RPG Character a Day 10, 11, 12, and 13
This collection will be characters that I have made but not played, or that I have made or underplayed.
Gabriel Zidarsky, Dungeons and Dragons 5th Edition
First up is Gaz, a character that I played for a run-through of the Out of the Abyss module. I built him to engage with some of the themes, motifs, and perils of the module that the DM had told me to expect.
Gaz is a member of the Order of the Blind Eye, a semi-religious sect that safeguards the world from extraplanar threats, Gaz travels far and wide as an agent of the god Tyr. Gaz creates networks of spies and informants that help him to detect the presence of outside interlopers. His latest assignment has him delving deep underground to the unknown realms of the Underdark to find out what trouble lurks below.
He found himself captured by Drow and stripped of his gear, with the primary goal of escaping.
Gabriel "Gaz" Zidarsky
Race: vHuman
Background: Spy
Class/Level: Oath of the Watchers Paladin 4
Alignment: Neutral Good
Personality Traits: I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: I help people who help me--that's what keeps us alive. (Neutral)
Bond: Everything that I do is for the common people
Flaw: I turn tail and run when things look bad.
Underdark Bond: A vicious noble named Ghazrim DuLoc betrayed me to the drow, while he remained safe elsewhere in the Underdark, most likely under the protection of the Zhentarim.
Criminal Contact Background Feature: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals/spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you
HP: 33
AC: 10
Speed: 30’
Skill Proficiencies: Athletics, Persuasion, Deception, Stealth, Survival
Weapon/Armor/Tool Proficiencies: Light/Medium/Heavy Armor, Shields, Thieve's Tools, Dice
Languages: Common, Dwarvish
Feat: Magic Initiate (Guidance, Prestigidation, Bless)
Class Features:
Divine Sense
Lay on Hands
Fighting Style (Blind Fighting)
Spellcasting
Divine Smite
Divine Health
Sacred Oath: Watchers
Oath Spells
Channel Divinity (Watcher's Will, Abjure the Extraplanar
Spells:
Cantrips: Guidance, Thaumaturgy
1/Rest: Bless
Oath Spells: Alarm, Detect Magic
Prepared Caster with 4 1st Level Spell Slots
Krakaw, Dungeons and Dragons 5th Edition
The next character is actually the previous character’s predecessor. I started playing Out of the Abyss with a different character who unfortunately succumbed to the darkness, dying cold, sick, and alone in the Underdark.
But! He lives on now and would be a joy to play elsewhere. I made him for Out of the Abyss but in such a way that would make it a challenge for a Dungeons and Dragons veteran. I started at level 1 but made it to level 2 before unfortunate events killed him. For the record, I enjoyed playing the game as a hardcore sort of survivalist game. It was fun playing a fish bird out of water.
Krakaw is an urchin Aaracokra. He migrated to the city of Waterdeep after being exiled from his home, a monastery high in the Mistcliffs of Chult. He retained enough of his teachings related to meditation and discipline of the mind but had a serious problem with urges to steal.
Krakaw
Race: Aaracokra
Background: Urchin
Class / Level: Monk 2
Alignment: Chaotic Neutral
Personality Trait: I sleep with my back to a wall or tree with all of my possessions in my lap
Flaw: If I'm outnumbered, I'll run away from a fight
Ideals: Power. If I can attain more power, no one will tell me what to do. (Evil)
Bond: No one else should have to endure the hardships I've been through
City Secrets Background Feature: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Underdark Background Feature: You once had the opportunity to meet a circle of myconids—the mushroom folk of the Underdark. They offered you shelter and a chance to “meld” using their telepathic spores, and you have yearned ever since to repeat that experience.
HP: 17
AC: 14
Speed: Walk: 25', Fly: 50'
Skills Proficiencies: Athletics, Insight, Sleight of Hand, Stealth
Weapons/Armor/Tool Proficiencies: - Simple weapons, shortswords, Disguise Kit, Thieves' Tools, Tinker's Tools
Languages: Common, Aarakocra, Auran
Features:
Unarmored Defence
Martial Arts
Ki: 2 (DC 11)
Flurry of Blows
Patient Defense
Step of the Wind
Unarmored Movement
Vonmir Bearcastle - Dungeons and Dragons 5th Edition
I was in a Curse of Strahd campaign for a good long while. It involved the remnants of a shattered mercenary company, The Unforgiven, being pulled through the mists of Ravenloft to serve as a toy army for the miserable Count to fight against out of boredom.
Our game group harbored lots of character deaths, including a few of my own. We were all around seventh level, making our way through the Amber Temple when the loss of a few cherished NPCs to an ambush by a [REDACTED - NO SPOILERS HERE] became too much for some members of our group to bear.
Vonmir Bearcastle was my longest surviving character in that campaign, and even he was barely squeaking by. Vonmir had lost both of his arms throughout the course of the campaign against the evil vampire lord, and after a strange mix-up with an interdimensional gateway had been grafted a psychic physical arm that enabled him to wield a powerful, bloodthirsty spear that only contributed to his ability to survive by giving him temporary HP every time that he killed someone.
Vonmir had become heavily invested in the Martikov family’s dealings, especially in the recently widowed Danika and her sons Brom and Bray, even going so far as to have ‘Eddy Bears with one arm made in his likeness by a toymaker.
The campaign just sort of petered out, with no closure for any of the players. This is my lament for Vonmir Bearcastle. I’ve been able to revive him again for a few one-shots, like when another friend ran Strahd Must Die!
Vonmir Bearcastle
Race: Dwarf
Background: Folk Hero
Class/Level: Path of the Totem Warrior Barbarian 7
Alignment: Neutral
Personality Traits: -If someone is in trouble, I’m always ready to lend help.
-Thinking is for other people. I prefer action.
Ideal: Freedom. Tyrants must not be allowed to oppress the people
Bond: I would die for The Unforgiven, but I’d rather kill for them.
Flaw: I make virtues of my friends' flaws because it is my nature to shelter them from the truth
Rustic Hospitality Background Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
HP: 75
AC: 14
Speed: Walk: 35'
Skills Proficiencies: Animal Handling, Athletics, Nature, Survival
Weapons/Armor/Tool Proficiencies: Simple and Martial Weapons, Light and Medium Armor, Shields, Land Vehicles, Mason’s Tools, Smith’s Tools
Languages: Common, Dwarvish
Features:
Rage
Unarmored Defense
Stonecunning
Dwarven Resilience
Darkvision
Reckless Attack
Danger Sense
Spirit Seeker
Totem Spirit: Bear
Tavern Brawler
Extra Attack
Aspect of the Beast: Bear
Fast Movement
Feral Instinct
Weapons: Blood Spear of Kevan
Vonmir Bearcastle, Ironsworn: Vonsworn
As I mentioned before, I wanted closure and more of a story for this character. So, I decided to create a version of Vonmir to play as an Ironsworn solo game, with the aim of finishing out the Curse of Strahd module by myself. I made him stronger than a baseline Ironsworn character by giving him extra and some upgraded Assets to reflect his journey so far. Vonmir’s story is not over.
Background Vow: End the Tyranny of Strahd (Epic)
Vow: Return the Seeds to the Martikovs (Formidable)
Vow: Revenge for Viktor, Closure for Kasimir (Formidable)
Condition: Maimed
ASSETS
Path: Berserker
⬛When you Secure an Advantage or Compel by embodying your wild nature, add +1 and take +1 momentum on a hit.
⬛When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit.
Then, choose one.
• Push yourself: Endure Harm (1 harm).
• Lose yourself: Endure Stress (1 stress).
⬜"When you Endure Harm in a fight, and your health is above 0, you may let the pain inflame your wildness (decide before rolling).
If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining"
Combat Talent: Sunderer
⬛When you Strike or Clash in close quarters, you may suffer -1 momentum and inflict +1 harm on a hit (decide before rolling).
⬜When you have your Weapon in hand, and use the promise of violence to Compel or Secure an Advantage, add +1 and take +1 momentum on a hit.
⬜When you make a tribute to a fallen foe (formidable or greater) by carving a rune in the haft of your axe, roll +heart. On a strong hit, inflict +1d6 harm (one time only) when you Strike or Clash. On a weak hit, as above, but this death weighs on you; Endure Stress (2 stress).
Ritual: Bear Totem Warrior
⬛"When you wear the pelt of your totem bear and call on its power, roll +Iron. On a strong hit, you are empowered. add +1 when making moves with +iron. If you roll a 1 on your action die while making a move using the pelt, the magic is spent. On a weak hit, as above, but the spirit's animalistic nature eats at your humanity; Endure Stress (2 stress)."
⬛When you are empowered by your totem bear and Endure Harm in a fight, add +1 and take +1 momentum on a hit.
⬜When you perform this ritual, add +1 and take +1 momentum on a hit.
Artifact: Blood Spear of Kevan
⬛When you mark your hands or weapon with an intricate blood rune, roll +iron.
On a strong hit, the rune thirsts for fresh blood.
One time only, when you make a move to inflict harm, reroll any dice and inflict +2 harm on a hit.
Then, for each point of harm inflicted, take +1 and allocate it as +health or +momentum.
On a weak hit, as above, but this asset counts as a debility until the rune’s thirst is quenched.
⬜As above, and you may also touch an ally or companion and let them take any remaining points as +health or +momentum.
⬜When you perform this ritual, add +1 and take +1 momentum on a hit.
Then there’s my backup character for Vonmir, a dull Unforgiven war cleric named Maybe who was essentially a foil for Vonmir: calm, cool, collected, and working to develop a plan. A Tactician-at-Arms with a skull misshaped from years of being bashed about Maybe was a little slow on the uptake but could draft up battle plans and schemes drawn from years of experience.
Clad in heavy chain mail and armed with a shield and a battleax, Maybe was going to serve a purpose primarily during the assault on Strahd’s castle. Using a reaction in combat could give her allies a powerful +10 to hit, which could be pulled off in vital moments.
Meibyran "Maybe" Enris
Race: Half-Elf
Background: Spy
Class/Level: War Domain Cleric 7
Alignment:
Personality Traits: -I always have a plan for what to do when things go wrong.
-I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bond: I’m guilty of a terrible strategic failure. I hope I can redeem myself for it.
Flaw: I will always choose what I see as the most optimal choice; taking risks isn’t for me.
Criminal Contact Background Feature: You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
(Did I mention that we rolled for stats?)
HP: 46
AC: 18
Speed: Walk: 30'
Skills Proficiencies: Animal Handling, Athletics, Nature, Survival
Weapons/Armor/Tool Proficiencies: Simple and Martial Weapons, Elvish Weapons, Light, Medium, and Heavy Armor, Thieves’ Tools, Playing Cards
Languages: Common, Elvish
Features:
Ritual Casting
War Priest
Darkvision
Fey Ancestry
Channel Divinity (Turn Undead, Guided Strike)
War Caster
Spells
Cantrips: Sacred Flame, Spare the Dying, Toll the Dead
1st Level: Divine Favor, Shield of Faith, Command, Purify Food and Drink, Detect Magic, Healing Word, Ceremony, Create or Destroy Water
2nd Level: Blindness/Deafness, Magic Weapon, Silence, Spiritual Weapon
3rd Level: Crusader’s Mantle, Dispel Magic, Spirit Guardians, Bestow Curse
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