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The thread to post 5e NPCs/Characters

Started by RPGPundit, October 28, 2014, 08:47:47 PM

Previous topic - Next topic

RPGPundit

This is a thread for people to post 5e NPCs, and characters too, for others to make easy use of.
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Opaopajr

Due to the idea from danskmacabre:

Quote from: danskmacabre;791830I have this idea I thought I'd put out here.

It's a very common occurrence to have an NPC that you didn't intend to be important, but ends up requiring to be statted out in more detail.

[...] it'd be great to have a sort of repository that people can contribute to here where if they've statted out an NPC or something, with background, items, spells (if appropriate).

I would personally find [it] really useful for example to have say a flavor of Sorceror, statted out with background as a 1st level character and then 5th, 10th, 15, 20th.  all done with appropriate spells and kit.

Given the huge amounts of variety of classes, races, backgrounds items, obviously for one person to do this, would be nigh on impossible, but as an ongoing group effort could be pretty fun and very useful.

I do know that PF (and earlier editions of DnD) has had books out like this, but there's nothing for 5E yet.

Is anyone interested in something like this? [...]

The Point

To provide character fodder to fellow GMs out there.

Format

As of yet, there is no standard. All I ask is attempt clarity for others. Seek this in stat block organization, note reference to what effect came from where, and effect summation of key features.

Character Additions

As of yet, there is no expectations or restrictions. Ideas about how a character would progress along major level milestones are welcome. Ideas about where and how a character would be integrated into a setting, published existing or not, are also welcome. Please be sure to provide such info in an easy to read manner, if you can.

Commentary

The topic is about the contribution of new characters, helpful audit corrections in a finished character, discussion on when, where, & how to use such characters, and so on. Be kind to your fellow GMs!

Enjoy!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#3
I'm going to post a Criminal Gang, specifically for Phlan, as a lot of Organized Play is seeing activity in that region and new GMs will need help once they transition off into home games.

Crimson & Onyx Gang (Trio)

Location: Forgotten Realms setting > Moonsea region > Phlan city
Composition: Three person team. fence, enforcer, bodyguard (enforcer).
Specialty: Identify magical items. Fence goods. Cat burglary.
Incorporation Hooks:
1) New thief freelancers, hiding from the Welcomers. Wants to contest one day.
2) Thay seed group, spying for objects of magical or religious interest.
3) Zhentarim triad, courtesy service for faction. Seeking Welcomers weaknesses.
Encounter:
1) Dice con artists at a tavern.
2) Cat burglars in an alley.
3) Referred fence contact.
------------------

Verralan Zigahns "The Seer"
Human Wizard, Criminal Fence
Lvl 1, prof +2. Saves: INT, WIS. Alg: ??
HD: d6. HP: 7    AC: 12 (15 mage armor)

STR 7 (-2), DEX 14 (2), CON 13 (1), INT 12 (1), WIS 9 (-1), CHA 12 (1)

Race: Human - All stats +1.

Lang: Common, +(lang?).

Class
Armor: none
Skills: History +3, Deception (bkrd) +3, Investigation +3, Stealth (bkrd) +4.

Tools: Dice Gaming Set, Thieves' Tools

Spells DC: 11. Spell Atk: +3
Slots: at-will/2. Prep: 2 (usually Mage Armor & Charm)
Cantrips - Fire Bolt, Mage Hand, Prestidigitation
1st - Charm, Comprehend Language (rite), Detect Magic (rite), Identify (rite), Mage Armor, Sleep.

Background: Criminal. Specialty: Fence. Feature: Criminal Contacts.
Pers: notice valuables. Ideal: honor. Bond: old debt (100 gp pearl). Flaw: patsy another.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth: 4d4x10 gp. Roll 8. 80+15 gp. Spent: 83.1 gp. Left: 11.9 gp.

Armor:  none.
Weapon: dagger, dart, sling, quarterstaff, light crossbow.
Weapon:
5x Dagger - 2gp. +4 atk, 1d4+2, finesse, light, thrown (rng 20/60)
(TWF Dagger. +4 atk, 1d4+2/1d4)
20x Dart - 5 cp. +4 atk, 1d4+4, finesse, thrown (rng 20/60)
Lt. Xbow - 25 gp. +4 atk, 1d8+2, ammo (rng 80/320), loading, two-handed
20x Arrows - 1 gp.

Gear: Burglar's Kit - 16 gp, Arcane Focus: Staff - 5 gp, Dice Set - 1 sp, Thieves' Tools - 25 gp.

Style/Bio: Owes a debt for 100 gp pearl that fuels Identify, and thus Fencing profession. Avoids combat if possible, but can Hide and use magic in a pinch. Prefers distance combat and fleeing, but with 3/4 cover and Mage Armor can get up to a nice AC 20 so as to survive. Main safe income source for the group.
---------------

Ephraim Jewosker "Baby Daddy"
Human Fighter, Criminal Enforcer
Lvl 1, PB +2. Saves: STR, CON. Alignment: ??
HD: d10. HP: 10. AC: 16, 18 w/ shield

STR 14 (+2), DEX 12 (+1), CON 10 (+0), INT 13 (+1), WIS 10 (+0), CHA 12 (+1)

Race: Human — All stats +1.

Lang: Common, +(lang?).

Class:
Fighting Style, Protection — react, Disadv atk v. target 5' from you, must see attacker & wield shield.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Armor: all
Weapon: all
Skills: Acrobatics +3, Athletics +4, Deception (bkrd) +3, Stealth (bkrd) +3.

Tools: Dice Game Set. Thieves' Tools.

Background: Criminal. Feature: Criminal Contacts.
Personality: friendly. Ideal: charity. Bond: family man. Flaw: patsy another.
Gear: crowbar, dark common clothes w/ hood, pouch +15 gp.

Wealth: 15 gp. Spent 13.15 gp. Left 1.85 gp.

Quickstart: a) chain mail, a) lg. sword & shield, a) lt. xbow & 20 bolts, b) explorer's pack.

Armor: Chain Mail - 75 GP, AC 16. Shield - +2 AC.
Weapons:
1x L. Sword - 15 gp. +4 atk. 1d8+2. versatile (1d10).
1x Lt. Xbow - 25 gp. +3 atk. 1d8+1. ammo (rng 80/320), loading, two-handed
20x Bolts
2x Dagger - 2 gp. +4 atk. 1d4+2. light, finesse, thrown, (rng 20/60).
20x Darts - 5 cp. +4 atk. 1d4+2. finesse, thrown, (rng 20/60).
2x Net - 1 gp. +4 atk. special, thrown, (rng 5/ 15).

Gear: Explorer’s Pack - 10 gp (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Quiver - 1 gp, Lantern hooded - 5 gp, Dice Set - 1 sp, Signal Whistle - 5 cp.

Trinket: Knucklebone dice, with skulls instead of 6's.

Playstyle/Bio: Defensive melee enforcer, getaway man; use Protection often. Also use darts, grab, or shove to control the field. Grab an opponent and use them as 1/2 cover to get +2 AC, reach AC 20; you only need one-hand to grab. Shove them prone or away as necessary with Athletics. Net nastier targets. Ideally lethal force is reserved for last resorts, because who wants to deal with law investigations? Keep Verralan ALIVE!
------------------

Sven Helmsbørgen, "'Risk It' Sven"
Lightfoot Halfling Fighter, Criminal Bodyguard (Enforcer)
Lvl 1, prof +2. Saves: STR, CON. Alg: ??
HD: d10. HP: 11 AC: 14, 16 w/ shield

STR 9 (-1), DEX 14 (2), CON 12 (1), INT 12 (1), WIS 5 (-3), CHA 8 (-1)

Race: +2 DEX, Lucky (re-roll 1s), Brave (adv v. fear), Nimble (move thru larger size)
sub-race: +1 CHA, Natural Stealth (can Hide even behind +1 size creature)

Lang: Common, Halfling.

Class:
Fighter Style, Protection — react, Disadv atk v. target 5' from you, must see attacker & wield shield.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long Rest.

Armor: all
Weapon: all
Skills: Acrobatics +4, Deception (bkrd) +1, History +3, Stealth (bkrd) +4.

Tools: Dice Gaming Set, Thieves' Tools

Background: Criminal. Specialty: Enforcer. Feature: Criminal Contacts.
Pers: risky. Ideal: people. Bond: remittances. Flaw: forget/ignore plans.
Gear: Crowbar, Dark Common Clothes, pouch +15 gp.

Wealth : 5d4x10 gp. Roll 12. 120+15 gp. Spent: 110 gp. Left: 25 gp.

Armor: Hide - 10 gp, AC 12+DEX. Shield - 10 gp, AC +2.
Weapon:
2x S. Sword - 10 gp. +4 atk, 1d6+2, finesse, light
(TWF s. swd. +4 atk, 1d6+2/1d6)
20x Dart - 5 cp. +4 atk, 1d4+2, finesse, thrown (rng 20/60)
1x Whip - 2 gp. +4 atk, 1d4+2, finesse, reach
Lt. Xbow - 25 gp. +4 atk, 1d8+2, ammo (rng 80/320), loading, two-handed
20x Arrows - 1 gp.

Gear: Explorer's Pack - 10 gp, 5x Ball Bearings - 5 gp, Dice Set - 1 sp, 9x Oil - 9 sp, Thieves' Tools - 25 gp.

Style/Bio: Defender halfling, hides behind employer waiting to interrupt assaults with Protection. Whips, oil, and ball bearings to control the field for getaway (AoOs, fire, & DEX checks). TWF swords for a quick finish. Again Stealth and Cover used for long and med range Xbow and Dart kiting. Keep Verralan ALIVE!
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#4
Adventure League Legal
D&D Expeditions. Season: Tyranny of Dragons

(Actual Season Background Info) Phlan is facing a power vacuum struggle, as the previous leader has been killed. The Labor Guilds are one of the factions involved in the bid for power.

In playing up this background, a character with which to represent this. (This is also my actual DM Baby, too. So as I run more games and level it, I will update its higher level builds. Hope that helps danskmacabre!)

Location: Forgotten Realms > Moonsea region > Phlan city
Composition: Solo. Ground level good will agitator.
Specialty: Inspiring the masses to action! (or rabble rousing...) Sloganeering, selling inspirational banners and messages on clothes.
Incorporation Hooks:
1) Labor Guild ground level goodwill agitator.
2) Useful dupe to another faction interested in calling for harsher authority.
3) Tie in to visit Thentia, which has democratic governance & Selune influence (FR wikia)
Encounters:
1) Selling clothes at the market, some emblazoned with democratic slogans.
2) Make-shift Street Soup Kitchen for the Poor. (Free meals to the Wretched, Squalid, Poor, & Modest Lifestyles)
3) Protest march leader, blocking off a street or three.

Katernina Chernín
Human Cleric, Protest Folk Hero (from Thentia)
Lvl 1, Prof +2. Saves: WIS, CHA. Alg: CG
HD: d8. HP: 10.  AC: 16 (18 w/ shield)

STR 10 (0), DEX 14 (+2), CON 14 (2), INT 11 (0), WIS 16 (3), CHA 14 (2)

Lang: Common, Orcish.

Race: Human, All stats +1.

Class
Armor: light, medium, heavy (domn), shield.
Weapons: all simple.
Tools: Weaver's (bkrd), Vehicle land (bkrd).

Skills: Animal Handling (bkrd) +5, Insight +5, Persuade +4, Survival (bkrd) +5.

Life Domain:
Bonus Prof - heavy armor. Bonus Prepared - 1st. Bless, Cure Wounds.
Disciple of Life - Heal spells 1st+ lvl, add 2+spell lvl HP.

Spells DC: 13. Spell Atk: +5.   Ritual Cast - need prepped. Spell Focus.
Slots: at-will/2. Prep: 4+Domain {Bless (30', conc 1 min), Cure Wounds}.
Cantrips - Guidance (conc 1 min), Light (1 hr), Spare the Dying.
1st - Detect Magic (conc 10 min), Heal Word (bonus, 60'), Sanctuary (bonus, 30', 1 min), Shield of Faith (bonus, 60', conc 10 min).

Background
Defining Event: Protest Leader. Feature: Rustic Hospitality.
Pers: Inspire Confidence. Ideal: Free from Tyranny.
Bond: Miss Childhood Sweetheart. Flaw: Convinced of Destiny.
Gear: Weaver tools, shovel, iron pot, common clothes, belt pouch +10 gp.

Wealth : Start 10 gp. Spent -3 gp. Left 7 gp.

Armor: Scale Mail - 50 gp, AC 14+DEX. Shield - 10 gp, AC +2.
Weapon:
Mace - gp. +2 atk, 1d6 b. --
Lt. Xbow - 25 gp. +4 atk, 1d8+2 p. ammo (rng 80/320), load, two-hand.
20x Bolts.
20x Darts - 5 cp. +4 atk, 1d4+2 p. finesse, thrown (rng 20/60).

Gear: Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Holy Symbol (Emblem).
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (olive) - 5 sp.

Style/Bio: Follows "Our Silver Lady of the Moon," Selûnè. After a successful organized protest against Thentia's Watchlord, enough to revoke the decree, has taken this success in active democracy as her destiny. Seeks to inspire the Moonsea populace to rise up against tyranny and dedicate themselves to a more equitable land, starting in rapidly repopulating (and currently in flux) Phlan. To this end she supports herself by weaving inspiring message into clothes & banners and fighting evil where it may be.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#5
Kiero's 1st 3d6 straight down challenge.

Quote from: Kiero;793353I had a go at a 3d6 in order character, rolling thus:

Str 10 (+0) Int 8 (-1) Wis 10 (+0) Dex 16 (+2) Con 8 (-1) Cha 10 (+0)

So we have someone who excels in only one area - Dexterity and is both dumber than average (Int) and unfit/unhealthy (Con). They'd make a good Rogue, I suppose, though one lacking either guile or charm, and no more cunning than the average person.

Not someone I'd be expecting to come up with intricate plans or schemes.

Original stats:
Str 10 (+0) Int 8 (-1) Wis 10 (+0) Dex 16 (+2) Con 8 (-1) Cha 10 (+0)

Llewelyn Gwneddin, a.k.a. "Lupin"
High Elf Rogue Criminal
Lvl 1, Prof +2. Saves: DEX, INT. Alg: CG
HD: d8. HP: 7. AC: 16.  Spd: 30'

STR 10 (0), DEX 18 (4), CON 8 (-1), INT 8 (-1), WIS 10 (0), CHA 10 (0)

race: Darkvision 60'. Keen Sense, perception prof. Fey Ancestry, Adv save v. charm & no magic sleep. Trance.
subrace: Elf Combat Train. Cantrip. Extra Lang.
background: Criminal Contacts.

lang: common, elvish, dwarvish.
armor: light.
weapon: simple weapons, rapiers, hand xbow, s. swd, l. swd, s. bow, l. bow.
tools: thieves', disguise kit.

skills: acrobatics (bkrd) +6, deception (exp) +4, insight (bkrd) +2, perception (race) +2, persuasion (exp) +4, sleight of hand +6, stealth +6

Cantrip: Minor Illusion (act, 30', up to 1 min).

Wealth: Adventure League starting max GP. Rogue = 4d4 x10gp = 160 gp. Spent 156 gp. Left 9 gp.

Armor: Studded - 45 gp. 12+DEX = 16.
Weapon:
2x S. Swd - 10 gp. +6 atk. 1d6+4. light, finesse.
20x Darts - 5 cp. +6 atk. 1d4+4. finesse, thrown (20/60).

Gear: Thieves' Tools - 25 gp. Disguise Kit - 25 gp. Explorer's Pack - 10 gp, Burglar's Pack - 16 gp. 3x Caltrops - 1 gp. Lantern hooded - 5 gp.
@1 gp (bucket, chalk, ladder, 3x Oil, parchment, pole 10', pouch, 8x sack, signal whistle, soap, 3x flour fine, etc.)

Bio: Been around a long time promoting her legendary thief status. Goes by a male alias to keep mystery. However this is the start of the legend.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#6
Kiero's 2nd 3d6 Challenge!

Quote from: Kiero;793353Here's a second one, rolling these:

Str 12 (+0) Int 14 (+1) Wis 12 (+0) Dex 11 (+0) Con 10 (+0) Cha 9 (+0)

I suppose we have a Wizard, who is a bit smarter than average, but otherwise unexceptional.

Roland Lossarian
Human Fighter, Acolyte Reliquarian
Lvl 1, PB +2. Saves: STR, CON. Alignment: NG
HD: d10. HP: 10. AC: 17 (19 w/ shield). Spd: 30' (20' w/ chain mail)

STR 12 (1), DEX 12 (1), CON 10 (0), INT 14 (2), WIS 12 (1), CHA 10 (0)

Lang: Common, lang x3

Race: Human var. — Two different stats +1. One skill prof. One feat.

Feat: Ritual Caster

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: none

Skills: Arcana +4, History +4, Insight (bkrd) +3, Investigation +4, Religion (bkrd) +4.

Fighting Style, Defense — +1 AC when w/ armor.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Background
Deity: Kelemvor. Feature: Shelter the Faithful.
Personality: idolize faith's heroes. Ideal: aspiration.
Bond: recover lost ancient relic. Flaw: goal obsessed.
Gear: Holy Symbol, Scripture, 5x Incense, Vestments, Common Clothes, pouch +15 gp.

Wealth: 15 gp. Spent -3 gp. Left 12 gp.

Armor: Chain Mail - 75 GP, AC 16. Shield - +2 AC.
Weapons:
Warhammer - 15 gp. +3 atk. 1d8+1 b. versatile (1d10).
Lt. Xbow - 25 gp. +3 atk, 1d8+1 p. ammo (rng 80/320), load, two-hand.
20x Bolts.
20x Darts - 5 cp. +5 atk. 1d4+1. finesse, thrown, (rng 20/60).

Gear: Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50').
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (navy) - 5 sp.

Bio: Tours pilgrimage sites with fellow seminarians to tend to the relics. Also seeks to record testimony from the laity of any further miracles. Aspires to one day find a lost ancient relic for his church. Ritual Caster so as to detect magic & comprehend languages, etc.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

Kiero's 3rd 3d6 Challenge!

Quote from: Kiero;793353And one last one, rolling this:

Str 8 (-1) Int 13 (+1) Wis 12 (+0) Dex 4 (-2) Con 12 (+0) Cha 14 (+1)

Not sure what you'd do with this character, they seem to have some sort of physical handicap given the Str and Dex, but they are smarter and more articulate than average.

original stats: STR 8, DEX 4, CON 12, INT 13, WIS 12, CHA 14

Lambic Artois
Hill Dwarf Cleric, Noble w/ Brewery
Lvl 1, Prof +2. Saves: WIS, CHA. Alg: ??
HD: d8. HP: 11.  AC: 16 (18 w/ shield).  Spd. 25'

STR 8 (-1), DEX 4 (-3), CON 14 (2), INT 13 (1), WIS 13 (1), CHA 14 (2)

Lang: Common, Dwarvish, Halfling

Race: Dwarf
Spd - your speed is not reduced by heavy armor.  Darkvision, 60'. Dwarf Combat Training. Dwarf Artisan - Brewer. Stonecutting. Toughness - HP +1 at start & each lvl.

Class
Armor: light, medium, heavy (domn), shield.
Weapons: all simple.
Tools: Brewers, Chess Set

Skills: Deception +4, History (bkrd) +3, Insight +3, Persuade (bkrd) +4.

Life Domain:
Bonus Prof - heavy armor. Bonus Prepared - 1st. Bless, Cure Wounds.
Disciple of Life - Heal spells 1st+ lvl, add 2+spell lvl HP.

Spells DC: 11. Spell Atk: +3.   Ritual Cast - need prepped. Spell Focus.
Slots: at-will/2. Prep: 2+Domain {Bless (30', conc 1 min), Cure Wounds}.
Cantrips - Guidance (conc 1 min), Sacred Flame (60', DEX save v. 1d8 radiant), Thaumaturgy (30', up to 1 min).
1st - usually in non-hostile Detect Magic (conc 10 min) & Sanctuary (bonus, 30', 1 min); or in hostile Heal Word (bonus, 60') & Shield of Faith (bonus, 60', conc 10 min).

Background
Feature: Position of Privilege
Pers: Warm. Ideal: Cozy Life. Bond: Brewery Reputation. Flaw: Beer Snob.
Gear: Fine clothes, Signet ring, Scroll of pedigree, belt pouch +25 gp.

Wealth : Start 25 gp. Spent -3 gp. Left 22 gp.

Armor: Chain Mail - AC 16. Shield - AC +2.
Weapon:
Warhammer +2 atk, 1d8 b. versatile 1d10.
Spear +2 atk, 1d6 p. thrown (20/60), versatile 1d8.

Gear: Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Holy Symbol (Emblem).
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (olive) - 5 sp.

Bio: Normally fights with Sacred Flame, as it also gets around cover's +2/+5 on DEX saves. However, against high DEX opponents will lapse back to melee weapons. Knows he's much better at the business table for another kind of warfare, but has enough AC & HP to make him still a board threat.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#8
Belphebor, the Dread Ichor
Human Cleric, Soldier Chaplain (Death Priest)
Lvl 1, prof +2. Saves: WIS, CHA. Alg: NE
HD: d8. HP: 9.  AC: 13 (15 w/ shield, 17 w/ Shield of Faith)

STR 8 (-1), DEX 12 (1), CON 13 (1), INT 13 (1), WIS 14 (2), CHA 16 (3)
Skills: Athletics (bkrd) +1, Insight +4, Intimidation (bkrd) +5, Persuasion +5

Tools: Card Gaming Set, Vehicles - land

Death Domain: ??

Spells DC: 12. Spell Atk: +4
Slots: at-will/2. Prep: 3+domain
Cantrips - Resistance, Spare the Dying, Thaumaturgy
1st - Bless, Command/(Sanctuary?), Shield of Faith

Background: Soldier. Specialty: Support - Chaplain. Feature: Military Rank.
Pers: melodramatic. Ideal: greater evil. Bond: preserve minions. Flaw: abusive.
Gear: Rank Insignia, Enemy Trophy, Deck of Cards, Common Clothes, pouch +10 gp.

Wealth : 5d4x10 gp. Roll 12. 120+10 gp. Spent: 105 gp. Left: 25 gp.

Armor: Hide (croc) - 10 gp, AC 12+DEX. Shield - 10 gp, AC +2
Weapon:
Dagger - 2 gp. +3 atk, 1d4+1, finesse, light, thrown (rng 20/60)
20x Dart - 5 cp. +3 atk, 1d4+1, finesse, thrown (rng 20/60)
Lt. Xbow - 25 gp. +3 atk, 1d8+1, ammo, loading, two-handed (rng 80/320)
20x Arrows - 1 gp.

Gear: Explorer's Pack - 10 gp, (un)Holy Water - 25 gp, 7x Caltrops - 1 gp, Reliquary - 5 gp, Lamp - 5 sp, 5x Oil - 1 sp, Donkey - 8 gp

Style/Bio: In entourage with abused goblins and cultists, this death priest has illusions of grandeur. Prefers to let others fight for him while he supports. Favors cowing and convincing enemies through Thaumaturgy, Command, and charisma. Enjoys domineering relationships with his skills, and also shoving goblins over.

Adventure League Build — Villain Only

STR 10 (0), DEX 14 (2), CON 10 (0), INT 10 (0), WIS 14 (2), CHA 16 (3)

Skills: Athletics (bkrd) +2, Deception +5 (hm var) Insight +4, Intimidation (bkrd) +5, Persuasion +5

Feat: Healer. 1) action, one usage of healer's kit to bring target back up to 1 HP. (Lay on Hands)
2) action, one usage of healer's kit to regain target 1d4+4+target's HD; this usage requires the target have short or long rest before targetable again.

Life Domain

Wealth: Full money 200 gp. Spent 170 gp. Left 30 gp.

Buys 5 healer's kits for 25 gp. Buys Chain Shirt instead of Hide AC 13+DEX (2)

AC 15 (17 w/ shield)

5x Healer's kit (10 uses @), (50 uses total).

Tactics: Healer feat continuously to "Lay on Hands" upon fallen goblins and cultists. Uses guilt & money expenditure to debt bond them. Activates Sanctuary to get away with it in battle. Villainous 'undo button'.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#9
Adventure League Legal
D&D Expeditions. Season: Tyranny of Dragons

(Actual Season Background Info) Phlan is a thousand-year-old city, raided, razed, and rebuilt time and again. Much is buried underneath, from catacombs to old homes. And similarly there are caves and dungeons nearby in the surrounding Moonsea, from Thar moors to Dragonspire mountains.

In playing up this background, a character with which to represent this. (This is also my DM Baby, too. As I run more games and level it, I will update its higher level builds. Again, by request for danskmacabre!)

Location: Forgotten Realms > Moonsea region > Phlan city
Composition: usually solo. occasionally in dungeon party of 'researchers'
Specialty: Dungeon Ecology Research. Awareness, traps, locks, & stealth.
Incorporation Hooks:
1) Approachable (but rude) researcher for dungeon knowledge & advice.
2) Available for hire "locksmith" (favors legit gigs).
3) "Grey Market" appraiser, or translator, of dungeon artifacts.
Encounters:
1) Scholar district > Scholar's Square (flirting poorly), or Mendor's Library (reading)
2) Phlan's Old City & Old Slums districts, investigating buried foundations
3) A wandering ally while the party is in a regional dungeon.

Sergejs Taurinsh
Human Rogue, Field Researcher Sage
Lvl 1, Prof +2. Saves: DEX, INT. Alg: LN
HD: d8. HP: 9. AC: 14.

STR 10 (0), DEX 16 (3), CON 12 (1), INT 16 (3), WIS 14 (2), CHA 9 (-1)

Lang: Common, Dwarvish, Elvish, Draconic.

Race: Human, all stats +1.

Class
Armor: light.
Weapon: simple, hand xbow, l. swd, s. swd, rapier.
Tools: Thieves' (exp) (i.e. DEX +7)

Skill: Acrobatics +5, Arcana (bkrd) +5, History (bkrd) +5, Investigation +5, Perception (exp) +6, Stealth +5.

Expertise — double proficiency bonus.
Sneak Attack — if Adv, or ally w/in 5', +1d6 dmg on finesse or ranged weapon hits.
Thieves' Cant — secret language between thieves.

Background
Specialty: 'Dungeons' Field Researcher.  Feature: Researcher.
Pers: condescending. Ideal: logic. Bond: field of lore. Flaw: tactless.
Gear: Ink, Quill, Knife, Dead Colleague's Letter, Common Clothes, pouch +15 gp.

Wealth: Start 15 gp. Spent 8 gp. Left 7 gp.

Armor: Leather, AC 11 +DEX.
Weapon:
Rapier. +5 atk. 1d8+3. finesse.
2x Dagger. +5 atk. 1d4+3. finesse, light, thrown (rng 20/60)
S. Bow. +5 atk. 1d6+3. ammo (rng 80/320), two-hands.
20x Arrows
20x Darts - 5 cp. +5 atk. 1d4+3. finesse, thrown, (rng 20/60).

Gear: Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Quiver, Thieves' Tools.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (charcoal) - 5 sp, Lantern hooded - 5 gp.

Bio: Middle aged adventurer seeking to catalog the ecology of dungeons: why creatures live there, its food chain, faction relationships, why large dungeons exist, etc. A bit of an ass, but very observant. Seeks way to seal and dissuade dungeons as an ecosystem.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

RPGPundit

LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Opaopajr

#11
(Make your own! Original roll: 17,11,8,7,8,11.)

Human Rogue, Soldier Scout
Lvl 1, prof +2. Saves: DEX, INT. Alg: LN
HD: d8. HP: 7.  AC: 12.  Spd: 30'.

STR 18 (4), DEX 12 (1), CON 9 (-1), INT 8 (-1), WIS 9 (-1), CHA 12 (1)

Skills: Acrobatics (exp) +5, Athletics (bkrd) +6, Deception +3, Intimidation (bkrd) +3, Sleight of Hand +3, Stealth (exp) +5.

Tools: Thieves' Tools, Dice Gaming Set. Vehicle, land.

Background: Soldier. Specialty: Scout. Feature: Military Rank.
Pers: full of tales. Ideal: responsible. Bond: crushing defeat. Flaw: terrible mistake.
Gear: Military Insignia, Enemy Trophy, Dice Set, Common Clothes, pouch +10 gp.

Wealth : 4d4x10 gp. Roll 10. 100+10 gp. Spent: 100 gp. Left: 10 gp.

Armor:  Leather - 10 gp. AC 11+DEX.
Weapon:
2x hand axe - 5 gp.  +6 atk, 1d6+4, light, thrown (rng 20/60)
(twf hand axe +6 atk, 1d6+4/1d6)
5x dagger - 2 gp. +6 atk, 1d4+4, light, finesse, thrown (rng 20/60)
20x dart - 5 cp. +6 atk, 1d4+4, finesse, thrown (rng 20/60)
1x s. bow - 25 gp. +3 atk, 1d6+1, ammo (rng 80/320), two-hand
20x arrow - 1 gp.

Gear: Explorer's Kit - 10 gp, Thieves' Tools - 25 gp.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (charcoal) - 5 sp, Hammer - 1 gp, Lantern hooded - 5 gp.

Bio: Currently saving up for better armor. Hiding, height, and distance keeps him/her alive, as the scout's first job is information. Frightening at mid range, but the point is to off stragglers chasing him/her down while escaping.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

Kiero's 4th 3d6 Straight Down Challenge!

Original: STR 13 , DEX 7, CON 12, INT 10, WIS 12, CHA 11

This was an interesting challenge, not to make something new or unusual, but because it was a real opportunity to make generic NPC grunts.

Outside of the lone stat below 8 being "illegal" for 5e point buy, the point buy value for this stat line is 18. This is exactly 2/3 of the 27 points allotted to Adventure League Characters, you know, the "heroes." Now, if you subscribe to PCs being a 'cut above the rest' this is a useful number to construct a competent, fighting average.

So, in the spirit of providing useful NPCs to 5e GMs, I decided to stat up the most utilitarian of the fighting average non-player characters: infantry grunts.

Place them as sullen/helpful city guards. Gamble away their fortune with them in taverns. Ally with them in hostile wilderness. Spend a squalid weekend hiring them for untold plunder and glory on yonder monster lair. Go forth and make bloody merry, because now you have a quick character sheet for an on-the-margin,-yet-rising common NPC.

* = Asterisk Items are easily swapped out character facets, from skill wild cards, to fighting styles.

Gruntled McDigforgold
Mt. Dwarf Fighter, Infantry Grunt
Lvl 1, prof +2. Saves: STR, CON. Alg: ??
HD: d10. HP: 12.  AC: 16 (18 w/ shield).  Spd: 25'.

STR 15 (2), DEX 7 (-2), CON 14 (2), INT 10 (0), WIS 12 (1), CHA 11 (0)

Lang: Common, Dwarf,

Race: Spd 25', heavy armor does not reduce speed.
Darkvision 60'.
Resilience - Adv save v. poison & Resist poison dmg.
Dwarf Weapons - battle axe, hand axe, throw hammer, war hammer.
Artisan Tool - 1x of Mason, Stonecutting, or Brewer.
sub-race: Dwarf Armor - lt. & md. armor.

Class
Armor: all armor & shields.
Weapons: all simple & martial.
Tools: Mason* (race), Dice Set (bkrd), Vehicles land (bkrd).

Skills: Athletics (bkrd) +4, Intimidate (bkrd) +2, Perception* +3, Survival* +3.

Fighting Style, Duelist* — melee weapon in one hand & no other weapons, +2 dmg.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Background
Specialty: Infantry. Feature: Military Rank.
Personality: stare down. Ideal: greater good.
Bond: band of brothers. Flaw: hates apologizing
Gear: rank insignia, war trophy, dice set, common clothes, pouch +10 gp.

Wealth : Start 200+10 gp. Spent 145 gp. Left 65 gp.

Armor:  Chain Mail - 75 gp, AC 16. Shield - 10 gp, AC +2.
Weapon:
Battle Axe - 10 gp. +4 atk. 1d8+4 S (duel). versatile (1d10)
20x Dart - 5 cp. +4 atk, 1d4+2 P, finesse, thrown (20/60).
2x Hand Axe - 5 gp. +4 atk, 1d6+4 S (duel), light, thrown (20/60).
3x Thrown Hammer - 2 gp. +4 atk, 1d4+4 B (duel), light, thrown (20/60).
Warhammer - 15 gp. +4 atk. 1d8+4 B (duel). versatile (1d10)

Gear: Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50') - 10 gp.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (charcoal) - 5 sp, Hammer - 1 gp, Lantern hooded - 5 gp.

Bio: Style is full dwarven gusto. Lighting is for non-darkvision allies, and general utility in perception checks — that and nearby fire is useful. Mix of P/B/S weapons just in case, duelist to tank well, and WIS skills to be observant support.

-----------------------------------------------------------------------------

Grizzled McWhoopass
Human Fighter, Infantry Grunt
Lvl 1, PB +2. Saves: STR, CON. Alignment: ??
HD: d10. HP: 11. AC: 16 (18 w/ shield). Spd: 30'.

STR 14 (2), DEX 8 (-1), CON 13 (1), INT 11 (0), WIS 13 (1), CHA 12 (1)

Lang: Common, Dwarf.

Race: Human — All stats +1.

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: Dice Set (bkrd), Vehicles land (bkrd).

Skills: Athletics (bkrd) +4, Intimidate (bkrd) +3, Perception* +3, Survival* +3.

Fighting Style, Duelist* — melee weapon in one hand & no other weapons, +2 dmg.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Background
Specialty: Infantry. Feature: Military Rank.
Personality: stare down. Ideal: greater good.
Bond: band of brothers. Flaw: hates apologizing.
Gear: rank insignia, war trophy, dice set, common clothes, pouch +10 gp.

Wealth: 200+10 gp. Spent 162 gp. Left 48 gp.

Armor: Chain Mail - 75 gp, AC 16. Shield - 10 gp, +2 AC.
Weapons:
Warhammer - 15 gp. +4 atk. 1d8+4 B (duel). versatile (1d10).
Lance - 10 gp. +4 atk. 1d12+4 P (duel, mounted). reach, special.
2x Handaxe - 5 gp. +4 atk. 1d6+4 S (duel). light, thrown (rng 20/60).
3x Javelin - 5 sp. +4 atk. 1d6+4 P (duel). throw (rng 30/120).
10x Darts - 5 cp. +4 atk. 1d4+2 P. finesse, thrown, (rng 20/60).
Whip - 2 gp. +4 atk. 1d4+4 (duel). reach, finesse.

Gear: Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50') - 10 gp.
Saddle Military - 20 gp.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (navy) - 5 sp, Hammer - 1 gp, Lantern hooded - 5 gp.

Bio: Style is full human gusto, mounted infantry compliant. Doesn't own the war horse, but with military saddle just needs a steed to charge into the front lines and tear stuff up (yup, the mounted lance dueling works). Mix of P/B/S weapons and two reach weapons, one for less lethal duels and crowd control. Basic lighting necessary for human vision.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

RPGPundit

LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you\'ve played \'medieval fantasy\' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

NEW!
Check out my short OSR supplements series; The RPGPundit Presents!


Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.

Opaopajr

The Vosk — Adventure League Legal build

Location: Jibba Jabba's micro-setting, The Vosk, on theRPGSite.
Composition: Solo, fishing or gathering. Group, Tribal Traditionalist Enforcer.
Specialty: Hunter, gatherer, enthusiastic youth to keep the old ways.
Incorporation Hooks:
1) Resist travelers bringing new ways to corrupt his tribal power base.
2) Help crush mysterious threats in Monkey tribe territory, i.e. temples ruins.
3) Escort adventures (unhappily) through tribal territory.
Encounters:
1) In the canopy throwing fruit onto the forest floor.
2) Trading for pretty trinkets, chickens, or cloth for future new bride price.
3) Paddling in canoe, fishing and watching for breaches into Monkey territory.


'nchini Kurkhruu
Human Fighter, Monkey Tribe Champion
Lvl 1, PB +2. Saves: STR, CON. Alignment: NG
HD: d10. HP: 12. AC: 14 (16 w/ shield). Spd: 30'.

STR 16 (3), DEX 12 (1), CON 14 (2), INT 9 (-1), WIS 16 (3), CHA 10 (0)

Lang: Common, Elvish, Tribal.

Race: Human — All stats +1.

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: Improvised Tools (bkrd), Vehicles water (bkrd).

Skills: Acrobatics +2, Athletics (bkrd) +5, Perception +5, Survival (bkrd) +5.

Fighting Style, Defense — +1 AC when w/ armor.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Background
Specialty: Canopy Harvester. Feature: Native Biome Advantage.
Personality: stare down. Ideal: provider.
Bond: tribal mores. Flaw: traditionalist.
Gear: simple weapon (spear), canoe, traditional clothes, pouch +10 gp.

Wealth: 210 gp. Spent 60 gp. Left 150 gp.

Armor: Hide (tapir) - 10 gp. AC 12+DEX. Shield - 10 gp. +2 AC.
Weapons:
Spear - 1 gp. +5 atk. 1d6+3 p. versatile (1d8), thrown (rng 20/60).
2x Handaxe - 5 gp. +5 atk. 1d6+3 s. light, thrown (rng 20/60).
4x Javelin - 5 sp. +5 atk. 1d6+3 p. thrown (rng 30/120).
Maul - 10 gp. +5 atk. 2d6+3 b. heavy, two-handed.
4x Net - 1 gp. +5 atk. —. special, thrown (5/15).

Gear: Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50') - 10 gp.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (navy) - 5 sp. Fishing Tackle - 1 gp.

Bio: Promising paragon from his tribe. Young, strong man, married well, and with some influence already. Collected enough fruit & bush meat to keep a few chickens & even for another bride price. Looking for more beautiful trinkets or cloth for the next dowry.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman