Who's Against the Giants PBP (RG)

Hriston

Dungeon Master of Middle-earth (He/him)
Reeve Bible, aka “Fistblood” the Sailor
Human Champion Fighter, level 10
Lawful neutral

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AC 18 (breastplate +1) / 20 (breastplate +1, shield)
HP 94 (94)
Hit dice: 10(d10 + 3)
Speed: 30 feet
Passive Perception: 16

STR 20 (+5)
DEX 14 (+2)
CON 16 (+3)
INT 12 (+1)
WIS 14 (+2)
CHA 9 (-1)

Skills: Athletics, Perception, Persuasion, Religion

Tools: Navigator’s tools, Water vehicles

Languages: Common, Hill Giant

Waythe, greatsword, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 13 (2d6 + 6) slashing damage, or 20 (4d6 + 6) slashing damage when she hits creatures of the giant type, and they must make a DC 15 Strength saving throw or fall prone.

Longsword, +1. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 8) slashing damage.

Handaxe. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 8 (1d6 + 5) slashing damage, or 10 (1d6 + 7) slashing damage when wielding no other weapons.

Belaying pin (club). Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage, or 9 (1d4 + 7) bludgeoning damage when wielding no other weapons.

Unarmed strike. Melee Weapon Attack: + 9 to hit, reach 5 ft., one target.
Hit: 7 (1d4 + 5) bludgeoning damage.

Tavern Brawler
Bible is proficient with improvised weapons.

Her unarmed strike uses a d4 for damage.

When she hits a creature with an unarmed strike or an improvised weapon on her turn, Bible can use a bonus action to attempt to grapple the target.

Fighting Style: Dueling
When Bible is wielding a melee weapon in one hand and no other weapons, she gains a +2 bonus to damage rolls with that weapon.

Second Wind
On her turn, Bible can use a bonus action to regain hit points equal to 1d10 + her fighter level. Once she uses this feature, Bible must finish a short or long rest before she can use it again.

Action Surge
On her turn, Bible can take one additional action on top of her regular action and a possible bonus action.

Once she uses this feature, Bible must finish a short or long rest before she can use it again.

Improved Critical
Bible’s weapon attacks score a critical hit on a roll of 19 or 20.

Extra Attack
Bible can attack twice, instead of once, whenever she takes the Attack action on her turn.

Remarkable Athlete
Bible can add half her proficiency bonus (round up) to any Strength, Dexterity, or Constitution check she makes that doesn’t already use her proficiency bonus.

In addition, when Bible makes a running long jump, the distance she can cover increases by a number of feet equal to her Strength modifier.

Indomitable
Bible can reroll a saving throw that she fails. If she does so, she must use the new roll, and she can’t use this feature again until she finishes a long rest.

Fighting Style: Defense
While Bible is wearing armor, she gains a +1 bonus to AC.

Background Feature: Ship’s Passage
When she needs to, Bible can secure free passage on a sailing ship for herself and her adventuring companions. She might sail on the ship she served on, or another ship she has good relations with (perhaps one captained by a former crewmate). Because she’s calling in a favor, Bible can’t be certain of a schedule or route that will meet her every need. @FitzTheRuke will determine how long it takes to get where she needs to go. In return for her free passage, Bible and her companions are expected to assist the crew during the voyage.

Personality Traits
My friends know they can rely on me, no matter what.
My language is as foul as the nether regions of a sea hag.

Ideal
Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)

Bond
I’m loyal to my captain first, everything else second.

Flaw
Once I start drinking, it’s hard for me to stop.

Backstory
The small fishing village of Steelport, sandwiched, as it was, between the Dense Bay and the Ponoree Hillside, depended for its survival on the preservation of a peaceful coexistence with the local hill giants. This uneasy truce had been maintained for generations and had allowed the people of Steelport a hope of defending their coasts from the pirates that often plagued their shores. In fact, some said the villagers were half giant themselves.

Bible was born at sea, in the midst of a raging typhoon. She grew up stronger than most and soon joined the effort to free her village home from the pirate scourge. In a few short seasons of fierce ship to ship fighting, Bible proved her mettle in battle. She became known as a hard fighter (and a hard drinker) and earned the nickname “Fistblood” from her crew mates. Soon the pirates no longer dared to approach Steelport, and it was clearly time to take the fight to them!

As the campaign against the pirates expanded, seasons became years, and Bible served under a ship’s captain to whom she was extremely loyal. On a night of uncanny darkness, the pirates, in league with a sea hag, lured the captain’s ship onto the jagged rocks, and it was pulled down by a gaping whirlpool that opened to swallow it whole. Bible escaped the wreck, clinging to a floating timber, but her captain was lost in the deep. Someday, she believes, she will go in search of her captain, and they will be reunited at last.

The Pirate War, as it came to be called, lasted until the coasts of the kingdom were clear and safe. For her services to the crown, Bible was awarded the title of Reeve and Protector of Steelport, where she resides to this day. Her duties include knocking heads together when rough customers land in port to cause mischief and maintaining the fragile peace with the hill giants. But now, with giant-raids on the rise and the peace evidently broken, she is determined to root out the cause and restore order to the kingdom.

Worn/carried items:
Backpack
Belaying pin (club)
Belt pouch
Breastplate, +1
Common clothes
Handaxes (2)
Longsword, +1
Waythe
Lucky charm
Potions of healing (7)
Shield
Tinderbox
Torch
Waterskin

Items in backpack:
Crowbar
Hammer
Pitons (10)
Rations (5 days)
Torches (8)

Items strapped to backpack:
Hempen rope (50’)
Silk rope (50’)

Coins in belt pouch:
10 gp

Items on riding horse:
Bit and bridle
Riding saddle
Saddle bags

Items in saddle bags:
Feed (3 days)
Rations (5 days)
 
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Tonguez

A suffusion of yellow
Kahru Karavetra
Human Barbarian Zealot 3 Moon Druid 6
Gender: MaleEyes:GreyHair:BlackSkin:BrownBackground:Soldier
Build: AthleticH 6’7”W 180Age 35Totem Spirit: Storm Bear

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AC 15HP 83Init +1Proficiency +4
Str save +6 (adv rage)Con save +7Dex save +1 (adv)Perception 16

Attacks
Melee +6Range +5Spell +6/+7staffDC 14

  • Determined.When I set my mind to something, I follow through no matter what gets in my way.
  • Fearless.I can stare down a hell hound without flinching.
Ideals
  • Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
  • Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
  • Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
  • Might. In life as in war, the stronger force wins. (Evil)
Bonds
  • I worked the land, I love the land, and I will protect the land.
  • Those who fight beside me are those worth dying for.
Flaws
  • I have little respect for anyone who is not a proven warrior.

Str 15​
Dex 13​
Con 16​
Int 8​
Wis 15​
Cha 8​
2​
1​
3​
-1​
2​
-1​

Athletics 6Animals 6Perception 6Intimidate 3Survival 6

Proficiencies and Languages
ARMOR Light Armor, Medium Armor, Shields
WEAPONS Martial Weapons, Simple Weapons
TOOLS
LANGUAGES Common, Druidic, Giant

Rage
As a bonus action enter a rage for up to 1 minute (10 rounds).
  • advantage on STR checks and saving throws (not attacks),
  • +2 melee damage with STR weapons,
  • resistance to bludgeoning, piercing, slashing damage.
  • You can't cast or concentrate on spells while raging.
  • You can also end your rage as a bonus action.
  • Divine Fury - extra 1d6+1 radiant damage on first strike
Danger Sense - Advantage on Dex saves I can see.
Warrior of the Gods
  • Free Raise Dead/Ressurection (caster doesn't need material components).
Combat Wild ShapeCR 2 Twice per short rest (3 hour duration)
  • Wild Shape as a bonus action
  • Expend one spell slot to regain 1d8 hit points per level of spell slot.
  • Primal Strike - attacks in beast form count as magical
  • Circle Forms - Beast Shapes CR 2.
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Cantrip: Guidance
1 ActionRange:TouchConc/MinuteV,S
target adds d4 to ability check of its choice.

Cantrip: Shape water
1 ActionRange:30’Instant/HourS
Manipulate a area of water (5’ cube) to.
• instantaneously move it 5 feet in any direction.
• form a simple shape and animate for 1 hour.
• change color or opacity for 1 hour.
• freeze the water for 1 hour.
(max two effects active at a time, action to dismiss)

Cantrip: Thunderclap
1 ActionRange: 5 AreaInstantV,S
Thunderclap causes 2d6* thunder damage to everyone who fails Con save

Level 1 (4) Healing Word
1 Bonus ActionRange: 60InstantV
Target gains 1d4 per level + 2 hit points
(2d4+2), (3d4+2)

Animal Friendship, Goodberry, Cure Wounds, Absorb elements
Level 2 (3) Lesser Restoration, Pass without trace, Enhance Ability
Level 3 (3) Conjure animals, Erupting Earth, Tidalwave, Speak with Plants

Equipment
Breastplate
Bear claw Focus
Periat of Wound Closure

  • Bedroll
  • Mess Kit
  • Rations (10)
  • Rope, Hempen (50 feet)
  • Tinderbox
  • Torch 10
  • Waterskin
  • Shovel
  • Cooking Pots/Utensils
HitDamageRangeNotes
Great Sword.+62d6+2(+2)5’Rage +2
Scimitar.+6.1d6+2(+2)5’TWF, Rage
Handax+61d6.20/60TWF, Throw
Hand Xbow+51d8+1.80/320
Magic Staff*.+7*.1d6+35’Versatile
Bear+7/+7.1d8+5/2d6+5AC 12 Spd40bite/claw
Unarmed+63(+2)5’Rage+2
Grapple/Shove+6
WAYTHE
Great Sword +1+72d6+1, giant+2d6Prone DC 15
Waythe is a sentient Great Sword +1 who is driven to slay giants
Great Sword +1, Damage 2d6+1, +2d6 v giants, knock prone DC 15, Darkvision 120, Enemy detection, telepathic link with weilder

Waythe believes in freedom and allowing others to live as they see fit. She is protective of its friends, is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.

The Staff of the Wooded Grove (7 charges, regains 1d6+1 at Dawn)
  • +1 bonus to attack and damage rolls
  • +1 bonus to spell attack rolls.
  • use an action to cast one of the following spells, DC 14
  • animal friendship (1 charge),​
  • speak with animals (1 charge);​
  • barkskin (2 charges);​
  • locate animals or plants (2 charges);​
  • pass without trace (2 charges);​
  • speak with plants (3 charges).​
  • On use of last charge roll a d20. On a 1, the staff loses its magical properties.
  • Tree Form. Expend 1 charge to transform it into a full-grown tree.( 30 feet tall, has a 3-foot-wide trunk, and its highest branches fill a 10-foot radius).
You gain a +1 bonus to attack and damage rolls with this magic quarterstaff.
Additionally, while holding it you gain a +1 bonus to spell attack rolls.

While holding this staff, you can use an action to expend charges to cast one of the following spells, using your spell save DC: animal friendship (1 charge), speak with animals (1 charge); barkskin (2 charges); locate animals or plants (2 charges); pass without trace (2 charges); or speak with plants (3 charges).
The staff has 7 charges and regains 1d6+1 expended charges each dawn. When the last charge is expended, roll a d20. On a 1, the staff loses its magical properties.

Tree Form. As an action you can plant the staff in the earth and expend 1 charge, transforming it into a full-grown tree. The tree is 30 feet tall, has a 3-foot-wide trunk, and its highest branches fill a 10-foot radius. The tree looks ordinary but radiates faint transmutation magic if inspected with detect magic. By using an action to touch the tree and speak the staff’s command word, you can transform it back into a staff. Creatures in the tree fall when the staff reverts to its original form

Kahru StormBear AC15 HP 83/83 HD 9/9 PP16 SSdc14 4/4 3/3 3/3 WS 2/2 Rage 3/3 Staff 5/7
 
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Steve Gorak

Adventurer
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Group 2
Prince Gimlak Silverbeard, Son of Torbin, King of the Mountains
Background: Noble

AC: 17 (magic breast plate + 2 dex)
HP: 72 + 14 temp HP from inspiring leader
Senses: darkvision 60 ft
Passive perception: 12
weight 110 lbs
Age: 131

S 8
D 14
C* 16 (14 + 2 racial)
I 10
W 10
C* 18 (15 + 2 racial + 1 feat)


Feats:
level 1: Telekinetic
Level 4: Metamagic adept
Level 8: Inspiring leader (14 Temp HP to 6 friendly creatures including self within 30 ft after 10 minutes speech)


Resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened (Aberant mind sorcerer 6)
advantage on saving throws against poison, and you have resistance against poison damage (dwarf)

Speed 25ft


Dwarven Combat Training. You have proficiency with the Short sword (3 other proficiencies replaced with tools).
Tool Proficiency: smith's tools, climber's kit, cartographer tools, mason's tools.

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Languages. You can speak, read, and write Common, Dwarvish, Giant, Goblin

SKILLS Proficiencies in bold:
+2 (dex) Acrobatics
+0 (wis) Animal Handling
+0 (int) Arcana0
+0 (str) Athletics
+8 (cha) Deception - From Sorcerer
+4 (int) History - from Background
+4 (wis) Insight - From sorcerer
+4 (cha) Intimidation
+0 (int) Investigation
+0 (wis) Medicine
+0 (int) Nature
+0 (wis) Perception
+4 (cha) Performance
+8 (cha) Persuasion - From sorcerer
+0 (int) Religion
+2 (dex) Sleight of Hand
+2 (dex) Stealth
+0 (wis) Survival

Spell save dc = 17 (8 + 4 cha + 4 prof bonus +1 boodwell vial)

Metamagic: quickened Spell (2sp spell cast as bonus action), subtle spell (1sp no somatic nor verbal components), Twin spell (spell level sp to affect 2nd creature), heighten spell (3sp and creature has disadvantage), Transmuted Spell (When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder).

Sorcery points: 12

Spell Slots level 1: 4 / level 2: 3 / level 3: 3 / level 4: 3 / level 5: 2

Spell known: 11 + 10 bonus subclass spells* + mind sliver cantrip

Cantrips
Mage hand
Mind sliver
Vicious mockery*
Mild earth
Prestidigitation
Shape water
minor illusion
Create bondfire

Level 1:
Absorb elements
Shield
Silvery barbs*
Tasha's hideous laughter*
feather fall


Level 2:
Miror image
Suggestion*
Calm emotions
See invisibility
Tasha’s mind whip*

Level 3:
Fireball
Ennemies abound*
Hunger of hadar*
Counterspell
Dispell magic
Fly


Level 4:
Evard's Black Tentacles*
Summon Aberration*
improved invisibility
dimension door
Banishment
arcane eye*
Polymorph

Level 5:
Telekinesis*
modify memory*
Synaptic static*
Animate object



Magic items: +1 breast plate 20lb
+1 Bloodwell Vial

525 gp to spend

12 gp Dungeoneer's Pack Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cartographer's tools 15 gp 6 lb.

Traveler's Clothes 2 gp 4 lb.

1 dagger
1 hand axe

2 spell focus Crystals 10 gp 1 lb.

10 gp ink - 1 ounce bottle
1 gp 10 sheets of parchment
2cp ink pen

8 potions of greater healing

Money 37.98

Gimlak AC18 HP 72/72 THP 14/14 HD 10/10 PP12 SSdc17 4/4 3/3 3/3 3/3 2/2 SpP 12/12

Changes:
+1 sorc point
+1 metamagic: Transmuted Spell (When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder).
+1 cantrip: create bondfire
+1 spell known: fly

can change 1 sorcerer spell already known: swap miror image to fireball
can change 1 psionic spell to a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list: swap Black tentackes to Arcane eye
 
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