What's new

An Innocent Character creation


Pervy

Dances with Girl-Cocks
RP Moderator
Joined
Jan 21, 2016
Messages
6,355
Reputation score
2,713
Welcome to this innocent little character creation where nothing bad will happen to the cute gals you make.. and or if you make guys, certainly they wont turn into cute gals.

Allowed are all core classes and races, anything not in the books possible after DM review for balance purposes.
Starting level: 2
27 point buy (no score over 18 or under 8 pre racial modifiers, see here for a nifty tool: )
Hitpoints are maxed on first level, rolled thereafter. Doing rolls on a trust basis, after all this is a nice, harmless campaign.

Fetishes that are almost guaranteed to appear: Mind control, Corruption, Enslavement, Futa, Transformation, Female or Futa dominant

Fetishes that could appear but are not guaranteed: Evil mind control Parasites, mental alteration, Bestiality, pet training, egg laying/impregnation, Bukkake, Slave training, pet play, symbiotic suit/armor, sex toys, more tentacles why not.

If theres something you are uncomfortable with thats on the list please note it down too. No need to note down any of those:

Fetishes that wont be featured: Gore, Extreme BDSM, Torture, Scat, extreme forms of loli or Vore.

Your character sheet should have the following(You don't have to use the same code as I, if I can find all the stuff. Its up to you to keep track of your hitpoints lost, XP, ETC)
Code:
Pwetty picture of your character here plz!
[b]Name:[/b] Your characters name.
[b]General description:[/b] What do others see on a first or second glance?
[b]Alignment:[/b] 
[b]Class(es):[/b] List the variant you want to follow
[b]Race:[/b] 
[b]Languages:[/b]
[b]Backround:[/b]
[b]Orientation and fetishes/interests:[/b] The stuff you want done to you. You don't have to go indepth, but a few general ideas help shape the campaign better.

Character history: Use spoilers please. A short backround of your character before the timeskip as the overlord takes control of the lands. I plan to set all of you up as one adventuring party, freeze you in time, unfreeze you in a world ruled by naughty evil, more to come soon!

[b]Level:[/b]   [b]HP:[/b] [b]AC:[/b]  [b]Init:[/b]
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

[b]Attack(s):[/b] 

[b]Skill proficiencies:[/b]

[b]Gear:[/b]

[b]Feats:[/b] (If any)

[b]Spells[/b]
If any list your spells as
Spellgrade Known: / Uses per day:
Or Spells memorized here.

[b]Other:[/b]
Comments/ideas/suggestions
 
Last edited:

DaBomb

Cthulhu
Joined
Feb 9, 2017
Messages
365
Reputation score
4
Re: An Innocent Character creation



Name: Ellana Leran
General description: Ellana could be described as cool and collected by some, and energetic and impatient by others. Just above six feet tall, the Wild Elf is on the tall side of her race and skillfully puts her long limbs to use in combat.
Alignment: Neutral Good
Class(es): Druid (Grassland) 3, Monk (Way of the Shadow) 1
Race: Wood Elf
Languages: Common, Elven, Sylvan
Backround: Outlander
Orientation and fetishes/interests: Bi/Leaning Female, Dominant. Futa, Impregnation, Harem, Corruption, Bodacious Babes, Mild Transformation, Incest

Character history:
Ellana lived her entire life with her small tribe of Wood Elves, located in one of the many jungles of the world. She showed promise among her peers and was adopted as the Shaman's Apprentice. She trained for many decades after that, establishing her connection with nature, as well as balancing her bod and soul, to create inner peace. The young Elf was well on her way to become a prodigy for her tribe, however her apprenticeship was cut short.

Ellana began receiving visions, describing a horrid event in the nearish future. Seeing it as a prophecy, the Tribe Shaman told the apprentice to begin her journey, to stop whatever this threat was. While reluctant, Ellana left the tribe and journeyed the nearby by lands. She would eventually meet her allies down the road, being their divine connection to nature whenever they needed.

Level: 4 HP: 34 AC: 16 Init: +3
Strength: 8 Proficient
Dexterity: 16 Proficient
Constitution: 15
Intelligence: 10
Wisdom: 16
Charisma: 8

Attack(s): Longbow +5 1d8+3 Quarter Staff +5 1d8+3 Unarmed +5 1d4+3

Skill Proficiencies: Acrobatics, Insight, Perception, Stealth, Survival
Other Proficiencies: Herbalism Kit, Weaver's Tools, Pan Flute, Light Armor, Medium Armor, Shields, Simple Weapons


Gear: 4 gp
Arrows x20
Backpack
Bedroll
Dagger
Hempen Rope, 50 ft
Herbalism Kit
Hunting Trap
Longbow
Mess Kit
Tinderbox
Traveler's Clothes
Quarterstaff
Rations x10
Waterskin
Weaver's Kit

Feats: (If any)

Spells
Druidcraft, Produce Flame, Guidance
Spells Per Day
Level 1: 4
Level 2: 2
Spells Prepared:
1st: Create or Destroy Water, Detect Magic, Faerie Fire, Healing Word, Speak with Animals
2nd: Flaming Sphere, Invisibility, Pass without a Trace
Other:
Comments/ideas/suggestions
 
Last edited:

Corruptivespirit

Sex Demon
Joined
Feb 4, 2017
Messages
267
Reputation score
26
Re: An Innocent Character creation

V1
V2
Name: Mara Silverwind
General description: Mara is often described as willowy in the way that she seems to sway, moving with other's decisions and going along with where life takes her. That's not to say she has no control. On the contrary, she is quite persuasive when it suits her but she rarely finds issue with other people's decisions.
Alignment: CG
Class(es): Sorcerer (Wild magic)
Race: Human Sex-toy
Languages: Common, Elven
Backround:
Orientation and fetishes/interests: Lesbian, Latex, Corruption, Possession, Parasites/parasite induced TF, Symbiotic Suits, Puppetting, Mutation, Training to TF others, Objectification (temporary, or animate).

Character history:
As a child, her powers were relatively harmless. A speaking toad here, a floating spoon there. Nothing a farmer couldn't explain or at least ignore but as time went on they became more and more flashy and dangerous as the wild magic within her longed for release. Finally the town had had enough of her. Calling her a danger and a witch they gave her and her family a set time for Mara to be gone, whether by choice or by force. She chose to live in the woods nearby in a small hut her father helped build for the occasion. There she would learn to control her magic where it couldn't hurt anyone else.

A recluse and hermit for most of her life, Mara was called to action when she found the town she bought from attacked! In the spur of the moment she called forth the magics that had isolated her to help beat back the goblins terrorizing the town. Instead of condemnation after the fact, she found herself congratulated and praised for her bravery. Perhaps her magic could be used for good after all. She turned her talents to helping her fellow adventurers fight back against the goblin menace, forging strong bonds and starting to really blossom now that she was out of her self-isolation.

Level: 4 HP: 27/27 AC: 11 Init: +1
Strength: 11
Dexterity: 13
Constitution: 14 *
Intelligence: 8
Wisdom: 11
Charisma: 20 *

Attack(s):
Spell Attack Modifier: +5
Spell Save DC: 13

Skill proficiencies: Persuasion, Insight, Medicine, Arcane

Gear:
a light crossbow and 20 bolts
a component pouch
an explorer’s pack
two daggers
a scroll case stuffed full of notes
a winter blanket
a set of common clothes
an herbalism kit
a branch struck by lightning
102 gp


Feats: (If any)

Spells
SORCERY POINTS: 2/4
METAMAGIC: Heightened Spell, Twinned Spell

Level 0: 5
Level 1: 1/4
Level 2: 1/3
Spells Memorized:
0 - Minor Illusion, Prestidigitation, Ray of frost, Acid Splash, Fire Bolt
1 - Magic Missile, Burning Hands
2 - Mirror Image, Suggestion, Scorching Ray


BONUS: CHAOS MAGIC RANDOM TABLE
1.Spell backfires, permanently transforming the user physically to match the kind of spell in some small way.

2.Spell backfires, permanently transforming the user’s personality to match the spell in some way.

3.Your skin takes on a glossy sheen, squeaking when it is rubbed. A Remove Curse spell can end this effect.

4.You gradually take on the personality traits of those recently affected by your spells for the next 2d10 minutes.

5.Your spells do not remove the willpower of your victims, rather replacing bits of their personality with your own for the next 2d10 minutes. This effect disappears the same way one can recover hit points.

6.You disappear, becoming the subconscious of the closest sentient creature for the next 1d4 hours or until their next short rest, whichever is first.

7.You swap minds with the nearest sentient for the next 1d4 hours. Your old body may adopt traits of its new inhabitant if they are extreme enough. This can be resisted with a Saving throw against the DC of the cast spell.

8.You and everyone within 1d6 feet of you gradually becomes a bimbo until their next extended rest. The effects wear off only if the character orgasms less than their wisdom and constitution modifiers combined in that time. A Remove Curse spell can end this effect. This can be resisted with a Saving throw against the DC of the cast spell.

9.You and everyone affected by one of your spells within the last minute lose all inhibitions (not fears for one’s life) for the next 1d4 hours.

10.You become a Slime, if you engulf a defeated enemy you may absorb them or turn them into a loyal slime. If you drop to 0 Hit points your form reverts.

11.You become an Alurane planted in place (or a conveniently conjured pot). Your pollen continuously arouses and exhausts those around you. If you drop to 0 Hit points your form reverts.

12.You become a Naga, your gaze can hypnotize those who stare at it too long. If you drop to 0 Hit points your form reverts.

13.The next thing someone says about you comes to pass.

14.You become implicitly trusting of what other people say for the next 2d4 minutes.

15.Your skin turns a vibrant color and texture of the GM’s discretion. A Remove Curse spell can end this effect.

16.A tiny aberrant tick is summoned from beyond and latches onto the base of your skull. It drains one WIS every 1d4 hours attached. It blocks any perception you may have of it and can only be removed by someone else. If you are reduced to 0 WIS by this effect it burrows into your mind, consuming and replacing it. It retains your memories but instead seeks to propagate its kind; it will mutate its new body wildly to achieve these goals.

17.Your body changes to mirror the closest sentient. You and the Copy-ee feel a sense of sisterhood between themself and their new twin. You will adopt mental characteristics slowly until you are the same. If you drop to 0 Hit points your form reverts.

18.You become ethereal for the next 2d10 minutes. During this time you cannot attack or be attacked (exceptions decided by GM). You may possess another person if they fail a CHA check against your Spell DC

19. All clothes you are currently wearing disappear, only to reappear in your bag or on you (GM's discretion) after your next extended rest.

20.Roll twice on this table and take both effects. Reroll if they are contradictory.

Other:
Mara has become a living sexdoll after being defeated by the dildo elemental! She has a strong urge to use her magic to compel the living to have sex with her. It gave her +2 CHA at the cost of -4 INT and -2 WIS
-2 to all Snake-Saves
Filled out a bit in the chest and ass
Has a lovely new hairstyle, great for fitting in with the crowd* (If that crowd is Harem)
 
Last edited:

Zilrax

Master of Kinky Fetishes. Or just Bitch if you pre
Joined
Dec 13, 2013
Messages
3,097
Reputation score
31
Re: An Innocent Character creation


Name: Taya Snowpelt
General description: A moody looking axolotl girl, in tattered clothing and armor and carrying a bow.
Alignment: LN
Class(es): Rogue 2, Fighter 1
Race: Aquala
Previous Races: Walfen
Languages: Common, Walf, Draconic
Backround: Guild Artisan
Orientation and fetishes/interests: Taya's Fetishes: Large Breasts, water sex, drugs and toxins. Me: Transformation, impregnation, bestiality, unusual pregnancies, incest, unbirth, taurs,

Character history:
Taya didn't originally intend to be an adventurer. She'd been a simple tailor for awhile, happy at her craft and hard working. However she ended up abducted by a mage and trapped in an small ruined region, forced to fight and kill her fellow captives for a chance at freedom.

Taya had to learn quickly, picking up a bow, setting simple traps, setting up kill zones before striking from the shadows. Eventually she managed to find a way to slip free from the trap, but not for several months that hardened and scarred her with the dark deeds she had been forced to do.

While she's managed to recover a bit, her social skills have become crippled and she tends to move about in a moody state. Workaholic, viewing others more in context of prey but with the capacity to be deeply loyal to those who manage to prove worthy of her, Taya finds she can;t go back to her old life. Now she hunts dangerous targets for money, with little care for who or what they are.

Taya is a herm, though she hasn't been sexual in a very long time and her large balls are quite pent up. She prefers being in charge but for someone who can prove a worthy alpha in her eyes can have her, if not quite submission, at least devotion.

Level: 2 HP: 25 AC: 14 Init: +3 Prof: +2
Strength: 10
Dexterity: 17 (Proficient)
Constitution: 14
Intelligence: 12 (Proficient)
Wisdom: 12
Charisma: 8

Attack(s): Rapier: +5 1d6+3
Shortbow: +7 1d6+3 (80/320)
Dagger x2 +5 1d4+3
Lightning Spear +2 1d6+1d6Elec, 1 per long rest, Lightning Bolt, 8d6 elec, dc 7 Dex check for half.

Skill proficiencies: Stealth +7, Perception: +5, Athletics: +2, Acrobatics: +5, Insight: +3, Persuasion +1, Investigation +2

Non Skill Proficiencies: Light Armor, Medium Armor, Shields, Simple Weapons, Martial Weapons, Thieve's Tools, Leatherworker's Tools

Gear: 15gp
Thieve's Tools
Leather Armor
Leatherworker's Tools
20 Arrows
Letter of Introduction
Traveller's Clothes
Backpack
Bedroll
Messkit
Tinderbox
10 torches
10 Rations
Waterskin
50ft Rope

Feats: (If any)

Class Features: Fighting Style (Archery), Second Wind 1d10+1, Sneak Attack 1d6, Thieve's Cant, Expertise (Perception, Stealth), Cunning Action

Racial Features: Darkvision, Keen Senses, Fey Ancestry, Trance, Mask of the Wild, Fleet of Foot, Amphibious, +2 vs Poison, Poison 1/d 1d4+1 wis dc 12
Toxic Secretion dc 12, 2 Acid Damage, Dc -2 on Weapon, +4 on ingestment. 1d4 wis drain if hit 0 hp from acid damage. Causes Poisoned. Lasts 1 round.

Other:

Previous appearences:

 
Last edited:

Nullify

Demon Girl
Joined
Feb 6, 2016
Messages
76
Reputation score
2
Re: An Innocent Character creation

Picture
Name: Erril Kessler
General description: Erril's outward appearance is mainly concealed by chainmail, however, her face is fully visible, with her dark green eyes, and fair skin, it wasn't all that abnormal. Her hair falls in a light shade of brown down her back as a braid that reaches just under her shoulder blades. The most notable personal effect is that she wears no glove on her left hand, which allows one to see scarred tissue in the form of a coin, on the top of her hand, opposite her palm.
Alignment: CG
Class(es): Paladin 2 (Oath of Vengeance)
Race: Human Variant
Languages: Common, Elven, Dwarven, and Sylvan
Background: Sage (Scribe)
Orientation and fetishes/interests: Futa, Impregnation of any sort, TFs, No problems with most anything, really.

Character history:
Her family's story, so far as Erril could gather from her mother, and her close friends, was that her mother seemed to be perfectly luckless in life.

The first case of such was whom her mother loved, a high ranking officer in the army, while she was merely a barmaiden. As their love blossomed, and then bore fruit in Erril's conception, her father's commanding officers forced a wedge between the lovers, sending Erril's father to the front lines indefinitely, driving the greatest of wedges between the two.

The second case of the mother's luckless streak was the fact of her pregnancy, which was, to put it lightly, not an easy one, it sapped her of strength, and made it so she was unable to continue working, providing an ever growing possibility of going into poverty. Soon after Erril's birth, the ailing mother was forced to give up her daughter to the local temple of Tymora, as she couldn't support both herself and the child, she was still able to see her child, but wasn't allowed to take her back until she could support them both.

And so, Erril's mother had to watch her child grow in the place that always had seemed to mock her, as the abode to a goddess of luck, and she was able to see that her young daughter flourished, she seemed abnormally talented for her age. Erril was taught the ways of combat, as well as worship to utilize them both in battle. Erril was very promising in the study of battle, on worship, however, she fell short, she had a living testament to both astounding, and depressing forms of luck, present in herself and her mother, respectively. She thought that there was no reason for her mother to be put through a crucible to simply live, while Erril could learn and understand as simple as breathing, and this was the driving factor for Erril to take up the study of worship, so as to help others when they are at their lowest, to spread luck, and then happiness
Level: 2 HP: 24 AC: 17 Init: 0
Strength: 16
Dexterity: 10
Constitution: 14
Intelligence: 12
Wisdom: 8 (Prof)
Charisma: 14 (Prof)

Attack(s): Greatsword: 1d20+5; 2d6+3
Net: 1d20+2; ---
Javelin: 1d20+2/5; 1d6+0/3 (Ranged/Melee)

Skill proficiencies: Athletics, Arcana, History, Perception, and Insight

Gear: 10 GP
Common Clothes
Greatsword
Net
Javelin (5)
Chain Mail
Backpack
Bedroll
Mess Kit
Tinderbox
Torch (10)
Day's Rations (10)
Waterskin
50 Feet Hemp Rope

Feats: Sentinel

Spells
Level: 1 - No Cantrips; Full List
Per Day: 4
Bless

Command

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison and Disease

Divine Favor

Heroism

Protection from Evil and Good

Purify Food and Drink

Shield of Faith

Other:
Comments/ideas/suggestions
 

Ranger9000

Tentacle God
RP Moderator
Joined
Apr 23, 2013
Messages
2,101
Reputation score
9
Re: An Innocent Character creation



Name: Alice Stadfield
General description: Laid back and a bit lazy. Tends to have liquor on her body somewhere. Darker skinned, well built, and a bit on the shorter side. Alice tends to be rather noticable, if only because her large breasts and tendancy to wear only a minimal of clothing.
Alignment: CG
Class(es): Monk (Open Hand 2)
Race: Human Variant
Languages: Common, Elven, Orcish
Backround: Outlander
Orientation and fetishes/interests:Alices: Large Breasts, Large cocked monsters/big monsters, lactation+being used for feeding. Extras from Me: See Zil's list + corruption, futa(Already a given), gangbangs and public use.

Character history:
Alice was a former wanderer. Having grown up to nomadic parents she never really knew how to settle down. When she was quite young her parents were captured in an orcish raid, and so was she. Her young age the only thing keeping her from becoming a plaything to the orcs like her mother ended up becoming. Instead they were thinking of selling her into slavery, before they could though, the orc band was attacked by an inscrutable monk. The wizened man carving through them like a knife through butter, but unfortunately some orcs escaped, and took her mother along with them. Her father killed by the orcs. The monk gave her one look over, and took her with him. Training her in his ways before eventually passing on. After his death Alice would wander the world once more, generally being a lazy bum when she isn't training. Her master hadn't been religious, having been living on his own. His mindset being on the training of the body first, then the mind. Her mindset having grown into a duality as she had focused more on the former then the latter. She would do her training with a serious air that seemed quite unusual for her to anyone who knew her. Once her training for the day was done though she'd eagerly slip back into being, well a lazy bum. When there was trouble though, she'd end up in a mix of both. Serious enough that she would rise to the challenge and do her best to help. Care free enough to crack terrible attempts at jokes and to drink herself into a happy stupor afterwards. Also, don't ask about the weird outfit. She likes it as it provides mobility, and it's rather unknown where she got it.
Level:2 HP: 17 AC: 16 Init: +3
Strength: 10 *
Dexterity: 15 + 1 = 16 *
Constitution: 14
Intelligence: 8
Wisdom: 15 + 1 = 16
Charisma: 8

Attack(s): Quarterstaff +5 1d8+3 damage
Unarmed +5 1d4+3 damage

Skill proficiencies:
Athletics (Outlander)
Survival (Outlander)
Acrobatics (Class)
Stealth (Class)
Insight (Variant)


Gear: Quarterstaff (Monk)
Harmonica (Monk)
Dungoneer Pack (Monk)
10 Darts (Monk)
Lute (Trained off Outlander)
Hunting trap (Outlander)
Travelers Clothes (Outlander)
10 GP

Feats: (If any): Mobile (Variant)

Spells
None

Other:
Comments/ideas/suggestions
 
Last edited:
Top