Group RP Way of the Wicked Characters

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Group RP Way of the Wicked Characters

Alright, first attempt, here goes ...

Warlock In Progress - Celeste Rooksfellow


Background: Prodigal Child (Custom)

Crime: Consorting with Dark Powers (Witchcraft)

Bonds:
Personality:
I'm fickle, and see no reason for loyalty or permanence.
I frequently interpret coincidences or strokes of luck as Asmodeus' personal involvement in a situation.
Ideal: I can justify just about anything in the pursuit of power, survival, or pleasure. You only live once.
Bond: My new father's approval is all I seek, his word drives me.
Flaw: Trust is not a currency I understand. A friend is simply a better friend when you have dirt you can hold over them.

Str: 8 -1
Dex: 16 +3
Con: 15 +2
Int: 11 +0
Wis: 13 +1
Cha: 18 +4

Saving Throw Proficiencies: Wisdom/Charisma

AC: 13
HPs: 10
Initiative: +3
Passive Perception: 11
Speed: 30

Skills:
(Cr) Arcana +2, (C) Deception +6, (C) History +2, (B) Insight +3, (R) Perception +3, (R) Persuasion +6, (B) Religion +2

Languages:
Abyssal, Celestial, Common, Elvish, Infernal

Racial Abilities:
Darkvision - 60 feet
Fey Ancestry - Advantage against being charmed, can't be magically put to sleep.
Skill Versatility - Perception and Persuasion

Crime: Consorting with Dark Powers (Witchcraft)

Background - Discovery - In her studies, Celeste discovered a shrine locked away beneath her own home, which her parents had moved into well after the rise of the house of Darian. There she found a book, a manual, nay ... a folio ... (I will make this more serious in the final draft) detailing the old ways, detailing the ways and benefits of worshipping the King of the Nine Hells. This information is what led her to her pact with Asmodeus, and the sacrifice of her parents in his dark name. The book itself is basically a guide to diablerie, not that Celeste is actually capable of most of it with her current knowledge and power level.

Class Abilities:
Otherworldly Patron - The Fiend

LvL 1 - The Devil's Fingertips - Starting at 1st level, your Eldritch Blast cantrip deals fire damage instead of force damage, and attack rolls made when casting it now have a critical range of 19-20.

Pact Magic
Cantrips: Eldritch Blast, Friends
Lvl 1: Hex

Equipment:
Prison Rags, Manacles, BlindFold

Attacks:
Magic In General +6
Eldritch Blast, +6, 1D10
Simple Melee +1
Simple Ranged +5
Unarmed, -1, 1 Dmg

Description:
Age - 18
Alignment - Neutral Evil
Gender - Female
Size - Medium
Height - 5'5"
Weight - 94lbs
Eyes - Prussian Blue
Hair - Platinum, falling just past her shoulders in gentle curls
Skin - Milky pale
Faith - The Dark Father, Asmodeus


History:
Celeste was born to a life of relative luxury in Talingarde. Her parents both held titled positions in the church of Mitra. Her mother, a knight of Alerion, was a brave, zealous woman whose military service had made her rigid and distant. Her father, an accomplished healer and priest at the local temple, saw her frequently at prayer, and they met when he struck up a conversation one day. It's easy to bond over religion, especially when you live your life around it, but people seek out religion for different reasons, find different truths in it, and it can take years to discern those differences. They thought having a child might help, give them something else in common. By now they were married, had progressed in their career paths to relative renown, though the city would hardly cease to function in the worst were to happen.

While her mother, Drusilia, was pregnant, they moved to a large home in a regal part of town, one that had been standing almost since the kingdom was founded. She hated being unable to fulfill in her duties. Garret, her father, spent many mornings pulling the crying woman out of her armour, which no longer fit. Celeste was born in fall, a beautiful, healthy little girl with her mother's milky pale skin, and her father's icy blue eyes and jet-black hair. With her parents both devout Mitrans, and in the employ of the Church, Celeste was raised at all ages in the traditions of the temple, bound for the life of a nun. Her days were filled with schooling, her weekends with service and volunteering. These pursuits would have been fine if Celeste had been a good little girl, a believer and an innocent.

But she wasn't. No one could tell where her mischievous streak had come from, but Celeste proved to be a precocious little brat. She learned at a young age that being cute and sweet bought you credibility, being related to someone bought you a certain measure of inscrutability, and as long as you were careful you could get away with almost anything. She learned it well, and was good at it. With her parents either unable, or unwilling to see their daughter's sinful streak, she got worse. By the time she was a teenager, her behaviour was impossible to ignore, as was her duplicitousness. Cloistering her in their home, they brought in priests to teach her scripture, and supplement the schooling she could no longer leave the house for. She pleaded with them, begged, told them she saw the error of her ways, but to them she'd lost all credibility.

Her resentment only grew as the years went on, her boredom forcing her to focus on her studies, forcing her to take out her untoward or manipulative impulses on those around her. She had two of her teachers thrown in the stock with accusations of rape. The first had only required words, but for the second she'd hit herself, scratched herself, torn her own clothing while he watched and demanded to know what she was doing. Even those outburst had been taken by her parents with hesitant belief. The third was a man of unimpeachable reputation, who brought an apprentice with him to witness their lessons. She was in hell.

She was only 17 when she heard the whispers in the night, when she woke from her bed and followed them down stairs, down to the basement. She could feel a breeze coming through the wall, but that was impossible. She pressed her ear to the wall, she could almost hear what the voices were saying. Then everything went silent. It took her a few months to figure out that turning the nearest beam for the house would open the wall. Inside she found ... wonderful things. A shrine of skulls, melted candles the colour of wine and blood, skulls piled at the feet of a statue of a handsome man with horns and an outstretched sceptre. She'd never seen anything like it, falling to her knees before it. Guided by fouler things than fate, her knee broke through one of the old floorboards, revealing a hidden compartment and a book wrapped in bloody cloth. The book's cover was black leather, with golden letters embossed on its unblemished face. The script was nothing like anything Celeste had ever seen before, nor was the writing inside. More months were spent deciphering it. She learned that the lettering was a script from the lower planes, from hell. Her interest grew. Slowly she taught herself the words by candle-light, and on her eighteenth birthday, by the light of the crescent moon and five red candles, she spilled some of her own blood to hear the words of the dark one.

For days and nights he whispered to her, promising her secrets, power, freedom. Servants began to speak of seeing her sitting alone in the great hall, books of study open in front of her, smiling a strange smile and whispering to no one. It was only a week later that she killed them. She took the knife from the shrine in the basement, the one with the black blade, and slit their throats. Her mother was first, posing the largest threat. Once she was dead, killing her father was a simple matter of speed and agility. He didn't get far. Following the instructions in the book, she used their blood to transcribe dark spells and sigils on the ground, and when the last letters were finished, scrawled the final seals across her skin. Standing naked, she fell laughing to her knees when the robed figure appeared. Some small part of her had acknowledged that she might simply be mad right up until that moment, but here, standing before her, was the shape of the dark lord.

That night was amazing. She'd never felt such wonders, never experienced such bliss, and when the first rays of sunlight came through the curtains, and the handsome red man vanished from her chambers, she felt his power linger still in her fingertips. Unfortunately, she would also feel the clap of irons that morning. Her parents hadn't been so much as tardy in their lives, much less negligent of the work day, so their disappearances were noticed immediately. Knights were dispatched to their house, where the ritual scene was discovered. It was easy to determine the culprit, still marked with dried blood and stinking of the devil's musk.

There were arguments over whether her murder or communing with the dark one took precedence. Given the nature of the murder, it was determined that her blasphemy would decide the nature of her execution, and she was sentenced to be burnt at the stake after her short stay in Branderscar.
 
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I like Celeste, Neon. Did you apply her racial modifiers to her attributes? Also, what's her crime boon?
 
Yay ^¬^

Yus, applied +2 cha, and 1 to dex and con respectivly. As for the crime boon, do you think the authorities would treat the murder or the communing with dark forces as the deciding crime?
 
The authorities would apply the punishment for Communing with Dark Forces. Anyone can be a murderer. Only a true degenerate does what you did.
 
I'll make the edits as soon as I get home from work ^¬^

So excite!

EDIT: Since the witchcraft crime boon give me a skill I already have, I'm going to swap out my class proficiency in arcana to investigate, and then get arcana back as my crime boon.
 
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Kia's Bard - Female LE Changeling Bard 1

Background: Criminal

Crime: Extortion

Bonds: (These are suggestions, feel free to change them.)
Personality: The best way to get me to do something is to tell me I can't do it.
Ideal: I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Bond: Someone I loved died because of a mistake I made. That will never happen again.
Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.

Str: 8 -1
Dex: 16 +3 Save: +5
Con: 13 +1
Int: 14 +2
Wis: 11 +0
Cha: 18 +4 Save: +6

AC: 13
HPs: 9
Initiative: +3
Passive Perception: 10
Speed: 30

Skills:
Deception +6, History +4, Insight +2, Intimidate +6, Performance +6, Persuasion +6, Sleight of Hand +5, Stealth +5

Proficiencies:
Thieves Tools, Playing Cards, Poisoner's Kit (Expertise), Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, 3 musical instruments of choice

Languages:
Common, +2 more.

  • Change Appearance: As an action, you can transform into any humanoid of your size, or back into your true form. However, your equipment does not change with you. If you die, you revert to your natural appearance. You have advantage on Deception checks to pass your changed self off as genuine.
  • Changeling Instincts: You gain proficiency with your choice of two of the following skills: Deception, Intimidation, Insight, or Persuasion.
  • Unsettling Visage: You can use your reaction to impose disadvantage on an attack roll a creature you can see makes against you. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals the fact that you're a shapeshifter to any creature within 30 feet that can see you. Once you use this trait, you must finish a short or long rest before you can use it again.
  • Divergent Persona: Choose one tool to become proficient with. Additionally, define a persona to match the tool. While in this persona's form, your proficiency bonus is doubled for the tool you choose. Poisoner's Kit
  • Languages: You can speak, read, and write Common and two other languages of your choice.

Criminal Contact:
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Spellcasting
  • Spell Attack: +6
  • Spell DC: 14
Spell Slots per Day
  • 1st level: 2
Spells Known
  • Cantrips: Mage Hand, Vicious Mockery
  • 1st Level: Cure Wounds, Dissonant Whispers, Sleep, Tasha's Hideous Laughter
Bardic Inspiration
You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Equipment:
Prison Rags, Manacles, Blindfold

Attacks:
Unarmed +1 to hit, 1 damage.
Dagger +5 to hit, 1d4+3 damage.
 
May my character, a rogue, be proficient with a longbow due to backstory of training with it? (plus im later going to multiclass into ranger)
 
What background are you planning on going with?
 
Criminal gets proficiency in thieve's tools which rogue already have, so I suppose I can let you trade that out for Longbow Proficiency.
 
Aliha Holt- Rogue

Background: Criminal (Burglar)

Crime: High Theft/Heist gone wrong

Bonds:
Personality Trait: I'm always calm, no matter the situation. I never raise my voice or let my emotions control me.
Ideal: Chains are meant to be broken, as are those who would forge them.
Bond: (custom) Someone I know and love disappeared without a trace, and I aim to track them down and reunite with them.
Flaw: An innocent person is in prison for a crime I committed. I'm okay with that.

Str: 7 (-2)
Dex: 18 (+4)
Con: 10 (+0)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 18 (+4)

Saving Throw Proficiencies: Dexterity/Intelligence

AC: 14
HP: 8
Initiative: +4
Passive Perception: 12
Speed: 30

Proficiencies: Thieve's Tools (+4), Dice Set, Light Armor, Simple Weapons, hand crossbows, longswords, rapiers, shortswords, Longbow

Skills: Perception (+2), Persuasion (+6), Stealth (+8), Sleight of Hand (+6), Deception (+6), Acrobatics (+6), Insight (+2), Survival (+2)

Languages: Common, Elvish, Infernal, Thieve's Cant

Racial Abilities:
Dark Vision-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.
Fey Ancestry-You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility-You gain proficiency in two skills of your choice.

Class Abilities:
Expertise-At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
-Stealth, Thieve's Tools

Sneak Attack-Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table

Thieve's Cant-During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Equipment: Prison Rags, Manacles, Blindfold

Attacks:
Unarmed- -2 to hit, 1 damage
Simple Melee- +6 to hit
Simple Ranged- +6 to hit
Sneak Attack- +1d6 to damage

History/Backstory:
Aliha was born some time in winter, but she doesn't know when. She was orphaned as a baby, never knew her parents. She spent ten years in a mildly abusive environment, that was the orphanage. The caretakers were strict and enforced child labor for a while. After year ten, she ran away from the damned place, and lived on the streets for about one more year, before a boy, not much older than her, started looking after her. She and they boy ran to the woods and built a home there as they grew. It wasn't a very great home, just a cabin for two, but it was much better than that damn orphanage or on the streets. Years passed, and as they did, aloha was taught how to get her way, as well as use of a bow. She trained, hunted, and stole every day, until a few years later, while she was still young, hunting alone, she was ambushed and captured by slavers. While enslaved, she was forced to do such intensive labor, that it almost killed her a few times. Once, she was even forced to run nearly 50 miles with 300 pounds of stones on her back. Then one day, when she grew mature and beautiful, she was taken advantage of brutally. That night, she escaped her shackles, approached the slavers in their sleep, and cut their throats. She slipped passed the guards, got some gear, and ran, ran and ran back home to her cabin in the woods. When she got there, she was ready to hug the boy that raised her, but he wasn't there. In fact, for the next few years, he wasn't there. She thinks the worst could've happened to him, maybe he went looking for her and died, or was captured himself! Regardless, she has made it a dedication of hers to seek him out, dead or alive, find him, and just… be with him again. When a few years passed after she returned home, she had continued to make friends in dark places, got ties to the black market, to a guild near her home town, and even to a group of assassins. She didn't do much with the assassins, but they were good to keep as friends, as they wouldn't be able to kill her. Eventually, the guild of thieves in her home town planned a grand heist on an extremely wealthy family in a beautiful gothic mansion. They ran the heist, Aliha as one of the infiltrators, and almost got away with thousands and thousands worth of valuables. Almost. Someone betrayed the guild and ratted them out, and so as they were escaping, the majority of them were either killed or captured. Only a small few, maybe 3 out of the 20 that went, had gotten away. Aliha and her friends were dragged away behind bars and in shackles. Her friends were separated, going to different cities and prisons entirely. Aliha went somewhere entirely new as well. By the time she woke up, she was blindfolded, in rags, and shackled to a wall in a rather large prison.
 
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Expertise is Thieve's Tools and Stealth?
 
Yeah, but you didn't state what you were selecting for those choices. Those are the two it looks like you picked from reverse engineering the math.
 
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