Character Sheet 4: Dracul Dragan, Blessed one of Rondra.

imagesThis is a description of a character I play in a roleplaying game, named ‘The Dark Eye’ set in the Aventuria Campaign setting.

This time you have to meet Dracul Dragon. He is a blessed one of the goddess Rondra, one of the twelf revered gods found on the continent of Aventuria. Rondra is the goddess of Combat, Bravery, Honor and Protection. Dracul Dragon, is a salutist follower of Rondra, which means he is more open-minded towards magicians in comparison to other followers of Rondra. There is honor in magicians, such as there is also honor in other professions.

Born in the Bornland, which lies in the north of the continent, he is used to wander in the heavy woods and treacherous swamps. Dracul grew up in Needmark. One of the most northern cities known to man, lying at the feet of the great (9000 foot high) mountain range called The Iron Edge. As a kid, he was told many stories about the mythical dragon Fuldigor. One of the oldest, greatest dragons to ever roam the world, so big, even a forest consisting of 1000 year old oaks grows on his back.

The Continent

The Bornland is also the home of many Goblins. These creatures are a source of big conflict. Some Goblins are traders, who live in small tribes, but most of them are thieves. Dracul despises these honorless, thieving creatures.

The gods Firun, Peraine and Rondra (among the nobles) are the most revered gods in Bornland. While not being a noble, it was almost obvious for Dracul to enter service as a blessed one of Rondra. Always being the strongest and most honorable of his group of peers in his youth. He was known for taking it up for the ones in need. He is a leader, not a bully. Because of his strong sense of justice he was always in trouble. So his father forced him into service at a local church of Rondra. While he himself was devoted to Peraine, he thought this would be a good lesson for his son. But Dracul took it very seriously.

Now, Dracul wishes to complete his education by going to Pericum, a harbor city on the Sea of Pearls. Which still lies south-west in the Middelrealm, north of Arania. In Pericum lies the main temple of Rondra. There, he wishes to serve his god and complete his education.

But… on the way south, he is distracted by other travelers, adventurers, in which he sees his duty to help them on their way, acting as a hired sword. He never asks a price for his service, because it’s his duty, still when he never declines rewards.

This is my first Dark Eye Character.
Probably many mistakes are made… But it doesn’t matter… At first sight it looks alright.

dark eye character sheet_1As a hired sword, I constantly have to take hits and act like a tank. So I’ve chosen to invest points in regeneration of Karma and Life Points. Which so far, helped me a lot. Also increased toughness helps me to take hits, and my weapon aptitude and exceptional combat technique, while still early in the game, helps me to do damage.

dark eye character sheet_2I’ve only got 3 points in perception. Which is low… most of the time I don’t notice things. When I made this character, I thought that 3 points into a skill would be allright. Especially since I have to roll lower than 14 with 3 D20’s, which I have a 70% chance of. I have 3 points to invest to get the numbers lower or equal to 14. Still it’s almost impossible.

dark eye character sheet_3The Dark Eye has some incredibly cool magic system. So far I’ve used some of these chants and ceremonies, and they have really cool effects. Check these out:

Protect the Defenseless
Blessed Ones of Rondra can draw an attacker’s wrath
upon themselves, thus protecting others from harm.

Check: COU/INT/CHA (target’s Spirit as a penalty)
Effect: You can challenge a combatant that attacks
(or wants to attack) a defenseless person. The target
ignores the original victim and attacks you instead.
Liturgical Time: 1 action
KP Cost: 8 KP
Range: 16 yards
Duration: QL x 3 minutes
Target Category: Intelligent Creatures
Traditions: Rondra (Shield)
Improvement Cost: B

That one was really helpful so far, that way enemies can’t ignore me the tank. So my allies can focus safely on attacking the enemy, while I’m taking hits.

And check these two out:

Enforce Honor
You can use this liturgical chant to force an opponent
to behave with honor in combat.

Check: COU/INT/CHA (target’s Spirit as a penalty)
Effect: ‘Honor’ in this case means that the target holds
to your principles. Depending on the culture and its
interpretation, this can mean that the target gives an
opponent the chance to pick up a dropped weapon,
does not attack after an opponent suffers a botch,
does not attack from behind, does not use poison, and
so on.
Liturgical Time: 4 actions
KP Cost: 8 KP
Range: 8 yards
Duration: QL x 3 minutes
Target Category: Intelligent Creatures
Traditions: Rondra (Shield and Storm)
Improvement Cost: B

And the following blessing is also very cool:

Protect the Defenseless
Blessed Ones of Rondra can draw an attacker’s wrath
upon themselves, thus protecting others from harm.

Check: COU/INT/CHA (target’s Spirit as a penalty)
Effect: You can challenge a combatant that attacks
(or wants to attack) a defenseless person. The target
ignores the original victim and attacks you instead.
Liturgical Time: 1 action
KP Cost: 8 KP
Range: 16 yards
Duration: QL x 3 minutes
Target Category: Intelligent Creatures
Traditions: Rondra (Shield)
Improvement Cost: B

dark eye character sheet_4dark eye character sheet_5




Character Sheet 3: The Deaf Firbolg

Picture of a firbolg.

This is description of a character I play in a Dungeons and Dragons roleplaying game set in the Forgotten Realms.

Meet the Deaf Firbolg and his brother. Both don’t have a name since Firbolg don’t give names to themselves or others. The Deaf Firbolg is my character. The brothers came from a (for now) unspecified exotic region in the forgotten realms. (we are still in the early stages of the campaign and we create the background while figuring this out). But somehow we ended up together with a group of human monks and a gnome rogue.

Firbolgs are a friendly, mostly intelligent giant race that prefer to avoid contact with other humanoids. They are bigger than most races. Amongst their own kind, they live in colonies, which are usually found in forests or caverns and watched by guard towers. Although they farm, they prefer a more hunter-gatherer lifestyle, rather than the brigand/raider lifestyle of many other giants.

My Deaf firbolg is because of his deafness very introvert. When his mother was pregnant of him, his hometown was raided. The only thing his mother could do to survive was to cast a very powerful muffle spell on herself.

2nd-level illusion (ranger, druid, sorcerer, wizard)

Casting Time: 1 action
Range: Self
Components: V, S, M (wad of cotton or wool)
Duration: Concentration, up to 10 minutes
For the duration, your movements create no sound and your voice is never louder than a whisper. Perception checks made against you that rely on sound have disadvantage. You can still cast spells that require a verbal component.

She could escape by using this spell. But when the Deaf Firbolg was born he was born deaf because of it. Since then he has learned sign language, and how to read lips. Even in different languages: druidic, celestial & giant.

When he grew up he was always more interested in nature. More than in the people of his community. Firbolg live normally in the hilly areas, but in his childhood he often wandered off to a nearby swamp. There he learned himself how to speak to animals and plants.

He also has a brother, who he looks up to. They are close and he has the feeling that his brother is one of the few who really understands him. They often both speak in sign language to each other, confusing bystanders by having silent little discussions. Both also like to smoke the pipe, lying on their back in the grass and relax.

The Deaf Firbolg left his home, together with his brother, in search for something else. Longing for something more, discovering more of the big world, maybe in search for a new home, somewhere he belongs. His brother has his own reasons. But the Deaf Firbolg just thought it was an opportunity to go wandering. When he left, he got a ‘Firbolg Horn of Languages’ from their village elder.

Firbolg Horn of Languages
Wondrous item, rare (requires attunement by a Firbolg)

When hold against an ear this simple looking wooden horn, adorned with carved pictures of small bats, confers to the user the ability to speak and understand any language.
Once per long rest, you can use an action to blow the horn. When you do, the horn emits a loud skreech, thus giving you the ability in the following minute to use a bonus action to determine the location of all invisible creatures in a 30 foot radius around you.


The Deaf Firbolg is a spellcaster, but still in combat he has a AC of 13 and can use the cantrip Shillelagh to make his quarterstaff a +7 to hit with 1d8+4 bludgeoning damage. (Originally only +5 and 1d6+2 bludgeoning damage).

Transmutation cantrip

Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

Since it’s a spellcaster, I’m mostly using spells in combination with my sling or a ranged spell attacks. But most of the time in combat I’m just passive and conjure animals.


Druids know all spells, they just have to prepare them in time. So I’ve written most of them here.  Since it’s a spellcaster, I’m mostly using the ‘conjure animals’ spell.

Conjure Animals
3rd-level conjuration

Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

One beast of challenge rating 2 or lower
Two beasts of challenge rating 1 or lower
Four beasts of challenge rating 1/2 or lower
Eight beasts of challenge rating 1/4 or lower
Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Notice that it’s a concentration spell. So I have to ‘concentrate’ to keep the animal fey’s into play. Whenever I use another spell that also uses ‘concentration’ the animals disappear. If I take damage I have to make a DC10 constitution saving throw or half of the damage constitution DC (whichever is higher) to keep concentrated on the beasts.

While I’m concentrated on the spell. I can still wildshape myself into an animal. The concentration stays for as long as I don’t take too much damage. This is a rule that’s most of time forgotten by DM’s. And to be honest I didn’t know it until now. So my Druid was way too powerful because of it. Also the rules aren’t clear that if I summon wolves they can benefit of the pack rule. So far, we use the pack rules for the wolves.

If the enemy is way too powerful or we are vastly outnumbered, then I can use as a last resort the crazy ‘call lightning’ spell. Doing 3d10 damage to everybody in range, for 10 minutes. A round in combat is according to the PHB 6 seconds. So this is 100 rounds, every round 3d10 damage to every enemy and ally in an area within 5 feet of the lightning strike. I can choose every round a new area to strike the lightning.

Call Lightning
3rd-level Conjuration

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage is increased by 1d10.

At Higher Levels.

When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.



Character Sheet 2: Philiphe the Kenku


Another 5th edition Dungeons & Dragons roleplay. This time it’s Philiphe the Kenku. It’s not his real name, it’s what you understand if he squeaks “PLIEPH”. Kenku’s are a humanoid bird race. They are not smart and they can’t really speak. They understand normal language and can imitate every sound they’ll ever hear. Sometimes Philiphe makes simple sentences in different voices. Words he remembered other people or creatures say to him. But that doesn’t happen very often.

Kenku – Image from © Wizards of the Coast


Philiphe’s character sheet is a really min-max power character. That’s because it’s constructed by the roll method. And I’ve rolled really high. He has a dex of 22, which is really over the top high. (It’s boosted by bonuses). But he has intelligence of 4. That’s also the reason he doesn’t speak. He’s very handy when it comes to simple commands.

His character sheet is very simple. His backstory is also a bit funny. It’s a homebrew campaign, with a homebrew setting. There is an island nearby the continent where Philiphe lived in a tribe. When Philiphe was young, there was a natural storm, a really big storm. Philiphe was blown away into the sea. He didn’t know what happened and lost consciousness in the sea because he couldn’t swim. By chance he stranded on the continent. After lying there unconscious, a noble found him. That noble was the rogue Thomas Lasquelle. Of the famous Lasquelle family. Thomas took care of Philiphe, gave him his name. They became friends.

But because Philiphe isn’t really intelligent, Philiphe became more a sort of pet. He follows Thomas everywhere and sees him as his ‘Master’. They became part of an adventurous group, which is part of a larger guild.  The guild provides help where they are needed. For example: guard duty, solving crimes, solving mysteries. Whatever good they can do and earn money.

It’s a bit of a silly Character. Philiphe hopes someday to fly. When he is scared he makes the sound of a goblin horn he has heard in his adventures. He thinks it would save him, or warn his friends, but mostly it makes things worse. He also doesn’t have any possessions, and gold doesn’t really interest him. He has a strong connection with another identity of another plane, a vague memory of a sailor. It would be he is the reincarnation of a bird from another dimension, who was befriended with that sailor.

Philiphe, at lvl 5 currently, is a powerful character with an AC of 19 and an initiative is +11. When he shoots with his bow (2 times a turn) he gets +9. He then may attack with Hunters Prey a second creature a single time. And with hunters mark he gets an extra 1d6 dice on his attack. Making it a 2d6+6 damage. Which is an average of 39 damage a turn. Which is ok. The cleric can give us a bonus to roll an extra 1d4 on damage rolls. So then it’s 45 damage a turn. With a max of 66 damage a turn.