- Invitation Status
- Look for groups
- Looking for partners
- Posting Speed
- Slow As Molasses
- Writing Levels
- Adept
- Advanced
- Preferred Character Gender
- Male
- Female
- Futanari
- Primarily Prefer Female
- Genres
- #1 Favorite: Comedy
Other Favorites: Fantasy (Urban, Pseudo-Medieval, Science); Anime-ish Genres (Magical Girl, Isekai); Mystery; Slice of Life, VRMMORPG and Dice Roleplays (D&D 5e specifically)
Also Like: Scifi; School; Romance
Don't Want: Horror, Historical or Any of the Punks (Steampunk, Cyberpunk, etc...)
Hannah of Dragonrest
Lvl 2 Natural Hybrid Chimera / Lvl 1 Druid
Lvl 2 Natural Hybrid Chimera / Lvl 1 Druid
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Race: Unknown Part-Dragon (Reflavored Viashino)
Age/Gender: 21 Year Old Girl
Height/Weight: 5 foot 7 / 85 ibs
Languages: Common, Draconic
More Appearance Details:
STR
18Athletics: +6
DEX
16Acrobatics: +3
Sleight of Hand: +3
Stealth: +5
CON
14.
INT
6Arcana: -2
History: -2
Investigation: -2
Nature: -2
Religion: -2
WIS
14Animal Handling: +4
Insight: +2
Medicine: +2
Perception: +4
Survival: +4
CHA
6Deception: -2
Intimidation: -2
Performance: -2
Persuation: -2 -
Alignment:
Chaotic Neutral
Personality Traits:
*I have a strong imagination, which can make my mind race wildly with scenarios, which in turn helps me more easily empathize with other people's plight.
*I am the really serious type. I work hard, and I don't crack jokes easily.
Ideals:
*Gut- I trust my instincts and gut feelings more than I do my own mind.
*Diligence- For one to persist in working hard to achieve what they want to achieve, to have that degree of dedication, is really something I admire.
Bonds:
*I have lost my memories, and wish to re-discover my past. Who am I? What am I? Why was I in that library?
*The name "Annie of Dragonrest", the one name I remember, my own name, and yet the name of a painter a lot of people know as well. It feels as though others know more about myself than I do.
Flaws:
*I have a tendency to act rather animalistically. A lot of the time it doesn't even cross my mind that growling at someone or eating a dead body might not be the appropriate thing to do.
*I am very impulsive and don't have a great temper.
Backstory:
Hannah woke up for the first time she currently recalls within the library of an academy. The one memory she had, was of her own name: Hannah of Dragonrest. It didn't take long for people to point out her strange draconic features, though she herself had no answer as to their origin, nor what manner of being she was.
She was quick to discover, however, that she wasn't the only one for whom that name had meaning. Indeed, many didn't believe her at first when she declared who she was, as her name was also that of a somewhat famous painter. Indeed, that painter's face had never been seen, but many had attempted to claim credit only to be found to be frauds. It wasn't until Hannah entered a competition sponsored by the royal family in an attempt to make some money that she discovered she did indeed have the talent of that painter. Her unique appearance helped spread the rumors of the famous painter's real identity, turning people's goodwill to her side.
Thus when she heard of the princess's plight, Hannah was moved to volunteer to assist in her rescue, in gratitude to one who, though indirectly, helped regain a standing with people.
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Unknown Part-Dragon (Reflavored Viashino):
*Bite: Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
*Lashing Tail: Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Chimera:
*Monstrous Alteration: The strength of the Chimera comes from the monstrous traits on their bodies. These alterations take up a part of your body, and are not compatible with other alterations on the same part of your body. If you are wearing armor over the body part corresponding to the slot, then you cannot use the corresponding monstrous alteration's feature.
At 1st level, you may choose 1 monstrous alteration to gain from the monstrous alteration list, and it must fit your body slot. You gain additional alterations on levels 3, 5, 8, 11, 15 and 18. Whenever you gain a level in this class, you may replace one of your monstrous alterations with another one you have slots for.
Chosen: Armored Body;
*Armored Body: Your body is covered in scales or an exoskeleton. While wearing no armor and not wielding a shield, your AC equals 11+Your Dexterity Modifier+Your Strength Modifier.
Evolved: Your body's defenses grow even greater, both their thickness and size now being great enough to enhance even armor. You gain +2 AC for two turns.
*Chimera Saves: Although Chimeras are not casters, monstrous alterations and other features may at times allow them to cast spells or call on other saves.
Spellsave DC= 8+Proficiency Bonus+Constitution Modifer
Spell Attack Modifer= Proficiency Bonus+Constitution Modifer
*Unnatural Weapon (Greatclaws): Your body developed weapons of its own, and your instincts can help you excel at their use. Choose one of the weapons from the list below. Attacking with this weapon replaces your normal unarmed strike, but attacking with one of these weapons is not considered an unarmed strike. Each of the weapons takes up one or two of your monstrous alteration slots.
On 5th level, you may roll a second die of the appropriate type for damage rolls using your chosen weapon.
*Greatclaws: melee weapon (natural, claws)
Slots: Two Hand Slots
Damage: 1d8
Damage Type: Slashing
Properties: Versatile (1d10)
Natural Hybrid:
*Natural Harmony (Elemental Body: Fire): As a product of nature the traits of your body just blend more seamlessly than other chimeras, less like a layer or individual parts and more like a true fusion of your various elements. Starting from when you choose this subclass at second level, you gain an additional body slot, and immediately fill that slot. In addition, you may choose from this subclass's expanded body monstrous alteration list.
*Elemental Body Your body is infused with or composed of a certain element. Choose one element. When you make a successful attack with a natural weapon, you may deal an additional 1d4 damage of your chosen element. (Chosen Fire)
Evolved: You have resistance against your chosen element for 10 minutes.
*Powerful Claws: Starting at 2nd level, your natural weapons use dice one size higher when calculating their damage rolls. (For instance, a 1d6 weapon would use a d8 and a d8 weapon would use a d10)
Druid:
*Druidic: You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
*Spellcasting: You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
*Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.
*Spellcasting Focus: You can use a druidic focus as a spellcasting focus for your druid spells.
*Cantrip Versatility: Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.
Folk Hero:
Feature: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
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Proficiencies
Skills- Stealth, Athletic, Perception, Animal Handling, Survival
Armor- Light Armor, Medium Armor, Shields
Weapons- Daggers, Clubs, Handaxes, Spears, Darts, Slings, Natural Weapons
Tools- Vehicles (Land), Leatherworker's Tools, Painter's Supplies
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Attacks
Greatclaws (One Hand)- 1d10 Slashing Damage
Greatclaws (Two Hands)-- 1d12 Slashing Damage
Maw- 1d6 Piercing Damage
Proficiency Bonus: +2
Hit Points: 25
Hit Dice: 2d10+1d8
Armor Class: 19
Initiative: +3
Speed: 30
Passive Perception: 12
SpellCasting Ability: Wis
Spellsave DC: 12
Spell Attack Bonus: +4
Hit Points: 25
Hit Dice: 2d10+1d8
Armor Class: 19
Initiative: +3
Speed: 30
Passive Perception: 12
SpellCasting Ability: Wis
Spellsave DC: 12
Spell Attack Bonus: +4
- Spells
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Cantrip
*Produce Flame
*Druidcraft
First Level
*Healing Word
*Speak With Animals - Items
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Equipped:
*Sack x4 (4 CP)
*Totem (1 GP)
Currency:
0 PP
35 GP
4 SP
1 CP
Carrying:
*Blanket (5 SP)
*Waterskin x2 (4 SP)
*Rations x14 (7 GP)
*Shovel (2 GP)
*Piton x3 (15 CP)
*Hammer (1 GP)
*Pot-Iron (2 GP)
*Common Clothes (5 SP)
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