Generalissimo Tuck Underbarrow, Slayer of Dragons, Master Tactician, Harper, Hero of Phandalin

Things of note:

  1. I’m writing a story for Post Replica, one of the coolest RPG projects I’ve seen or heard about in a long time! Through a phone/tablet app, you and your group influence and are influenced by other gaming groups around the world. It’s pretty remarkable and I’m stoked to be a part of it!
  2. The copy for my first nautical 5E adventure, Diluvian Disaster Divination, has been sent up to the publisher. It is a harrowing underwater dungeon crawl and was a load of fun to design. Definitely something to keep an eye out for!
  3. The outline for something very awesome has been approved and several very talented writers are hard at work on it. It’s the first professional undertaking of the kind of scope and measure that any of us have engaged in thus far, but if the first few drafts of copy are any indication, it will be a truly amazing tour de force.

 

generallisimo tuck underbarrow.png

Generalissimo Tuck is a hero of good fortune. Though cowardly and constantly avoiding the front-line of combat, the halfling consistently strikes at the right time and often does so regardless of the odds arrayed against him. He has (legitimately) slayed a dragon, masterminded the defense of the town of Phandalin (destroying an entire corps of mercenaries by empowering the townsfolk), and is quickly becoming a legendary figure across the countryside. [Aside: Despite specifically being built to not excel at combat, Tuck routinely scored critical hits at crucial moments to put his more martial companions to hilarious shame.] Generalissimo Tuck loves his cat familiar, Varys Tinyprod, and will go to great lengths to protect his feline friend.

Tuck cheats at games of chance and keeps multiple holy symbols on him to invoke whatever deity might come in useful at any given time. He believes that material goods come and go, but that bonds of friendship can last forever. In his past Tuck swindled and ruined a person who didn’t deserve it (a local constable that took umbrage against Tuck’s father soon after), and seeks to atone for his misdeeds (though he might never be able to forgive myself). Tuck is convinced that no one could ever fool him the way he fools others.

 

Generalissimo Tuck Underbarrow, Slayer of Dragons, Master Tactician, Harper, Hero of Phandalin
Male hobbit rogue (arcane trickster) 7
CG Small humanoid (lightfoot halfling)

Init +3
HP 44 (7d8)
AC 15 (10 + 3 Dex + 2 studded leather armor)

Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 14 (+2)

Proficiency Bonus +3
Speed 25 feet

ATTACKS
Melee dagger +6 (1d4-1) [house rule: disadvantage]
Ranged shortbow [27 arrows] +6 (1d6+3)
Proficiencies light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools Thieves’ Tools
Saving Throws Dexterity, Intelligence
Skill Proficiencies Acrobatics +6, Deception +8, Insight +4, Investigation +5, Persuasion +8, Sleight of Hand +6, Stealth +9 , Thieves’ Tools +6
BG Tool Proficiencies Disguise kit, forgery kit
Languages Common, Halfling

Lucky Feat. (3 points, restore on long rest)
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.

Magic Initiate Feat. You learn two cantrips of your choice from the wizard’s spell list (acid splash, prestidigitation). You learn find familiar (VARYS TINYPROD) and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spellcasting ability for these spells is Intelligence (for wizard).

HALFLING TRAITS
Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Brave Advantage vs fear
Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

CLASS ABILITIES
SPELLS Save DC 8 + 3 (prof) + 2 (int) = 13 Spell Attack Bonus 3 (prof) + 2 (int) = +5
Cantrips acid splash, friends, mage hand, minor illusion, prestidigitation
1st (4/day) charm person, disguise self, find familiar, silent image, tasha’s hideous laughter
2nd (2/day) invisibility

Mage Hand Legerdemain
At 3rd level, you gain the ability to perform the following additional tasks with your mage hand:

  • You can stow one object the mage hand is holding in a container, such as a backpack or pocket, worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.

Expertise: (double proficiency bonus) Deception, Persuade, Thieves’ Tools, Stealth

Sneak Attack: 1/turn, deal +4d6 damage

Thieves’ Cant:

Cunning Action. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Evasion. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

BACKGROUND: Charlatan
Feature: False Identity You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

EQUIPMENT
A set of fine clothes, a disguise kit, a set of weighted dice, dad’s knife, belt pouch, backpack, bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 1 flask of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
grappling hook, components pouch, healer’s kit (8/10), dagger, pouch, 1,003 gold pieces, 240 silver pieces, 1 triple balance, anvil-shaped key, giant napoleonic hat (disadvantage on Stealth), deeds to a merchant house in Thundertrees (Forgery DC 20), alchemy kit, 20 nice paintings from cathedral, flying carpet

VARYS TINYPROD [Cat Familiar]
Tiny fey, unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 40 ft., climb 30 ft.

STR
    DEX        CON       INT      WIS         CHA
3 (-4)    15 (+2)    10 (+0)    3 (-4)   12 (+1)     7 (-2)

Skills
Perception +3, Stealth +4
Senses passive Perception 13
Languages
Challenge 0 (10 XP)
Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell.

ACTIONS
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.

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Befev Oacipla, Champion of Sheep

Two weeks have gone by and things are hopping! I’ve gotten a few projects out the door (notably two Pathfinder hybrid classes for Rogue Genius Games, the [REDACTED] and [REDACTED]!) and print proofs are on the way to my house for my first few layout projects (two Veranthea books and the Pathfinder Hypercorps 2099 softcover!)

For 5E folks my first medieval fantasy adventure has been commissioned and is getting put together in my mindscape right now (water is involved!), and the next week or so is devoted to getting 5E Hypercorps 2099 finalized.

To keep on keeping on with characters however, we’ve got good old Befev! As always she’s astride her mount, the brave unshorn Hydrifacks.

befev

 

BEFEV OACIPLA, CHAMPION OF SHEEP

Left to fend for herself at a young age, Befev Oacipla grew up in the highlands with little interaction with civilization at large. Learning how to survive by stalwart dwarven instincts and eschewing friendships of any kind, she became a ghost of the wilderness and a figure of great rumor before the revelation.
Answering the bleating call of a wild sheep being slaughtered, Befev waylaid a host of bandits, flying into a rage that gave her the strength to fell each and every one of them. As the last of her enemies lay bleeding she finally succumbed to her own wounds but experienced a grand vision before darkness overwhelmed her—Shopesh, God of Sheep, recognized the dwarf’s service and bestowed upon her the duty of gathering a flock of followers. Befev awoke the next day to the licking tongue of an unshorn sheep, winded but alive, injured but bestowed with a greater purpose. Naming her new ally Hydrifacks, the barbarian has become a warrior of note in the region, recognizable instantly by the proximity she keeps with her quadruped companion.

Befev is painfully single-minded—when she gets an idea into her head, it is remarkably difficult to dislodge it. She is incredibly bold and reckless, but typically holds her temper until she sees someone attack a sheep or, heavens forbid, Hydrifacks is harmed. After being put into a rage, she fights relentlessly and pursues enemies based on the threat they pose to her mount more than anything else. Though she dislikes most everyone as a matter of course, Befev is terribly racist against elves and frequently blames them for mundane problems or issues of force majeure; she really does believe there is an elven conspiracy out to corrupt and ruin the world.

BEFEV OACIPLA, CHAMPION OF SHEEP
Female Mountain Dwarf Barbarian 4, CG, 42 years old
Armor Class 14 (unarmored defense; +1 Dex, +3 Con)
Hit Points 44 (4d12+12)
Speed 25 ft.

STR DEX CON INT WIS CHA
16  (+3) 13  (+1) 17  (+3) 12 (+1) 6  (-2) 13  (+1)

Proficiency Bonus +2
Saving Throws Strength, Constitution
Skill Proficiencies Athletics, Intimidation, Perception, Survival
Tool Proficiencies brewer’s supplies, drum
Senses Darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Elven
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
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.

ACTIONS
+1 Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d12+4 slashing damage.
Handaxe. Ranged Weapon Attack: +5 to hit, range (20/60), one target. Hit: 1d6+3 slashing damage.

Rage  (3) Advantage on Strength checks and Strength saving throws; When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll; You have resistance to bludgeoning, piercing, and slashing damage.
Reckless Attack When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Danger Sense You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Primal Path: Path of the Berserker
Frenzy If you go into a frenzy when you rage, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

RENOWN THING (TBD) (Feat)
The details of this feat are not yet determined and up to the GM of the game Befev is in, but so far, she’s accrued 4 followers of Shopesh (the god of sheep) in a settlement called Corin. If using Befev in a game where this feat will be unwelcome, increase her Strength score by 2 (and therefore melee attack rolls and weapon damage rolls increase by +1).

BACKGROUND: OUTLANDER
Wanderer You can always recall the general layout of terrain, settlements, and other features around you. You can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

EQUIPMENT
Potion of Healing (2d4+2) (2), 100 ft. hemp rope, grappling hook, 20 sacks, manacles, greataxe, handaxes (3), staff, hunting trap, bear head, traveler’s clothes, belt pouch, 10 days rations, 10 days water, Hydrifacks the Sheep (as a mule, 40 ft. movement, boots of striding and springing [currently useless])

FARRAK BAKK, NAKED MAGE OF EILISTRAEE

Farrak Barrak

Hello folks! I’ve been super busy prepping books (some of which are out – get the 100 page $5 marvel that is Veranthea Codex: Radical Pantheon) and forgot about posting for a whole month!

My apologies!

To keep-on-keeping-on with the characters builds, I present to you Farrak Bakk, easily one of my favorite PCs.

Farrak is wholesale delusional – he believes that his powers are granted to him by the drow goddess Eilistraee, a dead deity who wouldn’t be handing out arcane magical ability anyway, and perhaps more importantly, he is always naked.
All the same, he (and it’s weird to say he because Farrak doesn’t recognize genders) is one of her most devout and faithful followers.

My GM for the game Farrak was in was very cool about this and to replicate the effect, he’s got the Old One warlock pact in place of a sorcerer bloodline.

Enjoy!

________________________________

FARRAK BAKK
Male half-orc sorcerer (great old one sorcerous origin) 6 / fighter 1
NG Medium humanoid (half-orc)

DEFENSE
Init +2
HP [54 total]
Hit Dice (6d6 + 1d10); roll on short rest 1d6+3 (6 unused) or 1d10+3 (1 unused)
AC 14 (10 + 1 Dex + 1 cloak + 2 shield)
Proficiency Bonus +3
Speed 30 feet
Str 14, Dex 13, Con 16, Int 8, Wis 10, Cha 18 [+1 to all ability checks]

ATTACKS
Melee quarterstaff +7 (1d8+3 bludgeoning)
Ranged light crossbow +4 (1d8+1 piercing, range 80/320)
Proficiencies all armor, shields, simple weapons, martial weapons
Tools none
Saving Throws Strength, Constitution, Charisma; +2 to all saves [cloak of protection, stone of good luck]
Sorcerer Skill Proficiencies Animal Handling, Insight, Perception, Persuasion
BG Skill Proficiencies Athletics, Survival
BG Tool Proficiencies Banjo
Languages Common, Orc, Undercommon

RACIAL ABILITIES
Ability Score Increase (1st level feat, 4th level feat) +1 to Cha and Con, +2 Cha
Darkvision 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.
Menacing You gain proficiency in the Intimidation skill.
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.
Savage Attacks When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

SPELLS
Save DC 8 + 3 (prof) + 4 (cha) = 15
Spell Attack Bonus 3 (prof) + 4 (cha) = +7
Sorcery Points 6
Cantrips acid splash, blade ward, fire bolt, friends, frostbite
1st (4/day) dissonant whispers, mage armor, detect magic
2nd (3/day) scorching ray, snilloc’s snowball swarm
3rd (3/day) fireball, melf’s meteors

CLASS ABILITIES
Awakened Mind (telepathy 30 feet), Entropic Ward, Fighting Style: Protection, Second Wind

 

METAMAGIC
Subtle Spell, Twinned Spell

EQUIPMENT
an arcane focus (battered holy symbol of Eilistraee)
ring of warmth [RESISTANCE to cold damage]*
stone of good luck [+1 to ability checks and saves]*
cloak of protection [+1 AC and +1 saves]*
tan bag tricks
shard of spell storing
5,000 gold (in panniers on Tony the tiger – summoned via bag of tricks)
10 gems (25 gp each)
a light crossbow and 20 bolts, 2 daggers, 2 spears
a staff, a hunting trap
belt pouch
healer’s kit (6 uses, no stabilize roll)
grappling hook & 100 ft. silk rope
7 days rations & 4 waterskins
climber’s kit
antitoxin

BACKGROUND: Outlander
ORIGIN Pilgrim
FEATURE: Wanderer
PERSONALITY TRAIT I have a lesson for every situation, drawn from observing nature.
IDEAL: Greater Good It is each person’s responsibility to make the most happiness for the whole tribe.
BOND I will bring terrible wrath down on the evildoers who destroyed my homeland.
FLAW There’s no room for caution in a life lived to the fullest.

  • worships Eilistraee and insists she is not dead
  • always nude
  • doesn’t perceive gender