Monday, April 6, 2020

Alignment Characters - Lawful Neutral

Name: Rafnir Blackforge

Race: Dwarf, Dark Iron / Class: Paladin (5) / Background: Acolyte / Alignment: Lawful Neutral

Str: 17 (+3)
Dex: 12 (+1)
Mind: 14 (+2)

Physical: +3
Subterfuge: +0
Knowledge: +3
Communication: +0

Fort: +6
Ref: +1
Will: +2

Info: AC: 16 (Chainmail) / HP: 49 / MP: 21

Greataxe: Attk: +6 / D: 1d12+3 / R: Melee
Shortsword: Attk: +6 / D: 1d6+3
Dagger: Attk: +6 / D: 1d4+3 / R: Thrown

Dark Iron: Medium size. Slow speed. Deepvision.

Heart of the Mountain: Gains an Advantage on Saves vs. Fire-based spells and effects. Dark Irons also have Resistance to Fire-based damage.

Divine Sense (3/Short Rest): For 1 minute the Paladin can sense nearby celestials, fiends, and undead.

Divine Smite (3-7 Points; Long Rest): Can channel to imbue your weapon with radiant fire that deals 1d8 points of damage per spell level spent. 3 points adds +1d8 damage while 5 points adds +2d8 damage, and 7 points adds +3d8 damage. This requires a Long Rest to recharge points.

Lay on Hands (25 Points; R: Touch; Long Rest): Can touch target character and heal them from the Paladin's healing pool in increments of 5. This requires a Long Rest to recharge the Paladin's healing pool.

Paladin Magic: Mana: 21 / Magic Attk: +5 / Saving Throw: 13 / Spell Level: 2
Bless (R: Near / D: Scene / Cost: 3): Paladin and up to 3 allies add a bonus 1d4 to Attack Rolls and Saving Throws for the duration. The caster adds +1 ally for each spell level they spend over the 1st

Flash Healing (R: Near / D: Instant / Cost: 3): Target ally is healed 1d4+2 at range. The caster adds +1d4 healing dice roll for each spell level spent above 1st.

Shield of Faith (R: Caster / D: Scene / Cost: 3): Caster gains +2 AC for the duration of the spell.

Seal of Judgement (R: Caster / D: Scene / Cost: 5): Caster imbues themselves with a Seal of Judgement. Each attack they make adds +1d4 damage to the total. This bonus damage is considered radiant for the purposes of resistance. The caster adds +1d4 damage for each spell level spent above 2nd level.

-Rafnir is a Dark Iron Paladin, also known as Judge within the Shadowforge Diocese. Paladins within Shadowforge City are grave soldiers of the Light, peacekeepers, and the protectors of the Queen-Regent. Their molten eyes are always narrowed in their never ending conflict with the forces of chaos or treason.

-While the traditional weapon of the a Paladin is the hammer, Rafnir prefers the justice of the axe. His weapon use has earned him the moniker 'Headsmen' for his service and habit of taking the heads of treasonous twilight.

-Is Lawful Neutral and at times Lawful Good. Though his manner can be severe and his methods grim, Rafnir despises the ravages of twilight and wishes to defend the innocent when he is able. He attempts to be a model of Dark Iron Paladinhood.

-Is a Jewelcrafter rather than a smith as a side hobby. He knows his way around a beveler to shape stones to set in bezels of gold or silver. He favors bright gems that remind him of the fiery heart of the mountain such as ruby or topaz, which are also popular gems with Dark Iron nobility. He would be considered a middling talent.

Wednesday, April 1, 2020

Alignment Characters - Lawful Evil

Name: Captain Rikkan Hux
Race: Tortle / Class: Pirate / Level: 5 / Alignment: Lawful Evil

Str: 18 (+3)
Dex: 13 (+1)
Mind: 15 (+2)

Physical: +5
Subterfuge: +8
Knowledge: +5
Communication: +5

Fort: +8
Ref: +4
Will: +7

Info: AC: 13 / Attk: +5 / HP: 36

Attacks: Cutlass: Attk: +8 / D: 1d6+3
Pistol: Attk: +6 / D: 1d12+1 / R: Near / RoF: 1/2
Knife: Attk: +8 / D: 1d4+3 / R: Thrown

Tortle: Slow movement. Medium height. Tortles have Darkvision allowing them to see in total darkness in a greyscale. They gain +1 AC due to toughened skin that is cumulative with worn armor. They are also amphibious and may remain underwater for up to Str x 3 in rounds.

Sneak Attack: If a Rogue surprises a foe, such as with a successful Sneak roll (Dex + Subterfuge), they may make an attack that adds their Subterfuge rank in damage. Current damage bonus: +8

Dual Wield: May wield a light weapon off-hand without penalty and may add their full attribute bonus to their attack.

-Rikkan is a Tortle pirate who may be greedy, but holds to a strict code: rob from the thieves. He views it beneath him to rob from honest men when it is the thieves in his dockside town that have all the money. Unfortunately for the honest men, Rikkan generally believes in keeping the proceeds for himself and not sharing his acquired loot with those who have been robbed.

-Has a soft spot for children and Tortles. He will spend a few coins on sweets or give a little money to help one of his kind. At the same time, those who cross them may find themselves shot or stabbed in the back by a lumbering pirate with scaly seamfoam green skin.

-When not coursing through his dockside town, Rikkan is often at sea as a crewmember. He serves as general crew or quartermaster due to his keen mind. He is mindful not to be too mischievous when aboard a ship as any minor mischief can result in serious reprisal. When wishing the rob, Rikkan will join in taking the loot from attacked vessel. Given his code, he generally advises attacking against fishing boats or what appears to be poorer merchants, concentrating on pirates or Company Vessels.

Monday, March 30, 2020

Alignment Characters - Neutral Good

Name: Tyro Bronzescales

Race: Dragonborn / Class: Sorcerer (1) / Alignment: Neutral Good

STR: 17 (+2)
DEX: 12 (+0)
MIND: 16 (+2)
CHA: 13 (+1)

Saves (Target Numbers)
Fort: 16
Ref: 19
Will: 16
Pre: 18

Info: AC: 10 / Physical Attack: +1 / Magical Attack Bonus: +1 / HP: 8

Quarterstaff: Attk: +3 / D: 1d6+2
Dagger: Attk: +3 / D: 1d4+2 / R: Thrown

Equipment: Robes, Backpack, Rations, Canteen, Talisman / Wealth: 180 GP

Darkvision: Can see in total darkness up to 60 ft. albeit in greyscale.

Breath Weapon (Bronze) (R: Near, Line; D: Instant; Uses: 3/Day): 3 times per day a Bronze Dragonborn can unleash a line at Near range (roughly 30 ft). Up to 4 creatures standing the line are subject to a range attack roll (Tyro's bonus is +1). Targets struck take 1d8+1 lightning damage. It requires a Long Rest to recharge this ability.

Lightning Resistance: Tyro gains +4 to Resistance rolls vs. Lighting-based damage.

Minor Magic (Cost 1 MP): A Sorcerer can perform almost any mundane task magically, such as lighting their pipe with the snap of a finger, or caused a door to gently close with the wave of a hand. These abilities can amuse and amaze, but never cause bodily harm.

Magic Notes: Magic Combat: +3 / Mana Points: 8

Level 1 (Cost 3): Detect Magic, Light, Read Magic, Shield, Shock

-Tyro is a starting Dragonborn sorcerer who is a member of the local mage's guild. In the grand terms of the universe, in the noble and ignoble rankings of Dragonborn as a whole, Tyro was considered rather average in stature and power. He at least knew how to use his breath weapon correctly.

-In accordance to his draconic heritage, Tyro likes to maintain a small 'hoard' of treasures that he keeps nearby. He has yet to acquire the kingly sum to lay in like a proper dragon, not that he would want to. His favorite art piece is gems, specifically topaz.

-Favors lightning-based attacks and modifies his spell accordingly. Shock is essentially Burning Hands but using lightning over fire.

-Currently serves a junior member of the guild and helps around with guild tasks, such as cataloging the findings of the guild. He longs to be a real adventurer for both the excitement, and just to get out of the guild's tower. The tower was originally built for men and elves, it did not have dragonborn in mind when it was designed and is a touch cramp to Tyro.