 12 (+1)
Int: 10 (0)
Wis: 13 (+1)
Cha: 14 (+2)