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Karida Venra Amastacia Elf-orc fighter

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Yaroki

Omnipresent Genius

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PostPosted: Sun Jul 31, 2016 9:46 pm


General Statistics
User Image
Player Name:
Yaroki
Character Name:
Karida Venra Amastacia
Character Level: 1
Proficiency Bonus:
+2
Class Level(s)
Fighter (1)
Experience Total:
0
Hit Dice:
1d10 (+2)
Maximum Hit Points:
13
Armor Class:
14
Initiative:
3
Speed:
30
Passive Perception:
9

Melee Attack Bonus: +5 (+5 Finess)
Ranged Attack Bonus: +5
Spell Attack Bonus: N/A

Physical Description
Race:
Elf-orc
Gender:
Female
Age:
24
Height:
5´9
Weight:
130

Strength: 16 (+1)
Dexterity: 17 (+1)
Constitution: 16 (+1)
Intelligence: 9
Wisdom: 9
Charisma: 15


Appearance: For this section, either write a physical description, find a picture you'd like to use and incorporate it somewhere into your profile, or both. In the event you use a picture and wish to write down some 'edits' do so here.

Skill Proficiency:
Tools: Disguise Kit
Armor: All Armor & Shields
Weaponry: All Weapons
Proficiency list: Include all items from the list your character is proficient at
    Acrobatics(Dex)
    Athletics (Str)
    Intimidation (Cha)
    Investigation (Int)

Saving Throw Proficiency:
    Strength (Str)
    Constitution (Con)


Personal Information:
Alignment:
Chaotic Good
Deity:
Queen of Chaos ~ The Fiend
Background: The Haunted One
Personality Traits:
Karida combines the best and worst natures of her parents. She is quick to take offense or short-tempered like her father, while also attempting to remain aloof; not thinking that anyone can understand what she's been through. As such Karida tends to be cynical in her dealings with others tending to try and get what she wants from intimidation. Why bother to care about someone who wouldn’t extend the same courtesy to you?
Still, if someone takes the time to show Karida that they are a loyal friend, they will find such loyalty returned. When Karida makes a friend she will follow that friend into hell. Beware betraying this friendship, though. A Karida that has been betrayed by a friend shows a rage unmatched by even her full orc brethren.
Ideals:
To find the monster that took everything from her and kill it
Bonds:
I would sacrifice my life and my soul to protect the innocent.
Flaws:
I assume the worst in people.
Languages: Elven, Orc, Common, and Abyssal

Campaign Specific Information:
Preferred Weapon: Claymore or Duel Wielded swords
Arrival: Undisclosed
Burden: Undisclosed
Compulsion: Undisclosed
Heirloom: Undisclosed
Calling: Undisclosed  
PostPosted: Sat Aug 06, 2016 12:47 pm


Spellcasting Basics:
Spellcasting Class: What class does your character have levels in which allows them to cast spells? This determines which stat you use to cast, what spells you can learn, and how many spell slots per day your character gets, and other such important factors. If your character has more than one spell casting class, fill out this form once for each.
Spellcasting Stat: (For example, Wizards use Intelligence, Clerics use Wisdom and Sorcerers use Charisma)
Spell Save DC The number required by enemies in order for them to succeed against saving throws your force upon them. This number is calculated as 8 + Proficiency Bonus + the modifier of your spell casting stat

Spell Slots:
List them out. For example, a 10th level Druid might have
    4 1st level slots
    3 2nd level slots
    3 3rd level slots
    3 4th level slots
    2 5th level slots


Prepared Spells:
At the start of each day, some spell casters have to announce which of the spells they know they want to be able to cast for that particular day. Much like above please list out which spells you want to have prepared, and include this list in your Post Format for your character for ease of access.
Some spellcasters don't have to worry about doing this, and it's all based on class. If you can cast spells spontaneously, there's no need to worry about it. Lucky you!

Known Spells:
Every class has a number of spells they can know determined by their levels in their spellcasting class, as well as certain feats and class features that they pick up as they gain experience. List them below in the following format, and if you gain spells from special sources, such as a wizard studying a spell and learning it, taking a feature which grants you a spell like Spell Sniper, earn spells from a Cleric Domain, through the Warlock's Pact of the Tome, or any other means, put said spells in italics.

    Cantrips:

    1st Level Spells:

    2nd Level Spells:

    3rd Level Spells:

    4th Level Spells:

    5th Level Spells:

    6th Level Spells:

    7th Level Spells:

    8th Level Spells:

    9th Level Spells:
 

Yaroki

Omnipresent Genius

12,100 Points
  • Citizen 200
  • First step to fame 200

Yaroki

Omnipresent Genius

12,100 Points
  • Citizen 200
  • First step to fame 200
PostPosted: Sat Aug 06, 2016 12:50 pm


Inventory:



Currency:
    Copper:
    Silver:
    Gold: 10
    Platinum:


Potions:


    Weaponry:
    Please follow up the weapon type with any properties it has, it's damage dice and damage type. For example
    Longsword, Versatile (1d10), 1d8 Slashing
    Also note, if your character is wielding or wearing, follow it up with [Equipped]


      Armor and Apparel:
      Cloth clothes


        Tools:



          Spellcasting Components:


            Miscellaneous:
            Amastacia Family Crest: Karida has only one thing left of her mother which is the necklace her mother had kept since before her village was destroyed
               
              PostPosted: Sat Aug 06, 2016 12:52 pm


              Feats and Features:


              As your character levels up they will receive class features, and should you choose, they may gain feats in place of their ability score increases. List all feats and features your character has in the following format.

              Feat/Feature Name:
              Darkvision. Both your Elven and Orcish heritage help you see in the dark. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

              Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

              Trance. Elf Orc's do not need to sleep.Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

              Orcish Diplomacy. Respect and fear, you've lived with orcs long enough to know that's how you survive. You have advantage to intimidation checks with orcs.

              Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

              Heart of Darkness. Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

              Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

              Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.  

              Yaroki

              Omnipresent Genius

              12,100 Points
              • Citizen 200
              • First step to fame 200
              Reply
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