Through the Mists: Character Sheets


Tentacle God
Aug 12, 2010
This is the thread where your character sheets will go.

Please use this thread to update and keep track of your characters. I'll keep an offline notebook, but it will help if everything that your character can do is written here.

If your a spell caster, copying and pasting your spell descriptions in a spoiler tag might be a good way to quick reference for both you and myself.

You can use the following format for your characters. If you've already listed your character in the interest thread, feel free to copy and paste over to here.

Character Name:
Class & Level

Ability Scores [Modifiers]

Hit Dice:
Armor Class:
Initiative Bonus:
Proficiency Bonus:
Saving Throws:
Proficiencies: (Armors, Weapons, Tools, Instruments...)

Skills: (List the net modifier for each skill after you include proficiency and ability mods)
Animal Handling
Sleight of Hand

Racial Traits

Background Traits

Class Traits

Cantrips Known

Spells Known

Prepared Spells



Description: (Pics are great)

Backstory: (Whether you know why or not, something about you has drawn the attention of the darkness that dwells beyond the mists. What kind of person are you? What's your story?)

Fetishes: (This version of the setting will be slightly more erotic than usual, so please let me know what you wouldn't mind seeing and if I'm comfortable with it, I'll try to work it in. Also let me know sexual orientations of your character.)

I'm chatting with a couple of you over the details of your character's backstory and motivations for why you're going to be walking through the woods one fine, misty night. Please do PM me stuff about your character's stories because I'd like to snare bits and pieces from your background and use it in the adventure. Because it's so open ended, there's a lot of room to make it tailored to character's personal ghosts/demons, etc.
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Dec 22, 2008
Re: Through the Mists: Character Sheets

Completed Character Sheet. Reposting it here. Also for spell list just follow the link immediately below. Will repost that link right above my spell section as well.

Online PDF of Spells: Alesea's Spell List

Character Name: Alesea Ashadeep "The Dumb Farm Girl" "Tricky Dicky" | Virtue Name: Vita
Class & Level: Warlock 4
Race: Tiefling
Background: Haunted One
Alignment: Neutral Good (NG)

Height: 5'04
Bustsize: J cups (10+ inches jutting outwards)

Ability Scores [Modifiers]
STR 13 (+1)
DEX 11 (0)
CON 14 (+2)
INT 9 (-1) (+1 from racial bonus)
WIS 10 (+0)
CHA 18 (+4) (+2 from racial bonus)

HP: 35
Hit Dice: 4d8
Armor Class: 11
Initiative Bonus: 0
Speed: 30 ft
Proficiency Bonus: +2
Saving Throws: Wisdom, Charisma
Proficiencies: Armor - Light Armor (Class given) | Weapons - Simple Weapons (Class given) | Skills - Deception (Class Choice), Intimidation (Class Choice), Survival (Background Choice)
Spell Casting Modifier (Cha + Prof bonus): +6
Spell Casting Save DC (8 + Cha + Prof Bonus): 14
Damage Resistances: Fire (Hellish Resistance), Radiant (Radiant Soul)

Acrobatics (Dex) 0
Animal Handling (Wis) 0
Arcana (Int) -1
Athletics (Str) +1
Deception (Cha) +6
History (Int) -1
Insight (Wis) 0
Intimidation (Cha) +6
Investigation (Int) -1
Medicine (Wis) 0
Nature (Int) -1
Perception (Wis) 0
Performance (Cha) +4
Persuasion (Cha) +4
Religion (Int) -1
Sleight of Hand (Dex) 0
Stealth (Dex) 0
Survival (Wis) +2

Languages: Can speak, read and write
Common (Racial Trait) (Her father taught her this.)
Infernal (Racial Trait) (She just knows this instictively as does her mother.)
Celestial (Background trait) (She knows this beautiful language from the light.)

Racial Traits
Darkvision (Thanks to infernal heritage, superior vision in dark and dim conditions. See in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray.)
Hellish Resistance (Resistance to fire damage)
Infernal Legacy (Know Thaumaturgy Cantrip. At 3rd Level can cast Hellish Rebuke as a 2nd-level spell once with this trait and regain the ability to do so when you finish long rest. At 5th level can cast darkness spell following same rules as before. Charisma is spellcasting ability for these spells.)

Background Traits
HEART OF DARKNESS (Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.)

Class Traits
Pact Magic: Pact of the Tome (Patron gives a book of shadows (book of light). When gaining this feature choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.
If you lose your book of shadows (book of light) you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.)

Radiant Soul: (Starting at 1st level, your link to the Positive Plane allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant damage or fire damage, you add your Charisma modifier to that damage. Additionally, you know the sacred flame and light cantrips and can cast them at will. They don’t count against your number of cantrips known.)

Eldritch Invocations (2 Currently till Level 5 - Can replace at every level up.)
Fiendish Vigor (You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or material components) Duration: 1 Hr. Effects: Bolstering yourself with a necromantic facsimile of life. You gain 1d4+4 temporary hitpoints for the duration.
Eyes of the Rune Keeper (You can read all writing.)

(PG pg. 166) Elemental Adept: Fire (When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Fire is chosen. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this feat multiple times. Each time you do so, you must choose a different damage type.)

Online PDF of Spells: Alesea's Spell List

Cantrips Known
Thaumaturgy (Cantrip given from Infernal Legacy)
Sacred Flame (Cantrip given from Radiant Soul)
Light (Cantrip given from Radiant Soul)
Prestidigitation (Cantrip picked from Warlock Spell List)
Eldritch Blast (Cantrip picked from Warlock Spell List)
Spare the Dying (Cantrip picked from Pact Boon)
Produce Flame (Cantrip picked from Pact Boon)
Mending (Cantrip picked from Pact Boon)
Create Bonfire (Cantrip picked from Warlock Spell List. Gotten Level 4.)

Spells + Prepared Spells (Warlock)
Burning Hands (2nd Level - Spell Taken from Undying Light List)
Flame Sphere (2nd Level - Spell Taken from Undying Light List)
Hex (2nd Level - Spell Taken from Warlock List)
Hold Person (2nd Level - Spell Taken from Warlock List)
Hellish Rebuke (2nd Level - Spell given from Infernal Legacy. Regain from Long Rest)
Shatter (2nd Level - Spell gotten on level up from Warlock list. Level 4.)

Spellslots: 2 - All 2nd Level

GEAR: Total Weight: 64 Lbs.
Farm Daggers: 3 of them (Old and worn, belonged to Alesea's mother from her adventuring days. Now a treasured remainder.) DMG: 1d4 piercing dmg. Weight: 3Lbs. Properties: Finesse, light, thrown (range 20/60)
Silvered Dagger - Vistani: 1 of them. (Gifted to her by Ratka, alongside a Silver Short Sword, in exchange for a kiss and promise of a dance.) DMG: 1d4 Piercing. Weight: 1Lbs. Properties: Finesse, Light, Thrown (Range 20/60), Silvered.
Patched Leather Armor (Old and well tended. Alesea's mother wore this often to show her daughter just what she is like during her adventuring days. A good fit for her. Considered her mother's protection and being used to save her.) AC: 11 + dex modifier. Weight: 10Lbs.
Crystal Rock (Crystal rock she found in the fissure in that darkness.) Arcane Focus. Weight: 1Lbs.
Dungeoneer's Pack (Old and worn, belonged to Alesea's mother from her adventuring days. Now a treasured remainder and useful.) Backpack Weight: 5Lbs. Can hold up to 30Lbs of gear on inside.
-Crowbar (well used and kept in good shape, her father Igoryok like prying open the casks containing good ale during festivals with it. Now a treasured remainder.) Weight: 5Lbs. (Advantage on strength checks where leverage can be used.
-Hammer (A hammer she picked up from the destroyed village carpenter. It will be useful. Blackened with dried blood.) Weight: 3Lbs.
-Torches: 10 (Picked up from the village elder council hall.) Weight: 10Lbs (1Lbs per torch.)
-Tinderbox (Old and worn, decorated by a passing trader caravan. A gift from her mother to her father. Now a treasured remainder.) Weight: 1Lbs.
-Rations: 10 (Old and worn metal containers packed full of food. Why did her mother just have these laying in the backpack? Mayhap she feared this would happen?) Weight: 20Lbs (2 Lbs per one.)
-Waterskin: 4 Pints of Liquid. On outside of backpack. (A used waterskin that she cleaned out as best she could.) Weight: 5Lbs (when full.)
-Hempen Rope: 50 Feet strapped to side.

Description: Both eyes and whites are a deep yellow like pale gold. Has a long tail covered in tan skin. Tail is 38 inches or 3ft 2in big.

Backstory: Alesea Ashadeep is a simple farm girl that lived and raised in the village of Bankapop. The Village is situated somewhere. She doesn't know where cause she didn't learn very well under the local priest. Kept on being whacked in the head for being some sort of varmint. Anyhoo, she loved living with her family. She even lost her virginity down to the local hot guy, George McPherson, who seduced her with some pretty darn awful ease. Her ma and pa were quite angry at her for it, especially when she screamed that she liked it lots!

She got her bottom spanked hard and good and made to work hard. Not allowed to leave the farm at all for anything. When the grounding let up, she had fun but venturing out as far as she dared from the farm. Wanting to really, really get in that freedom. Only for her to learn about a new fear. Falling from great heights. She somehow stumbled into a darn awful fissure where it was -darkdarkdarkdarktoodarknononononodark- she trembles in memory of it before she got blessed by the great light. She trembles awful much remembering even as she finally clawed her way out of that hole, stumbling around half blind fear and got set upon by bandits for her troubles.

They made her their woman, passing her around till she escaped in the dead of night from them. Wanting safety and warmth and reassurance, she stumbled with bloody hurts everywhere back home. Only to come upon a despair inducing scene that swiftly got replaced with crushing hope at seeing her pa alive. Only for him to gurgle out "Wo-wolves. wolves running like men... *gurgle* killed us all, took your ma. Took your moth-" . A deep sense of fear she felt but she couldn't. The fear is -darkdark- dar- vision no. She would - she had to do something! Her Ma is still alive. She had to save her. Bloody and hurt, starving and in pain, she had to go save her ma. She tried to at least bury her pa before leaving, weeping with silent tears all the while.

She got her ma's things. Hoping that when she found her -alive- she could give them to her and help her get out. THen...then...

Fetishes: Straight - Forced into situations where sex is the better option - Rape - Pregnancy - Lactation - Forceful Masters/Mistresses - Fancy Peacocks (Personality :p)
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Dances with Girl-Cocks
Jan 21, 2016
Re: Through the Mists: Character Sheets

Character Name: Lady Rovana Dilisnya, Rovana The Reaver, Captain Rovana
Class & Level: Rogue 5 (Swashbuckler)/ Warlock 2 (Great Old One)
Race: Human (variant)
Background: Sailor (Pirate variant)
Alignment: CN

Ability Scores:
STR 10
DEX 18 +4
CON 13 +1
INT 13 +1
WIS 10 --
CHA 16 +3

HP: 53
Hit Dice: 7d8
Armor Class: 16 (+4 Dex, +1 deflection (Cloak) +1 Armor, 14 naked)
Initiative Bonus: +7
Speed: 30 ft (land and swim)
Proficiency Bonus: +3
Saving Throws: Dex and Int

Sleight of Hand
Performance (oratory)

Racial Traits: +1 to cha and dex, 1 bonus skill +1 feat(Magic initiate -wizard)

Background Traits:
Skill Proficiencies: Athletics, Perception
Feature: Bad Reputation: Can get away with minor crimes because people are scareds!
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet o f silk rope,
a lucky charm(see pic) a set of common clothes, and a belt pouch containing 10 gp

Class Traits: Expertise(Deception, Stealth), Sneak attack(3d6) Thieves cant, Cunning action, Fancy Footwork, Toujours l’Audace, Ability score increase I, Evasion, Awakened mind, Pactmagic spellcasting, Invocations: Tricksters Escape, House ruled Gift of the Depths (Summons kinky tentacles, gives grapple as aoo)

Cantrips Known:
Shape Water
Booming Blade
Green-Flame Blade

Spells Known: Spells per day: 2
Grade 1:
Unseen Servant

Familiar: Parrot (Raven inspired) Joe one eye is a parrot with an eyepatch.

Gear: Cutlass: Dagon's Call: 1d8+1 Slashing, using dex modifier,
The Sword now has 10 Charges, regaining 1d6 charges at Dusk (limit of 10 charges max). The holder may spend an action to expend charges to cast the following spells (some are from Xanathar's Guide to Everything). Also, improves holders swim speed by +10 feet or grants if not posessd, user can speak, read and write Abyssal.
Find Familiar 1/day

Water Breathing (1 charge)
Tidal Wave (2 charges)
Wall of Water (2 charges)
Gust of Wind (2 charges)
Control Water (4 charges)
Control Winds (5 charges)
Summon Lesser Demons (6 charges)

Hand crossbow, Cloak of protection +1, Ravenloft leather armor plus riding boots, 16 silver crossbow bolts, 20 normal crossbow bolts, a compass, a part of a map that she claims shows a great magical treasure, travel provisions and a backpack, two lemons, An amber necklace depicting the Red Dawn, a treasure chest with remains she claims to be from a noble ancestor.)


(old pic:
A rather beautiful looking young woman with a playful grin, but a determined expression. She has a small scar on her cheek, a few more scars upon her body and a Jolly Roger tatooed upon her chest. She seems to have seen a few things.

(inspirational: and
For Rovana the sea, piracy, was always freedom. A way to escape from a miserable life of a 'hard working' lower class family.
So one day, with a lot more gusto than common sense she stole two of her mothers good kitchen knifes, and went out into the world to become a pirate.

However, she quickly found that most ships don't accept women on board. Certainly not superstitious pirates. A girl of her age certainly had.. limited options for her career choices. But she had greater ambitions than that and wheres a will, theres a way. Setting sail on a tiny boat, with the Jolly roger painted on a black shirt she was about as sucessful as one would expect.. She crashed with the first storm. What happened next no one knows. While she likes to tell several stories about the origin of her powers, the truth is she herself doesn't know. Did she bargain for her life with powers of the beyond? Did she steal something from a god of the sea?

All she knows is she woke up with all she needed to claim her dream. A slightly rusted, yet oddly sharp cutlass that could bring wind to her sails with a cut and a good curse. A hand that could guide the waves and a loyal, undying parrot companion.
And ever since then, a ghostly shadow of a thing half pirate, half something that belongs in the ocean has been following her. To be fair, being a haunted pirate is quite the perfect thing to make a name for herself, but even if she does not admit it, it is quite concerning to her.

She is a rough, belligerent and unpredictable individual, but without ill intent. Still she adheres strictly and rigorously to the pirate codex, the one thing she truly respects. (Besides rum)

Still she went ahead to craft herself a name as a dread pirate captain. She is now anchoring with a ship up to DM convenient size, because she needs repairs or other plottey stuff.

Fetishes: Bi, female pref, switch, sub leaning. Likes: Corruption, Mind control, Transformation, Corruption, Sexy beasties, cuddly mistresses, snuggly tentacles and lots more!

Dice roller for lvl hp
lvl 4: (booyah!)

Rounded to 5


Rounded to 5.
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Lord of the Tap Dance \oO.Oo/ (And Reputation Mana
Staff member
Nov 24, 2008
Re: Through the Mists: Character Sheets

Character name: Tristam Graysson

Description: A war veteran despite his relatively young age, Tristam carries a haunted look in his eyes. He has grey eyes that appear to attempt to look at everything at the same time, and roughly cut blonde hair he often covers with a cap. Standing just short of 6 foot tall, he carries himself in a confident, just short of arrogant manner. Neither particularly muscular nor broad-shouldered, Tristam's hands have tendency to drift towards his weapons when he's annoyed, a tendency that, combined with his sergeant's insignia, makes most would-be bullies seek other targets. Though he's pretty sure he owns a set of civilian clothing somewhere in his packs, Tristam wears his green-brown scout's uniform with pride even when it might be wiser not to.

Backstory: Born in an insignificant village that had the misfortune of falling to hobgoblin attacks, Tristam's family was among those fortunate to be evacuated. As his father was a hunter, Tristam often took to the forest with him, thus learning the tools of the trade. Driven by the memories of his first home, when Tristam turned sixteen he joined the army mere weeks before another war with the goblinoids sparked. As luck would have it, the sergeant in charge of his training spotted Tristam's talents, and he was transferred into scouts. In the months that followed Tristam performed well if not exemplary. As the hobgoblins were being driven back, he managed to spot a large force moving to flank his regiment and rode his horse to near death to warn the colonel in time for them to turn and face the would-be attackers before getting surrounded. For that, he was promoted to corporal.

In the three years of peace that followed, he continued to practice his craft and when the next war started, he was promoted to a sergeant and put in charge of the scouts of an advance force. Memories of his own flight from his home village came back to him as he spotted a group of refugees, apparently fleeing just half a mile ahead of a small force of hobgoblins. He hurried back to warn the captain and sure enough, being a man of honour the captain positioned his company between the hobgoblins and the refugees, only for the ghouls disguised as refugees to attack the rear of the formation. In the following slaughter, only Tristam and some of his scouts survived to watch some of the men get literally torn apart. Haunted by his memories and guilt, only his sense of duty kept Tristam sane as he hurried to bring the news to the main force. Though not officially blamed for the incident, Tristam can rid himself of neither the guilt nor horrifying images of the slaughter, and the recurring nightmares have driven Tristam to seek rest from wine. As his superiors started to quietly wonder whether such drunkenness might eventually drive him to do mistakes yet remembering his good record in the past, Tristam was quietly transferred to a cushy position as an advance scout in the mountains in case the dwarves do something interesting - a position unlikely to get anyone killed. Accepting the position without complaint, Tristam is slowly starting to search his soul for something that might redeem himself in his own eyes, while still drinking himself to stupor in most nights.

Fetishes: Pretty much anything goes except futa.
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Tentacle God
Aug 12, 2010
Re: Through the Mists: Character Sheets

Rovana lists having a ship in her gear. She may well have had a sloop sized ship in her original world, but she can't quite take it with her.


Dances with Girl-Cocks
Jan 21, 2016
Re: Through the Mists: Character Sheets

Rovana lists having a ship in her gear. She may well have had a sloop sized ship in her original world, but she can't quite take it with her.
Yeah. Fine having anything but that, but.. Couldn't in good consicence write her backround WITHOUT one.

*Makes pirate music*


Sep 23, 2009
Re: Through the Mists: Character Sheets


Character Name: Esvele Tallstag
Class & Level: Fighter 4
Race: Barovian Human
Background: Sister Militant (Hermit! Mostly.)
Alignment: LN I guess.

Ability Scores [Modifiers]
STR 15 [+2]
DEX 17 [+3]
CON 10 [+0]
INT 8 [-1]
WIS 16 [+3]
CHA 10 [+0]

HP: 25/28
Hit Dice: 4d10
Armor Class: 16 (chainmail)
Initiative Bonus: +3
Speed: 30 ft
Proficiency Bonus: +2
Saving Throws: STR, CON
Proficiencies: All Armor; Shields; All Simple weapons; All Martial weapons; Herbalism kit
Languages: Barovian, Vistani

Skills: (List the net modifier for each skill after you include proficiency and ability mods; * = proficient)
+5 Acrobatics* (DEX)
+3 Animal Handling (WIS)
+0 Arcana (INT)
+4 Athletics* (STR)
+0 Deception (CHA)
+0 History (INT)
+3 Insight (WIS)
+0 Intimidation (CHA)
+0 Investigation (INT)
+5 Medicine* (WIS)
+0 Nature (INT)
+5 Perception* (WIS)
+0 Performance (CHA)
+0 Persuasion (CHA)
+2 Religion* (INT)
+3 Sleight of Hand (DEX)
+3 Stealth (DEX)
+3 Survival (WIS)

Racial Traits
2 +1 to any; 1 choice of skill; 1 feat

Background Traits
Discovery [SEEKRIT]; Medicine, Religion, Herbalism kit;

War Caster
• Concentration checks when taking damage get Advantage. (They're CON saving throws.)
• Somatic components when weapons in 1/both hands
• When badguys trigger an AoO via movement, you can cast a spell instead of just smacking them. Casting time must = 1 action, can only target that badguy. Costs your Reaction as usual.

Class Traits
DUELING FIGHTING STYLE - +2 to damage when using a weapon in one hand, with other free.
SECOND WIND - On turn, bonus action - regain 1d10 hp. Restore w/ short or long rest.
ACTION SURGE - On turn, can take 1 additional action. Restore w/ short or long rest. 17th, 2 uses.
- EK - Spells!
- EK - WEAPON BOND - 1 hr ritual to gain w/ a weapon: Immune to disarm (unless KO); can summon if on same plane. Max bonds: 2.

Cantrips Known
Sacred Flame

Booming Blade

Spells Known
L1 - Guiding Bolt

L1 - Thunderwave
L1 - Shield
L1 - Find Familiar
L1 - Protection from Evil and Good

CLERIC: Lv1: 1
WIZARD: Lv1: 3

3 gp 3sp 9cp

25 gp - halfpay, post 185
100 gp - morepay, post 231. Half for Vita.
-4 gp - bought fud and a file, to make that metal dust for Protection from Evil. And for eating.

Standing Wrought Iron Candelabra (Greatclub)
Light Crossbow, 20 bolts. The Holy Woman's bow.

Herbalism kit

Explorer’s Pack - Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it
Crossbow bolt case
A sack with like 60 candles in it.
A scroll case stuffed full of prayer notes
a winter blanket
a white nun's habit and clothes

Age: 38
Height: 5' 8"
Weight: 126 lbs

Uh, ignore the tail. It is not a thing.

Backstory: Esvele is a native of Barovia, who used to be a common sellsword - or, more often, a bandit. She did well for herself, as she was strong, quick, and honestly just lucky enough to avoid ever being gutted or hard-pressed, either by her foes, her compatriots, or the creatures of the night. She lived long enough for her bones to start to ache and her conscience become burdened with all the violence and pillaging she'd done at the end of every day. After one particularly bloody slaughter of a slaver's caravan - plundering it of what few valuables it had and killing the slaves - she decided, that very night, to leave, and just slipped away into the dark. She swiftly regretted that, as a strange curse settled down upon her in her sleep but a few days later, making her crave the company - among other things - of others.

She eventually made her way to Krezk and the Abbey of St. Markovia, where she hoped to atone for all of the violence and theft she'd committed. Though the Abbot there gave her forgiveness - simple and all-encompassing - she was not truly able to accept it, and cried, as she reflected on the weeks of travel and and all the starvation, loneliness and self-reflection it had comprised of. She became a Sister of the church right then and there. Though she was not particularly harp, she applied herself to study, memorizing and reviewing whatever she was taught, over and over, for hours at a time. Reading, religion, healing, even magic - anything, to distract her thoughts from the deed sand the dead of the past.

Several years passed as she slowly mellowed out. Sorta. She became one of the Abbey's runners, venturing out to deliver messages or procure supplies, as she was bid. She maybe hasn't managed to break herself of her love of creature comforts, as much as she's tried the asceticism thing, though...

Also, she tends to speak in a very formal, polite tone, as another separation between her old and new selves.

Also she's cursed to grow a dong and go into heat sometimes. Such is erogame-life.

Aw shiet I love gickdirls and oral and large volumes of splooge and musclegirls. Dracula ladies are hot too I guess.

I am not very into rape and the usual bodily-waste-and-gore stuff. I am also pretty lame and not kinky, so I'm not too affected one way or the other by BDSM things in general I guess?

Oh, details for ye dickgirl curse thing I guess I guess:
every dusk (or whatever appointed time) must make a Wisdom Saving throw DC = 13.
Failure means becomes futa, and will stay that way until she sexes someone. If she goes over a day without sexing someone, she'll get horny constantly until sated. If she goes more than two days without sex, she'll only be able to concentrate on that.
If she stays on hallowed ground, maybe she can autopass the Wisdom saving throw

25 human
64 fighter
126 hermit
134 swag
154 feats
188 spell list

Oh yeah, she has a raven familiar I guess.

Light (234)
Evocation cantrip
Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Sacred Flame (250)
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Guiding Bolt (227)
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by1d6 for each slot level above 1st.

Booming Blade (SCAG 143)
Evocation cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Presdigitation (246)
Transmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
• You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a torch, or a small campfire.
• You instantaneously clean or soil an object no larger than 1 cubic foot.
• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
• You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Shield (253)
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Thunderwave (260)
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Find Familiar (220)
1st-level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal,
incense, and herbs that must be consumed by fire in a
brass brazier)
Duration: Instantaneous
FUCKIN' TL;DR: GET A PET. IT HAS THE SAME STATS AS THE AMINAL IT LOOKS LIKE, BUT IT'S CELESTIAL/FEY/FIEND INSTEAD OF A BEAST. It's independent - can't attack, but rolls own init and everything - but does what you tell it n shit. Only one at a time.
Within 100 ft: Can telepathy at pet.
Within 100 ft: Action - see through eyes and ears, get cool pet senses if has. While doing this, your own body is blind/deaf.
Within 100 ft: Familiar's reaction - Familiar can deliver a touch-range spell you cast. It uses your attack modifier if needs to roll to attack.

Protection from Evil and Good (248)
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can’t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
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Dances with Girl-Cocks
Jan 21, 2016
Character Name: Sylvia Eichendorf
Class & Level: Barbarian 3 (Totem Warrior)
Race: Human (variant)
Background: Falknovian Krieger (custom)
Alignment: LG (LN tendencies)

Ability Scores
STR 14 +2
DEX 8 -1
CON 17 +3
INT 10 --
WIS 13 +1
CHA 13 +1

HP: 63 (om nom nom)
Lvl 4 dice roll, 4, rounds up to 7 right?

Hit Dice: 4d12
Armor Class: 15
Initiative Bonus: -1
Speed: 30 ft
Proficiency Bonus: +2
Saving Throws: Strength and Constitution

Animal handling,

Feats: Tough, Tavern Brawler

Racial Traits: +1 to cons and str, 1 bonus skill +1 feat (tough)

Background Traits: Bonus language: Falknov ian, Harrowing Event, gold pouch with 10 gold, Falknovian Breastplate, Marked (tatooed forehead)

Class Traits: Rage, Unarmored defence, Reckless attack, Danger Sense, Primal path: Totem Warrior (Bear)

Gear: Greataxe, two handaxes, an explorers backpack, A breastplate with the insignia of Falknovia and a belt pouch containing 10 gp


Backstory: (theme.. perhaps. Not sure yet: )
How I became a member of the glorious Falknovian army? Well! One day I was accidentially accused of insulting our great leader, Vlad Drakov and my response was Simply: If our great leader or his chosen, in their wisdom have deemed to punish me I must be deserving of it. The Officer was so impressed he allowed for me to join the military, despite being but a female. Of course they still punished me, out of principle, but I endured it all with ease!

Sylvia Eichendorf is a rare idealist in the domains of dread. Regrettably she completely and utterly believes in the propaganda spread by the Falkenbüro, mistaking the wicked military tyrand Vlad Drakov for a just and great ruler. The duty of people is to work for the state, or fighte for the state and the duty of females is to be bred and give birth to many strong soldiers in the name of Falknovia.

She has proven herself a valuable asset as a soldier, earning a certain amount of respect from even the males in her squad for her incredible endurance and trains her body to be a strong soldier and in time, strong mother. If she were to be confronted with the inconsistencies in her own teachings it would deeply shake her philosopy.

However, recently she has noticed something unusual. She can give in to an unusual rage, gaining strength and endurance beyond most fighters, but doing so opens her mind to twisted desires. More concerningly, recently her physical apperance has changed slightly with every of these rages she gives into, her tatoo of a Falkon exchanging for unknown tribal markings, her eyes changing color to a deep orange and staying this way a little longer every time.
Such a change of apperance turned her own allies against her, suspecting her of treachery and sorcery. Rather than submit to their judgement and die, she found the rage overtaking her again. She only remembers running, running ever south, through a billowing of mists, until finally, she collapsed, awakening disoriented under a stranger sky.

Fetishes: Bi, female pref(OOC at least), switch, sub leaning(certainly stronger than Rovana). Likes: Impregnation, Corruption, Mind control, Transformation, Corruption, Sexy beasties, cuddly mistress or maybe master, (Evil and willing to control her, yet romantically attracted and valuying her.), snuggly tentacles and lots more
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Dec 22, 2008
Re: Through the Mists: Character Sheets

Malena Aethelbaldsotter Sheet. Using Basis of Alesea's Sheet.

Online PDF of Spells: Malena's Spell List

Character Name: Malena Aethelbaldsotter "Wintry Bitch" "MALLY"
Class & Level: Sorcerer 3
Race: Half-Elf, Variant Scion of Reynir
Background: Noble
Alignment: Lawful Good (LG)

Ability Scores [Modifiers] | Rolls
STR 11 (+-0)
DEX 11 (+-0)
CON 15 (+2)
INT 13 (+1)
WIS 14 (+2) (+1 from racial bonus)
CHA 17 (+3) (+1 from racial bonus)

HP: 22 (8 + 8 + 6 (upped from 2 to min 4.)
Hit Dice: 3d6
Armor Class: 10
Initiative Bonus: 0
Speed: 30 ft
Proficiency Bonus: +2
Saving Throws: Constitution, Charisma
Proficiencies: Armor - Light Armor (Class given) | Weapons - Dagger, Darts, Slings, Quarterstaffs, Light Crossbows (Class given) | Skills - History (Background), Persuasion (Background), Deception (Class), Insight (Class) | Game Proficiency Druid "Stones" or "Go"
Spell Casting Modifier (Cha + Prof bonus): +5
Spell Casting Save DC (8 + Cha + Prof Bonus): 13
Damage Resistances: Cold (Scion of Reynir)

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

Languages: Can speak, read and write
Sidhelien (Racial Trait)
Rjuven (Racial Trait)
Orog (Racial Trait - Free Language chosen)
Giant (Background - Noble Trait Chosen)

Racial Traits
Darkvision (Thanks to infernal heritage, superior vision in dark and dim conditions. See in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. Cannot discern color in darkness, only shades of gray.)

Background Traits
POSITION OF PRIVILEGE: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

Scion of Reynir (Gained at start) (Taken Once)
-Detect Lies: Have advantage on Insight checks made to detect falsehoods
-Animal Shape: You can use the druid's wild shape ability to assume the form of a wolf. When you are level 8 or higher, you can take the form of a dire wolf. You regain this ability when you take a long rest.

Class Traits
Font of Magic: Gives sorcery points. See Sorcerer lvl up table.
Flexible Casting: Allows creation of temp spell slots. (Resets every long rest. SP = Sorcery Point Cost) Lvl 1 = 2SP, Lvl 2 = 3SP, Lvl 3 = 5Sp, Lvl 4 = 6SP, Lvl 5 = 7SP. Cannot go above 5th lvl spell slots.
MetaMagic: 2 Options (Default Sorcerer Options)
-Distant Spell: When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
-Extended Spell: When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum of 24 hours.
Voice of Winter: Can speak, read and write Primordial
Cold Magic: At 1st level, you are attuned to elemental cold magic. Whenever you cast a spell other than a cantrip during your turn, frigid air surround you and creates a small layers of ice on objects and the ground. You can use a bonus action to turn a radius of 10 feet around you into difficult terrain that lasts until the beginning of your next turn. Additionally, you are not bothered by difficult terrain created by sheets of ice and other cold-related terrain, like the one created by this ability.

Online PDF of Spells: Malena's Spell List
Sorcery Points: 3/3

Cantrips Known Currently: 4
-Ray of Frost

Spells + Prepared Spells (Sorcerer)
1st Level
-Disguise Self

2nd Level
-Snilloc's Snowball Swarm

Spells Known: 4
1st: 4
2nd: 2

GEAR: Total Weight: 56 Lbs.
Crude Daggers: 2 of them DMG: 1d4 piercing dmg. Weight: 3Lbs. Properties: Finesse, light, thrown (range 20/60)
Set of Fine clothes Weight (The lastest fashion.) 2Lbs.
Signet Ring: (Ring holding Malena's coat of arms)
Scroll of Pedigree (Details Malena's lineage.)
Sculpted Crystal (Wintry looking crystal that has a snowflake carving on it.) Arcane Focus. Weight: 1Lbs.
Dungeoneer's Pack Backpack Weight: 5Lbs. Can hold up to 30Lbs of gear on inside.
-Crowbar: Weight: 5Lbs. (Advantage on strength checks where leverage can be used.)
-Hammer: Weight: 3Lbs.
-Torches: 10 Weight: 10Lbs (1Lbs per torch.)
-Tinderbox Weight: 1Lbs.
-Rations: 10
Weight: 20Lbs (2 Lbs per one.)
-Waterskin: 4 Pints of Liquid. On outside of backpack. Weight: 5Lbs (when full.)
-Hempen Rope: 50 Feet strapped to side.

Same as in picture.

Height: 5'06
Bustsize: D cups

Backstory: WIP

Being raised to be the heir and next ruler of her father's realm, she is his princess, the apple of his eye. Her mother came from the previous rulers. That of the evil elf sorcerer kings that were powerful and ruled the lands before that of Queen Karena. Her mother came to her father as a spoil of war, but she heard the sungs of the bards and found it to be romance between her mother and father.

Her father called her a blessing of Kriesha, but warned her to not follow in the goddesses teaching too closely for that way led only misery wrapped in winter. Her mother did not like to speak of the place that her father's realm bordered. For that realm belonged to her mother's family before Queen Karena's.

She tried to spread some rumors, following the teachings of Kriesha. Watching in fascination as a stupid forrester got his deserts even through her rumor had been him merely seeking the company of other men and him shouting out an actual wrong to drown out the false rumor. Her father learned of this misdeed, how she isn't sure but she did remember the furious spanking he gave her and pressed her under the services of an elderly matron for six months as punishment. She met the matrons daughter while in that punishing months and had what is her first friend. Gretta. Gretta is always bubbly even in the deepest depths of winter and her sunny shiny voice always bubbled up and helped her. Albeit, during her months, she heard of an unsettling rumor about Gretta and the shame and stress it caused her friend. She tried to bring an end to those rumors but wasn't sure if she succeaded or just quelled them for a time while being around Gretta.

Being suitably punished, she returned much chastened to her father and learnt of his reasoning. Of how her position, even if used from the shadows which is wrong, gives her overwhelming advantage over those beneath her. She took the lesson to heart even as the thought of whispering words tingled in the deepest depths of her mind.

After the punishment, she continued her growth garnering and earning more responsibility until at last her proving days is here. Her father body beginning to lose soundness, he set her to task. To rule the Sacreed Oak Grove and the Tower of Winter. Both of those significant for differing reasons. She vowed to not misplace her father's trust even as he set her off with a retinue of troops.

Fetishes: Bondage, Forced, Orgy, Gangbang, Forced Lesbian, Impregnation, Forced Birthing.
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Dances with Girl-Cocks
Jan 21, 2016
Character Name: Yari 'Darkbane' Jin Yi
Class & Level: Fighter (Samurai) Lvl 4
Race Variant human
Background: Inheritor
Alignment: NG

Ability Scores [Modifiers]
STR 18 +4
DEX 15 +2
CON 16 +3
INT 10 --
WIS 15 +2
CHA 9 -1

HP: 48
Hit Dice: 4d10
Armor Class: 13
Initiative Bonus: +2
Speed: 30 ft
Proficiency Bonus: +2
Saving Throws: Strength, Constitution
Proficiencies: All armors, simple and martial weapons

Athletics: 6
Suvival 4
Acrobatics: 4
History: 2
Persuasion: 1

Racial Traits: +1 str and cons, extra feat(Great Weapon Master) and skill

Background Traits: Inheritance: Survival, Knowledge history, bonus language(Abyssal, Draconian)

Class Traits: Second wind, Fighting style(Great Weapon Fighting), Action Surge, Martial Archetype: Samurai, Fighting spirit, Bonus proficiency Ability Score improvement (strength)

GEAR: Dren's Fang: A masterwork Dai-Katana (Great Sword) of century old craftsmanship.
A high quality Kimono(Leather armor equivalent), Secondary Kimono, a jade signet ring bearing a snake-insignia, a pouch with 15 gold, a scroll in foreign writing, explorers back, quill and feather

Attack: +6: 2d6+4


Apperance: A lithe woman with fair skin and long dark hair, wearing an expensive looking orange-gold Kimono. Most of her body is modestly hidden and her hair is well kept in an unusual pattern. To the keen observer her demure posture can't quite hide her physically fit and well honed body.

"I don't draw my sword to kill the one that stands before me, but for the ones he will stand before, should I hesitate."

Hime Yari Jin Yi should have one day become the 66th Empress of the Shen Dynasty. As per tradition for the princess, she was brought up with a focus on a deep compassion for her people and by the teachings of her ancestors, though in her adolescence these teachings more and more focused on martial training as well. She became an exeptional warrior indeed, but, for her fathers taste, far too timid still.

The Jin Yi clan, aka the Clan of the Serpent, has ruled the land of Shen for over a thousand years, dating back to the legendary empires of old. Some say that this longevity is due to ancient blessings.

The beauty and fertility of Shen is said to be due to the spirits who dwell in the twin rivers that pass through the plains from the northern mountains. The River An, known as the Life Giver (the female serpent) and the River Dren, the Knife that Cuts Both Ways (the male serpent), are told in legends to have protected the people of Shen and the rulers of that bloodline. For much of that time, Yari's clan had been high in honor, not choosing to make a claim beyond the borders of ancient Shen -- that was, until her father, the Daimyo and to some extent his father before him, became involved in foreign wars, and then sought to take advantage of chaos in other lands, ever expanding and building a mighty empire. Their reign however, was cursed and for every victory they won, they suffered an equal misfortune.

When finally the armies of rebellious citizens, swayed to the conquerors side by famine stood at the gates of the imperial palace, the Damiyo Konda Yin Ji, in a final act of desperation, offered up his own daughter, to much desiering demonic forces of the oni in exchange for victory. however he was foiled.

There are two blades that have been passed down, from eldest to eldest in the family of Jin Yi, skipping a generation. Both are said to possess the ancester spirits of all who held the blade before them. One blade is said to have been cooled in the pure waters of the River An, while the other was cooled in the dark waters of the River Dren. One for protecting life, and one for sacrificing for it.

As per tradition the Fang of Dren and the Blossom of An should have been handed over to Yari in her coming of age ceremony, but the Daimyo refused his daughter such, perhaps hoping for a son in place of a timid, peace-preaching daughter.
However, as he prepared to plunge the ancient blade into his daughters chest, despoiling the ancient sword and sacrificing her, the blade refused to obey him, instead falling from his hands, Yari catching it on instinct, she had been trained as a warrior too after all and, without thinking, perhaps, without moving on her own accord it felt like, she cut down her father in a single strike, the second of the twin blades clattering with her fathers blood splattering over it.
Yari was shocked, helding blade and sheath tight, as it felt as if she lost consciousness, whatever had just happened, it had attracted the attention of.. something.. and shen she looked up after a shocked moment, she found herself standing, not in her sieged homecastle, but in a dreary lands.

Arriving in the Barovian forests, moreso at night, was not a good place to be, and she found herself beset by wolves. Trying to calm the beasts, she quickly found herself unable to reason with the creatures driven on by hunger and Strahds will and, once more full of regret, cut one down, before retreating, injured by a bite from the creatures pack-mate, before she could drive the creatures off and retreat, luckily soon she came upon the town of Vallaki were her noble, if unusal attire had her mistaken for an entertainer and gave her quick entry, moreso when she revealed the bite-wound.
Father Lucien took her in and tended to her wounds, explaining what little he could of the dark land she now found herself in, of the devilish ruler and the dangers of the night, the upcoming festival and the Barons insistance everyone attend.
Yarei, deep in thought and ashamed of what she had first not believed, then first hand seen her family name become, now calls herself Yari Darkbane and claims to be a wandering mercenary from far away lands, although she fights less for money.. and more to attone. When she saw her father, ready to strike her down with their families heirloom she had finally believed the harsh truths so many peasants and handmaiden had whispered into her ears. How many lifes had she taken, by not acting earlier, questioning her father earlier, demanding her right of sucession and command? Stopping this madness? A part of her still thought this was a bad dream.. but she knew better. What she didn't know, was where to go next. Even if she were to make her way home, what was left for her there? As much as she wanted to help her people rebuild, would they let her? Perhaps it would be wiser she find another way.

Fetishes: Yari is actually quite innocent(perhaps one of the reasons the oni are after her is her virginity, nues!) and orientation wise, moldable in any directions. She would not commit cruel or vile acts, but oocly being lewdly overpowered and made to enjoy it can be quite kinky fun, oozes, tentacles, corruption, futa oni.. I'd imagine that exspecially because she is innocent those forces that slither would intentionally try to corrupt her. I'd guess I'm in the middle ground of liking lewd gameover orgy rape scenarios, but not with violence for violence sake, more a tempting, corruptive touch to it.
That said, on the other end of things, without doubt Yari would gladly try and redeem a poor halpless evildoer she could capture. mwahahahha!

Learned the general Layout of Vallaki, to the west lies Krezk and the Abbey of St. Markovia, along with the Wizards of Wines Vineyard, to the north is Lake Zarovich and Mt. Baratok. To the east is Castle Ravenloft, and the tiny village of Barovia, which it overlooks. To the South is Mount Ghakis, and the ruins of Berez, which was destroyed by a flood over a generation ago

According to Lucian, about 450 years ago, this valley was invaded by the first Strahd Von Zarovich, and conquered. The line of Vallokovich extended back to those times, and the current Baron was a descendent of a noble family that had been retainers to the Von Zaroviches. There were other families as well - the Wachters, the Kreskovs, the Vilisevics, the Karelovas, the Kolyanas, the Popofskys, and the Dilisnyas were the most prevalent. Other families have since intermingled with some of the nobility, including Lucian's own family, the Petroviches, though they have fallen on hard times in the past few generations. Being a noble family did not make one rich or well off in these lands.

Rolls: 4d6 drop lowest = 15, 10, 9, 15,15

Hp rolls: 26 -> 36 total pre cons
.. tanky it is!








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