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Fantasy Hyrule Hunters Characters and Items

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Stok

The Mercenary
Please only post your character sheet here if I expressly tell you to do so.
 
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Character Name: Dragon
Race: Hylian
Level: 6
Class: Monk
HP: 45
AC: 16
Str: 14 (+2)
Dex: 17 (+3)
Con: 15 (+2)
Int: 10 (+0)
Wis: 9 (-1)
Cha: 15 (+2)

Ki points: 6

Walking Speed 45ft
+3 Initiative
+3 prof.bonus

Acrobatics (Dex) * (+6)
Animal Handling (Wis) (-1)
Arcana (Int) (+0)
Athletics (Str)* (+5)
Deception (Cha) (+2)
History (Int) (+0)
Insight (Wis) (-1)
Intimidation (Cha) (+2)
Investigation (Int) (+0)
Medicine (Wis) (-1)
Nature (Int) (+0)
Perception (Wis) (-1)
Performance (Cha) (+2)
Persuasion (Cha) (+2)
Religion (Int) (+0)
Sleight of Hand (Dex) (+3)
Stealth (Dex) (+3)
Survival (Wis) (+1)

(I put asterisks on the ones with black dots under "Prof")

Saving Throws
Strength (+4)
Dexterity (+4)
Constitution (+2)
Intelligence (+0)
Wisdom (-1)
Charisma (+2)

Passive Perception
Passive investigation
Passive Insight

Weapons: (unarmed) 6 1d6+1
(Shortsword) 1d6+3
(Shoetsword 1d6+3

Include spells and cantrips for spellcasters
Flurry of blows
Patient defense
Step of the wind
Ki-fuled attack
Stunning Strike
Extra Attack
Deflect missile
Focus aim
Detect Magic
Monk of the Blue flame:
[The Blue Flame of the Shiekah Tribe is the aura of all life given form. At one time the most practiced of Shiekah Mystics could harness their own spiritual power in conjunction with their martial arts to produce the Blue Flame from their very bodies.

All unarmed strikes delt by your character can be coated in Blue Flame. Attacks coated in Blue Flame now deal an extra 1d4 magic damage.

As a free action, you may coat your weapons (so long as you have proficiency) in Blue Flame anytime you spend a ki point. This effect will happen in addition to whatever you chose to spend the ki point on that turn.]



Character Background:
Dragon is a hylian who comes from The Lurelin Village. Unfortunately, he doesn't know who his parents are. They left him behind one day while he was still young, for reasons that he doesn't happen to know. What he does have is a foster family though. A family that consists of two loving parents (a mother and a father) and a brother. Granted, despite the fact that the three of them were related by blood, they treated Dragon like any other member of the family.
That father though? He was very close with Dragon's dear 'ol dad, best friends actually. While yes, he was hurt by the fact that the dude decided to up and leave one day and n e v e r come back.. he didn't let it get in the way of his day to day.

During his tween-teen years of life, though, he started taking an interest in one thing. Battle! On occasion, alongside his brother, he would venture outside of the village to try and hunt for monsters. Granted, he easily could've caught a few fish, like his Brother often prefered.. but defeating monsters in combat and coming home to tell the tale caught his interest waay more. His brother only came along in fear of the dude biting the dust.
It was at the age of 16 when he actually began to discover how to use the energy inside his body mid-combat. Not entirely on purpose, but he still figured it out. Unfortunately, he never ventured too far from home, and as a result, he only faced low-level monsters. Progress was indeed rather slow.


At the ripe 'ol age of 18, Dragon made the decision to head out. In hopes of being able to further his own progress as a Monk. His father, seeing a very clear pattern from father to son, tried to stop Dragon from leaving out. Explaining to him that Dragon's pop left out for the same reason. To further himself as a Monk, he took Dragon's mother with him since they're a pair. Not only romantically, but in combat as well. He practically begged the kid to stay, but he refused. He made up his mind already, and he.. by far, didn't want to spend his days in the Village. Despite the fact that he does indeed love his foster family

However, he fully understands how much his foster father was hurt by his blood parents leaving 'em behind. And so, he reassured the guy that he would try his hardest that he would come back, absolutely. Not only that, but he'll make sure to kick his blood fathers ass for leaving the village the way he did. Hell, he'll drag him right on back if he has to.
It wasn't the most convincing, but nobody was going to stop him. So instead of forbidding him and inadvertantly encouraging him to leave without sayinh goodbye? The family let 'dm go.
Besides, he's basically an adult, no point in keeping him home like he's some kid.


That's when Dragon left. His only primary goal is to further himself as a Monk, and a fighter. But if he ever *does* find his parents? He'll kick their asses to the curb and force a reuinion between old friends. 'Tis all.

Rupees- 0
Rations- 2
 
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Character Name: Garvii
Race: Rito (Aarakocra base DnD race)
Class: Barbarian / Path of the Totem Warrior (Eagle)
Level: 6
HP: 56/59 (Hit Die: 6 d12+2)
AC: 14
Str: 16
Dex: 15
Con: 14
Int: 12
Wis: 12
Cha: 9

Walking Speed: 35ft.
Flying Speed: 60ft.

Acrobatics (Dex): +2
Animal Handling (Wis): +1
Arcana (Int): +1
Athletics (Str): +3
Deception (Cha): -1
History (Int): +1
Insight (Wis): +1
Intimidation (Cha): +2*
Investigation (Int): +1
Medicine (Wis): +4*
Nature (Int): +1
Perception (Wis): +1
Performance (Cha): -1
Persuasion (Cha): -1
Religion (Int): +4*
Sleight of Hand (Dex): +2
Stealth (Dex): +2
Survival (Wis): +4*

Saving Throws
Strength: +6*
Dexterity: +2
Constitution: +5*
Intelligence: +1
Wisdom: +1
Charisma: -1

Passive Perception: 11

Weapons
  • The Roc Feather (Greatsword)
    • Hit +8, Dmg 2d6+3 Slashing
    • Ancestral Rito Greatsword forged in a special way that benefits from both Str and Dex for attack rolls
  • Boomerang
    • Hit +5, Dmg 1d4+2 Bludgeoning
    • Range: 60(120)
  • Talons (Unarmed - Race Trait)
    • Hit +6, Dmg 1d4+3 Slashing
Equipment
  • Clothes, Common
  • Herbalism Kit
  • Blanket
  • Backpack
    • Rations x4: Consume during short rest to recover HP with Hit Die
    • Bandages x2: Heal 1d10 + con
    • Bedroll
    • Rope, Hempen (50 ft.)
    • Tinderbox
    • Torch
    • Waterskin
Other Items
  • Rupees x80

Spells
  • Wing Flap (Racial Trait)
    • Gust spell
  • Speak with Animals (Spirit Seeker)
    • Ritual
  • Beast Sense (Spirit Seeker)
    • Ritual
Abilities
  • Rage
  • Unarmored Defense
  • Reckless Attack
  • Danger Sense
  • Totem Spirit (Eagle)
  • Fast movement
  • Aspect of the Beast: You gain a magical benefit based on the totem animal of your choice.
    • Eagle: You can see up to 1 mile away with no difficulty, and dim light doesn’t impose disadvantage on your Perception checks.


Character Background:

Garvii left Rito Village before reaching adulthood. The ease with which the other Rito found their inner song bewildered him. When he listened to his heart, he heard nothing but silence… and it infuriated him. Fearful for how his perspective would impact his family, he left the comfort of home and his beloved little sister Pella to wander alone in search of his song.

The first few years in the wilderness were strenuous but Garvii took to the hermetic lifestyle quickly enough and found a quiet serenity in the rocky bluffs and canyons of the southern Tabantha Frontier while not fighting for his life. He adopted a ferocious fighting style with his ancestral Greatsword, The Roc Feather, to combat the Blue Lizalfos & Black Bokoblin native to the area, channeling his inner frustrations.

Fighting monsters was always a secondary concern to Garvii who left on a spiritual journey to find peaceful locations to commune with nature. When disturbed, he would drive out the smaller monster groups and camps in a violent rage and then resume his meditation until deciding it was time to move on. This was Garvii’s familiar lifestyle until one day, while crossing the Tabantha Great Bridge to do some trading at the Tabantha Bridge Stable, he found himself ambushed on both sides. This was a new development. The monsters had never organized like this before and clearly he was being targeted as a priority enemy.
 
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Saife

Race: Gerudo
Class: Ranger (Horizon Walker)
HP: 46
Speed: 40 (walking, climbing, swimming)

AC: 15

Str: 0 (11)
Dex: +4 (18)
Con: +1 (12)
Int: +1 (12)
Wis: +3 (16)
Cha: -1 (8)

Acrobatics (Dex) +4
Animal Handling (Wis) +3
Arcana (Int) +1
Athletics (Str) +3
Deception (Cha) +2
History (Int) +1
Insight (Wis) +3
Intimidation (Cha) +2
Investigation (Int) +4
Medicine (Wis) +3
Nature (Int) +4
Perception (Wis) +3
Performance (Cha) -1
Persuasion (Cha) +2
Religion (Int) +1
Sleight of Hand (Dex) +4
Stealth (Dex) +7
Survival (Wis) +9


Saving Throws

Strength +3
Dexterity +7
Constitution +1
Intelligence +1
Wisdom +3
Charisma -1

Passive Perception 13

Weapons

Longbow +7 1d8+4 piercing
Heavy, two-handed, ranged (150/600)

Scimitar +7 1d6+4 slashing
Light, finesse

Cantrips: Guidance, Mending
1st lvl: Cure wounds, Protection from Evil and Good, Fog Cloud, Hail of Thorns
2nd lvl: Cordon of Arrows, Misty step
1/day Speak with Animals, Beast Sense

Favored enemy: Beasts, Lizalfos, Moblins


Family business comes with expectations you can't simply escape.
Fateku, Saife's mom spent many hopeless hours trying to raise a heiress out of her. The family's modest apothecary needed a firm hand to lead it into the future, someone with charm, business acumen and an expertise in tonics and potions.
Saife was not that person.
She learned enough about herbs, fruits and their properties, she was an excellent forager. She could whip up a simple lightning resistance potion if pressed. Even keeping the books was something she maybe could manage. What she was absolutely not made for was customers.
The girl froze around strangers, lost sense of words, if people started interrupting and couldn't upsell a glass of water to a dehydrated foreigner.
She almost accepted her miserable fate of becoming a saleswoman when Noora came in. A neighbor's daughter who ran into their house one day in tears, babbling something about a storm and her mother. The neighbor's body was found in the desert two days later and Futeko took Noora in.
Noora was the charming girl, who grew into a charming woman and a real sister to Saife. She took to working in apothecary like a seal to sand. Saife was free to roam the desert, gather fruit and hunt.
When Futako passed, there was no question of inheritance. Noora led the family business and Saife helped out. This suited them both just fine.
Then monsters came.
Saife's life changed in more ways than one, everyone's did. What she didn't expect was the wild exhilaration she found in fighting. Keeping people safe. Outsmarting the enemy.
For the first time she didn't feel like a failure. Not left behind, not serving her betters, she was exactly where she needed to be. The Huntress.
Saife left a note to her sister and walked out of the city. Her step was light as she ventured east.
She was going to do something great.
Saife.png
 
Character Name: Nephillim
Race: Hylian
Class: Sorcerer
HP: 38
AC: 16 None equipped
Str: 12 (+1)
Dex: 17 (+3)
Con: 13 (+1)
Int: 10 (+0)
Wis: 14 (+2)
Cha: 13 (+1)

Acrobatics (+3)
Animal Handling (+5)
Arcana (+0)
Athletics (+1)
Deception (+1)
History (+0)
Insight (+5)
Intimidation (+4)
Investigation (+0)
Medicine (+2)
Nature (+0)
Perception (+5)
Performance (+1)
Persuasion (+1)
Religion (+0)
Sleight of Hand (+3)
Stealth (+3)
Survival (+5)

Saving Throws
Strength: +1
Dexterity: +3
Constitution: +4
Intelligence: +0
Wisdom: +2
Charisma: +4

Passive Perception: 15

Weapons
Dagger (2) +3 to hit, 1d4+2 damage
Properties: Finesse, Light, Thrown
Crossbow (20 arrows) +3 to hit, 1d8+2 damage
Properties: Ammunition, Loading, Range, Two-Handed

Cantrips
Frostbite
Mending
Minor Illusion
Mold Earth
Poison Spray

Spells
Earth Tremor
Shield
Blindness/Deafness
Snilloc’s Snowball Storm
Erupting Earth
Wall of Water

Character Background: Nephillim lost his family at a young age. His father left on a big fishing trip and was never seen from afterwards. His mother died giving birth to her second child, leaving Nephillim to fend for himself in the harsh world. These events led Nephillim to be untrustworthy of many people and to have little to no friends as he grew up

When the Great Calamity hit many years ago the village of Lurelin was greatly weakened. Due to the villages weakened state they were a prone target for wilderness attacks which caused many people to lose their families, even many years after the original attack. However Nephillim was insensitive to the mourning of the people around. He saw their mourning as insensitivity. He thought that the people of Lurelin should’ve been more upset by his families death and not only by the deaths of their own families, he thought that they weren’t deserving of his empathy

Years after the Great Calamity and Lurelin bring constantly attacked the elders decided that they needed to do something to be prepared. So they started a small group in the village teaching young children to fight. The children were mandated to attend to help save the village. Once Nephillim reached the age that was mandated in the group, like all the others he was forced to attend, much to his displeasure

Nephillim attempted to skip out on many of the practices, preferring the company of the forest and himself. He enjoyed to sit in the forest and practice his magic, he didn’t trust anyone in the village to teach him. He preferred the company of wild animals than the other Hylian’s. However every time he skipped out on a practice he was punished in some way

The punishments could vary but they often included putting in extra practice with whatever he had missed. This gave him plenty of practice with many simple melee weapons and fighting without weapons. Sometimes the punishments with include paying a fine or doing extra laborious tasks in hopes he would learn his lesson. He never did. He continued to skip out on the practices, however he works attend a majority of the time and he learned many useful skills
 

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