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    Cold Ambition - Almanac

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    Troyer
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    Cold Ambition - Almanac

    Post by Troyer on Tue Oct 03, 2017 2:32 pm

    You know how this works.
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    Tolr'ax

    Posts : 448
    Join date : 2017-04-25

    Re: Cold Ambition - Almanac

    Post by Tolr'ax on Sat Oct 07, 2017 5:48 pm


    Sid - Male Half-Orc Ranger Urchin
    XP: 0
    Ranger Level: 1
    Age 30
    Chaotic Evil
    6’4” 220lbs (Medium)
    30 ft movement
    Languages: Common, Orcish, Elvish
    Passive Perception: 12
    Prof Bonus: +2

    Ability Scores & Modifiers
    STR: 18 (+4)
    DEX: 18 (+4)
    CON: 14 (+2)
    INT:  10 (+0)
    WIS: 15 (+2)
    CHA: 9   (-1)

    Proficiencies
    Armor: Light, Medium, and Shields
    Weapons: Simple and Martial
    Tools: Smith Tools, Disguise Kit, Thieves' Tools
    Saving Throws: Strength & Dexterity
    Skills: Intimidation, Sleight of Hand, Animal Handling, Stealth, Nature, Survival

    FEATS AND FEATURES
    Natural Explorer: Favored Terrain, Forrest
    Favored Enemy: Monstrosities

    Darkvision 60ft
    Menacing (proficiency in Intimidation)
    Relentless Endurance (When you are reduced to 0 hit points but not killed outright, you can drop to 1
                                   hit point instead. You can't use this feature again until you finish a long rest.)
    Savage Attacks (When you score a critical hit with a melee weapon attack, you
                             can roll one of the weapon's damage dice one additional time and add it to the
                             extra damage of the critical hit.)
    Orcish Fury (-When you hit with an attack made with a simple or martial weapon, you can roll one of the
                      weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type.
                       Once you use this ability, you can’t use it again until you finish a short or long rest.
                      ( - Immediately after you use your Relentless Endurance trait, you can use your reaction to make
                        one weapon attack.)
    Tough: (Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level
               thereafter, your hit point maximum increases by an additional 2 hit points.)



    EQUIPMENT
    Scale Mail (14+3 AC)
    Shortsword 1d6 Piercing
    Spear 1d6 Piercing
    Longbow 1d8 Peircing
    Quiver w/ Arrows (20)

    COMBAT
    HP: 14
    AC: 17
    Hit Dice: 1d10
    Attack: Melee (1d20 +3 + Prof)

    Inventory:
    120 gp
    Scale Mail
    Shortsword 1d6 Piercing
    Spear 1d6 Piercing
    Longbow 1d8 Peircing
    Quiver w/ Arrows (20)
    Smith Tools
    Small Knife
    Map of Home City
    Pet Mouse
    Token to Remember Parents
    Set of Common Clothes
    Thieves Tools
    321 gp for farm (hidden in wagon)

    Worn:
    Scale Mail (AC 14+Dex (Max 3))


    Last edited by Tolr'ax on Wed Oct 25, 2017 8:03 am; edited 8 times in total
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    Dook

    Posts : 270
    Join date : 2017-05-07

    Re: Cold Ambition - Almanac

    Post by Dook on Sun Oct 08, 2017 10:37 pm


    Zorra (Zorrakus) Uldrin  - Black Dragonborn Fighter Soldier
    XP: 0
    Soldier Level: 1
    Age 22
    Chaotic Neutral
    6’7” 255lbs (Medium)
    30 ft movement
    Languages: Common, Draconic

    Ability Scores & Modifiers
    STR: 19 (+4)
    DEX: 10 (+0)
    CON: 15 (+2)
    INT:  11 (+0)
    WIS: 11 (+0)
    CHA: 13  (+1)

    Proficiencies
    Armor: Light, Medium, Heavy and Shields
    Weapons: Simple and Martial
    Saving Throws: Strength & Constitution
    Skills: Athletics, Acrobats, History, Intimidation

    FEATS AND FEATURES


    Dragonborn Features:
    • Black Dragon
    • You can breathe a 30 ft line of acid (once between rests), dealing 2d6 acid damage, Con save for half damage. DC = 8 + Con mod + prof
    • You resist acid damage
    •Dragon Wings: With your wings, you have a flying speed of 20 feet if you are not wearing heavy armor and aren't exceeding your car ring capacity.

    Soldier Feature:
    • You have influence within your former army/organization
    Fighter Features:
    • Fighting Style - Dueling: +2 damage when using a single one-handed weapon
    • Heal 1d10 + level hit points as a bonus action (once between rests)



    EQUIPMENT
    Chainmail
    Longsword

    COMBAT
    HP: 12
    AC: 16
    Hit Dice: 1d10

    Inventory:
    chain mail
    longsword
    martial weapon
    handaxe (2)
    explorer's pack
    Family Insignia
    set of bone dice
    set of common clothes
    belt pouch
    Pipe


    Last edited by Dook on Wed Oct 11, 2017 6:47 pm; edited 2 times in total
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    Jamros Mageblood

    Posts : 367
    Join date : 2017-05-02

    Re: Cold Ambition - Almanac

    Post by Jamros Mageblood on Mon Oct 09, 2017 2:19 pm




    Bryan Morbrine- Male Human Warlock Sage (Great Old One Patron), Researcher
    XP- 0
    Warlock Lvl 1
    Age 24
    Chaotic Evil
    5'10" 170lbs (Medium)
    30ft Movement
    Languages- Common, Undercommon, Abyssal, Elvish, Dwarven
    Proficiency Bonus +2

    Ability Scores:
    STR- 9 (-1)
    DEX- 13(+1)
    CON- 16 (+3)
    INT- 14 (+2)
    WIS- 14 (+2)
    CHR- 16 (+3)

    Proficiency:
    Armor- Light
    Weapons- Simple
    Tools- Alchemist's Supplies, Leatherworker's Tools
    Saving Throws- Wisdom, Charisma
    Skills- Investigation, Deception, Persuasion, Arcana, History

    FEATS AND FEATURES
    Magic Initiate:
    -Choose a class: bard, cleric, druid, sorcerer, warlock, or
    wizard. You learn two cantrips of your choice from that
    class's spell list.
    -In addition, choose one 1st-level spell from that same
    list. You learn that spell and can cast it at its lowest
    level. Once you cast it, you must finish a long rest before
    you can cast it again.
    Your spellcasting ability for these spells depends
    on the class you chose: Charisma for bard,
    sorcerer, or warlock: Wisdom for cleric or druid; or
    Intelligence for wizard.

    Sage Feature:
    -You frequently know where to find information concerning lore.
    -Prof. in Arcana and History
    -2 Extra Lagnuages (Elvish, Dwarven)

    Warlock Feature:
    -Archetype: Great Old One
    -Telepathically communicate with creature that knows any language within 30ft.
    -Prodigy: Skill point added to CON, Prof. in Persuasion, Prof. with Alchemist's Supplies, Extra Language (Undercommon)

    Cantrips Known: (4)
    ELDRITCH BLAST
    Evocation cantrip
    Casting Time: 1 action
    Range: 120 feet
    Components: V, S
    Duration: Instantaneous

    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.
    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.

    MINOR ILLUSION
    Illusion cantrip
    Casting Time: 1 action
    Range: 30 feet
    Components: S, M (a bit of fleece)
    Duration: 1 minute

    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
    If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any
    other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
    If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light,
    smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
    If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check
    against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

    SHOCKING GRASP
    Evocation cantrip
    Casting Time: 1 action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    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.
    The spell's damage increases by 1d8 when you reach
    5th level (2d8), 11th level (3d8), and 17th level (4d8).

    SPARE THE DYING
    Necromancy cantrip
    Casting Time: I action
    Range: Touch
    Components: V, S
    Duration: Instantaneous

    You touch a living creature that has 0 hit points. The
    creature becomes stable. This spell has no effect on
    undead or constructs.


    Spells Known: (5) Slots: 1 (1st lvl) Casting Ability: Charisma (+3) Prof (+2)


    DISSONANT WHISPERS (Old One)
    1st-level enchantment
    Casting Time: 1 action
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
    At Higher Levels. 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.

    TASHA'S HIDEOUS LAUGHTER (Old One)
    1st-level enchantment
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S, M (tiny tarts and a feather that is waved in the air)
    Duration: Concentration, up to 1 minute

    A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.
    At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

    COMMAND
    1st-level enchantment
    Casting Time: I action
    Range: 60 feet
    Components: V
    Duration: 1 round

    You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn.
    The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so. the DM determines how the target behaves. If the target can't follow your command, the spell ends.
    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Drop. The target drops whatever it is holding and then ends its turn,
    Flee. The target spends its turn moving away from you by the fastest available means.
    Grovel. The target falls prone and then ends its turn.
    Halt. The target doesn't move and takes no actions.
    A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when
    you target them.

    HELLISH REBUKE
    1st-level evocation
    Casting Time: 1 reaction, which you take in response
    to being damaged by a creature within 60 feet of you
    that you can see
    Range: 60 feet
    Components: V, S
    Duration: Instantaneous

    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes
    2d10 fire damage on a failed save, or half as much damage on a successful one.
    At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the

    WITCH BOLT
    1st-level evocation
    Casting Time: 1 action
    Range: 30 feet
    Components: V, S. M (a twig from a tree that has been
    struck by lightning)
    Duration: Concentration, up to 1 minute

    A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of
    lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target
    takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12
    lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell
    also ends if the target is ever outside the spell's range or if it has total cover from you.
    At Higher Levels. When you cast this spell using
    a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

    Invocations: (0)


    EQUIPMENT:
    Leather Armor (11 Dex+1)
    Light Crossbow (1d8 Piercing, 80/320 Range)
    20 Bolts
    Quarter Staff (1d6 bludgeoning, 1d8 versatile)
    Dagger x2 (1d4)
    Arcane Focus (Chained Coin)
    Bottle of Black Ink
    Quill
    Small Knife
    Letter From Dead Colleague with Unanswered Question
    Set of Common Clothes
    Belt Pouch with 10gp
    Scholar's Pack


    COMBAT:
    HP: 11
    AC: 12
    Hit Dice: 1d8


    Last edited by Jamros Mageblood on Thu Oct 12, 2017 11:34 am; edited 5 times in total
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    Tolr'ax

    Posts : 448
    Join date : 2017-04-25

    Re: Cold Ambition - Almanac

    Post by Tolr'ax on Wed Oct 11, 2017 6:14 pm

    FARM STUFF!!!!!

    197 gp in stash
    65 Penguins (including Pengu)
    Dinghy (24ft long, 8ft wide)
    Farming supplies


    Stock of Goods
    Farm ProductRetail PriceBulk/FavoredCurrent Stock
    Meat1.5s1.2s24 lbs
    Pelts6.2s5s7 pelts
    Blubber12g10g3 casks
    Bones3c2c0 lbs
    Penguin30 lbs meat1 2x2ft pelt5 lbs blubber
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    Troyer
    Admin

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    Re: Cold Ambition - Almanac

    Post by Troyer on Sat Oct 14, 2017 8:24 am

    Troyer wrote:Here ya go.
    Farm added.


    Tolr'ax wrote:

    Troyer wrote:
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    Troyer
    Admin

    Posts : 454
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    Re: Cold Ambition - Almanac

    Post by Troyer on Mon Oct 16, 2017 12:22 am

    FarmHands & Friends

    CHARACTER
    Name: Vaca Dwali
    Sex: Female
    Race: Human
    Age: 52
    Class: N/A
    Background: N/A
    Stats:
    STR 11 (+0)
    DEX 13 (+1)
    CON 14 (+2)
    WIS 18 (+4)
    INT 15 (+2)
    CHA 13 (+1)
    Proficiencies: Animal Handling, Insight, Survival, Weaver's Tools, Cook's Utensils
    Features: N/A
    History: A peasant for life, self-sufficient in the extreme. Not much besides, really.
    COMBAT
    Weapons & Armor
    1. Belt Knife (Dagger) = +3 Attack / 1d4+2 Damage
    AC 10
    HP 8

    CHARACTER
    Name: Esnach Derhub
    Sex: Male
    Race: Human
    Age: 38
    Class: Monk
    Background: Hermit
    Stats:
    STR 10 (+0)
    DEX 18 (+4)
    CON 11 (+0)
    WIS 14 (+2)
    INT 9 (-1)
    CHA 8 (-1)
    Proficiencies: Medicine, Religion, Nature, Herbalism Kit
    Features: Hermit - Discovery
    History: A quiet and solitary monk, few ambitions to life. Looking to return a watch of some value. Very devout.
    COMBAT
    Weapons & Attacks
    1. Quarterstaff = +6 Attack / 1d8+4 Damage
    Leather Armor
    AC 17
    HP 8

    CHARACTER
    Name: Comgha
    Sex: Male
    Race: Human
    Age: 32
    Class: Rogue
    Background: Sailor
    Stats:
    STR 8 (-1)
    DEX 18 (+4)
    CON 11 (+0)
    WIS 9 (-1)
    INT 12 (+1)
    CHA 10 (+0)
    Proficiencies: Athletics, Perception, Navigator's Tools, Vehicles (Water)
    Features: Sailor/Pirate - Bad Reputation
    COMBAT
    Weapons & Attacks
    1. Scimitar = +6 Attack / 1d6+4 Damage
    2. Dagger = +6 Attack / 1d4+4 Damage
    3. Shortbow = +6 Attack / 1d6+4 Damage
    Studded Leather w/Buckler
    AC 17
    HP 8

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    Re: Cold Ambition - Almanac

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      Current date/time is Sun Dec 17, 2017 12:03 am