Lostinthecause

Signature

Race: Human
Class: Berserker.
Job: Hunter
affinity: Semi-evil

Description: Ability points + (Human)Racial points
    • Strength (S): 7+1 (-1modifier)
    • Dexterity (D): 7+1(-1modifier)
    • Constitution (C): 14+1 (+2modifier)
    • Intelligence (I): 11+1 (+1 modifier)
    • Wisdom (W): 15+1 (+3 modifier)
    • Charisma (C): 15+1 (+3 modifier)
    • Active Skill: Stealth.
      [*]

      Eldritch Blast​

      cantrip evocation
      • Casting Time: 1 action
      • Range: 120 feet
      • Target: A creature within range
      • Components: V S
      • Duration: Instantaneous
      • Classes: Warlock
      • A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
        The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
    • 1st-level evocation
      Casting Time: 1 bonus action
      Range: Self
      Components: V
      Duration: Concentration, up to 1 minute
      The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.
      [*]1st-level enchantment

      Casting Time: 1 bonus action
      Range: 90 feet
      Components: V, S, M (the petrified eye of a newt)
      Duration: Concentration, up to 1 hour

      You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

      If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

      A Remove Curse cast on the target ends this spell early.

      At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
      [*]
    • Hubris: 29 (Hubris is often used to represent overconfidence or arrogance in a character's actions or decisions.)
    • Money: 12(5 stolen by fae) gold pieces (GP) and 10 copper pieces (CP)
    • Food: 3 stale bread and 10 beef jerky
    • Goods: 3 units of silk
    • Weapon: Battle axe, Hex Blade.
    • Armor: Studded Armor
    • Mount: Horse

    • acrobatics: 0 (Dex) Animal Handling: 3(Wis) Arcana 1(Int) Athletics 0(Str) Deception 3 (Cha) History 1 (Int) Insight 3 (Wis) Intimidation 3 (Cha) Investigation 1 (Int) Medicine 3 (Wis) Nature 1 (Int) Perception 3 (Wis) Performance 3 (Cha) Persuasion 3 (Cha) Religion 1 (Int) Sleight of Hand 0 (Dex) Stealth 0 (Dex) Survival 3 (Wis)
Mission 1 - Clearing Out Bandits:
  • Advaya's first mission involved clearing out bandits that were blocking a trade road.
  • The task was challenging, and he almost faced death but ultimately succeeded thanks to the assistance of Ghan, the shark hunter.
Mission 2 - Clearing Out Bandit Camps:

  • The second mission was to clear out the main camps of bandits.
  • During the mission, they encountered unexpected challenges, including a mysterious tree stump with an empty hole and a magical fountain with a Pixie emerging from it.
  • Ghan made a wish for the location of the bandits' base, leading them into the middle of the bandit camp.
  • A fierce battle ensued, with Advaya using stealth and cunning to eliminate archers and help defeat the druid.
  • Despite their victory, the bandits swore revenge and launched a final assault.
  • Advaya, with only 2 HP remaining, fought valiantly and emerged as the sole survivor.
  • He managed to defeat the remaining bandits and used the Pixie's help to return with all the loot to the guild.
Mission 3 - Spirit breaks out in Guilddington Town.


  1. Unforeseen Spirit Outbreak: Inside Guilddington Town, a sudden and uncontrollable spirit outbreak wreaks havoc, catching everyone by surprise.
  2. Advaya's Awakening: Advaya, previously subdued by a trainer, eventually regains consciousness amidst a strange surge of magical energy. He senses that this situation is a bad omen.
  3. A Castle of Spirits: Advaya wakes up within a mysterious castle, surrounded by ethereal spirits. He notices a catwalk leading upwards, and his curiosity drives him to approach it.
  4. The Inquisitive Cat: At the catwalk, a curious cat confronts Advaya and questions whether he is an invited guest or uninvited. In response, Advaya, with a touch of rudeness, declares himself as uninvited while sarcastically thanking the cat.
  5. The Cat's Mysterious Act: The cat, unfazed by Advaya's demeanor, smiles and suddenly swallows him whole. In a disorienting twist, Advaya finds himself back in Guilddington.
  6. The Search for His Team: Confused and determined, Advaya embarks on a quest to find his team but soon realizes they are nowhere to be found.
  7. Encounter with a Spirit Thief: During his search, Advaya encounters a mischievous spirit attempting to steal his money. He witnesses the spirit heading towards a haunted house and knows he should steer clear.
  8. Resisting the Urge to Flee: Despite his instincts warning him to stay away from the haunted house, Advaya's warrior spirit compels him to press forward. He enters the house, ready for whatever awaits.
  9. Meeting the Fae: Inside the haunted house, Advaya confronts a fae attempting to control him through magic. However, the fae's attempt fails, demonstrating Advaya's strong will.
  10. Questioning the Fae's Presence: Advaya inquires about the purpose of the fae's presence in the haunted house. The fae responds, revealing that it has released numerous trapped spirits and initiated a party of sorts.
  11. The Sinister Contract: The spirits in the house take an ominous turn, demanding a contract from Advaya that involves his firstborn child. Despite his efforts to dissuade them, the spirits forcefully alter Advaya, binding him to the fae and fundamentally changing him.
  12. Awakening to a New Destiny: Advaya awakens to the shocking realization that he is now a warlock, a fate he despised, and is contracted to a fae. Even his scars have mysteriously vanished.
  13. The Hex Blade: In this bewildering new reality, spirits present Advaya with a spirit weapon known as a hex blade, hinting at the untold adventures and challenges that lie ahead in his transformed existence.
Name: Indra
Race: Human
Background: Former mercenary
Job: Jobless
Affinity: Lawful-Evil

Description: Ability points, Racial point(+1), then modifiers
Strength (S): 14+1=15(+2)
Dexterity (D): 14+1=15(+2)
Constitution (C): 15+1=16(+3)
Intelligence (I): 9+1=10(-0)
Wisdom (W): 15+1=16(+3)
Charisma (C): 2+1=3(-4)

Acrobatics (Dex) +2
Animal Handling (Wis)+3
Arcana (Int) 0
Athletics (Str)+2
Deception (Cha) 0
History (Int) 0
Insight (Wis) 3
Intimidation (Cha) 0
Investigation (Int) 0
Medicine (Wis) 3
Nature (Int) 0
Perception (Wis) 3
Performance (Cha) 0
Persuasion (Cha) 0
Religion (Int) 0
Sleight of Hand (Dex) 2
Stealth (Dex) 2
Survival (Wis) 3


More stuff will added to the story, as time goes on.

Indra's journey began in a serene village nestled in a lush valley, a place where laughter and blooming flowers filled the air. His early years were marked by innocence and the simple joys of childhood, but fate had other plans.

As a teenager, merciless raiders descended upon his village, leaving devastation in their wake. They showed no mercy, taking the lives of Indra's family and friends, and sparing him only by chance. Determined to avenge his loved ones and protect what remained of his homeland, Indra embarked on a path of self-discovery and martial training.

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