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    Those who are not...

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    navyik

    Posts : 2732
    Join date : 2012-03-22

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    Those who are not...

    Post  navyik on Tue Nov 07, 2017 7:58 pm

    There had indeed been dispicable acts. There was a reckoning to follow. It was no more fair, but it was decisive. The record was blotted along with the offender's and their ward. There was no trial. There would be no public debate or even perceived satisfaction. In fact, no-one should ever speak of it again. But there was a remnant and, perhaps a hope for redemption. But no-one will ever know...

     The dispersed remnant, or "those who are not," would find their place blended into the colorful throng. Gifted in assimilation and mimicry, the cultural diffusion of the city was their salvation.  They have no ward.  They need no ward.  They are true citizens of the city and are loyal to it.  You see them at the Courthouse, the polling station, and the DMV.  Then there are those in public service that you don't see.
     
     Were one to stumble upon the ward that is not, no-one would ever know.  It is only a wilderness.  An imperceptible void of chaos, long forgotten, with nothing but an odd chill to mark its borders.  If a conspiracy theory were to define it, the ward that is not might be called a hairline fracture in the dimensional confluence of the road.  But no-one will ever propose such an hypothesis.  They may even be alarmed to consider what sort of weapon or doomsday device could cause such a fracture.  But no such weapon has ever existed.

    When asked about his race or origin, one who is not will look puzzled and simply respond, "I am of the city and live to serve it.". Typically only newcomers would inquire as such; it is considered impolite.


    Last edited by navyik on Fri Nov 10, 2017 1:40 pm; edited 4 times in total
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    navyik

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    Re: Those who are not...

    Post  navyik on Tue Nov 07, 2017 11:18 pm


    Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].

     Appears humanlike with black irridescant feathers for hair in normal human proportion.  Ashen gray to jet black skin, some rare deep purple and gunmetal skin tones.
    Personality similar to Kenku, but social disfunctions are due to overcompensation.  Lawful tendancies.

     Those who are not have survived in the city by their talent for public service.  Charisma bonus doesn't necessarily mean they aren't awkward or anxious.  They have an affected formality about them that can be comforting in official matters, but stands out in other environments.

    Those who are not don't oppose marriage to other races, but often flock together because of their shared appreciation for public service.  Those who are not that mate with those who are typically dote on their mates with the same dedicated service and can become less devoted to the city.  This has almost resulted in a separate culture.



    Last edited by navyik on Fri Nov 17, 2017 10:38 pm; edited 6 times in total
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    Chris

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    Re: Those who are not...

    Post  Chris on Thu Nov 09, 2017 12:26 pm

    cheers great concept!

    I hadn't considered a 'drifter' race, that's a brilliant contribution
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    navyik

    Posts : 2732
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    Re: Those who are not...

    Post  navyik on Thu Nov 16, 2017 1:29 pm

    Ranger 8
    Near human alien [half elf traits (maybe half drow, half kenku) with partial Kenku hybrid personality traits].
    Criminal (spy variant)


    Str.  10
    Dex  16
    Con 11
    Int.   12
    Wis  16
    Cha.  10

    Proficiency bonus +3
    Saving Throws: Strength, Dexterity
    Advantage vs. charm

    Hp
    AC 17 light duty vest

    2 six-guns. +8. (2d8+3)
    silenced Gas seal 7-shot revolver  +8   2d8+3
    2 laser pistols. +8. 3d6+3


    Investigation 4. Ra
    stealth 6. Bg
    acrobatics 6 tw
    Deception 3 bg
    athletics 3 tw
    insight 6 ra
    Perception 6 ra
    Thieves tools 6 bg
    Cards 3 bg

    Spells 4/3
    Known: 5

    Languages:
    Common
    Elvish
    3 more ???



    Ability Scores Dexterity +1, Wisdom +1, charisma +2.

    Feat: Lucky
     You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.

    New Feat – Firearm Mastery
    You ignore penalties from attacking at long range or within melee range with a firearm
    You ignore 1/2 or 3/4 cover with your firearm
    You may take a -5 penalty to your attack and gain a +10 bonus to damage if you hit. This bonus can only be granted once per round.
    Feat found at:
    https://daemonsanddeathrays.wordpress.com/2015/01/22/firearms-in-dd-5e-part-1-guns-and-gun-options/


    Darkvision. Thanks to your elf blood, 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.

    Archery
     You gain a +2 bonus to attack rolls you make with ranged weapons.

    Horde Breaker:
     Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

    Escape the Horde. Opportunity attacks against you are made with disadvantage.

    Primeval Awareness
     Beginning at 3rd level, you can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

    Favored Enemy:
     Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
    Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

    Natural Explorer
     You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.While traveling for an hour or more in your favored terrain, you gain the following benefits:• Difficult terrain doesn’t slow your group’s travel.• Your group can’t become lost except by magical means.• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.• If you are traveling alone, you can move stealthily at a normal pace.• When you forage, you find twice as much food as you normally would.• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


    Last edited by navyik on Sat Nov 18, 2017 1:30 am; edited 16 times in total
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    navyik

    Posts : 2732
    Join date : 2012-03-22

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    Action Points:
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    Re: Those who are not...

    Post  navyik on Thu Nov 16, 2017 1:30 pm

    Ph

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    Re: Those who are not...

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