The Last to Comment Wins

Bitter_Sweet

New member
Joined
Jan 7, 2019
Messages
0
Points
2
So long as this thread doesn't end in an unbefitting manner. How sour I would be if someone won with a random "."
 

Ungrave

Well-known member
Joined
Jan 1, 2019
Messages
14
Points
68
A weekly thing for me now... I'll just store this text file here for safe keeping. Please ignore.

Name: Gobrou Class/Lvl: Warlock lvl 4
Race: Goblin Experience: 5977
Alignment: CN Age: 9
Height: 160cm (5'3") Weight: 50kg (110 lbs)
Eyes: Black Skin: Green

AC[12] Init[+1] Speed[30ft]
Hit Points[24/24]
Bonus HP[0]
Hit Dice [4D8]
Proficiency Bonus [+2]
Death Saves [+0/-0]

Ability Scores Saving Throws
STR [06][-3]| -3 STR
DEX [12][+1]| +1 DEX
CON [08][-1]| -1 CON
INT [18][+4]| +6 INT*
WIS [10][+0]| +0 WIS
CHA [20][+5]| +7 CHA*

Passive Perception: [10]

--Skills--
-STR-
[-3] Athletics

-DEX-
[+1] Acrobatics
[+1] Slight of Hand
[+1] Stealth

-INT-
[+6] Arcana*
[+4] History
[+4] Investigation
[+4] Nature

-WIS-
[+0] Animal Handling
[+0] Insight
[+0] Medicine
[+0] Perception
[+0] Religion
[+0] Survival

-CHA-
[+7] Deception*
[+5] Intimidation
[+5] Performance
[+5] Persuasion

--Personality Traits--
[Fears evil]
[Wishes to be human again]

--Ideals--
[Bad should die, like an insect]

--Bonds--
[Bound to the Great Old One]

--Flaws--
[At the end of his rope]
[Cant remember peoples faces]
[Coward]

--Features & Traits--
[Darkvision 60ft]
[Nimble Escape]
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
---
[Monster Slayer]
[Eldritch Invocation]
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two Eldritch Invocations of your choice. Your Invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
---
[Pact of the Chain⚿]
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, or Sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. Currently locked by patron...
---
[Old One's signature]
A signature branded on the back of your neck by your patron as a reward. Current known effects are a bonus of 3 temporary hit points upon completion of a long rest. Other affects still to be determined.
---

--Other Proficiencies & Languages--
[Common Language]
[Goblin Language]
[English Language]
[Light Armour Proficiency]
[Simple Weapon Proficiency]

--Equipment--
[A light Crossbow]
[Spell Staff]
[3 Daggers]
[Leather Armour]
[Silver Mast (Shattered on the bottom left)]

--Items--
[16 Bolts]
[1 Potion]
[A Scholars Pack]
[Vial of Gunpowder]

--Money--
CP [0]
SP [0]
EP [0]
GP [26]
PP [0]

--Attacks & Spellcasting--
[Dagger][1d4+DEX][Piercing]
[Dagger][1d4+DEX][Piercing]
[Dagger][1d4+DEX][Piercing]
[Crossbow][1d8+DEX][Piercing]
[Staff][1d6+STR][Bludgeoning]*Bonus 2 points for spell-casting, 24 hour recharge.

Spellcasting Ability [Charisma]
Spell Save DC [15]
Spell Attack Bonus [+7]

-Cantrips-

{Prestidigitation - Transmutation cantrip}
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
{Eldritch Blast - Evocation cantrip}
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

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.
{Mage Hand - Conjuration cantrip}
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

-1st Level-
{Charm Person - 1st-level enchantment}
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
{Comprehend Languages - 1st-level divination (ritual)}
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

-2nd Level-
{Shatter - 2nd-level evocation}
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
{Spider Climb - 2nd-level transmutation}
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
{Invisibility - 2nd-level illusion}
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

-Eldritch Invocations-
{Agonizing Blast}
When you use Eldritch blast, add your Charisma modifier to the damage it deals on a hit.

{Eldritch Sight}
You can cast detect magic at will, without expending a spell slot.
{Detect Magic - 1st-level divination (ritual)}
Casting Time: 1 action
Range: Self
Components: None
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
 
Last edited:

Dragon

Active member
Joined
Dec 23, 2018
Messages
11
Points
43
A weekly thing for me now... I'll just store this text file here for safe keeping. Please ignore.

Name: Gobrou Class/Lvl: Commoner
Race: Goblin Experience: 5977
Alignment: CN Age: 9
Height: 160cm (5'3") Weight: 50kg (110 lbs)
Eyes: Black Skin: Green

AC[12] Init[+1] Speed[30ft]
Hit Points[24/24]
Bonus HP[0]
Hit Dice [4D8]
Proficiency Bonus [+2]
Death Saves [+0/-0]

Ability Scores Saving Throws
STR [06][-3]| -3 STR
DEX [12][+1]| +1 DEX
CON [08][-1]| -1 CON
INT [18][+4]| +6 INT*
WIS [10][+0]| +0 WIS
CHA [20][+5]| +7 CHA*

Passive Perception: [10]

--Skills--
-STR-
[-3] Athletics

-DEX-
[+1] Acrobatics
[+1] Slight of Hand
[+1] Stealth

-INT-
[+6] Arcana*
[+4] History
[+4] Investigation
[+4] Nature

-WIS-
[+0] Animal Handling
[+0] Insight
[+0] Medicine
[+0] Perception
[+0] Religion
[+0] Survival

-CHA-
[+7] Deception*
[+5] Intimidation
[+5] Performance
[+5] Persuasion

--Personality Traits--
[Fears evil]
[Wishes to be human again]

--Ideals--
[Bad should die, like an insect]

--Bonds--
[Bound to the Great Old One]

--Flaws--
[At the end of his rope]
[Cant remember peoples faces]
[Coward]

--Features & Traits--
[Darkvision 60ft]
[Nimble Escape]
The goblin can take the Disengage or Hide action as a bonus action on each of its turns.
---
[Monster Slayer]
[Eldritch Invocation]
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two Eldritch Invocations of your choice. Your Invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
---
[Pact of the Chain⚿]
You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: Imp, Pseudodragon, Quasit, or Sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. Currently locked by patron...
---
[Old One's signature]
A signature branded on the back of your neck by your patron as a reward. Current known effects are a bonus of 3 temporary hit points upon completion of a long rest. Other affects still to be determined.
---

--Other Proficiencies & Languages--
[Common Language]
[Goblin Language]
[English Language]
[Light Armour Proficiency]
[Simple Weapon Proficiency]

--Equipment--
[A light Crossbow]
[Spell Staff]
[3 Daggers]
[Leather Armour]
[Silver Mast (Shattered on the bottom left)]

--Items--
[16 Bolts]
[1 Potion]
[A Scholars Pack]
[Vial of Gunpowder]

--Money--
CP [0]
SP [0]
EP [0]
GP [26]
PP [0]

--Attacks & Spellcasting--
[Dagger][1d4+DEX][Piercing]
[Dagger][1d4+DEX][Piercing]
[Dagger][1d4+DEX][Piercing]
[Crossbow][1d8+DEX][Piercing]
[Staff][1d6+STR][Bludgeoning]*Bonus 2 points for spell-casting, 24 hour recharge.

Spellcasting Ability [Charisma]
Spell Save DC [15]
Spell Attack Bonus [+7]

-Cantrips-

{Prestidigitation - Transmutation cantrip}
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
{Eldritch Blast - Evocation cantrip}
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

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.
{Mage Hand - Conjuration cantrip}
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

-1st Level-
{Charm Person - 1st-level enchantment}
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
{Comprehend Languages - 1st-level divination (ritual)}
Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

-2nd Level-
{Shatter - 2nd-level evocation}
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
{Spider Climb - 2nd-level transmutation}
Casting Time: 1 action
Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
Duration: Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
{Invisibility - 2nd-level illusion}
Casting Time: 1 action
Range: Touch
Components: V, S, M (an eyelash encased in gum arabic)
Duration: Concentration, up to 1 hour

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

-Eldritch Invocations-
{Agonizing Blast}
When you use Eldritch blast, add your Charisma modifier to the damage it deals on a hit.

{Eldritch Sight}
You can cast detect magic at will, without expending a spell slot.
{Detect Magic - 1st-level divination (ritual)}
Casting Time: 1 action
Range: Self
Components: None
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Ooo~ I make one too.

Name: Ed
Race: Moleman
Alighnment: KN Age: 63
Height: 122cm (4') Weight: 37kg (81.6 lbs)
Eyes: Black Skin: Toothpaste White

AC[22] Init[+22] Speed[50ft]
Hit Points[1/1]
Bonus Hp[50]
Hit Dice [1D1]
Proficiency Bonus [+0]
Death Saves [+1/-1]

Ability Scores Saving Throws
STR [01][-0]| -0 STR
DEX [10][+0]| +0 DEX
CON [01][-0]| -0 CON
INT [17][+0]| +0 INT*
WIS [19][+0]| +0 WIS
CHA [22][+0]| +0 CHA*

Passive Perception: [22]

--Skills--
-STR-
[-9] Athletics

-DEX-
[+9] Acrobatics
[+22] Stealth

-INT-
[+24] History
[+45] Investigation
[+19] Nature

-WIS-
[+1] Insight
[+1] Medicine
[+2] Perception
[+15] Religion
[+99] Survival

-CHA-
[+0] Deception*
[+0] Intimidation
[+20] Performance
[+1] Persuasion

--Personality Traits--
[Fears Nothing]
[Chocolate]

--Ideals--
[Tall people are smart people]

--Bonds--
[Mother]
[Father]
[Great Grandfather Twice Removed]
[Uncle Jack]

--Flaws--
[Very Handsome]

--Features & Traits--
[Heatvision 10ft]
[Nimble Escape]
The moleman can dig into the ground as a bonus action on each of its turns.
---
[Immortal]
You can never die.
---
[Chad]
You are at the top of the foodchain

--Other Proficiencies & Languages--
[Common Language]
[L337]

--Equipment--
[Half-eaten Toast]

--Items--
[Half-eaten Toast]

--Money--
BTC [500]

--Attacks & Spellcasting--
[TedTalk][1d1+DEX][Cutting]

Spellcasting Ability [Strength]
Spell Save DC [1]
Spell Attack Bonus [+1]

-TedTalk+-

-You can teach the world one subject.

Casting Time: 1 action
Range: infinite feet as long as there is wifi
Components: V, S
Duration: 18 minutes
 

Ungrave

Well-known member
Joined
Jan 1, 2019
Messages
14
Points
68
Ability Scores Saving Throws
STR [01][-0]| -0 STR
DEX [10][+0]| +0 DEX
CON [01][-0]| -0 CON
INT [17][+0]| +0 INT*
WIS [19][+0]| +0 WIS
CHA [22][+0]| +0 CHA*

sorry, you did the math wrong here... and appear to be dying already. roll 1d20 for your next turn to see if you die.

Ability Scores Saving Throws
STR [01][-10]| -10 STR
DEX [10][+0]| +0 DEX
CON [01][-10]| -10 CON
INT [17][+3]| +5 INT*
WIS [19][+4]| +4 WIS
CHA [22][+6]| +8 CHA*
 

Erroneous

[Blissful Indolence]
Joined
Jan 17, 2019
Messages
91
Points
73
One of my favorite toons was a Goblin Alchemist/Winged Marauder. This was in a Skull and Shackles pathfinder game.

If I can find my character sheet I’ll take a picture.
 

Ungrave

Well-known member
Joined
Jan 1, 2019
Messages
14
Points
68
Goblin is fun, but everyone wants to kill me when they see my face...
 

Erroneous

[Blissful Indolence]
Joined
Jan 17, 2019
Messages
91
Points
73
Goblin is best fun, but always run into that same problem.

It's not that they're evil per se but definitely chaotic.
 

Ungrave

Well-known member
Joined
Jan 1, 2019
Messages
14
Points
68
Unfortunately, all my character have ended up becoming evil, since I as a player am a lawful evil, and don't understand what good is.
 

Erroneous

[Blissful Indolence]
Joined
Jan 17, 2019
Messages
91
Points
73
Fair enough. I tend to play chaotic (good/neutral/evil) since as a person I'm more pure neutral and like to let loose while I play.

Lawful Good can be interesting though.
 
Top