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  1.   Alyx d'Medani, Man in Distress "Something crazy and drunk and unhinged" Level: 1 Class: Summoner Eidolon: Devotion Phantom Background: House Orphan Deity: Spirits of the Past Height: 5'10" Weight: 157 lbs Eyes: x Skin: x Hair: x Ancestry: Half-Elf Gender: Male Age: 37 yrs   Abilities Ability | Modifier STR: 10 | +0 DEX: 16 | +3 CON: 14 | +2 INT: 10 | +0 WIS: 12 | +1 CHA: 18 | +4 Hit Points: 18 Armor Class: 18 Size: Medium Speed: 25 ft Perception: +4 ◆ Fort Save: +5 ◆◆ Ref Save: +7 ◆ Will Save: +6 ◆◆     Abilities Ancestry HumanRarity: Common Hit Points: 8 Size: Medium Speed: 25 ft Ability Boosts: Two Free (Dex, Cha) Languages: Common, Additional languages equal to 1 plus your Intelligence modifier. Choose from the list of common languages and any other languages prevalent in your region. . Heritage Mark of DetectionAt least one of your parents is a half-elf descendant of a mark of detection bloodline, whether or not they manifested a mark. You have slightly pointed ears and other telltale signs of half-elf heritage. You gain the elf trait, the half-elf trait, the dragonmarked heritage trait, mark of detection trait, and low-light vision. In addition, you can pick elf, half-elf, human, dragonmarked heritage, and mark of detection feats whenever you gain an ancestry feat. Background House Orphan (Medani)Many dragonmarked heirs have chosen to give up their birthright to be freed from the edicts. Choose two ability boosts. One must be to Wisdom, Charisma, or Intelligence; and one is a free ability boost. You've trained the skill related to your house (table 4-1), and the Lore of Dragonmarked Houses. You gain the associated skill feat related to your house. Ancestry Features Low-light visionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. Class Features Class ProficienciesPerception: Trained (◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Medicine: Trained (◆), Occultism: Trained (◆) Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Class DC (Dexterity): Trained (◆) Spells: Trained in Occult Spell Attack (◆), Trained in Occult Spell DC (◆) | Eidolon (Devotion Phantom)Allisera Devotion Phantom Eidolon Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion. Tradition Occult Home Plane Ethereal Plane Size Medium Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon Stalwart Guardian Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap) Swift Protector Str 14, Dex 18, Con 16, Int 10, Wis 10, Cha 10; +1 AC (+4 Dex cap) Skills Medicine, Occultism Senses darkvision Languages Elvish Speed 25 feet Eidolon Abilities Initial dutiful retaliation; Symbiosis steadfast devotion; Transcendence devotion aura | Occult SpellsYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, Lay on Hands, and you are trained in Divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. | Dutiful RetaliationDUTIFUL RETALIATION (Reaction) TRIGGER An enemy within 15 feet of you hits you with a Strike and deals damage to you. REQUIREMENTS Your eidolon is within 15 feet of you. ACTION Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. | Link SpellsYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits. Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining. You learn the boost eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power. | Tenets of GoodYou follow a code of conduct, beginning with tenets shared by all champions of Cause, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code. If you violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity. Tenets of Good You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Steady BalanceTRAITS: General, Skill PREREQUISITES: Trained in Acrobatics You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.   Ranged ReprisalRANGED REPRISAL TRAITS: Champion PREQUISITE: Paladin Cause You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.   Least MarkTRAITS: Uncommon, Dragonmarked Heritage You gain or increase your Focus Pool by 1 and select a new Dragonmark Focus Spell. When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (Mark of Storm). The spell you select may be up to half your level rounded up, but no more than 3rd level. You become trained in Dragonmark attack rolls and DCs, and your spellcasting ability modifier for Dragonmark Spells is Charisma. You gain the Dragonmark trait. | Lyrandar CaptainYou were trained in the navigation and piloting of Lyrandar ships. You become trained in Sailing lore. At 3rd, 6th, and 13th levels, you gain an additional skill increase to Sailing lore. Additionally, if you have a Mark of Storm you may sail elemental ships using Lyrandar focus items. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +3 Arcana: +0  Athletics: +5 Crafting: +0 Deception: +7 ◆ Diplomacy: +4 Intimidation: +4  Lore (Dragonmark Houses): +3 ◆ Lore (Sailing): +3 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +0 ◆ Performance: +3 Religion: +4 Society: +3 Stealth: +4  Survival: +1  Thievery: +4   Attacks MELEE RANGE Longspear, Reach ◆◆, +9 1d8+4 P Spear, Thrown 20 ft ◆◆, +9 1d6+4 P Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +9 1d4+4 P  Fist, Agile, Finesse, Nonlethal, Unarmed ◆◆, +9 1d4+4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +7, 1d4+4 P Sling, Propulsive ◆◆, +7, 1d6+2 B Spear, Thrown 20 ft ◆◆, +7 1d6+4 P   Inventory Platinum Gold   Silver Copper 0 1   0 9 Weapons & Armor Hide Armor Buckler   Longspear Spear Dagger Sling Adventuring Gear Worn Stowed Backpack, Flint & Steel, Healer's Tools, Sling Bullets (10), Waterskin   Bedroll, Chalk (10), Climbing Kit, Clothing (Explorer's), Clothing (Fine), Rations (2 Weeks), Soap, Torch (5), Writing Set Current Bulk: 6.6 Encumbered: 9.0 Maximum:  14.0   CHARACTER CREATION   APPEARANCE   PERSONALITY Working in intelligence, you need a certain affinity for rumors and secrets. Some imagine this to be a sign of great mental strength and resiliency, but they are wrong. It's a nagging ache in the back of your skull, persistent and unrelenting. It's there while you sleep, prodding you awake at all hours of the night. You drown yourself in work, but the ache only gets stronger like a hot poker in your eye; drown yourself in alcohol and its still there, knocking out your brains; Courage, Dreamlily, and other drugs help stem the pain enough to focus but is temporary at best, like drinking water through a cloth sack. The only people who can work in intelligence, are superhuman or dead. Everyone else, sooner or later, falls short--falls out--like me. Not at all, Alyx could hear Alli say. Alyx only beats himself up over this issue because he's responsible. Every one of the agents you've worked with knew they had the best escape plan possible because of your work. You did your duty, and you did it well. There's no need to beat yourself up over every failure, especially something as out-of-place as the Mourning. But of course, you never listen to me. Of course not. Alli was dead and her voice he hears constantly now is just his survivor-guilt-ridden superego doing its best to keep him afloat and functioning in society. Proof again, of how much the Last War destroyed his life. Moral Intentions   BACKGROUND The Last War House Medani has the dubious distinction of being too political within higher society. When the other dragonmarked houses did their best to remain neutral during the Last War, House Medani invested itself heavily in its support of Breland. Even now, members of House Medani constitute a sizable number of positions in Brelish intelligence and police agencies. Alyx d'Medani, owes his present position as a detective with the Sharn Watch to this backdoor and cronyism, despite now being closer to a public nuisance and liability. He was not always this way. During the Last War, he worked with distinction with the Dark Lanterns and Brelish intelligence in the Cyran Theatre. He provided logistical support to spies ferreting out troop movements, House Cannith technologies, and even political assassinations. Unfortunately, he lost many friends, including his lover and would-be-fiance, Allisera d'Cannith, on the Day of Mourning. His friends will tell others with a sad and bitter expression that the event completely changed Alyx's life trajectory. The Thousand Yard Stare TLDR: At the end of the war, Alyx was recruited by Channara d'Medani to join her first expedition into the Mournland. Cyran survivors and the kin of those who died on that day joined together to investigate. They returned with a haunted gaze, and many swore never to return. Among those, Alyx d'Medani was one who made such an oath. End of the Line Returning from the Mournland, Alyx d'Medani fell into a life of hard drinking and psychotic drugs. He tried to forget what he had seen, and what had become of Allisera. However, he could always hear her somewhere in the back of her mind; could hear her whispering clues and urgent warnings when he wandered the streets. It was maddening, but also perhaps, a way forward.
  2. Out of curiosity, is there any particular city or premise that the party is getting together for? It'd help a bit with preparing backgrounds and character concepts. As for character concepts, it depends on where the story takes place. I'm considering an Aasimar maestro bard connected to the Radiant Idols if it's in Sharn, a Valenar Elf tank build with a mount if more outdoors, or perhaps a House Medani excoriate who communicates with the dead to investigate crimes.
  3. Thank you. I think the Sentinel shield makes the most sense. I would like to keep my options open depending on what the final party looks like.
  4. For magic items, I am thinking of: Sentinel Shield |  Uncommon | DMG This is featured in her backstory as the wyrmstone tablet that Skenyrd discovered and that gave birth to her. It begins writing out events that are happening around the attuned person. It's not as powerful as an oracle in predicting the future, but is enough to give advantage on initiative and perception rolls. Moon Sickle |  Uncommon | TCoE This is featured in her backstory as a shard of the astral sea she obtained when she met Amus, the Red Tide. It appears like black iron with white specks in the day, but shines with soft moonlight at night. When it is used to cast a healing spell, the healing spell covers the recipient with seawater. Healing Potion |  Common | DMG Reflavored as a goodberry tonic. Made from coffee cherries. 
  5. Found a useful youtube video walking me through the character creation process for sword world and thought I could share it with you. Hopefully it makes it easier for those who are on the fence to try the system. https://www.youtube.com/watch?v=ZBCwcIYcfzg
  6. Dice rolls and prompts GENERATION GUIDELINES   Stats: Please feel free to roll for your stats. Anything below a 27-point-buy and you may use that instead or accept your results as is. Character Level: 3rd Starting Gold/Equipment: Per Class and Background. Allowed Material: All official, Subclasses from the Tal'Dorei Campaign Setting Reborn. Banned Material: Any flying race. Players Needed: 5 Prohibited Alignments: Any Evil Supernatural Gift: Please choose a Supernatural Gift from the Mythic Odysseys of Theros.   Please feel free to read up on the setting at this Link: The Serene Holds There you will be able to find settlements, regions, deities, and much more to help you flesh out your character. The world is much wider than this small piece of land so if none of the areas fit with your character please feel free to have them come from somewhere else, the world is still wide open for world-building.
  7. Hemetre Nyxborn Genasi of Malekir "Forsworn, forspoken, forespoke." Druid (Circle of Stars) 3 Water Genasi (+2 WIS, +1 CHA) Armor Class 16 (12 Studded Leather + 2 DEX +2 Shield) Hit Points 27 (3d8+3) Speed 30 ft. | Swim 30 ft. Senses Darkvision 60 ft. Languages Malek Common, Elvish, Draconic, Primordial, Druidic Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 8(-1) Save -1 Athletics -1 Dexterity 15 (+2)  Save +2  Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 13 (+1) Save +1 No skills associated. Intelligence 14 (+2) Save +4  Arcana +2 | History +4 | Investigation +2 | Nature +2 | Religion +4 Wisdom 18 (+4) Save +6  Animal Handling +4 | Insight +6 | Medicine +4 | Perception +6 | Survival +4 Charisma 10 (+0)  Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency.   ATTACKS WEAPONS Unarmed Attack +4 to hit for (1d4+2) bludgeoning damage Shillelagh +6 to hit for (1d8+4) bludgeoning damage | magic Guiding Bolt +6 to hit for (4d6) radiant damage.     PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Herbalism Instruments None Weapons Scimitar, Shortsword, Simple  Armors Light, Medium, Shields DRUID CLASS ABILITIES Spellcasting (Druid) | Wild Shape | Circle of Stars | Star Map | Starry Form RACIAL TRAITS Acid Resistance | Amphibious | Darkvision | Swim | Call to the Wave | Necrotic Resistance | Radiant Resistance | Cloak of StarsAs an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can't use it again until you finish a long rest. FEATS None   SPELLS SPELL SLOTS (DC14) Cantrip Acid Splash | Guidance | Sacred Flame | Shape Water | Shillelagh | Spare the Dying 1st [ ] [ ] [ ] [ ] Absorb Elements | Bless | Create/Destroy Water | Entangle | Faerie Fire | Goodberry | Guiding Bolt | Healing Word 2nd [ ] [ ]  Darkvision | Moonbeam   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (84 lbs.) Weight: 84 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.10 lbs.) Brass: 0 | Copper: 0 | Silver: 200 | Gold: 0 (5 Coins x .02 lbs. = 0.1 lbs. Total Weight) EQUIPMENT READIED (25 lbs.) Equipped items can be retrieved with a 'manipulate item' interaction. Armor (17 lbs.) Traveler's Clothes - 4 lbs. | Studded Leather - 13lbs. Weapons (7 lbs.) Quarterstaff - 4 lbs. | Scimitar - 3 lb. Readied Items (1 lbs.) Star Map (Wyrmstone tablet, totem), Pouch - 1lb,  EQUIPMENT STORED (59 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1lb | 10 Rations - 20 lb | 9 torches - 9lbs Strapped to Backpack (23 lbs.) Waterskin - 5 lbs. | 50ft of Rope - 10lb | 1 torches - 1lbs | Bedroll 7 lbs.  EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) APPEARANCE Age 73 | Height 5'6" | Weight 130 lbs. | Hair Black | Eyes Sandstone | Complexion Tanned Appearing as a slight, young beauty of roughly 20 years, Hemetre is easily identified by the rapunzel-length hair that swirls chaotically around her head as if caught in a constant breeze or current. Her clothes, crafted from crocodile skin and adorned with sparrow feathers tell much of her origin and background. While it might be easy to dismiss her as a young woman, she is remarkably mature for her age and is strangely familiar with old-fashioned words and expressions.  Her hair shifts from the fathomless black chaos of Nu-Us, to the brilliant sky-blue of Lake Malekir's life-giving waters and the radiant gold flecks of sunburst that followed the shattering of the Wyrmstone and birthed the world. It is apparent even after one day that Hemetre is possessed of extraordinary and divine gifts. However, the true value and importance of the Nyxborn can only be seen in the artifact that is never far out of her reach: a clay tablet covered in ever-changing draconic glyphs and runes. This is the core of her existence and the divine act that gave her life: a shattered fragment of the fabled Wyrmstone.   BACKGROUND Astral Drifter Source Spelljammer Personality Traits: I use old-fashioned euphemisms and expressions.  I have read every book in my father’s massive library – twice! Ideals: Greater Good. My gifts and abilities are meant to be shared, not to be used for my own benefit. Bonds: I have an ancient text holding terrible secrets that should never fall in the wrong hands. Flaws: Most people run and scream when they see a demon. I stop and take notes on its anatomy. Background Feature:  Divine Contract.  You gain the Magic Initiate feat and must choose cleric for the feat. You gain 2 cantrips and 1 1st-level spell from cleric spell list. In the Astral Sea, you crossed paths with Amus, the Red Wave. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign. BACKSTORY In the beginning, before creation, was the Nu-Us. The Nu-Us was dark and fathomless, filled with nothing but the possibility of everything, it flowed like water, as turbulent as the Dead Tides and as calm as the waters of Lake Malakir. But around the Nu-Us, were eight powerful and mighty Divinities of Eld: four men and four women; their names and domains lost to us, remembered only briefly in waking dream. These Divinities, with a mighty swing and a flash of light, split the Nu-Us to create sea and sky. And at the horizon where Nu and Us met, was an egg fashioned from sand and loam, the Wyrmstone. From this egg came the first of our Gods, Nuru of the Sun and Amus of the Tide. From these two gods was born the people of the world, and upon the Wyrmstone's remains did their people build the great city of Malekir. At least, this is the story told of the creation of the Amenmerian pantheon and the people of the Scorched Sands. It is easy to ignore such stories as folklore or curiosities, but archaeologists have discovered artifacts from the Shetasut Dominion and the even evidence of the legendary Wyrmstone that destroyed the ancient Elves and created the Scorched Sands. One such artifact discovered by the archaeologist and wizard, Neman Skenyrd, was a fragment of a clay tablet covered with draconic runes and glyphs. This tablet was a simple curiosity, initially thought to be a fragment of the creation myths of the Malekiri. However, its text soon began changing. Skenyrd, who was transcribing this tablet, soon realized the clay tablet was still being written; and somehow, his name had appeared in its latest entry. In less than a fortnight, the wizard could be seen talking and chatting comfortably with the mysterious clay tablet. His collegiate fellows in Sheke imagined Neman had simply gone crazy and had prepared an intervention. To their surprise however, they instead discovered a prepubescent girl with black hair was seen talking back to him in his offices. Her name was Hemetre, and she was Neman Skenyrd's daughter. This caused some stir, but the gossip never rose above stories of an eccentric professor and his precocious daughter digging up ancient relics in the Scorched Sands. Hemetre grew intermittently for the next 10 years traveling back and forth with the professor between archaeological digs, Malekir, and University of Sheke. Skenyrd's now famous collection of Wyrmstone Tablets grew with each new expedition and success. This fame brought attention to this important moment of history, but it also brought unexpected dangers to archaeology as well. Perhaps they were Amenmerian zealots, jealous wizards, or one of the local communities that had developed a distaste for foreigners digging up their ancient graves. Regardless of who the attackers were, Neman Skenyrd and Hemetre were ambushed in the city of Tasu. Neman was grievously wounded and was hospitalized and offered sanctuary by the Holy Order of Amus. Hemetre, was safe and managed to escape with the wyrmstone tablets.  Although Neman is unable to recall the specifics of the ambush, Hemetre has told him that divine intervention saved them. The wyrmstone tablets have a central role in events to come and she had been assigned the divine duty of escorting these tablets by the god, Amus. Unseen enemies lurk in every corner, but visions and instructions on the wyrmstone tablet have guided her to the Thalassocracy of Baromenes.   
  8. Thanks a lot. I wrote a character establishing moment to give you a better idea of how this character would work in your campaign. This kind of RP would be done chiefly in the downtime and perhaps to help him establish a court and police system in any potential kingdom.
  9. Character is ready for review. Any advice or comments are welcome. I'll finish the character establishing moment before the deadline.
  10. Myrdin Steelsong Aldori Aldori Quaestor   "Though many Aldori claim to be unparalleled in the battlefield, it is only so because we are unparalleled when honing our steel. Whether you are baring steel or fighting alongside me, know this: My words are my steel and this is my battlefield."   Rogue 1 Medium humanoid male (Variant Human), lawful neutral Armor Class 14 (leather armor) Hit Points 10 ( 1d8 +2 ) Speed 30' ft. Senses normal Languages Common, Dwarvish, Thieves cant Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 8 (-1) Save -1  Athletics -1 Dexterity 16 (+3)  Save +5  Acrobatics +5 | Sleight of Hand +5 | Stealth +5 Constitution 14 (+2) Save +2 No skills associated. Intelligence 12 (+1) Save +3 Arcana +1 | History +5(E) | Investigation +5(E) | Nature +1 | Religion +1 Wisdom 10 (+0) Save +0  Animal Handling +0 | Insight +2 | Medicine +0 | Perception +2 | Survival +0 Charisma 14 (+2)  Save +2 Deception +4 | Intimidation +4 | Performance +2 | Persuasion +4 * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Vehicles (land), Thieves Tools Games Cards  Weapons Aldori Dueling Sword, Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Armors Light ROGUE CLASS ABILITIES ProficienciesYou are trained in the following: Thieves Tools Investigation Perception Persuasion Sleight of Hand | ExpertiseYou have Expertise in: History Investigation | Sneak Attack (1d6)Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. | Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. RACIAL TRAITS LanguagesYou can speak and write common and dwarvish. | Ability Increases+1 Dexterity, +1 Charisma | SkillsYou are you trained in History. | FeatYou gain one feat of your choice. Skilled.  FEATS SkilledYou are trained in three Skills. Deception. Insight. Stealth.   WEAPONS WEAPONS Twin Aldori Dueling Swords +5 to hit for (1d6+3) piercing OR (1d8+3) slashing. | Finesse, light, versatile Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage. | Ammunition, two-handed (80/320)   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (79.38 lbs.) Weight: 79.38 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.38 lbs.) Copper: 0 | Silver: 10 | Gold: 9 | Obsidian: 0 | Platinum: 0 (19 Coins x .02 lbs. = 0.38 lbs. Total Weight) EQUIPMENT READIED (30 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Leather Armor - 10 lbs., Common Clothes - 3 lbs. Weapons (12 lbs.) (2) Aldori Dueling Sword - 8 lbs. | (2) Dagger - 2 lb. | Shortbow - 2 lbs.   Readied Items (2 lbs.) Thieves Tools - 1lb. | Quiver of arrows - 1 lb. EQUIPMENT STORED (49 lbs.) Stored items can be retrieved with an action. In Backpack (24 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Torch - 3 lbs | (10) Torch - 10 lbs. | (10) Rations - 5 lbs. | Trophy (scrap of a banner) Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | Hempen Rope & Grappling Hook - 10 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (3/3)     APPEARANCE Age 28 | Height 5' 9" | Weight 155 lbs. | Hair Black| Eyes Grey | Complexion Fair Myrdin is a human male of less-than-average height who keeps an immaculately clean and polished appearance by applying scented oil to his short, black hair and ducktail beard. In addition to his distinct grooming habits, Myrdin is never too far from his metal-brimmed infantryman cap and robes of office. His fastidious appearance also reflects his attentive personality and obsessive attention to detail; a trait he uses to great effect in his occupation. While he would be considered as an upright and outstanding professional, his colleagues do note some ruthless and opportunistic tendencies in his interpretation of the law and justice.   BACKGROUND SWORD SCION - Aldori Quaestor Source Custom Personality Traits:  I find common ground between the fiercest of enemies, empathizing with them and always working towards peace. No one could look at my regal bearing and not realize I am a cut above the unwashed masses. Ideals:  Service. Law serves the interests of the communities and people under it. (Good) Bonds: A powerful person killed someone I loved. One day soon, I will have my revenge.  Flaws: Secretly, I believe things would be better if I were a tyrant lording over the land. Background Feature: Official InquiryYou're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. CONCEPT Myrdin is a Quaestor, a low-level magistrate invested with legal and military authority to investigate crimes and military matters. While his role as a fighter is straight-forward enough, it is his role as a lawyer and magistrate that is most noteworthy. Myrdin will be primarily responsible for enforcing the Aldori Sword Pact, officiating Aldori duels, investigating potential crimes involving said duels, and uncovering corruption within the ranks of the Aldori swordlords. He must work within the law, although the nature of the Stolen Lands and the mandate provided to him by the Council of Swordlords gives him some esoteric solutions and undefined legal boundaries with the local municipal governments. BACKSTORY Aldori swordsmen are an eccentric lot, known as much for their bravado and braggadocio as for their martial prowess. Their reputation, martial ideology, and storied history from their founding to the present has provided Brevoy with an outstanding militia that can be quickly marshaled into a functional army. However, the question of who and what this army is directed at keeps many a Rostlander noble and Brevic governor awake at night. Currently, the command of this army is divided between members of the Council of Swordlords--consisting of the most influential Aldori in Restov--and whose members serve as an advisory board to the many municipal governments of Rostland. Obviously, this division of authority does not sit well with every nobleman and noblewoman; who compare this dynamic as their Swordlord advisors holding a knife to their throats. Even more problematic is the civic and political capital governors expend to handle crimes and disputes between the rank-and-file members of this army. This brings the governors in frequent conflict with the notoriously independent Aldori who look unfavorably upon outsiders interfering with their time-honored traditions and values; as well as undervaluing the risks to life and limb they face everyday to maintain regional stability. Some Aldori even loudly advocate for secession or military coups. To curtail these more radical elements and assuage political fears, Sir Richard Iannuchi the Lord Commander of the Council of Swordlords, appointed 20-some Aldori Quaestors with the role of investigating and enforcing criminal and martial law upon the Aldori residing in Rostland and Brevony. These men and women are charged with traveling the realm and to serve as the primary investigator for any crimes involving Aldori. After investigating the cases, they are to determine whether the case and evidence should be handed over to local law enforcement, local military adjudicators, or to the Council for judgement. Myrdin Steelsong began this career as a young Aldori minor nobleman in the city of Restov. Like many sword scions, he trained from an early age in the Aldori dueling sword and its techniques. His father, a noble of the robe, served as a judge under Lord Mayor Ioseph Sellemius and helped tutor his son in a broad range of subjects. After finishing his studies at home, he was admitted to the Restov College of Law at the age of 16 before graduating and entering military service at the age of 21 as a young man. There, he served 5 years with distinction with the 11th Aldori Heavy Infantry before becoming an aide-de-camp to the Aldori Sword Marshall, Dame Ravness Iunianus, at 26. It was with her recommendation, and Myrdin's connection to the homeland of Aldori swordsmanship, the Crown of Brevony, and his family relations with nobility that he was appointed as an Aldori Quaestor. The Council hopes his connection would warrant a favorable-enough opinion from the Crown, nobility, and the Aldori that none could question his judgment or accuse him of favoritism in the performance of his duties. All of this was challenged a year after his appointment, at the age of 28, with an investigation: the unlawful killing of Dame Ravness Iunianus. CHARACTER ESTABLISHING MOMENT The midday sun shone brightly through the windows of the great hall to four distinguished figures sat around a conference table. In the center of that table was an inlaid seal, made of gold and tourmaline depicting a shining city: the holy symbol of Abadar. "So, to summarize:" Judge-Magister Braun said, addressing the other three members at the table, "On the 12th of Abadius, Marchioness Clarida Della Fiorni welcomed Dame Ravness Iunianus and the 11th Aldori Heavy Infantry to the city of Pitax. They were invited to assist with the coming northward expedition into the Stolen Lands." "On the 19th, the 11th Aldori Heavy Infantry began patrols to acclimate to the terrain and learn the lay of the land. In one of these patrols, a scout reported a thunder of Ogres, 20-strong. This message was sent by raven and received by the commander at Fort Marshall. Dame Ravness Iunianus and her platoon were closest to the scene and was notified by sending stone immediately. Dame Ravness reported that evening with plans to set out on the morning of the 20th." "That was the last message received by Dame Ravness. Dame Ravness Iunianus failed to report as usual in the morning of the 20th and every day thereafter. A rescue party was immediately sent. It was not until the 29th when Jovfreh Belavarah and Drey Yarnes returned with proof that Dame Ravness Iunianus and her platoon were dead." "Investigations led by Quaestor Myrdin Steelsong Aldori began immediately given the state of the body. He has called for Ealdorman Stefano Moskoni from the City of Pitax and Magister Illora Nuski of the Technic League to this council." "Today is the 2nd of Calistril, and we have convened under Abador's Hall of Law in Restov to outline the scope of this formal investigation of an Aldori Sword Marshall. I Judge-Magister Braun will be mediating. Quaestor Myrdin Steelsong Aldori, please present your case." The attention of the three men turned towards Myrdin Steelsong, wearing a black robe with red trim, who returned a cordial but strained smile. As amiable and polite as these three were, it would be a folly to assume they were anything except enemies who would cut him down given even half an opening. His only chance at successfully completing this investigation was to sow enough doubt between Pitax and the Technic League that they couldn't bring their full legal power to bear and stonewall him. "Thank you, Honorable, Judge-Magister Braun." Myrdin began, drawing out time as he composed himself. "As you mentioned, Pitax has made many attempts to expand their borders northwards into the Stolen Lands. The plans for an official expedition to claim these lands have been an open secret among their nobles for some time. At the same time, the Technic League has quite a few official claims in the area--of archaeological, historical, and magical importance for their great cause. Although there have been conflicts between the them, they have worked well together to claim the vast wilderness despite sometimes massive losses." Myrdin began slowly, his words emphasizing and dredging up years of memories for the Ealdorman and Magister of their mutual conflicts in the area. He especially wanted to remind them of the unofficial claims made by the Technic League and the chaos wrought by overzealous Pitaxian pioneers. The Quaestor had collected quite a few testimonies and evidence of skirmishes between pathfinders hired by the two factions and needed to expose those old wounds before he made his request. Myrdin watched the two's reactions carefully. His lips loosened into a smile as Illora Nuski sipped her tea, pointedly ignoring the death stare from Stefano Moskoni, as he reviewed a choice selection successful claims made by the two sides. They were ready. "Now, my investigation of the wounds inflicted upon the late Dame Ravness Iunianus and members of the 11th Heavy Infantry suggests signs of magic: specifically fire and lightning. While there is a remote possibility of an Ogre Mage in the Stolen Lands, there have been little evidence of a powerful monster capable of destroying a platoon commanded by a Sword Marshal. We cannot discount potential wrongdoing or potential illegal claims by renegade wizards in the area. I am sending an official request to Pitax and the Technic League for a Right of Inquisition of their territories to investigate any connections to the crime and the loss of his Majesty's soldiers." Myrdin voiced his final request, fully expecting the two representatives to push back. Unfortunately for them, they couldn't do so too forcefully without exposing themselves to criticism by the other representative; and so Myrdin Steelsong would hopefully get his Right granted.
  11. Myrdin Steelsong Aldori - Human Rogue AC: 14 | HP: 10/10 | Initiative: +3 | Passive Perception: 12 Post goes here. "Speech" thoughts in italics   (Picture should link to your character thread or character sheet, whichever you are keeping updated.) Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.            
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