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Name: Copernicus Kipling Casper Cambridge "Cricket" Kermillion III
Class- Level:Bard- 1
HP: 8/8
AC: 12
Age: 57
Gender: Male
Race-Subrace: Rock Gnome
Alignment: Lawful Good
Strength: 9 (-1)
Dexterity: 12 (+1)
Constitution: 10 (+0)
Intelligence: 19 (+4)
Wisdom: 14 (+2)
Charisma: 13 (+1)
Appearance: Standing at just 4 feet high and weighing in a little over 40 pounds, Cricket is a fairly young gnome with fiery red hair and a short clipped beard streaked with white. He wears small, round, gold-rimmed bifocals and a simple shirt and vest with his sleeves rolled up.
Personality: Cricket more than makes up for his diminutive stature in his taste for adventure, loyalty-to-cause, knowledge, and appetite. Cricket is kind-hearted and compassionate. He knows something of just about everything and often comes across as a know-it-all and a goody-two-shoes. He is very bookish and loves to read, write, and build with scrap metal. His nickname, Cricket, is due to his skills as a fiddler. Cricket does not drink, purely for the fact that he does not care for the taste of alcohol.
Background:
An intelligent tinkerer and a book collector with a penchant for stories, he decided to leave his boring old hovel in his hometown in search of business and/or adventure. He is a member of the Clockwork Artisan's Guild. He is the firstborn son of Copernicus Kipling Casper Cambridge "Cricket" Kermillion, Jr., and Calliope. He also has three brothers, Crispin, Cornelius, and Caldwell, and three sisters, Crysallia, Corinthia, and the estranged Crysanthamum.
Speed:
25 feet
Darkvision:
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning:
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Languages:
Common, Gnomish, Dwarvish
Proficiencies:
bonus: (+2)
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapier, shortswords
Tools: Flute, lute, fiddle, tinker's tools, calligrapher's tools.
Saving Throws: Dexterity, Charisma
Skills: Insight, persuasion, history, investigation, perception
Cantrips: Mending, Message
Spells:
Lv. 1- Comprehend Languages, Identify
Artificer's Lore:
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker:
You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, I hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy:
This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter:
The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box:
When opened. this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or
when it is closed
Inventory:
-Belt pouch containing 15 gp.
-Diplomat's Pack: (A nice chest containing soap, sealing wax, vial of perfume, 5 flasks of oil, a lamp, ink pen, bottle of ink, fine clothes(view spoiler) , 2 cases for maps and scrolls)
-Light leather armor
-Rapier
-Dagger
-Fiddle
-Tinker's tools
-Letter of introduction from the Clockwork Artisan's Guild
-Traveler’s clothes["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>["br"]>
So, this is long, but hopefully it's compact enough and still accurate. Sorry its been so long in the making, I tend to be a perfectionist when I write :/
Name: Casebolt Thundertongue Sähkövaraus - but his friends call him Ironsnout
Age: 30
Gender: Male
Race-Subrace: Dragonborn - Bronze Dragon
Level - Class: Lv 1 Ranger
Alignment: Lawful Good
((Standard set))
Strength: 14 + 2 (race) Modifier: +3
Dexterity: 8 Modifier: -1
Constitution: 15 Modifier: +2
Intelligence: 12 Modifier: +1
Wisdom: 13 Modifier: +1
Charisma: 10 + 1 (race) Modifier: +0
Walking speed: 30 ft
HP: 10 + 2 (lv 1)
AC: 13 (Scale mail 14-1)
Appearance:
The short answer:
https://i.pinimg.com/originals/ed/53/...
The long answer:
6’6” and 300lbs. Stocky humanoid build with the sheen of polished bronze. Strong arms with four fingers and broad legs with three toes, all of the above ending in sharp talons. His face elongates in the front to form a solid reptilian snout with small but sharp teeth, and splits off in the back to form ridges and loose coils. Dark eyes are in fact solid black and very difficult to follow. His brow is naturally narrowed, making it usually appear that he is inspecting or critiquing something. Walks with a very slight limp and breathes heavily unless he specifically makes an effort not to.
Personality:
The short answer: Epic boss, but stubborn AF
The long answer:
The epitome of a lawful good dragonborn, Ironsnout has impressive leadership skills and prefers to be in charge. He is commanding, decisive, strong, composed, direct, and has an aura of general power about him. Along with impressive leadership, he is distrustful, arrogant, proud, unforgiving, judgemental and demanding. He is also extremely stubborn, especially on a moral issue, which is how he got his nickname. As far as Ironsnout is concerned, THE LAW IS THE LAW and it must be followed. A strong believer in an eye for an eye, he often views himself as the force of justice.
Background: Noble
The short answer: High up captain of marshals and always wondering why people do stuff.
The long answer:
His family rules a mountain sector on the edge of a distant kingdom and holds the responsibility for keeping the border secure. He is the second son of the head statesman, and so by tradition was appointed commanding marshal when he came of age. When he wasn’t training, giving orders, or inspecting officers, he studied history. As the commanding marshal, and an avid student of history, he became acquainted with very selfless and very selfish people - as well as their actions. Several years ago, he became very interested in motives and why people do what they do. About 3 years ago he presented himself before the council and proposed that, seeing as it was currently a time of great peace and prosperity, he should take the opportunity to become an adventurer. Part of his reasoning was that he could study the motives of his companions, as well as his enemies, and then return and share his insight. In his own words, “An extensive treatise discoursing on the reasonings and motives of intelligent beings would be an invaluable resource to the knowledge and betterment of our society”. The council, knowing how stubborn he was and that he would only stay very grudgingly, consented. Many of them were honestly glad to see him go, as he had become very unpopular with them due to his blatant obstinance.
Skills:
Dragonborn: Resistant to lightning, speaks Common and Draconic
Noble: History, Persuasion, Dragonchess, speaks Dwarven
Ranger: Athletics, Perception, Investigation, Natural explorer: Mountains, Favored enemy: Dragons
Proficiencies: (bonus +2)
light armor, med armor, shields, simple/martial weapons.
Spells:
Breath attack - lightning beam
Like I said, I've never played before...did I miss something? I didn't post his equipment because I felt like it would take up unnecessary space, but I can. As you wish ;)
Name: Casebolt Thundertongue Sähkövaraus - but his friends call him Ironsnout
Age: 30
Gender: Male
Race-Subrace: Dragonborn - Bronze Dragon
Level - Class: Lv 1 Ranger
Alignment: Lawful Good
((Standard set))
Strength: 14 + 2 (race) Modifier: +3
Dexterity: 8 Modifier: -1
Constitution: 15 Modifier: +2
Intelligence: 12 Modifier: +1
Wisdom: 13 Modifier: +1
Charisma: 10 + 1 (race) Modifier: +0
Walking speed: 30 ft
HP: 10 + 2 (lv 1)
AC: 13 (Scale mail 14-1)
Appearance:
The short answer:
https://i.pinimg.com/originals/ed/53/...
The long answer:
6’6” and 300lbs. Stocky humanoid build with the sheen of polished bronze. Strong arms with four fingers and broad legs with three toes, all of the above ending in sharp talons. His face elongates in the front to form a solid reptilian snout with small but sharp teeth, and splits off in the back to form ridges and loose coils. Dark eyes are in fact solid black and very difficult to follow. His brow is naturally narrowed, making it usually appear that he is inspecting or critiquing something. Walks with a very slight limp and breathes heavily unless he specifically makes an effort not to.
Personality:
The short answer: Epic boss, but stubborn AF
The long answer:
The epitome of a lawful good dragonborn, Ironsnout has impressive leadership skills and prefers to be in charge. He is commanding, decisive, strong, composed, direct, and has an aura of general power about him. Along with impressive leadership, he is distrustful, arrogant, proud, unforgiving, judgemental and demanding. He is also extremely stubborn, especially on a moral issue, which is how he got his nickname. As far as Ironsnout is concerned, THE LAW IS THE LAW and it must be followed. A strong believer in an eye for an eye, he often views himself as the force of justice.
Background: Noble
The short answer: High up captain of marshals and always wondering why people do stuff.
The long answer:
His family rules a mountain sector on the edge of a distant kingdom and holds the responsibility for keeping the border secure. He is the second son of the head statesman, and so by tradition was appointed commanding marshal when he came of age. When he wasn’t training, giving orders, or inspecting officers, he studied history. As the commanding marshal, and an avid student of history, he became acquainted with very selfless and very selfish people - as well as their actions. Several years ago, he became very interested in motives and why people do what they do. About 3 years ago he presented himself before the council and proposed that, seeing as it was currently a time of great peace and prosperity, he should take the opportunity to become an adventurer. Part of his reasoning was that he could study the motives of his companions, as well as his enemies, and then return and share his insight. In his own words, “An extensive treatise discoursing on the reasonings and motives of intelligent beings would be an invaluable resource to the knowledge and betterment of our society”. The council, knowing how stubborn he was and that he would only stay very grudgingly, consented. Many of them were honestly glad to see him go, as he had become very unpopular with them due to his blatant obstinance.
Skills:
Dragonborn: Resistant to lightning, speaks Common and Draconic
Noble: History, Persuasion, Dragonchess, speaks Dwarven
Ranger: Athletics, Perception, Investigation, Natural explorer: Mountains, Favored enemy: Dragons
Proficiencies: (bonus +2)
light armor, med armor, shields, simple/martial weapons.
Spells:
Breath attack - lightning beam
Like I said, I've never played before...did I miss something? I didn't post his equipment because I felt like it would take up unnecessary space, but I can. As you wish ;)
message 4:
by
Austin, CEO of the world's largest and most evil Megacorperation
(last edited Jan 17, 2018 08:57PM)
(new)
Name: Titus scipi
Age: 20
Gender: male
Race: human
Class: Cleric
Alignment: Lawful Good
HP: 10 (at lvl1)
Strength: 13
Dexterity: 9
Constitution:15
Intelligence: 11
Wisdom:14
Charisma: 14
Appearance: Bald with extremist tattoos and scars all over his body, which he hides under his cloak.
Personality: He seeks to right his past wrongs through any way possible. As well as fights his inner demons that try to turn him to hate.
Background: He was once a human supremacist that believed all other races must be eradicated to secure the future fir humanity. But a priest introduced him to God which made him change his ways. now he tries to atone for the sins of the past.
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Saving Throws: Wisdom, Charisma
Skills: Medicine, insight, religion and History
Cantrips: Guidance, Toll the Dead, Spare the Dying
Life domain
Spells: bless, cure wounds
(+4 to hit for all spells and cantrips)
Spell save DC: 12
Inventory:
a mace or
scale mail,
a light crossbow and 20 bolts
a priest’s pack
A shield and a holy symbol
a prayer book
5 sticks of incense, vestments
a set of common clothes
a Backpack
a Blanket
10 candles
a Tinderbox
an alms box
2 blocks of incense
a censer
vestments
2 days of Rations
a Waterskin.
a belt pouch containing 5 gp
This will be edited later
Age: 20
Gender: male
Race: human
Class: Cleric
Alignment: Lawful Good
HP: 10 (at lvl1)
Strength: 13
Dexterity: 9
Constitution:15
Intelligence: 11
Wisdom:14
Charisma: 14
Appearance: Bald with extremist tattoos and scars all over his body, which he hides under his cloak.
Personality: He seeks to right his past wrongs through any way possible. As well as fights his inner demons that try to turn him to hate.
Background: He was once a human supremacist that believed all other races must be eradicated to secure the future fir humanity. But a priest introduced him to God which made him change his ways. now he tries to atone for the sins of the past.
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Proficiencies:
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Saving Throws: Wisdom, Charisma
Skills: Medicine, insight, religion and History
Cantrips: Guidance, Toll the Dead, Spare the Dying
Life domain
Spells: bless, cure wounds
(+4 to hit for all spells and cantrips)
Spell save DC: 12
Inventory:
a mace or
scale mail,
a light crossbow and 20 bolts
a priest’s pack
A shield and a holy symbol
a prayer book
5 sticks of incense, vestments
a set of common clothes
a Backpack
a Blanket
10 candles
a Tinderbox
an alms box
2 blocks of incense
a censer
vestments
2 days of Rations
a Waterskin.
a belt pouch containing 5 gp
This will be edited later
Name: Arīa
Age: 17
Gender: female
Race: Half-elf
Class-Level: Druid Lv.1
Alignment: Neutral Good
Background: Outlander
HP: 8 + 1
Strength: 14 (+2)
Dexterity: 13 (+1)
Constitution: 12 (+2)
Intelligence: 9 (-1)
Wisdom: 17 (+3)
Charisma: 10 (+0)
Proficient Skills: Athletics, Survival, Animal Handling, Insight
Equipment: Dagger, Scimitar, Leather Armor, Explorer's Pack, Wooden Staff, Traveler's Clothes, Belt Pouch, 10 gp
Languages: Gnomish, Halfling, Elvish and Common
Appearance: Blonde hair, small pointed ears, light grey eyes that seem to have a glow about them. ((https://goo.gl/images/dnB27r))
Personality: Arīa is very kind hearted but shy and skittish. She prefers to be alone out in nature and is usually in an animal form. She always has the best intentions at heart and helps anyone whenever aid is needed. Unfortunately, that has been used against her in horrid ways. Because of that, she now has difficulty trusting others, but once you do earn her trust, she is a powerful Allie and a very loyal friend.
History: Arīa grew up without any parents. Her human father didn’t want to take her in and her elven mother was too embarrassed to raise her.... That left her to the wolves. Having a strong connection to nature brought an unnatural understanding of the world and the wolves sensed something different. They raised her since she was a baby and Arīa always knew the woods as her home. Now 17, she is kind of growing restless and wants to see what else is out there....
Age: 17
Gender: female
Race: Half-elf
Class-Level: Druid Lv.1
Alignment: Neutral Good
Background: Outlander
HP: 8 + 1
Strength: 14 (+2)
Dexterity: 13 (+1)
Constitution: 12 (+2)
Intelligence: 9 (-1)
Wisdom: 17 (+3)
Charisma: 10 (+0)
Proficient Skills: Athletics, Survival, Animal Handling, Insight
Equipment: Dagger, Scimitar, Leather Armor, Explorer's Pack, Wooden Staff, Traveler's Clothes, Belt Pouch, 10 gp
Languages: Gnomish, Halfling, Elvish and Common
Appearance: Blonde hair, small pointed ears, light grey eyes that seem to have a glow about them. ((https://goo.gl/images/dnB27r))
Personality: Arīa is very kind hearted but shy and skittish. She prefers to be alone out in nature and is usually in an animal form. She always has the best intentions at heart and helps anyone whenever aid is needed. Unfortunately, that has been used against her in horrid ways. Because of that, she now has difficulty trusting others, but once you do earn her trust, she is a powerful Allie and a very loyal friend.
History: Arīa grew up without any parents. Her human father didn’t want to take her in and her elven mother was too embarrassed to raise her.... That left her to the wolves. Having a strong connection to nature brought an unnatural understanding of the world and the wolves sensed something different. They raised her since she was a baby and Arīa always knew the woods as her home. Now 17, she is kind of growing restless and wants to see what else is out there....
Name: Gyra (Extremely Colorful Gyroscope ((Yes, her name was an act of revenge)) )
Age: 15
Gender: Female
Race: Tabaxi
Class - level: Bard 3 (could start at lvl 1 but she's a glamour bard and you have to be 3rd to do that)
Alignment: Chaotic Good
Background: entertainer
HP: 20
Strength: +0
Dexterity: +4
Constitution: +1
Intelligence: +3
Wisdom: +1
Charisma: +4
Proficiency skills: Perception, stealth, sleight of hand, deception, performance, acrobatics
Equipment: musical instrument (mandolin), love letter, costume, belt pouch containing 15 gp
Proficient tools: mandolin, disguise kit
Languages: common, tabaxi, celestial
Appearance: A lanky, orange-furred and thoroughly canny kitty-person, she always wears flamboyant clothes, and carries her precious mandolin everywhere.
Personality: A clever, funny, and friendly personage, Gyra loves to entertain. Even if that means using magic to make everyone fall asleep so she can pick their pockets.
History: Born next to an affluent family with several children, her first performance was pretending she was one of those children. This left her rich, smart, and with a powerful reason not to stop pretending. She traveled the planes entertaining princes, emperors, and elderich horrors. Now, she has turned her sights to the most lucrative job offer ever . . . . adventure!
Age: 15
Gender: Female
Race: Tabaxi
Class - level: Bard 3 (could start at lvl 1 but she's a glamour bard and you have to be 3rd to do that)
Alignment: Chaotic Good
Background: entertainer
HP: 20
Strength: +0
Dexterity: +4
Constitution: +1
Intelligence: +3
Wisdom: +1
Charisma: +4
Proficiency skills: Perception, stealth, sleight of hand, deception, performance, acrobatics
Equipment: musical instrument (mandolin), love letter, costume, belt pouch containing 15 gp
Proficient tools: mandolin, disguise kit
Languages: common, tabaxi, celestial
Appearance: A lanky, orange-furred and thoroughly canny kitty-person, she always wears flamboyant clothes, and carries her precious mandolin everywhere.
Personality: A clever, funny, and friendly personage, Gyra loves to entertain. Even if that means using magic to make everyone fall asleep so she can pick their pockets.
History: Born next to an affluent family with several children, her first performance was pretending she was one of those children. This left her rich, smart, and with a powerful reason not to stop pretending. She traveled the planes entertaining princes, emperors, and elderich horrors. Now, she has turned her sights to the most lucrative job offer ever . . . . adventure!
message 7:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
oooooh, thank you! I downloaded Xanthar's Guide to Everything and Volo's Guide to Monsters, so I've been looking at every possible combination . . .
message 9:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
cool, There are no current campaigns going on yet. But I might try a scifi campaign if people are interested.
message 11:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
who's Halo?
Also, just so i know, do you know about the more recent d&d races? (Like tabaxi. They're cat people.)
Also, just so i know, do you know about the more recent d&d races? (Like tabaxi. They're cat people.)
message 13:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 15:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 16:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
I don’t remember much about tabaxi except for that they are cat people. What all attributes do they get?
uhh, they have the Cat Climb, proficiency w/ Stealth and Perception, Lucky Cat (i think) and also are naturally inquisitive . . .
Then there are aasiamar, the angels, who get wings when they're 3rd lvl, and resistant to celestial & necrotic . . .
Then there are aasiamar, the angels, who get wings when they're 3rd lvl, and resistant to celestial & necrotic . . .
message 19:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)

message 21:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
I could participate, though I don’t know how consistent I would be. I can be a chaotic Neutral character who you guys can assume just runs away or vanishes when I’m unavailable. Or I can not play, that works too.

Either is fine with me. If dragonborn don’t fit in your world or something, just let me know. Do you want me to bring him up to level 3 to be on par with gyroscope?
You don't have to, she can be scaled down to level 1 if you want (she's only lvl 3 because she's specifically a glamour bard, an option beginning at lvl 3). You can scale your dragonborn up (hehe dragon puns) or i could scale Gyra down -- either one!
message 29:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
yeah I could play my guy, but he is built as level one cleric. So I need to add levels if we are anything more than level one.
message 31:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 33:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)
message 34:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)

message 36:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)

message 38:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)

message 40:
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Austin, CEO of the world's largest and most evil Megacorperation
(new)

We could try the names from my Darkling pantheon, like Velriankh, or maybe Tesrisane?
message 43:
by
Austin, CEO of the world's largest and most evil Megacorperation
(new)

@Austin, Yeah, I think that makes more sense than forcing you into a split personality.
message 45:
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Austin, CEO of the world's largest and most evil Megacorperation
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This topic has been frozen by the moderator. No new comments can be posted.
Age:
Gender:
Race-Subrace:
Class:
Level:
Alignment:
Background: (You must choose a background from the Player's Handbook or Sword Coast Adventurer's Guide. Your background before this will now be your "History")
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Proficient Skills:
Equipment:
Spells: (If applicable)
Appearance:
Personality:
History: