The Wizard's Harem | Ghosts of the Saltmarsh (D&D 5E NOW SEEKING)

Started by PhantomPistoleer, October 01, 2022, 06:58:52 AM

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ShadowFox89

I mean a hexblade who has a tendency to flirt and try and seduce anyone they meet and because of that gets into a lot of sword duels.
Call me Shadow
My A/A

AndyZ

Gotcha ^_^ I thought you meant this.

QuoteFighting Style: Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Apologies for the confusion.
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AndyZ

Vyx - Reborn  - Rogue - Urban Bounty Hunter

Strength 10 (+0) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 18 (+4)
Saving Throws: Dexterity +5, Intelligence +2

HP 11 HD 1d8 AC 15 Initiative +3 Passive Insight 14 Passive Perception 16

Athletics +2 Acrobatics +5 Deception +6 Insight +4 Intimidation +6 Perception +6 Persuasion +6 Stealth +5

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Cards, Drum, Thieves' tools


Reborn:
Deathless Nature

You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge From A Past Life

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Class Features:
Expertise: Perception and Thieves' Tools

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Urban Bounty Hunter:
Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.


Equipment

2x Shortswords: +5 to hit, 1d6+3 piercing damage
Hand Crossbow: +5 to hit, 1d6+3 piercing damage
Daggers: =5 to hit, 1d4+3 piercing damage.  30/120 range, many hidden on person

Studded Leather Armor

Backpack, Belt Pouch, Deck of Cards, Drum, Grappling Hook, 50 feet of Silk Rope, Steel Mirror, Signal Whistle, Thieves Tools, Whetstone


Background

Vyx first came back the night after a nearby adventuring party had defeated a dracolich, at great cost to their numbers, with a magical explosion that ravaged the land.  She doesn't know why; it's probably just a coincidence.

Argus was one of the first people she met who was kind and helpful.  He was all too happy to help bathe her to wash all the grave dirt from her body and help get her new clothes, unlike all the other rude people who would scream, faint, or throw holy water on her.  Not even enough holy water to wash her, just about a vial's worth.

Some people have been seriously weird.  One guy, a halfling who's developed a drinking problem after the fight, insisted something awful about her.  Something about being the dracolich Vyxarys reborn in flesh, and she needed to be purified before coming back in full magical power to terrorize all the plane once more.  Who listens to drunken rantings, though?  Besides, she doesn't have any magic.

She does seem to have all fun sorts of weird and interesting talents, suggesting she was some sort of thief or treasure hunter.  Stealing from people doesn't really interest her - besides, Argus gives her everything she wants - but she's still taken to using her abilities to help people where she can, though.  Usually it makes people less afraid.

It helps that her skin is flawless ivory, she never seems to scar, and not needing to breathe makes for fantastic blowjobs even underwater.  Argus remains special in her heart as the one who helped her when no one else would.

Her usual attire is a form-fitting suit of black studded leather that shows off her generous cleavage.
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PhantomPistoleer

Quote from: AndyZ on October 02, 2022, 12:26:10 PM
Vyx - Reborn  - Rogue - Urban Bounty Hunter

Strength 10 (+0) Dexterity 16 (+3) Constitution 16 (+3) Intelligence 10 (+0) Wisdom 14 (+2) Charisma 18 (+4)
Saving Throws: Dexterity +5, Intelligence +2

HP 11 HD 1d8 AC 15 Initiative +3 Passive Insight 14 Passive Perception 16

Athletics +2 Acrobatics +5 Deception +6 Insight +4 Intimidation +6 Perception +6 Persuasion +6 Stealth +5

Reborn:
Deathless Nature

You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Knowledge From A Past Life

You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Class Features:
Expertise: Perception and Thieves' Tools

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.


Urban Bounty Hunter:
Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.


Equipment

2x Shortswords: +5 to hit, 1d6+3 piercing damage
Hand Crossbow: +5 to hit, 1d6+3 piercing damage
Daggers: =5 to hit, 1d4+3 piercing damage.  30/120 range, many hidden on person

Studded Leather Armor

Backpack, Belt Pouch, Deck of Cards, Drum, Grappling Hook, 50 feet of Silk Rope, Steel Mirror, Signal Whistle, Thieves Tools, Whetstone


Background

Vyx first came back the night after a nearby adventuring party had defeated a dracolich, at great cost to their numbers, with a magical explosion that ravaged the land.  She doesn't know why; it's probably just a coincidence.

Argus was one of the first people she met who was kind and helpful.  He was all too happy to help bathe her to wash all the grave dirt from her body and help get her new clothes, unlike all the other rude people who would scream, faint, or throw holy water on her.  Not even enough holy water to wash her, just about a vial's worth.

Some people have been seriously weird.  One guy, a halfling who's developed a drinking problem after the fight, insisted something awful about her.  Something about being the dracolich Vyxarys reborn in flesh, and she needed to be purified before coming back in full magical power to terrorize all the plane once more.  Who listens to drunken rantings, though?  Besides, she doesn't have any magic.

She does seem to have all fun sorts of weird and interesting talents, suggesting she was some sort of thief or treasure hunter.  Stealing from people doesn't really interest her - besides, Argus gives her everything she wants - but she's still taken to using her abilities to help people where she can, though.  Usually it makes people less afraid.

It helps that her skin is flawless ivory, she never seems to scar, and not needing to breathe makes for fantastic blowjobs even underwater.  Argus remains special in her heart as the one who helped her when no one else would.

Her usual attire is a form-fitting suit of black studded leather that shows off her generous cleavage.

This is fun.  I like it a lot.  I hope other people decide to play, Andy.  Otherwise you built a character for nothing.  o_o
Always seeking 5E games.
O/O

AndyZ

Quote from: PhantomPistoleer on October 02, 2022, 12:27:44 PM
This is fun.  I like it a lot.  I hope other people decide to play, Andy.  Otherwise you built a character for nothing.  o_o

I forgot to put Proficiencies so added those in.  Glad you like her, though ^_^

If nothing else, I found out that Reborn is a thing and I definitely like it.

Still, I know others are working on stuff.  Shadowfox is planning Warlock.  Levi is going Monk.
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Levi

[/Floatleft]

Lapis - Water Gensai - Monk - Pirate

Strength 13 (+1), Dexterity 16(+3), Constitution 10(+0), Intelligence 12 (+1), Wisdom 16 (+3) Charisma 18 (+4)

Saving Throws: Strength + 3, Dexterity +5

Skills: Athletis, Perception, Religion, Insight

Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Languages: Primordial
Resistance to Acid damage
Able to breath both air and water
Walking and swimming speed of 30 feet
Call to the Wave
You know the
Shape Water

Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
movement t.b.d
Armor: None
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.
Weapons: Simple weapons, shortswords
Tools: Brewer's Supplies, Navigator Tools, Vehicle (water)
Equipment: Quater staff, 10 darts, adventures kit.

Martial Arts

At 1st level, 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.
Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon on the Weapons page.
A Working Progress.             Posting responses are: Slow.    Updated

Levi

Still working on it. But I'm afraid I might loose what I got lol!
A Working Progress.             Posting responses are: Slow.    Updated

Faeli

I am also a one that has interest, but my schedule is fairly unpredictable.  What kind of posting frequency would you expect ^_^

Callie Del Noire

I’ll confess to being curious but I don’t have any 5e rule books and the DnD app is a bit confusing.

AndyZ

Quote from: Callie Del Noire on October 02, 2022, 02:27:14 PM
I’ll confess to being curious but I don’t have any 5e rule books and the DnD app is a bit confusing.

Do you have Discord?  I can help you out.
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If I've owed you a post for at least a week, poke me.

PhantomPistoleer

Quote from: Faeli on October 02, 2022, 02:26:22 PM
I am also a one that has interest, but my schedule is fairly unpredictable.  What kind of posting frequency would you expect ^_^

Faeli, you can post whenever you feel like it, LOL.

But I post mostly on weekdays.
Always seeking 5E games.
O/O

Faeli


Callie Del Noire


Faeli

Norifar Lydoril - Tiefling  - Cleric - Trickery Domain - Acolyte Background

Strength 12 (+1) Dexterity 08 (-1) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 15 (+2) Charisma 18 (+4)
Saving Throws: Wisdom +4, Charisma +6

HP 10 HD 1d8 AC 15 Initiative -1 Passive Insight 14 Passive Perception 12

Athletics +3 Deception +6 History +4 Insight +4

Proficiencies

Armor: Medium armor, Shields
Weapons: Simple weapons


Tiefling

Darkvision BR, pg. 43
You can see in darkness (shades of gray) up to 60 ft.

Hellish Resistance BR, pg. 43
You have resistance to fire damage.

Infernal Legacy BR, pg. 43
You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.

Thaumaturgy(Cantrip)


Class Features

SpellcastingPHB, pg. 58
You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.

Divine DomainPHB, pg. 58
You choose a divine domain that grants you additional spells and other features related to your deity.

Trickery Domain
Blessing of the TricksterPHB, pg. 63
As an action you can touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again.

Blessing of the Trickster: 1 Action


Equipment

Mace, Light
Crossbow, light
Scale Male
Adventurer's Kit
Shield, Small  - Metal


Background

Norifar - or Nori to people that actually know her - is a Priest of Ghirlthrei.  Astute readers may well have noticed that there was no adjetive to describe her priestliness and that is absolutely intentional, for Nori is most certainly not a devout priest, a pious priest, nor even a faithful priest.  She pretty much does the exact minimum she can to remain within the church's good graces and otherwise she does whatever she feels like doing at any given moment.

Her experience with the faith began at a young age where it became evident that she wasn't strong enough to hold her own in a fight, nor agile enough to avoid detection reliably... so she sat down and thought about it long and hard and eventually came to the realization that "Hey, no one ever is mad at their healer!" and so she decided to become a cleric.  She looked around the various churches waiting for some flash of inspiration to hit, but the only flashes that actually occurred were provided by her and resulted in her being chased out of a lot of churches or being invited to backrooms of a few others...

Eventually, she decided to devote herself to Ghirlthrei, the Lord of Deception because - hey - if there was a god that would be totally cool with her only pretending to be pious it HAD to be Githy, right?  It made sense to her!  Unfortunately, she soon came to realize that - unsurprisingly - Ghirlthrel was a two-faced gods and represented both trickery and secrets as well as correction and consequence; represented both an attempt to manipulate the world around you as well as taking great pleasure at seeing such manipulators recieve their due comeuppance.  Nori would spend a decent amount of time in various cells and found herself fined repeatedly, feeling an annoying tingle of satisfaction from her patron each time her lies and manipulations blew up in her face.

Which is precisely why Argus proved such a fortuitous find!  Argus rarely noticed or cared that she lied and, whenever he did, she just found herself bent over a desk or something which was like a BILLION times better than having her gold taken away or serving a few days in a small room! 

AndyZ

Faeli, I think you forgot the Background, as in the stat part and not just the history.  The initial suggestion I'd give is Acolyte.

Then again, maybe you have one and I just don't recognize the one you have.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

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PhantomPistoleer

Quote from: Faeli on October 02, 2022, 04:10:57 PM
Norifar Lydoril - Tiefling  - Cleric - Trickery Domain - Acolyte Background

Strength 12 (+1) Dexterity 08 (-1) Constitution 15 (+2) Intelligence 14 (+2) Wisdom 15 (+2) Charisma 18 (+4)
Saving Throws: Wisdom +4, Charisma +6

HP 10 HD 1d8 AC 15 Initiative -1 Passive Insight 14 Passive Perception 12

Athletics +3 Deception +6 History +4 Insight +4

Proficiencies

Armor: Medium armor, Shields
Weapons: Simple weapons


Tiefling

Darkvision BR, pg. 43
You can see in darkness (shades of gray) up to 60 ft.

Hellish Resistance BR, pg. 43
You have resistance to fire damage.

Infernal Legacy BR, pg. 43
You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.

Thaumaturgy(Cantrip)


Class Features

SpellcastingPHB, pg. 58
You can cast prepared cleric spells using WIS as your spellcasting modifier (Spell DC 12, Spell Attack +4) and prepared cleric spells as rituals if they have the ritual tag. You can use a holy symbol as a spellcasting focus.

Divine DomainPHB, pg. 58
You choose a divine domain that grants you additional spells and other features related to your deity.

Trickery Domain
Blessing of the TricksterPHB, pg. 63
As an action you can touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks for 1 hour or until you use this feature again.

Blessing of the Trickster: 1 Action


Equipment

Mace, Light
Crossbow, light
Scale Male
Adventurer's Kit
Shield, Small  - Metal


Background

Norifar - or Nori to people that actually know her - is a Priest of Ghirlthrei.  Astute readers may well have noticed that there was no adjetive to describe her priestliness and that is absolutely intentional, for Nori is most certainly not a devout priest, a pious priest, nor even a faithful priest.  She pretty much does the exact minimum she can to remain within the church's good graces and otherwise she does whatever she feels like doing at any given moment.

Her experience with the faith began at a young age where it became evident that she wasn't strong enough to hold her own in a fight, nor agile enough to avoid detection reliably... so she sat down and thought about it long and hard and eventually came to the realization that "Hey, no one ever is mad at their healer!" and so she decided to become a cleric.  She looked around the various churches waiting for some flash of inspiration to hit, but the only flashes that actually occurred were provided by her and resulted in her being chased out of a lot of churches or being invited to backrooms of a few others...

Eventually, she decided to devote herself to Ghirlthrei, the Lord of Deception because - hey - if there was a god that would be totally cool with her only pretending to be pious it HAD to be Githy, right?  It made sense to her!  Unfortunately, she soon came to realize that - unsurprisingly - Ghirlthrel was a two-faced gods and represented both trickery and secrets as well as correction and consequence; represented both an attempt to manipulate the world around you as well as taking great pleasure at seeing such manipulators recieve their due comeuppance.  Nori would spend a decent amount of time in various cells and found herself fined repeatedly, feeling an annoying tingle of satisfaction from her patron each time her lies and manipulations blew up in her face.

Which is precisely why Argus proved such a fortuitous find!  Argus rarely noticed or cared that she lied and, whenever he did, she just found herself bent over a desk or something which was like a BILLION times better than having her gold taken away or serving a few days in a small room! 

I liked and subscribed!

Quote from: Levi on October 02, 2022, 02:08:27 PM
[/Floatleft]

Lapis - Water Gensai - Monk - Pirate

Strength 13 (+1), Dexterity 16(+3), Constitution 10(+0), Intelligence 12 (+1), Wisdom 16 (+3) Charisma 18 (+4)

Saving Throws: Strength + 3, Dexterity +5

Skills: Athletis, Perception, Religion, Insight

Ship's Passage

When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Languages: Primordial
Resistance to Acid damage
Able to breath both air and water
Walking and swimming speed of 30 feet
Call to the Wave
You know the
Shape Water

Transmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
movement t.b.d
Armor: None
Weapons: Simple weapons, shortswords
Tools: Brewer's Supplies, Navigator Tools, Vehicle (water)

Wow, you did a really good job, Levi!  And to think that this is just your second character!
Always seeking 5E games.
O/O

AndyZ

For Levi, we need her Class Features and Equipment, but those won't be hard ^_^

Callie will likely do Artificer.
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If I've owed you a post for at least a week, poke me.

Callie Del Noire


c0i9z


AribethAmkiir



ShadowFox89

Personally I find the gobbo girls adorable but that's me xD

Leaning more and more towards changeling at this point, means I get to change things up with pictures every now and then too.
Call me Shadow
My A/A

Muse

A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

PhantomPistoleer

Quote from: Muse on October 03, 2022, 06:41:56 AM
  Oh, Shadowfox, are you building a hexblade too?  I was building one, based on Andy's advice. 

I had a couple of pictures: 
Teifling
https://i.pinimg.com/736x/c9/dd/c2/c9ddc23707fc49cd0aba96fd9cc2af0a--fantastic-art-awesome-art.jpg

Half Elf
https://i.pinimg.com/originals/24/7a/18/247a18b2debfbd588e5d5c702ddf60fe.jpg

Or another, not sure, who uses silver daggers--her hair pins. 
https://i.pinimg.com/originals/4f/94/78/4f94787c339d48ecd18991f325ea5c28.jpg

Now now, there can be, like, 10 hexblades.

I like the first image, though.

I should probably build this character really quick...
Always seeking 5E games.
O/O

PhantomPistoleer

PRINCE ARGUS
Human Noble Wizard I
Character Sheet



This is Argus' very basic character sheet.  He hasn't made any purchases yet.
Always seeking 5E games.
O/O