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 Post subject: Re: KCG's Awesome D&D Next Game
PostPosted: Fri Apr 01, 2016 5:23 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Krusk
Medium humanoid (orc), N
(100 xp)

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Armor Class 15 (unarmored defense)
Hit Points 15 (1d12 + 3)
Speed 30 ft.
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STR 16(+3) DEX 14(+2) CON 16(+3) INT 10(+0) WIS 10(+0) CHA 10(+0)
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Saving Throws Strength +5, Constitution +5
Skills Animal Handling +2, Athletics +5, Intimidate +2, Nature +2, Survival +2; Cook's Utensils +2, Vehicles (land) +2
Feat -
Senses Darkvision, passive Perception 10
Languages Common, Orc
Challenge Good enough
Equipment greataxe, two handaxes, four javelins, explorer's pack, cook's utensils, shovel, iron pot, common clothes, belt pouch, 10 gp, scimitar
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Relentless Endurance When dropping to 0 hit points but not killed, can instead drop to 1 hit point. Once per long rest.

Rustic Hospitality Can find a place to hide, rest, or recuperate among other commoners.

Savage Attacks When scoring critical hit, add one weapon damage die to damage.

ACTIONS
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Attack. Greataxe: +5 to hit, reach 5 ft., one target. Hit: (1d12 + 3)

Attack. Handaxe: +5 to hit, reach 5 ft., one target. Hit: (1d6 + 3)

Attack. Javelin: +5 to hit, 30/120., one target. Hit: (1d6 + 3)

Rage Enters rage as bonus action, gaining the following benefits:
-Advantage on Strength checks and Strength saving throws
-+2 bonus damage on melee attacks
-Resistance to bludgeoning, piercing, and slashing damage.

Rage lasts 1 minute. Can enter rage 2 times per long rest.

REACTIONS
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Reaction.

STATISTICS
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Height. 6'1
Weight. 210 lbs
Characteristics. Personality - I judge people by their actions, not their words. Ideal - There's no good in pretending to be something I'm not. Bond - I have a family, but I have no idea where they are. One day, I hope to see them again. Flaw - I have a weakness for the vices of the city, especially hard drink.


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 Post subject: Re: KCG's Awesome Character Thread
PostPosted: Fri May 27, 2016 2:26 pm 
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Joined: Sat May 07, 2016 5:21 pm
Posts: 110
Zeno
Medium human, CG
Cleric 4, (4100 xp)
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Armor Class 19 (splint mail, shield)
Hit Points 35 (4d8+12)
Resistance
Speed 30 ft.
Initiative +
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STR 13(+1) DEX 11(+0) CON 16(+3) INT 12(+1) WIS 20(+5)CHA 14(+2)
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Saving Throws Wisdom (+7), Charisma (+4)
Skills Insight, Medicine, Perception, Religion, Survival
Tools Herbalism Kit
Feat Obserent
Senses
Languages Common, Draconic,
Challenge -d
Equipment WarSpike, Javelin x5, splint mail armor, shield, priests’s pack, holy symbol, 105 gp, amulet of spell power +2
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Fighting Style:

ACTIONS
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Attack. Spike: +3 to hit, reach 5 ft., one target. Hit: (1d6+0)
Bonus Shield: +3 to hit, reach 5 ft., one target. Hit: (1d4)

Attack. Javelin: +3 to hit, 20/60 ft., one target. Hit: (1d6+0)

Channel Divinity Turn Undead (Wis save DC 17)

Channel Divinity Destructive Wrath (Maximum Damage to a Thunder or Lightning Spell)

SPELLS
8 spells prepared
Cantrips 3 known

Resistance (Casting Time 1 Action, Range Touch, Duration Concentration/ 1 min, Add 1d4 to Saves)

Sacred Flame (Casting Time 1 Action, Range 60', Duration Instant, 1d8 Radiant Dex DC 17)

Spare the Dying (Casting Time 1 Action, Range Touch, Duration Instant, Stabilize dying creature)

1st Level 4 Slots
Domain Spells
Fog Cloud (Casting Time 1 Action, Range 120', Duration Concentration/ 1 hour, create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.)

Thunderwave (Casting Time 1 Action, Range Self/ 15' Cube, Duration Instant, DC 15 A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

Prepared Spells
1st - bane, bless, cure wounds, guiding bolt;

2nd Level 3 Slots
Domain Spells
Gust of Wind (Casting Time 1 Action, Range self/ 60' line, Duration Concentraion/ 1 min, DC 15, A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Shatter (Casting Time 1 Action, Range 60', Duration Instant, DC 15, 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.)

Prepared Spells

2nd - blindness/deafness, lesser restoration, prayer of healing, Spiritual Weapon


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REACTIONS
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Reaction.

Wrath of the Storm you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

STATISTICS
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Height. 5' 4”
Weight. 148 lbs
Age. 22
Characteristics.
Background Hermit
1. I was a pilgrim in search of a person, place, or relic of spiritual significance.
2. I am utterly serene, even in the face of disaster.
3. Inquiry and curiosity are the pillars of progress.
4. I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
5. Now that I've returned to the world, I enjoy its delights a little too much.


Last edited by Tip on Fri Jun 10, 2016 11:19 pm, edited 2 times in total.

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 Post subject: KCG's Awesome NPCs
PostPosted: Fri Jun 10, 2016 12:24 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
LOBOS
Large monstrosity, neutral
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Armor Class 14 (natural armor)
Hit Points 35 (5d8 + 10)
Speed 50 ft.
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STR 16(+3) DEX 14(+2) CON 14(+2) INT 5(-3) WIS 12(+1) CHA 6(-2)
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Skills Perception +4, Stealth +5
Senses passive Perception 13
Languages Common, Gnome
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Keen Hearing and Smell. Lobos has advantage on Wisdom (Perception) checks that rely on smell or hearing.

Pack Tactics. Lobos has advantage on attack rolls against a creature if at least one of Lobos' allies is within 5 feet of the creature and the ally isn't incapacitated.

Boon. Lobos has a +1 bonus to all attack rolls and ability checks with which he is proficient.

ACTIONS
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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.


Last edited by KingCrazyGenius on Sun Jun 26, 2016 5:11 pm, edited 1 time in total.

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 Post subject: Re: KCG's Awesome NPCs
PostPosted: Fri Jun 24, 2016 9:40 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Knight
Medium humanoid, any alignment
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Armor Class 18 (plate)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
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STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2)
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Saving Throws Con +4, Wis +2
Senses passive Perception 10
Languages Common
Treasure Greatsword, plate armor
Challenge 3 (700 XP)

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Brave. The knight has advantage on saving throws against being frightened.

ACTIONS
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Multiattack. The knight makes two melee attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a non hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight.
A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.


REACTIONS
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Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.


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 Post subject: Re: KCG's Awesome NPCs
PostPosted: Fri Jun 24, 2016 9:41 pm 
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Joined: Wed Oct 02, 2013 6:51 am
Posts: 1248
Spy
Medium humanoid, any alignment
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Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
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STR 10 (+0) DEX 15 (+2) CON 10 (+1) INT 12 (+1) WIS 14 (+2) CHA 16 (+3)
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Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
Senses passive Perception 16
Languages any two languages
Treasure shortsword, longbow, leather armor
Challenge 1 (200 XP)

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Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.

ACTIONS
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Multiattack. The spy makes two melee attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Hand Crossbow. Ranged Weapon Attack: +4 to hit, ranged 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


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