thecharactertrove
thecharactertrove
The Character Trove
4 posts
Welcome to the Trove, where lost PCs come to hang out while they wait for a player to adopt them. Feel free to pick anything for your own use and to come back here to tell us all about their adventures with their brand new party!
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thecharactertrove · 7 years ago
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Of Snakes and Men
Even if this is the first PC that I haven't played yet, it's still one of the very first characters I thought of, especially cause I didn't know for sure how evil our DM would be and if or when something bad could happen to my poor Rogue Weretiger or any other member of the party. My cautious side in that moment pretty much pushed me into choosing what my creative side thought of. That's how I started looking into Paladins. [Like usual, gotta point out that this character was thought for a revised version of the Forgotten Realms. Also, gonna talk about him as if he's already a 6th LV character.]
Yuan-ti Pureblood Paladin of Hoar (Oath of Conquest) with Soldier background (Infantry)
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Noteworthy Proficiencies (as chosen by me) -Saving Throws: Wisdom, Charisma; -Skills: Athletics, Intimidation (from soldier background), Insight, Persuasion; -Tools: One type of gaming set (I chose dice set), Land vehicles (from soldier background);
Noteworthy Random Features (of his race) -Innate Spellcasting: knows the poison spray cantrip. Can cast animal friendship only on snakes an unlimited number of times. Starting at 3rd lv can cast suggestion once per long rest. -Magic Resistance: has advantage on saving throws againts spells and other magical effects. -Poison Immunity: is immune to poison damage and the poisoned condition.
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Something about his backstory Born from an affair from a Yuan-ti pureblood spy and a high ranking military man, I wanted this PC to be very much subjugated by his father while growing up. That's why first of all I gotta talk for a little bit about his father, a very strict General from the Calishites' army. As soon as he found out about the betrayal of his lover, he reported her to his superiors (which then put her to death), even if their son was a newly born baby. Thinking at first the baby was just human, he took care of him and really started to love him; when after some months the baby showed for the first time signs of being a pureblood too, he decided he would use his own son as a weapon in the on-going conflict with the Yuan-ti in the area where he lived. He still tried to make his son the most human possible tho, giving him a traditional Calishite name (if you want to go with what I thought for him, it's Aamir yn Serkan el Kassem; the Calishite naming "tradition" I referred to can be found here) and forcing him to pray to the gods all the other military men prayed before and after battle; at the same time he still gave him a very strict and military based upbringing, especially since they both lived most of the time in military camps in dangerous areas. His father obviously wanted him to have a brilliant career in the Calishite army, but after finding out about what happened to his mother in a dream brought to him by Hoar himself, he decided to become a paladin of said God. He left the military camp in the middle of the night and started his journey to truly become the hand of the The Doombringer.
Ability Scores (+2 Charisma, +1 Intelligence) While I did roll like usual the ability scores for this PC, I'm just gonna talk about this part bearing in mind the standard array from now on. But be my guest and roll those dice if your DM is okay with it! So, I struggled a little bit only for the two lower scores for this character. I knew he would obviously be charismatic and strong, it just had to be a thing with his military upbringing. I was just questioning if I wanted him to be wise or smart, and at the end of the day I kinda thought strategy, the actual “skill” a military man needs, seems like something more wisdom based than intelligence based. Which is why I decided to pick Intelligence as his lower score and wisdom as the other really low score, mainly because with all the resistances of the Yuan-ti it just felt stupid to have constitution as the score with the modifier of zero. Which leave the 13 to Dexterity, the 15 to Strength and the 14 to Charisma. Yes, I chose to put the 15 to Strength instead of Charisma cause when I actually updated the ability scores after the ability scores improvement from the 4th level, both Dexterity and Strength got a +1.
A more in-dept look into the gameplay/roleplay Okay, so, first thing first, let's get the one thing you are all wondering out of the way: why the hell would a paladin of Hoar not choose an oath of Vengeance? The answer to that question is mainly in what I believe is at the core of this character’s nature. While he does believe he's on a mission to become the “hand of Hoar”, he's still very much conflicted between what he is and what is father wanted him to be. He did not want to feel any emotion, and he felt like he did not need to feel them because of the kind of life he lived in the military camps he grew up in. Also, it was in his nature as a Yuan-ti not to feel anything of that kind! Why would he feel some emotions, then? Cause while his father always repeated him to be strong and unperturbed in front of any danger, while he still was very strict with his son, he still had moments in his life where he would show affection toward his son in his own way. That made his poor son feel things he did not want, nor most of the time understand. Most of all, he did not understand what he felt when his father was proud of his success. In other words, he does not know that deep down he is a little bit power hungry, cause he wants approval from his father even now that he doesn't know he actually is angry with him cause he also feels betrayed by him for what he did to his mother. Also, becoming the “hand of Hoar” is just another way to feel legitimated for being sometimes a total piece of shit when he proclaims himself the true herald of justice. So, when I said that he's very charismatic, I mean that most of the times he's charismatic in the most wrong way possible. Which is why it might be difficult to play this PC without annoying your party. You really need to find the right balance between being a jerk and being useful so the party will not want to kill you. You really gotta try to understand when you actually need to try and be charming and a total dick in other situations. Most of all you gotta remember you need to “uphold true and fitting justice maintaining the spirit of the law, not the letter of it”*, following the Dogma of Hoar himself. (In case you are wondering there, yes, he's lawful neutral.)  As for the more technical side of things, I chose Dueling as his fighting style, just cause I also gave him a shield if he wants to use it when he's not using his free hand to cast spells (even tho he should already have an AC of 18 with the standard chain mail armor). For the future of this character, other than some more ability scores improvements, with all these features I see befitting to choose maybe either the sentinel of the shield master feats. If you really push the "leader" side of the character and make him a little bit less of an asshole maybe Inspiring leader could be a nice idea too. Or, you know, could go with it even with him still being an asshole; it would be funny to see the entire party mostly ignoring him while he tries to make this kinda speech that's to supposed to be a "rally the troops" kinda thing and completely failing at it just because everyone thinks he's an asshole. As far as spells are concerned, while I do think you should pick those you think would be useful for the day, I gotta say I think compelled duel, wrathful smite and branding smite really stands out to me as a couple of go-to spells for this character in particular.
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WOOOAH! That was way more words that I thought I would type for this dude. Anyway, hope you like this PC and enjoyed either reading this or trying to play him in one of your games! After all it would be super interesting to see if your DM might be cruel enough to tell you Hoar thinks you need to punish this PC’s father and kill him... That sounds like a nice enough story arc to me! *btw, that quote comes straight out of "Faith and Pantheons”, one of the 3rd edition campaign accessory for the Forgotten Realms campaign setting. Like I said, our DM used to play 3.5 so she likes to use lore from all of the previous editions if it’s generic enough. 5e is just missing all of those nice little extra things so we like to use the old stuff... You can ignore it if you want, but it does add a little pizzazz into the mix if I do say so myself.
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thecharactertrove · 7 years ago
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The Pun Man
Okay, the title of this post is gonna make sense only once you get to the part where I talk about the backstory of this character and I explain a little bit more about his name. In the meantime, let's just say that I love this quite PC a lot and I was happy I had a chance to play him for a couple of sessions; you guys, today I'm gonna talk to you about Sal, the Water Genasi Druid. Once again, gotta point out that we play in a revised version of the Forgotten Realms. Also, I played him in what was supposed to be a one shot, so our DM allowed us to play with 4th level PCs. But it’s pretty common for our group to take forever to do anything, so that one dungeon we were supposed to clear in one session became instead sort of a "back-up campaign". It's in the same setting as our original campaign anyway, just on the other side of the world. But let’s go back to what you came here for!
Water Genasi Druid (Circle of the Land) with a Sailor background
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Noteworthy Proficiencies -Saving Throws: Intelligence, Wisdom; -Skills: Athletics, Perception (from the sailor background), Survival, Nature; -Tools: Navigator's tools, Water vehicles (from the sailor background), Herbalism kit;
Noteworthy Random Features -Resistance: resistance to acid damage. -Amphibious: can breathe air an water. -Swim: has a swimming speed of 30ft. -Call to the Wave: knows the cantrip shape water, after reaching 3rd level can cast once per long rest create or destroy water as a 2nd level spell.
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Something about his backstory The main reason why Sal hates his name is because his mother died giving birth to him and his dad was never in the picture. So, of course, the Druidic Circle took care of him from the moment he came into life, and the very first thing they did was give him a name. The Elders in his Circle were not really creative tho (not did they really care), so his full name ended up being the literal translation of "from water comes one" from the druidic. Which sounds something like Salrn Tulmu (and yes, Sal is actually the word "come", so I think you are starting to get where the “pun man” title comes from). Anyway, his was not a happy childhood; no one in the Circle really wanted to take care of him, so he kept being handed from one care taker to another, while the Elders of the Circle dictated from afar over what was best for his education. Sal was not really happy with how the Elders run things in the Circle like tyrants, with almost a sense of self-importance and indifference for some of their people (the outcasts and those without magical skills, mainly). When a mysterious plague started exterminating the people of the two main cities of his island and the Elders decided to lock down the Circle in a forced isolation instead of lending all the help they could give, Sal, already in his thirties and not really scared of the Elders, tried to change their minds in the most pacific way possible. Because of that he was cast out of the Circle and after trying to understand exactly what was happening on the island without success, he started traveling throughout the seas in search of an answer. Along the way he might have made some enemies of a couple of pirates, he might have gained a nickname and a reputation on friendly ships, he might have fallen in love with a straight as fuck captain (without ever admitting it to said Captain), he might have injured his right leg pretty bad too... but hey, he also saw a bunch of cool animals and you know, that is always useful for a druid.
Ability Scores (+2 Constitution, +1 Wisdom) Okay I gotta admit I got super lucky when I rolled this PC's scores. But while I had all those good numbers (an 18 that was about to be a 19, a 16 and a 14 that was about to be another 16), I also had a 7. I knew I could choose once again low Charisma, or at least low Intelligence, but sometimes fate is just there to help you when in doubt! Those were the weeks where I was obsessed with Xanathar's Guide to Everything cause it had just been released and... Let’s say I took a little too far one of the rolls I made to build this poor man's backstory that said: "You suffered a grievous injury. Although the wound healed, it still pains you from time to time." SO, enough premises! Sal's highest score is of course his spellcasting ability score, Wisdom, which, once I adjusted him to a 4th level PC, I actually already got up to 20. If you had to ask me, Sal has a "hippy dude straight out from the 60s" kind of wisdom, so... Following, with those 16 I was talking about before, are Constitution and Strength, which to me was pretty straightforward: it's just how things are after years on a ship!  As for Charisma and Intelligence they are just average, nothing special to say about them, just that Sal probably likes to talk when he thinks he might soothe some kind of conflict with his wisdom. Alright, back to that 7 then. Did you already notice what’s missing? Yes, I was crazy enough to put it on Dexterity. It's actually an 8 after I adjusted it with the 4th level ability score improvement, but... Yeah, that is still pretty bad for his AC and any other Dexterity based thing. It's just that dang right leg's injury fault! I just liked to much the idea that he got hurt and he still hasn't recovered yet. I wanted to keep this little imperfection with him forever, or at least as long as possible, especially since he had those good scores already and I did not want another super unbalanced PC. And the low AC did almost kill him the first time we got surprised and for some reason everyone attacked him, but you know... Sometimes having fun with the roleplay is more important than having a perfect PC, and I actually enjoy that he is like he is!
A quick look into the gameplay/roleplay While I was sure I had to do something in the future for this PC to fix the mess I brought on myself with the decision of placing the lower score on Dexterity, I already knew it was still gonna stay a negative modifier. In the meantime, I gave the poor dude a spear to use not only as a weapon but as a walking aid of some sort. It's supposed to be one of the reasons why is stealth is shit too, cause if you walk around with a stick that keeps making noise with every step you take, you know... Other than that, before we started playing I thought he was gonna cast barkskin on himself and charge with the rest of the party. But the party is made of a coward/selfish rogue which does not need anyone else with him to have sneak attack most of the times (for anyone who does not know what I'm talking about, it's a Swashbuckler thing), a wizard which of course is gonna stay as far away as possible from melee, and another druid which did pretty much the same as the wizard cause he also likes to cast spells more than wild shaping into stuff. So I kinda ended up using more spells than I thought I would, which is why I seriously think I'll consider either War caster or Spell sniper as feats for this poor guy if he gets to live long enough to choose them. I might pick Elemental adept too sooner or later, but it's probably a better idea if I get Tough first of all, so at least he’ll have a couple more hit points since its still gonna be so easy to hit him and he's probably gonna fail a lot of Dexterity saving throws too along the way. I know Resilient also sounds like a good idea, so I won’t have to worry about his saving throws at least, but I’m still not sure if I want for him to get rid of the negative modifier issue. I’ll see how bad it gets along the way, I suppose... On the more roleplay side of things, from the very first moment I thought of Sal, I knew I wanted him to be the chillest dude ever. He literally looks and talks like he's 24/7 stoned. Some of the things he says make him literally sound like a 40 years old hippie from the 60s, but I kinda like that he's like that. He looks like he's not dangerous at all even if he's a 5.9ft kinda muscly blue dude, and he's perfectly aware that’s what people think of him; which he uses to his advantage. I mean, he kinda is a dork too, which is why on ships they called him "Tool" (he also used to take swims in the ocean when he felt like it, so people really started thinking he was a bit crazy; part of his name sounds kinda like Tool when read, so that nickname was born). But for the most part he's just a really trusting guy that wants to make the world a better place. He can struggle with his pride sometimes, but he's aware of it at least; he's just waiting for it to be his downfall. If the occasion arises he prays to both Selune and Mielikki, mainly out of habits cause they were the two goddesses his Circle prayed.
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His favorite spells&Wild Shapes Like I said, I haven't played him that much, and he was the first spellcaster I had the pleasure to be. But it was really fun to think: “do spellcasters actually have favorite spells?”. And I kinda like the idea that everyone has their “go-to” spells related to their personality. It might be important to point out, also, that I chose Forest for his Circle: the Circle was on an Island of course, but they were in the middle of it, hidden in a Forest.
Spells Cantrips:
Thorn Whip: actually really useful when you have another spellcaster in the party, especially if they leave around area spells and you bring dudes back inside the area of the spell so they get hit by the spell damage of the other caster once their turn starts. Also useful if you want to drag enemies out of reach from one of your allies, which means opportunity attacks! What I'm implying with this is, I like to get creative with this cantrip and so far it worked better than I thought!
Magic Stone: I already wanted Sal to use mainly stones or his club as his physical weapons, since I would gain such a nice bonus with both of them if I used this cantrip and Shillelagh on them (which Sal has too, btw). I also knew this spell would be fun when it came to roleplay, cause Sal was gonna have to actually search for stones to throw to have some ready before the fight. And of course it was silly to hear, at the end of my turn, the DM say to the rogue (which had nothing to use for ranged attacks) "so, Sal stands there, with three stones on his open hand, while shouting at you to use them against the bad guys". It was even funnier when I told the player what the bonus for those attacks was.
1st LV:
Ice Knife: I actually like a lot this spell; it does not require concentration, which is good since Sal already has a bunch of other spells that do need that, and if you miss you might still have a chance to deal some damage! And it also makes lot of sense for a water genasi to cast it since it’s practically in his nature to be good with water manipulation!
2nd LV:
Barkskin: Like I said before, Sal's AC sucks pretty bad. That does not mean he doesn't like to attack directly the enemy. I mean, that is probably the whole reason why he got hurt in the first place, even if it happened in his backstory... And while he can wild shape to deal damage, he likes to hit with his club too, every once in awhile! Which is why it's good that Barkskin is one of his Circles spells! 
Heat Metal: This is what I immediately dubbed the "you made Sal very very angry" spell. Cause I feel like he wouldn't normally use this kind of spells, but he always have this one ready nonetheless for those kind of pieces of shit that like to kill people just for the pleasure of the kill or things like that.
Healing Spirit: I don't know about you, but I pretty much love this spell. I see myself literally saying as Sal in an out of combat situation, maybe when the entire party is pretty low on health, to just do a nice “ring around the rosey” with the totem in the middle, so everyone gets the effects of the spell... and there, the most OP 2nd LV healing spell ever! Don’t know if a DM would actually go with this idea, but it just sounds like it would work.
Moonbeam: once again, this is more of a flavor thing, but I liked it so much that I kept it; Sal was born near what are referred to as moon pools in one of the manuals (I think it’s the Sword Coast Adventurer’s Guide), so I liked the idea of some kind of connection between the moon and his Circle. Like I said, Sal does pray every once in a while to Selune and Mielikki because it was something they did in the Circle, so I just wanted him to use this spell too every once in awhile...
Wild Shapes
Giant crab: this is more of a me thing and less of a Sal thing; I just got really obsessed with the crab being able to grapple one target in each of it's claws. I know the DC to escape is super low, but I still though it might be useful for at least a turn or two in some circumstances so... yeah.
Elk: while I do know the Warhorse is good both for a fast way to move and for attacks in the middle of a fight (duh, it is a Warhorse after all), I kinda still thought Sal would chose to be an Elk if he needed to retreat in the middle of the battle. It just sounds cooler in battle to him? I don’t know, guys, it’s just a thing.
Giant wolf-spider: like I said multiple times, he's not good with all those things that really require Dexterity. And the list includes climbing, jumping over things, hiding... So, you know, what better than a spider if you need to do all of that? And this one sounded so cool, since it can do a bunch of other stuff too...
Black bear: those multiattacks just sounded nice man... It just made sense as the one true option of melee fighting creature. And since he used to live in a forest he for sure saw at least those in his life.
Reef shark: I mean, same as for the bear, but in water? And he has for sure seen multiples sharks with all of the times he decided to just take a swim in the ocean while he was on all of those ships.
Warhorse: like I said, it's just the fastest kind of horses and I'm sure some of the guards in the big cities the ships docked must have had one of those. People might pay a little bit more attention to someone running around on a warhorse (or a warhorse running around alone), but you know, it might be useful too in some circumstances...
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Look at that! We are at the end of the post once again! Okay, I’m gonna keep it short cause I feel like this one is long enough already... This was it for the PCs I actually already played. The rest of them are gonna be way more vague probably since they are mostly concepts for new characters. Some of them are gonna be ideas more suited for 1st LV characters, so people that are really starting from the very beginnings can be just ready to go (stuff like just need to adapt the character for their campaign settings and they are ready to fill in a character sheet); others will be for more advanced PCs! I will try in both circumstances to give a little bit of a vague “build” for the future of the PC, but as always, if you like just the general idea and want to use it for yourself, you are free to do so and change whatever you want to suit your needs and preferences!
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thecharactertrove · 7 years ago
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Where it all started...
I cannot start this journey without talking about the first character I ever made, the one I am still currently playing: Kara, the Human Rogue. So, let’s start by saying that I love my DM cause the first thing I said to her was “I want my character to be a Weretiger and for her to stay like that for a long time” and she actually said yes. Which is why the most important thing to know about this PC is that some homebrew rules were used. [Also, we play in a revised version of the Forgotten Realms, cause our DM used to only play 3.5 and it was her first time DMing 5e.] That being said, we can dive into the details!
Human (Weretiger) Rogue (Inquisitive Archetype) with a revised Outlander background
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Noteworthy Proficiencies -Saving Throws: Dexterity, Intelligence; -Skills: Sleight of Hand, Survival (from the revised background), Insight, Investigation, Perception, Stealth (with Expertise on Stealth checks and Thieves' tools); -Tools: Disguise kit (from the revised background), Thieves' tools;
Noteworthy Random Features -Shapechanger: bonus action to polymorph into a Medium Tiger-Humanoid hybrid or into a Medium Tiger. Gain Claw (1d6 slashing) and Bite attacks (1d8 piercing, must succeed a Constitution saving throw DC 12 or be cursed with weretiger licanthropy). [Can NOT multi attack Bite/Claw, but the DM allowed double Claw attack as Action+Bonus action combo in a “two-weapon fighting” like attack.]  -Resistance: when in Hybrid or Tiger form gain resistance to Bludgeoning, Piercing and Slashing damage from nonmagical weapons that aren’t silvered. Also gain a +2 to AC. -Keen Smell: gain advantage on Perception checks that rely on smell while in Hybrid or Tiger form.
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Something about her backstory Kara had a pretty quiet childhood, the only two highlights were her two younger twin brothers being born and meeting a cleric of Oghma that told her she could use her brain to do anything she wanted. It was when she was about 15 years old that an older guy she never saw in her village started approaching her; since anyone really paid her those kind of attentions, she fell for his ruse and followed him into the woods, without knowing her meddling brothers were following them. It all obviously went south pretty quickly and she ended up captured and bitten, soon to be mated with another were, while her brothers were literally eaten alive in front of her by the kidnapper. When she finally managed to free herself during a full moon, she was consumed by guilt for what happened to her brothers and scared she could hurt the people she still loved at her village. So she ran away and never turned back, living of pickpocketing on the outskirts of random cities and finding refuge in the wilderness during full moons. Her dream was to get rid of the curse and use everything she learned to become some kind of detective, so she could help people in need rather than steal from them.
Ability Scores (I can’t remember what were the increases we landed on after long discussion between me and the DM, since it’s been so long; I think it was +2 Dexterity and +1 Intelligence, instead of the usual +1 to every score of the normal human.) I already knew when I started playing her that I wanted to push for a “jack of all trades” kinda girl: it’s not that she wants to do everything on her own, she had to be independent because of her past. I wanted her to be tough too, maybe a little bit rough at the edges after ten years of mostly solitude in the wilderness or as an outcast in the outskirts of random cities. Which is why, at end of the day, her highest score is obviously Dexterity, followed by Constitution and Intelligence. It just made sense for a rogue weretiger to be quick on her feet and apt to hiding in the dark. Constitution is mostly related to the kind of life she lived and, once again, being a were gives you a thick skin in more than one sense. Intelligence is more related to her teenage years, before the curse; but she’s also curious, she wants to learn new things and find mysteries to solve. She does have a problem with magic tho: can’t really stand it, nor understand most of it. Wisdom and Strength are just average, but I decided that it would be perfect to place the only score that would grant me a negative modifier in Charisma. That doesn’t mean she’s a quiet girl, tho. She has no idea how to flirt with people or how to take a compliment, and there is probably gonna be at least a curse in every sentence that gets out of her mouth. But when it comes to money nothing can stop her from trying to negotiate to get what she thinks her party deserves for a job well done. She might make some questionable decisions too sometimes, but those rash actions usually end up helping her, so...
A quick look into the gameplay/roleplay Like I said, I really planned for Kara to be a little bit all over the place. She had a plan for what she wanted in life, but she also thought she would never work with anyone. Then the party happened and she immediately felt responsible for everyone in it, especially for the youngest member, which is the newly orphan 15 years old boy fighter, and the bard, which had basically never seen anyone die before they all started traveling together. Which is why I quickly realized I was not gonna play a straight up rogue for long; pretty much after two sessions I already knew Kara would want to be stronger for the party, which is why as soon as she reaches level 5 she’s gonna take the first of three levels of fighter (and I already chose the dual wielder feat when she reached level 4, and I plan to pick two-weapon fighting as her fighting style and Champion as her martial archetype, before going back to rogues’ levels).  As for the roleplaying side, like I said, she’s mostly easy going, loud and lewd, but at the same time she can be shy and insecure. She likes to let others think she doesn’t give a crap about anything, but it’s pretty easy to see she cares quickly about other people, even if you gotta earn her trust first. She still follows some of Waukeen’s church dogmas, cause she actually believes in them and feels like they’ll bring her to something good in life sooner or later.
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And that’s it. If she probably seems a bit OP with all the things she can do and stuff, it’s because she probably is. BUT, hear me out: my luck has been shit with basically every roll I had to make up till now. She has been paralyzed two times and both times I could not for the life of me get her to save from it before the end of the battle! One time she almost got eaten by a monster, another she almost ended up dying in the middle of the fight cause I could not save against poison, she triggered all of the traps in a dungeons’ room just by throwing ONE ball bearing wrong... For real, the universe knows how to balance things out: she has dealt a lot of damage, but she’s the one with less kills of the party; she’s the most useful during investigations, but always ends up hurt because of that. Kara is not lucky, nor am I planning to take the lucky feat to fix that problem. It’s just not how life works for her, and I’m actually okay with it, even if I just complained about what I think is her actual curse!
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thecharactertrove · 7 years ago
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Introduction Time!
Hello, this is the owner of the Trove speaking! Hope you all are gonna enjoy your stay here in my haven for lost souls! 
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Alright, I’m gonna stop being a dork now... My name is Elisa, I’m an Italian girl (self diagnosed power player and dice obsessed), and I’ve been playing Dungeons and Dragons (5e) since November 2017. Yes, you got it right, I’m still a newbie, which means all of the mistakes are probably gonna be made, but I live by the Bob Ross motto of “no mistakes, just happy little accidents”, so point out where I messed up and I’ll try to fix things. As you might have guessed by now, I would like to play all of the characters that keep popping out of my brain, but because of where I live I can play just once a week with my group, so up till now just two of my characters got to see the light of day (gonna post about them too just cause I love them too much). That is the main reason why this blog was born. So! Are you too lazy to think a character of your own? Do you need inspiration for your next hero? Are you in need of something quickly cause your character is dead and you are in the middle of a session? Are you a DM in need of some random NPCs which might end up helping/asking for help to your party? Well, let’s hope some of these babies are gonna help your needs so that they finally find an adventure of their own too.  Feel free to change anything that you don’t like or that doesn’t suit your campaign or your style of playing the game. You do you, dudes! And if you want to come back here and tell us all about that adopted characters’ shenanigans, I’m gonna welcome you once again with open arms and a bucket of popcorn to share while we all listen to your stories! If you have any questions, ask away! If you have a request for something that is not already in here somewhere, I’m always happy to try something new! If you have suggestions or requests for something with a homebrew or more in dept or with a specific setting, just hit me with an ask/message and I’ll come up with something! (Just as a heads up, I’m gonna post captures of asks/messages on the blog so if there is something you wanna keep private just let me know!)
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