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Miss Ember War Wizard "When the Fireball explodes, duck" WIZARD 3 Medium humanoid female (Fire Genasi), true neutral Armour Class 12 (15 mage armour) Hit Points 20 ( 3d6 + 6) Speed 30' ft. Initiative +5 (+2 Dex, +3 Int) Senses darkvision, passive perception 13 - 20' ft. Languages Common, Draconic (S/R) Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 |Stealth +2 Constitution 14 (+2) Save + No skills associated. Intelligence 16 (+3) Save +5 Arcana +5 | History + | Investigation + | Nature + | Religion +5 Wisdom 12 (+1) Save +3 Animal Handling + | Insight + | Medicine + | Perception + 3 | Survival + Charisma 12 (+1) Save +1 Deception +| Intimidation + | Performance + | Persuasion +3 * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools None Instruments: Violin Weapons Daggers, darts, light crossbows, slings, staves Armors None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Deflection | Tactical Wit | RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Fire Resistance | CantripYou have proficiency with the longsword, shortsword, longbow, and shortbow - produce fame cantrip, Spell - Burning Hands (@5th level - Flame Blade) FEATS | ASIWisdom +1 Dexterity +1 Features: Arcane Deflection At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an at- tack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. When you use this feature, you can't cast spells other than cantrips until the end of your next turn. Tactical Wit Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. WEAPONS WEAPONS Staff (Arcane Focus) Dagger SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 CANTRIPS Chill Touch| Mage Hand| | Mending FIRST LEVEL | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Identify | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | Second Level | Mirror Image | Scorching Ray | Denotes (Rit) Ritual (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Identify (Rit) | Alarm (Rit) | Detect Magic (Rit) | Find Familiar (Rit) | Mage ArmorMage Armor 1st-level abjuration Casting Time:1 action Range:Touch Components:V, S, M (a piece of cured leather) Duration:8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | | Magic MissileMagic Missile 1st-level evocation Casting Time:1 action Range:120 feet Components:V, S Duration:Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. | | Denotes (Rit) Ritual (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBRANCE (62 lbs.) Weight: 62lbs/80lbs Status: Penalty: MONEY POUCH Copper: 0 | Silver: 0 | Gold: 20 | Obsidian: 0 | Platinum: 0 EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulated item interaction. Explorer's Pack (Backpack 5lbs, Bedroll 7lbs, Mess Kit ?, Tinderbox 1lb, 10x Torches 10lbs, 10 days of Rations 20lbs, Waterskin 5lbs (full), Rope 10lbs, Traveller's Clothes - 4 lbs). Weapons (1 lbs.) | Dagger - 1 lb. | Readied Items () Arcane Spell Focus (Staff) - 4lbs | | | | | | | | | EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | 10gp worth of jewellery | Spellbook - 3 lbs | soap | fine cloak with a hood | | | Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) At Home | | | | 2 x Sets of Fine Clothes - 12 lbs. | | = | = | = | * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) | | APPEARANCE Age 25 | Height 5' 9" | Weight 126 lbs. | Hair Fire Orange| Eyes Fire Orange | Complexion Fair BACKGROUND Courtesan Source Custom Personality Traits: I am shamelessly flirtatious with everyone Ideals: I want to earn a sense of security (Neutral) Bonds: I know some secrets of a powerful client who wants to ensure my silence Flaws: I am always trying to prove my worth, as I do not think my worth is significant Background Feature: Friends in Low Places You can earn a modest living in any large town or city. You can also get connected to local rumours in towns and cities with a courting house, bathhouse or another similar establishment. You can immediately develop a rapport with others in your line of work, and gain a great deal of insight into influential members of the community and the criminal element of the region. BACKSTORY Ember did not have the beginning that a lot of other girls had, so an unpleasant, fat, disgusting creature took that away from her. He also took her mother and father, he lost a pendant and blamed her father for stealing it. Ember had to watch as he was dragged off to the cells with no trial, her mother was killed for protecting her (Ember) and Ember was given to this pig as a slave. All this at the tender age of 14, after a year or so she was put to work in a whore house owned by him, Lord Vileous De Sewerstien. It was on her 18th birthday that her life took an upturn, he came in drunk and demanded me. He looked ill and was wearing his finest pendant, the one he accused my father of stealing. Ember fed him more alcohol, the really strong stuff and he died there and then. Ember took everything off him and called for the city watch, once they had taken the body away Enber went to the other side of town and paid for a room. She then went back to the brothel and collected her things, most of the girls did the same and then fled. Five days later Ember turned up at Vances Acadamy of Adventure and paid her fee in full, she had paid a fine to have her father freed and gave him some money to set up a smithery. So here she was, Ember was going to become a wizard. Having written to them and gotten a reply back, Ember had brought everything that she owned which was not that much. Ember had also brought a number of items that would be required such as a backpack and a spellbook. Ember was shown to her dorm and met some of the other girls, Ember was not the oldest nor the youngest. She was the most outrageous though, one or two of the girls flirted with her and she was fine with that, one couple, in particular, was always with her and rumours quickly spread. Ember worked hard in her studies and practised religiously to get her spells right, in her spare time she would chat with the others or occasionally she would sit on her own and try to remember the fun times with her mother. The picnics, the games and the stories kept her calm and would put a smile on her face, a visitor came to the academy to see one of the trustees. He was a former client and as soon as he saw her he began to panic, his wife and his children were with him. Ember was not the sort to twist a knife and did not approach him, she simply gave him a nod and a smile. Graduation day came around too soon, Ember had been into the woods a few times and had fought with the occasional thug, polar bear , wolves and even a friggin owlbear, good job she was with a few others. Her experience grew as she had paid one of the lecturers to give her some extra tutelage, being a war wizard Ember could theoretically join the armed forces but that did not appeal to her. All she wanted to do was to delve into places that held monsters and treasure, find lost knowledge, and make her father proud of her. She had gone back to Neverwinter and spoke to her father, he had brought a headstone for her mother's grave and Ember had placed some flowers there. Ember could not stay long as the DeSewerstiens might want "a word" with her, they had left her father alone as he was inside when Vileous died. The last night at the academy was crazy, Ember was the life of the party. She had been seen with a number of cadets (and at least one female lecturer), she sat up in bed the next day and Benny and his girl Jenny were also waking up. The three looked at each other and laughed, Ember dressed and grabbed her things and got a ride into Luskan. Once she had found an Inn with a room she began to look for work, any job that paid well enough would do, joining a party would be better.
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Andraste Scion of Power, Ward of the House of Oghma's Faithful "Life is what you make it, so make it exciting!" SORCERER 3rd Medium humanoid female (Half-Elf), chaotic good Armor Class 15 Hit Points 23 (HD 3d6) Speed 30 ft. Senses Darkvision 60 ft., Passive Perception 9 Languages Celestial, Common, Draconic Proficiency Bonus +2 ABILITIES & SKILLS Strength 10 (+0) Saves +0 Athletics +0 Dexterity 14 (+2) Saves +2 Acrobatics +2 | Sleight of Hand +4 | Stealth +4 Constitution 15 (+2) Saves +4 No skills associated. Intelligence 12 (+1) Saves +1 Arcana +1 | History +3 | Investigation +1 | Nature +1 | Religion +3 Wisdom 8 (-1) Save -1 Animal Handling -1 | Insight -1 | Medicine -1 | Perception -1 | Survival -1 Charisma 17 (+3) Save +5 Deception +5 | Intimidation +3 | Performance +3 | Persuasion +5 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Thieves' tools, Three-Dragon Ante set Instruments None Weapons Dagger, dart, light crossbow, quarterstaff, sling Armors None SORCERER FEATURES SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. | Sorcerous Origin: Draconic BloodlineChoose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. | Draconic ResilienceAs magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, your skin reflexively develops a thin sheen of dragon-like scales in response to imminent trauma. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier. | Dragon Ancestor: RedAt 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later. Red Dragon: Fire You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check. | Font of MagicYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. FLEXIBLE CASTING You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. 1) Creating Spell Slots You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Spell Slot (Sorcery Point Cost) 1st (2) 2nd (3) 3rd (5) 4th (6) 5th (7) 2) Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level. | MetamagicAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. EMPOWERED SPELL When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. CAREFUL SPELL When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. HALF-ELF TRAITS Darkvision 60 ftThanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | Skill VersatilityYou gain proficiency in two skills of your choice. Stealth Sleight of Hand | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | FEATS None ATTACKS WEAPONS Jambiya Dagger +4 melee or ranged (1d4+2 piercing) Finesse, light, thrown (20/60) Unarmed Strike +2 melee (1 bludgeoning) SPELLS Fire Bolt +5 ranged (1d10+4 fire) 120ft | V, S SPELLCASTING SPELLCASTING ABILITY: CHARISMA Save DC: 13 | Spell Attack: +5 | Spells Known: 4 CANTRIPS Control FlameTransmutationCantrip Casting Time: 1 action Range/Area: 60ft./5ft. Components: S Duration: Instantaneous Source: EE, pg. 152 You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways: You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location. You instantaneously extinguish the flames within the cube. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour. 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. | Fire BoltEvocationCantrip Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Notes: Fire Elemental Affinity Source: PHB, pg. 242 You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). | MendingTransmutationCantrip Casting Time: 1 minute Range/Area: Touch Components: V, S, M(two lodestones) Duration: Instantaneous Source: PHB, pg. 259 This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. | PrestidigitationTransmutationCantrip Casting Time: 1 action Range/Area: 10ft. Components: V, S Duration: 1 hour Source: PHB, pg. 267 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. 1ST (4 slots) Absorb Elements1st LevelAbjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range/Area: Self Components: S Duration: 1 round Source: EE, pg. 150 The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) | Shield1st LevelAbjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 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. (R) | Thunderwave1st LevelEvocation Casting Time: 1 action Range/Area: Self/15ft. Components: V, S Duration: Instantaneous Attack/Save: CON Source: PHB, pg. 282 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. 2ND (2 slots) Dragon's Breath2nd LevelTransmutation Casting Time: 1 bonus action Range/Area: Touch/15ft. Components: V, S, M(a hot pepper) Duration: Concentration, up to 1 minute Attack/Save: DEX Source: XGtE, pg. 154 You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. (B+C) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT TOTAL ENCUMBERANCE (~49 lbs.) Max: 150 lbs (15 x Str) Penalty: None MONEY POUCH (0.058 lbs.) Total GP Value: 2.9 Weight: 0.02 x Coins READIED (9 lbs.) Equipped items can be retrieved with a manipulate item interaction. This is a holy symbol of Oghma It appears to be a partially unfurled, blank scroll--this particular depiction being a modest sized silvery metal amulet on a thin chain. This hangs prominently from the white sash tied around the waist of Andraste's traveling robesAmber FlameThis is a crystal arcane focus. Mysteriously, this appears to be a thumb-sized stone of hardened tree sap in which someone has trapped a living flame. It's always warm to the touch and flares with spectral fire when Andraste uses it to channel her arcane power. This was the only object among the swaddling that the abandoned baby who would eventually be named Andraste was found with. The priests of Oghma never figured out the little amber stone's history, but they knew it was obviously tied to whomever had left them the infant girl. Andraste wears this as a necklace, the stone hung from a thin string of leather tied around it. It's the only tie to her heritage--whatever that may be. (1), Scroll AmuletThis is a holy symbol of Oghma It appears to be a partially unfurled, blank scroll--this particular depiction being a modest sized silvery metal amulet on a thin chain. This hangs prominently from the white sash tied around the waist of Andraste's traveling robes, right next to her jambiya scabbard. (-), Moon-touched jambiyaThis is a dagger. A remarkably exquisite representation of its kind, this curved dagger is paired with an elaborate, matching scabbard of the finest craftsmanship. These weapons are commonly worn by men in distant Zakhara as a sign of high social status. This was gifted to Andraste by a far travelling merchant whom she rescued from a mugging on the streets of Neverwinter last year. The foreign man was grateful when she blasted the would be crook with a spell, and wished to honor his rescuer. Andraste has held the beautiful weapon up as one of her prized possessions ever since. Despite appearing to be merely ceremonial, it's still a functional weapon with a keen edge. Andraste wears it openly, tied to her side with the sash around her waist and right next to her holy symbol of Oghma. This particular jambiya is moon-touched, its magical enchantment shedding bright moonlight 15 ft and dim light another 15 feet. (1), Red traveling robes (4) Common clothes (3) STOWED (40 lbs.) Stored items can be retrieved with an action. Backpack (5), The Binder's LiturgyA book of wisdom, prayers, and sacred songs dedicated to the god of knowledge. (-), Oghmanyte lay vestments (-), Block of incense x2 (-), Bedroll (7), Mess kit (1), Rations x10 days (1), Waterskin (5), Hempen rope x50 ft (10), Pouch (1), Three-Dragon Ante cards (-), Thieves' tools (1), Unusual glass chess pieceGenerated from my trinket roll of 6: "An old chess piece made from glass" This particular piece is actually different every time you look it it. Sometimes it's a rook, other times a knight, occasionally some other piece. You never know from one look to the next which piece it's going to be. Andraste found it in her pocket one day and has no memory of how it got there. (-) STORED ELSEWHERE House of Knowledge, Neverwinter: A very few personal effects of sentimental value and little else. ATTUNED MAGIC ITEMS - - - APPEARANCE Age 20 | Height 5' 7" | Weight 120 lbs. | Hair Auburn colored, long flowing | Eyes Bright green | Complexion Fair, lightly freckled Andraste has the glow of youth about her, a slender woman of fair complexion with a light dusting of freckles. Her auburn hair is straight and very long, tending to whip around dramatically in the wind or when she manifests her arcane power. She wouldn't know the first thing about elvish culture, so she considers her delicate features and slightly pointed ears to be little more than a cosmetic curiosity she just happens to have been born with. Andraste's full of vim and vigor, a deep well of reckless impulsivity and spirited passion in equal measure. Even a few minutes with her is enough to make it clear that, whatever is going on at the moment, Andraste's having the time of her life and loving every minute of it. Never one to be caught dead in anything dour and drab, Andraste's traveling robe is a beautiful bright red, tied with a white sash around her waist. Her other clothing is typically adorned with embroidery and other little intricate flourishes she's happy to pay a tailor to create, and as much as she's able Andraste and her effects are always clean and well cared for. Delicate, detailed things with long, flowing lines are always a favorite. Having grown up with nothing to her name, she can be tempted by shiny things like gems, jewelry, and other luxuries. BACKGROUND WARD OF OGHMA Source Custom Proficiencies Religion, History, Thieves' Tools, Three-Dragon Ante set You received formal training to enter into the priesthood of Oghma. Much to your chagrin, as a ward of the House of Knowledge, there was no other destiny available to you. As befits the god of knowledge, the training involved a great deal of academic studiousness. Unfortunately, you were a terribly irresponsible student who romanticized swashbuckling ne'er-do-wells and daring treasure hunters when you should have been studying. You spent a lot of time in trouble for attempting to practice your legerdemain skills when you thought nobody was looking. How fortunate for you that your actual destiny intervened and the mystery of your parentage revealed a hitherto unknown power. Personality Traits: I received an excellent education growing up, not that I would ever admit that. I'm secretly enamored with the idea of the roguish anti-hero and sometimes try to emulate it even though it doesn't fit me. Life is what you make it, so make it exciting! Ideal: Freedom. Freedom is the natural state of all peoples, who wither away while oppressed. Bonds: I may not have been the most grateful child, but I owe everything to the priests of Oghma that did their best to raise me as a orphan. My life instantly changed when my arcane power manifested and I'll do whatever it takes to find out whomever or whatever is at the source of it. Flaws: I get easily worked up by people that I think believe themselves better than the rest of us. Boredom is a fate worse than death. Priestly Training: As an acolyte, you share comradery with those who share your faith, and while you can't officially perform the religious ceremonies of your deity, you received formal training on how to do them. Still, while you remain a layman in good standing, you and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a poor lifestyle. You have ties to the House of Knowledge in Neverwinter, and you have a residence there. This is the temple where you were raised and educated. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. BACKSTORY Orphaned at infancy, Andraste was raised as a ward of the House of Knowledge, a temple of Oghma in Neverwinter, where the stuffy-but-well-intentioned priests collectively raised her to be a scribe and lorekeeper. They named her after an Oghmanyte saint who was famous for having been martyred during the Wailing Death plague a couple centuries ago. An inattentive and rebellious student, Andraste spent most of her days trying to weasel her way out of work she considered to be boring. Despite a preference for the thrill of legerdemain over libraries, the priests managed to make an apt (but reluctant) scholar out of her as she ultimately had nowhere else to go. Andraste's life changed dramatically when she began to manifest sorcerous powers at the onset of puberty. In the turbulent few years that followed it would be become clear to the priests that there was only so much they could teach her within the temple walls, so they sent Andraste with their blessing out into the wider world to find answers about the magic she could now wield. As big proponents in the power of education, Vance's academy seemed like a natural starting place for Oghmanyte priests to send their adoptive daughter.
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Amelia Casseire Human Evocation Specialist "....." Wizard 3 Medium humanoid female human, Neutral Good Armor Class 13 Hit Points 17 (3d6) Speed 30' ft. Senses: Passive perception (10) Languages common, Elven Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 10 (+0) Save +0 Athletics +2 Dexterity 16 Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +3 Constitution 12 Save +1 No skills associated. Intelligence 16 Save +3 Arcana +5 | History +3 | Investigation +3 | Nature +3 | Religion +3 Wisdom 08 Save +2 Animal Handling -1 | Insight +1 | Medicine -1 | Perception +1 | Survival +1 Charisma 11 Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools: None Instruments: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Armors: None WIZARD CLASS ABILITIES Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Evocation)Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a Evocation spell into your spellbook is halved. Sculpt Spell: Beginning at 2nd level, you create pockets of safety. Choose a number of allies equal to 1+spell level. The chosen creatures automatically succeed on their saving throws against the spell and they take no damage if they would normally take half. RACIAL TRAITS Feat (Magic Initiate: Wizard)• (Mage Hand, Mending) You learn two cantrips of your choice from that class's spell list. • (Mage Armour) In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. Skill Proficiency (Perception)Perception FEATS WEAPONS WEAPONS Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Quarterstaff +2 to hit for (1d6) bludgeoning damage. | Versatile (1d8) SPELLS SPELL SLOTS Wizard 3 First Second Third Fourth Fifth Sixth Seventh Eighth Ninth 4 2 0 0 0 0 0 0 0 Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 (lvl+Int) CANTRIPS (Wizard) Prestidigitation, Fire Bolt, Minor Illusion, Mage Hand, Mending FIRST LEVEL (Wizard) Burning Hands, Magic Missile, Shield(R), Thunderwave SECOND LEVEL (Wizard) Misty Step(B), Dragon's Breath(C) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell / (Mi) Denotes Magic Initiate spell WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Mage Armour(Mi), Burning Hands, Find Familiar(Ri), Magic Missile, Shield(R), Thunderwave, Ice Knife SECOND LEVEL Misty Step(B), Dragon's Breath(C) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. / (Ri) Denotes Ritual Spell / (Mi) Denotes Magic Initiate spell EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: lbs. / lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.00 lbs.) Copper: 0 | Silver: 1 | Gold: | Platinum: 0 (Coins x .02 lbs. = lbs. Total Weight) EQUIPEMENT READIED ( lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (0 lbs.) Weapons (0 lbs.) Readied Items ( lbs.) EQUIPMENT STORED ( lbs.) Stored items can be retrieved with an action. In Backpack ( lbs.) two 1st level spell scrolls, two healing potions Strapped to Backpack ( lbs.) EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age 21 | Height 5'7" | Weight 145lbs. | Hair Brown | Eyes Grey | Complexion Tanned Amelia has the look of a consummate outdoorsman. She prefers utilitarian clothing of earth tones and all her adornments follow much the same feeling. She gives off the vibe of a casual, devil-may-care attitude. This comes across in her casual dress and demeanor. It is uncommon to see her without pack and equipment, always ready and always prepared. Despite eschew more conventional styles of the time, she often uses her magic to mend and clean her clothing, always putting forth a very put-together and well impression. BACKGROUND Outlander Source PHB Personality Traits: I'm driven by a wanderlust that led me away from home. Ideals: Change. Life is like the seasons, in constant change, and we must change with it Bonds: I will bring terrible wrath down on the evildoers who destroyed my homeland. Flaws: Violence is my answer to almost any challenge. Background Feature: Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can BACKSTORY While there was no question of her admittance to Vance's Academy of Adventure - at least not in her mind - from a very young age actually gaining admittance proved to be more problematic than she had expected. Having come from a small farming village in the middle of nowhere - at least nowhere important or worth remembering - Ameila has almost nothing to her name when she left. Amelia left without any concrete idea of how she would find a spot in the academy and spent the months-long trek not only doing everything she could to save - and earn - coin but also come up with some plausible reason for admittance. Though she managed to grow the little nest egg granted to her by her parents - their life savings and then some - she was still concerned it would be not nearly enough. Her arrival - long and arduous as it was - was an moment of triumph for her. Managing to arrive at all was not a sure thing, a feather in her cap for sure. The next few months after that were less exciting. Long days and weeks raising additional funds and honing her arguments for entry. It was in these weeks when she stayed in a small room in a small building, rented with meager funds in the large city of Mirabar. It was there that she met the enigmatic figure who introduced himself as Vindelar Amaroth. She knew little about the man, only that he was an elf, and that he had seemingly unlimited funds, or at least it seemed that way to her. He proposed to her that he sponsor her admission to the Academy - and since it was becoming obvious she would have little chance to do it on her own, she was sorely tempted - but still managed to press him on why he would be so generous. The elf was cagey, but told her that he simply desired to help those that could not help themselves. And thought she felt suspicious of his motives, he asked for nothing else and would have little influence on her once she joined, so she pushed aside her misgivings and took the sponsorship. Once a part of the Academy she went about hiding at least part of her origins, crafting a somewhat more refined identity and hiding her poor and common upbringing. This worked for the most part, though she knew it would not hold up under scrutiny.
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Karina "Hedonism Personified" Entertainer, Consort, Gypsy [url=https://imgbb.com/][img]https://i.ibb.co/zmQL0Qt/b8a572caaf15d1644e26030f5025e1b3.jpg[/img][/url] Druid - Wildfire 3 Medium humanoid female (human), chaotic good Armor Class 13 (leather) Hit Points 21 Speed 30 ft Senses Nothing unusual Languages common, draconic, druidic, infernal Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 8 (-1) Save -1 Dexterity 16 (+3) Save +5 Acrobatics (+4), Sleight of Hand (+4), Stealth (+5) Constitution 13 (+1) Save +1 Intelligence 10 (+0) Save +0 Arcana (+1), History (+1), Investigation (+1), Nature (+1) Wisdom 10 (+0) Save +0 Animal Handling (+1), Insight (+1), Medicine (+1), Perception (+1), Survival (+1) Charisma 17 (+3) Save +5 Deception (+5), Intimidation (+4), Performance (+7), (Persuasion +7) PROFICIENCIES & ABILITIES PROFICIENCIES Tools N/A Instruments Finger Cymbals, Harp, Lute Weapons Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons Armors Light Bard CLASS ABILITIES Bardic Inspiration d6 PHB, pg. 53 As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome Song of Rest +1d6 HPPHB, pg. 54 If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. Mantle of Inspiration 5 temp hp XGtE, pg. 14 As a bonus action, spend one use of Bardic Inspiration to grant 5 temporary HP to up to 3 creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks. Enthralling Performance XGtE, pg. 14 Once per short rest, you can choose 3 creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC 13) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies. FEATS Fey Touched TCoE, pg. 79 Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the misty step spell and one 1st-level spell of your choice from the divination or enchantment school of magic. Once per long rest you can cast each of these spells without expending a spell slot. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat. WEAPONS WEAPONS Moon-Touched Rapier +5 to hit for (1d6+3) piercing, magic. Dagger +5 to hit for (1d4+3) piercing damage. SPELLS SPELL SLOTS 2 cantrips, 4 1st, 2 2nd Bard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 CANTRIPS Mage Hand, Viscous Mockery FIRST LEVEL Dissonant Whispers, Hex, Sleep, Unseen Servant SECOND LEVEL Dissonant Whispers, Hold Person, Invisibility, Misty Step, Phantasmal Force, Sleep THIRD LEVEL EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (13 lbs.) MONEY POUCH Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0 * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) | | APPEARANCE Age 23 | Height 5' 4" | Weight 107 lbs. | Hair Auburn | Eyes Brown | Complexion Olive BACKGROUND Noble Personality Traits: Womanly wiles, weaponized! A fiery, free-willed spirit. Ideals: F-R-E-E-D-O-M; I dream of the day I owe not my freedom to another, or need no longer fight tooth and nail for it. Bonds: The order and balance of nature has gone awry; when it's this far gone, sometimes it a cleansing fire is necessary. Flaws: Hedonistic tendencies often distract; fiery temper can exacerbate problems Background Feature: All Eyes on You Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people. BACKSTORY Originally from a nomadic tribe who wandered the harsh outskirts of Thay, Karina was sold into servitude at an early age — bartered away for naught more than a goat and some barrels of fresh water; an altogether fortunate outcome considering the usual fate for spare children in the region. Now under the care of a local warlord and his cohort, Karina was tasked with menial labor until such a time that her beauty and allure began to attract the attention of prominent figures within the cohort. Having taken a personal interest in her, the reigning warlord sought to "protect" his investment by placing her under the tutelage of their resident mystic, a seer and medicine woman whose venerable age and status made her untouchable amongst the rabble — and her flock by proxy. While such tutelage was certainly beneficial in familiarizing Karina with the arcane traditions of desert tribesmen, the spirited young woman longed for excitement and splendor beyond what her indentured servitude offered. She envied the traveling dancers and consorts who weaved in and out of the cohort during their travels; they who flaunted their freedom, grace, and extravagance; they who made their wiles work for them, who conquered the conquerors with naught more than flesh, song, or dance! Alas, she was stuck in her lot by the whim of a possessive warlord. What could she do? Why... run away with the troupe, of course! A fleeting group of veiled dancers and temptresses would not notice one more in their flock if she looked the part, nor would the warring cohort be wise to the disappearance of their most lovely seer so deep in the depths of a drunken night — until it was too late. Thus, Karina fled her captivity and mingled amongst entertainers, consorts, and artists in lands far-flung from her home. And for some time this was how she made her living; by fleecing the unsuspecting, exploiting her natural wiles, or — at the very last resort — plying her arcane trade. Until such a time that she had earned the attention and affection of a particularly perceptive and entrepreneurial man whose endless pockets were not the only form of ingenuity he expressed. He told Karina of an academy whose teachings could lead her to a life e're more exciting, adventurous, (and possibly hedonistic) than the meager one with which she presently dwelled. Intrigued by the prospect, she leapt at the chance. All the while wondering what she might owe this man once he called in her debt. A problem for another time...
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Vik Dut (Mudmaw The Chained?) Self-proclaimed expert in all things Rare, Newly Officiated Archaeologist "Listen to me and I'll find us something shiny." Barbarian 3 Small humanoid Male (Goblin), Chaotic neutral Armor Class 15 Hit Points 32 Speed 30' ft. Senses Darkvision, passive perception 11' ft. Languages common, Goblin, elvish Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 14 (+2) Save +3* Athletics +4** Dexterity 16 (+3) Save +3* Acrobatics +3** | Sleight of Hand +3** | Stealth +3** Constitution 14 (+2) Save +4* No skills associated. Intelligence 12 (+1) Save +1* Arcana +1** | History +3** | Investigation +1** | Nature +1** | Religion +1** Wisdom 12 (+1) Save +1* Animal Handling +1** | Insight +1** | Medicine +1** | Perception +3** | Survival +3** Charisma 8 (-1) Save -1* Deception -1** | Intimidation -1** | Performance -1** | Persuasion -1** PROFICIENCIES & ABILITIES PROFICIENCIES Tools Calligrapher's Instruments none Weapons Simple & Martial Weapons Armors Light & Medium BARBARIAN CLASS ABILITIES RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. | Unarmored defenseWhile you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Danger senseAt 2nd level, you gain an uncanny sense of when things nearby they aren't as should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Form of the BeastStarting when you choose this path at 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage: Bite - Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws - Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail - You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. RACIAL TRAITS DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Fury of the SmallWhen you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest. | Nimble EscapeYou can take the Disengage or Hide action as a bonus action of each of your turns. FEATS NONE WEAPONS WEAPONS Maul +4 to hit for (2d6+2+2) bludgeoning. | heavy, two handed Hand Axe +4 to hit for (1d6+2+2) slashing damage. | light, thrown (20/60) EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (135.5 lbs.) Weight: 135.5 lbs. / 210 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (.5 lbs.) Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0 (25 Coins x .02 lbs. = .5 lbs. Total Weight) EQUIPEMENT READIED (30 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (15 lbs.) Maul - 10 lbs. | Hand Axe - 5 lbs. Readied Items (10 lbs.) Moon-touched Chain of spears | 2 Potions of healing - 1 lbs. EQUIPMENT STORED (105 lbs.) Stored items can be retrieved with an action. In Backpack (62 lbs.) Backpack - 10 lbs. | Mess Kit - 1 lbs. | Two-person tent - 20 lbs. | 10 days of rations - 20 - lbs. | Boxed Secret Dungeon map - 1 lbs. | Bedroll & Blanket - 10 lbs. Strapped to Backpack (43 lbs.) Waterskin - 5 lbs. | hempen Rope - 10 lbs. | tinderbox - 1 lbs. | 10 torches - 10 lbs. | Pickaxe - 10 lbs. | Shovel 5 lbs. | Bullseye lantern - 2 lbs. EQUIPMENT NOT CARRIED (--) At Home: NONE!!! I KEEP MY POSSESSIONS OBSSESSIVLY! I travel everywhere with my things and keep them together. * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED MOON TOUCHED CHAIN OF SPEARS ATTUNED (3/3) NONE FOR NOW APPEARANCE Age 23 | Height 3' 8" | Weight 53 lbs. | Hair Bald| Eyes Bloody Red | Complexion Strangely Clean Vik's appearance is much more dapper than those of his goblin brethren and sisters. He keeps a yellow jacket with large and loose sleeves that flows down farther than it should. Likely something a Dwarf would wear as it is much more suited for a race of a slightly larger size. A simple white shirt along with red leather pants adorn him making him a rather handsome looking Goblin if he does say so himself. A Massive belt wraps around his waist twice over and it looks like it has been modified with extra holes for him to accommodate that. You will never find shoes on this Goblin, only green feet that are much cleaner than they should be for the places he travels. Vik keeps all his possessions with him, meaning he usually has a massive backpack on him along with all his things and everything he owns. A plethora of equipment and weaponry can be seen on him. Vik has a rather flat and bald head with very long pointed ears that have an orange flair. With no eyebrows, confident and gleaming red eyes. Vik stands proud most of his days. He has a strong and pointed jawline with a wide grin from ear to ear. Now don't be deceived by this small Goblin, behind that coat are some RIPPED MUSCLES. This Goblin has to traverse terrain and swing heavy equipment to get where he needs to go. So, Vik has attained a very muscular figure. Especially for a goblin, in fact those who have a keen eye can notice that those loose sleeves aren't as loose as they seem. BACKGROUND Archaeologist Source: Tomb of Annihilation (approved) Personality Traits: I have no problems with stealing from the dead, besides...if they didn't want it stolen then they shouldn't have died. I am a pack rat and never throw anything away unless I can get gold for it. Ideals: I'm a greedy sucker and won't risk my skin for nothing. I expect good GOLD! However, nothing is more exhilarating than a narrow escape from THE JAWS OF DEATH! Bonds: I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. I'm secretly in love with my Rival and aim to prove myself by proving my skills. Flaws: I'd risk too much to uncover a lost Artifact or valuable Gold. My Greed prevents me from parting with anything of value I own, unless you want to Bargain? Background Feature: Historical Knowledge - When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. BACKSTORY Vik had never known his family, but that is quite common amongst many goblins. His earliest memory is the cave he lived in as a young Goblin. He made his way in the world by hunting and preying on any animals he could. Eventually he would venture further out into the world and found strange structures that Humans called "Ruins". He began digging in ruins and old caves for valuables to trade for food from humans and other races. He tried his best to be friendly with other races from civilizations, this seemed like a much more fun and easier job than just hunting for food. During his time spent in the dirt digging around for anything valuable and then immediately selling it for a huge amount of food to only scarf it down in seconds. Vik had been given the Nickname MudMaw in his younger Years. A name he quickly grew out of and renamed himself, "Vik Dut". With these interaction from other races, Vik realized that there are so many great things you can buy with gold. Thus, Vik developed a love for shiny things and that love of shiny things turned into a lust for GOLD. He began to have a revelation, if he wanted a lot of gold, then he would need to learn about old valuable things. To do this he would need experience and to find as many as he could so he could sell them. Vik had to be an archaeologist, that was a big word he learned from Humans. Apparently, it meant someone who studies old things. To Vik, it meant Someone who sells old valuable things. During one of Vik's "Expeditions", he met an Elven woman from Vance Academy who happened to be an archaeologist. They were both exploring a ruin and Vik was hastily looting as much as he could, finding the Spear chain in the process. The Elven woman found a Box with a Secret dungeon map inside. Vik happening upon this Elf had tried to take the map before her. The Elven woman was swift though and nabbed it first. Vik angrily declared himself her rival, though she kept it still because she thought he was amusing. That night, Vik followed her in an attempt to steal the Map. Her campfire had nearly burnt out but before Vik had the chance, a few Bandits ambushed her. Without a moment to even try to fight back, she was caught. Vik wasn't about to let his prey get swept out from under him. He jumped out angrily and shouted at them to leave or die. They scoffed and laughed at the small goblin before shooting him with a bolt. Unfortunately for them this was a full moon. This was Vik's first experience with his Transformation. The taste of Human blood was also a new experience for him, Vik's anger had caused this transformation into a WereGoblin and had taken full control of him that night. All he remembers was the flash of red and a loud Roar before the screaming started...there was Rage unlike he had ever known and lots of blood. After the job was done, Vik was too exhausted to think a thought or move an inch and fell unconscious in the center of the bodies he mutilated. The Elf had freed herself in the chaos and had just Grabbed her pack before she was about to make a run for it. Thats when silence fell, and the calm began as Vik returned to his original form. Realizing that this strange goblin or WereGoblin had saved her. She couldn't let it die and so She tended to the wounds of Vik that night, though not without her own caution. Come morning, Vik found himself covered in Patchwork bandages along with a strong fire to help keep him warm. His belongings were found, and all placed neatly next to him along with a Box that looked very familiar. The very same box that had a Map of a Secret Dungeon in it. Vik looked up to see the Elven woman sitting across the fire from him, she seemed tired and exhausted though watched him with interest. Both seemed confused about the other. Why would the elf save a greedy thieving Goblin and why would the Goblin Protect an Elf? These questions and more ran through both their minds at the time. Vik was the first to speak and introduced himself. The Elf was next, introducing herself as Syldi Feanala. Syldi remained at the camp for some time to make sure Vik would remain in stable condition and would leave soon after. She was mostly quiet but thanked him and gave the Map to him as thanks. Syldi directed him to Vance academy if he wanted to be an archaeologist like her considering he had the interest of finding valuables in old places. He was denied the first time due to his appearance and dress being considered a scammer or thief, many times thereafter due to his inability to pay for tuition. Realizing he was probably not as properly dressed as most Humans; Vik went to a Tailor. While they were hesitant at first, their minds changed after he dumped a pile of gold and silver on their desk. After overpaying for an old pair of leather pants, and a rather nice yellow jacket. Vik returned to the Vance Academy and was denied again due to his lack of wealth. So, Vik decided to continuously bring valuable artifacts to pay for his tuition until accepted. His persistence was extremely admired and loathed by many in the Academy. He met Syldi there again and declared he was best once again after he had entered with all his findings. She had outshone him easily with her reputation for finding what others could not. She did not brag...much. He became angrily determined during his time their which only fueled his studies. Though he did eventually begin to fall for her as a competitive rival, something he did not even realize himself. Upon the Day of his Graduation, His Spear chain which he almost always wore as a heavy necklace was made to be a Moon-touched Trinket by the Headmaster Vance. This strange Arcane creation caused a small feeling for his power to manifest and Syldi feared the worst. Vik did not even realize the implications because it turns out he had it completely under control as long as he kept his rage in check. That very next morning he had planned to go and boast of his new Achievements to Syldi......but where was she? Where was he? Did he even go to sleep?
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An idea I had and will be working on. Comments and critique always welcome. Chance Destiny's Wildcard Tiefling Wild Magic Sorcerer "And I just have Two Pair. Two Queens, and Two More Queens..." SORCERER 3 Medium Humanoid Male (Tiefling), Chaotic Neutral Armor Class 12 (14 mage armor) Hit Points 20 ( 8 + 2d6 + 4 ) Speed 30' ft. Senses Darkvision 60, Passive Perception 10 Languages Common, Infernal Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 8 (-1) Save -1 Athletics -1 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +4 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 11 (+0) Save +0 Arcana +2 | History +0 | Investigation +0 | Nature +0 | Religion +0 Wisdom 10 (+0) Save +0 Animal Handling +0 | Insight +0 | Medicine +0 | Perception +0 | Survival +0 Charisma 17 (+3) Save +5 Deception +5| Intimidation +3 | Performance +3 | Persuasion +5 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Disguise, Forgery Instruments Dice, Cards Weapons Dagger, Dart, Sling, Quarterstaff, Crossbow, light Armors None SORCERER CLASS ABILITIES Flexible Casting | Sorcerous Origin (Wild Magic) | Sorcery Points (3) | Metamagic (Heightened, Quickened) | Tides of Chaos | Wild Magic Surge RACIAL TRAITS Darkvision | Fiendish Resistance | Infernal Legacy FEATS False Identity WEAPONS WEAPONS Moon-Touched Dagger +4 to hit for (1d4+2) piercing damage. | Finesse, light, thrown (20/60), Moon-Touched Light Crossbow +4 to hit for (1d8+2) piercing damage. | Ammunition, two-handed (80/320) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Sorcerer- Spell Save DC: 13 | Spell Attack Mod: +5 CANTRIPS (Sorcerer) Mage Hand | Mind Silver | Minor Illusion | Presdigitatiom | Thaumaturgy FIRST LEVEL (Sorcerer) Hellish Rebuke | Mage Armor | Magic Missle SECOND LEVEL (Sorcerer) Invisibility | Misty Step EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE ( lbs.) Weight: 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.3 lbs.) Copper: 0 | Silver: 0 | Gold: 15 | Obsidian: 0 | Platinum: 0 (15 x .02 lbs. = 0.3 lbs. Total Weight) EQUIPEMENT (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (5 lbs.) Light Crossbow - 5 lbs | Dagger - 1 lb. Pouch - 1 lb Crossbow Bolt - 1.5 lbs Waterskin - 5 lb (full) Disguise Kit Bedroll - 7 lb Rations - 2 lbs Rope, Hemp - 10 lbs Tinderbox - 1 lb Mess Kit - 1 lb Backpack - 5 lbs Fine Clothes - 6 lbs Torch 1 lb Component Pouch - 2 lbs MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE Age Adult | Height 5' 10" | Weight ~160 lbs. | Hair Dark Red| Eyes Yellow | Complexion Red "Gentleman! The game is Sword Coast Hold 'Em. No Limit, Spies and Knaves are Wild, Dueces are Dueces but you have to take a drink, and the Queen of Hexes is Watching." If he was a normal human he'd look like a handsome bard playing on a stage in a bawdy tavern. He always smiles like he's on the inside of a joke and he'll tell you for a few coins. He probably would be a shifty con-artist if he didn't have some interestingly magical ancestry and it shows. That's his story and he's sticking to it. His prefernce for loose clothing and an attempt to live a stress-free lifestyle shows. There's pretty much always a twinkle of mischief in his eyes, but no real sadism. An obvious tiefling, it's depressingly easy to jump straight to assuming he's a demon or a devil with his red skin, yellow eyes, horns, and tail. Interestingly, testing has found that while there is some Fiend in his bloodlines it's actually very dilute, just from sheer dumb luck that his fiendish attributes are so accented and visible. Quick to joke, quick to get a card game going, quick to get and buy drinks if he can afford it, he's just trying to live life. Is it so wrong? BACKGROUND CHARLATAN Source PhB Favorite Scheme: Cheating at Games of Chance Personality Traits: I'm a born gambler who can't resist taking a risk for a potential payoff. I have a joke for every occasion, especially occasions where humor is inappropriate. Ideals: I am a free spirit – no one tells me what to do. Bonds: I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about. Flaws: I can't resist swindling people who are more powerful than me. Background Feature: False Identity BACKSTORY They say that when the realm needs heroes, the Call can be heard. Maybe the Call comes by way of Faith, by Courage, or even by Fate itself. When the Realm has Need, the Call comes and Heroes answer. If that is the case, then Chance has been actively Refusing the Call to Adventure for a long time now. Whoever his birth parents were they rejected him, for no good reason it turned out if nobody realized that until later. As a street urchin of course he had to learn how to steal and hide his Tiefling nature to survive. When he actually got fairly good at it he noticed that occasionally he'd just get lucky with it and just found his niche instead of honing his thieving craft. After cutting off a potential future with a Thieves Guild, he was found and raised by a Church orphanage - but never got into the dogma. With hindsight he can honestly think of many oppurtunities he's had to become an Adventurer and him shooting down every single one, sometimes on purpose. Chance's ideal life is one relatively stress-free and leasurely. Hearing of Vance's adventurer's school, Chance has moved to be closer to it - because Adventurers are relatively easy marks for his cons and rigged games. When found out you'd think people would be mad, but the magically inclined discovered something surprising. That he might have been cheating at games of chance to fleece adventurers - and sometimes he would do this by *somehow* magically influencing probability itself. Instead of being run out of town, a mysterous benefactor has paid his tuition. It wasn't an easy sell, and he still would prefer to avoid the stress and responsibility of an adventuring life but the idea of honing his magical gifts does admittedly have some appeal. But here's the thing about trying to Control Luck. It rarely works out for everyone involved, and sometimes Chance's attempts have - let's say interesting results.
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Ser Theodore Gregor Alain Dulac 3rd son of the Count Dulac, Priest of Tyr Cleric 3 Medium humanoid male (human), neutral good Armor Class 16 (chain), 18 (with shield) Hit Points 23 ( 8 + 2x4.5 + 6 ) Speed 30 ft, 20 ft with pack Senses Nothing unusual Languages common, elvish, dwarvish Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 14 (+2) Save +2 Dexterity 12 (+1) Save +1 Constitution 14 (+2) Save +2 Intelligence 12 (+1) Save +1 Religion (+3), History (+3) Wisdom 16 (+3) Save +5 Medicine (+5) Charisma 10 (+0) Save +0 Persuasion (+2) PROFICIENCIES & ABILITIES PROFICIENCIES Tools Dragonchess Instruments None Weapons Martial Armors Heavy CLERIC CLASS ABILITIES Spells War domain: Martial and Heavy armour proficiency, war priestbonus action attack when attacking, wis mod (3) per long rest, guided strikechannel power: +10 on attack roll, after roll Domain spells Divine favour, shield of faith, magic weapon, spiritual weapon heavy armour proficiency, martial proficiency FEATS WEAPONS WEAPONS Moon touched warhammer +4 to hit for (1d8+2) bludgeoning, magic Spiritual Hammer +5 to hit for (1d8+3) bludgeoning damage. SPELLS SPELL SLOTS 3 cantrips, 4 1st, 2 2nd Cleric - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 CANTRIPS light, sacred flame, resistance FIRST LEVEL divine favourR: Self 😧 Concentration, up to 1 minute +1d4 radiant damage on a hit(DBC) Shield of Faithr 60' d concentration, up to 10 minutes +2 AC bonus(DBC) Cure Woundsr touch cure d8+wis Healing Wordr 60 1d4 + wis healing(B) Guiding Boltr 120' ranged spell attack 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. SECOND LEVEL Magic Weaponr touch d Concentration up to 1 hour +1 attack and damage(DBC) Spiritual Weaponr 60' d 1 minute 1d8+wis dam, bonus action to move 20' and attack again(DB) Aidr 30' d 8 hours +5 hp to 3 creatures in range Prayer of healingr 30' up to 6 targets receive 2d8+wis hp(L) Blindness Deafnessr 30' d 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. THIRD LEVEL D - Domain B - Bonus C - Concentration L - Long cast time EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 70 or 89 lbs. / 210 lbs. max Status: < 70 Unencumbered | <140 encumbered Penalty: None or -10 move MONEY POUCH (0.5 lbs.) Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0 (25 Coins x .02) lbs. EQUIPEMENT READIED (70 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (61 lbs.) Chain (55), Fine Clothes Weapons (8 lbs.) warhammer, shield Readied Items (1 lbs.) holy symbol (amulet) EQUIPMENT STORED (19 lbs.) Stored items can be retrieved with an action. In Backpack (19 lbs.) Signet ring, scroll of pedigree, 2x healing potions, priest backpack (blanket, candle (10), tinderbox, alms box, rations (2), waterskin) Strapped to Backpack (0 lbs.) EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) | | APPEARANCE Age 20 | Height 5' 9" | Weight 126 lbs. | Hair Blonde| Eyes Pale Blue | Complexion Fair BACKGROUND Noble Personality Traits: Pretentious, Moi? Theodore has a subconscious, ingrained sense of entitlement. Ideals: Yearning for independence Bonds: Despite it all family is, well, family Flaws: Lack of confidence Background Feature: Position of privilege BACKSTORY Theodore Gregor Alain Dulac stared up glumly at the imposing wrought gates of Vance's Academy of Adventure, and then down out his feet. The ornately embroidered graduation cape his father insisted he wear was both itchy and heat stroke inducing in this, admittedly unseasonal, hot weather. He sighed once more, which together with "looking glumly at things" constituted the majority of his interactions with the world. Must do what father says he thinks to himself. It had been everso, since he was born. Eldest inherits the estate, second goes into the army, third enters the clergy. Theodore's path had been set for him since he was in the womb, and no-one argued with Count Gregor Dulac. His father's invite to the graduation ceremony held in one hand was growing limper over time as Theodore sweated into it. Even this, attendance at an adventurer's academy, had been part of his father's plan. Theodore's "fate" was to be head priest at the church near his father's estates. Which wouldn't have been so bad if there actually anything worth calling "estates". In truth the Dulac's may have been a power once, a long time ago, but now they were little better than landed knights in the service of Duke Daggerford, their estates being a decent sized house in Daggerford itself, several acres of farmland just outside, and the aforementioned church. Gregor III, Theodore's eldest brother, was to inherit this mighty kingdom. The self styled "count apparent", a title all the more annoying for being entirely made up, had made Theodore's childhood a misery when he could, which was often. "Get thee to a nunnery" was his favourite taunt, though there were many others, the more hurtful being how Theodore had to make up for killing their mother in childbirth. The middle brother, Alain, had taken "the second son goes into the military" completely to heart, and run off to Waterdeep to join the guard as soon as he turned 16. His father's response had been to pull some strings and get him a commission. Theodore's main emotion there was envy. Alain had gotten away and gotten away with it. The worst of it, Theodore reflected as a slowly wilted in the sun waiting for his father, was that he'd actually really enjoyed his time at the academy, much more than he thought he would. The classes in combat, the mock adventures, weaponised magic, it has all been good both independently as well as in the context of getting out of Daggerford. Perhaps more importantly, Theodore had felt a stronger connection to Tyr whilst here, as though his God approved of this path. Tyr didn't have to deal with Count Gregor though he thought. Not only that but he'd made a handful of close friends out of his "adventuring team" class, and there was further bitterness in knowing many of them would actually go off adventuring. The closest Ted would ever get to "adventure" would likely be the occasional lost zombie in the cemetery. It was also clear (lets face it long before now). that Count Gregor had about as much interest in Ted's future as Ted did, given the number of hours he'd been standing here waiting for the family coach to arrive.
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Ewan Hannigan Scion of Lions "A dangerous job, huh? Good. I need the practice." BARBARIAN 3 Medium humanoid male (Variant Human), alignment Armor Class 15 Hit Points 32 Speed 30 Senses n/a Languages Common, Elvish, Halfling, Sylvan Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 16 (+3) Save +5 Athletics +3 Dexterity 16 (+3) Save +5 Acrobatics +3 | Sleight of Hand +3 | Stealth +5 Constitution 14 (+2) Save +4 No skills associated. Intelligence 8 (-1) Save -1 Arcana -1 | History -1 | Investigation -1 | Nature +1 | Religion -1 Wisdom 12 (+1) Save +1 Animal Handling +1 | Insight +3 | Medicine +1 | Perception +3 | Survival +1 Charisma 8 (-1) Save -1 Deception -1 | Intimidation -1 | Performance -1 | Persuasion +1 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools n/a Instruments n/a Weapons Martial and simple Armors Light, medium, shields BARBARIAN CLASS ABILITIES RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: ―You have advantage on Strength checks and Strength saving throws. ―When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. ―You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. | Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. | Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn. | Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated. | Form of the BeastWhen you enter your rage, you can transform, revealing the bestial power within you. Until the rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage: Bite: Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit. Claws: Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action. Tail: You grow a lashing, spiny tail, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tail and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you. RACIAL TRAITS Ability Score IncreaseTwo different ability scores of your choice increase by 1. | SkillsYou gain proficiency in one skill of your choice. | FeatYou gain one feat of your choice. FEATS ResilientChoose one ability score. Increase the chosen ability score by 1, to a maximum of 20, and you gain proficiency in saving throws using the chosen ability. (Dexterity) WEAPONS (+2 damage when raging) WEAPONS Halberd +5 to hit for (1d10+3) slashing damage. | Heavy, reach, two-handed Javelin +5 to hit for (1d6+3) piercing damage. | Thrown (30/120) RapierMoon-Touched +5 to hit for (1d8+3) piercing, magic damage. | Finesse Bite/Tail +5 to hit for (1d8+3) piercing damage. | Tail has reach Claw +5 to hit for (1d6+3) slashing damage. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (84.1 lbs.) Weight: 84.1 lbs. / 240 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.1 lbs.) Copper: 0 | Silver: 0 | Gold: 5 | Obsidian: 0 | Platinum: 0 (5 Coins x .02 lbs. = 0.1 lbs. Total Weight) EQUIPEMENT READIED (25 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (6 lbs.) Fine Clothes - 6 lbs. Weapons (18 lbs.) Halberd - 6 lbs. | 5 Javelins - 2 lbs. each | Moon-Touched Rapier - 2 lbs. Readied Items (1 lb.) 2 potions of healing - 0.5 lbs. each EQUIPMENT STORED (59 lbs.) Stored items can be retrieved with an action. In Backpack (49 lbs.) Backpack - 5 lbs. | Bedroll - 7 lbs. | Mess Kit - 1 lb. | 10 Rations - 2 lbs. each | Tinderbox - 1 lb. | 10 Torches - 1 lb. each | Waterskin - 5 lbs. Strapped to Backpack (10 lbs.) 50ft Hemp Rope - 10 lbs. EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (0/3) APPEARANCE/PERSONALITY Age 21 | Height 6' 0" | Weight 190 lbs. | Hair Red | Eyes Brown | Complexion Fair Ewan is a toned young man, six feet tall. He has well-groomed, shoulder-length hair, most often worn in a ponytail. He wears fine clothing; a red and gold doublet, dark green breeches, and brown boots. He also wears an armored collar with pauldrons shaped like lion heads. He carries a finely-crafted halberd, along with a handful of javelins at his back and a sheathed rapier at his side. His manner of speech is quite casual, but he carries himself like a professional soldier and wields his weapons with discipline and skill... most of the time. When transformed, however, he assumes a hunched, bestial posture, even standing on his toes as tabaxi and other animal-folk do. In truth, he's still in full control of himself in this form - but he knows he can unnerve his enemies by pretending he's not. When not in combat, Ewan is quite agreeable and treats everyone equally, social status be damned. He sees everyone as a potential ally, except for those who have proven they are untrustworthy. For those people he has very little tolerance, and he might even enact violence upon them to keep them out of his affairs. BACKGROUND MINOR NOBLE (Courtier) Source Sword Coast Adventurer's Guide Personality Traits: "I always try to be kind, but those who abuse my kindness will feel my wrath." Ideals: "I must prove that I can handle myself without the coddling of my family." Bonds: "I'm betrothed to my best friend. I love her, but I do not want to marry her." Flaws: "My family has a scandalous secret." Background Feature: Court Functionary - Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are. BACKSTORY Everyone knows that there is something strange about the Hannigan family, but no one knows what it is. They hide their secret well, but just the fact that they have a secret has kept other nobles at arm's length - and it has kept the Hannigans from becoming much more than glorified landlords. Still, at least their station was enough to give Ewan a comfortable childhood and a good education. Everything changed when he learned the family secret. It happened at the Academy of Adventure - which he begged his parents to let him attend, as he wanted to become more than just a statesman. Things were going fine until, at the end of his first semester, he received his moon-touched weapon. His body instantly reacted to the weapon's moonlight, sprouting bestial teeth and claws. He rushed to the infirmary, where he learned that he and his family were descended from a werelion. All things considered, this revelation did not shock him. All the family heraldry featured lions... it seems this 'well-hidden' secret was more 'hidden in plain sight'. Mostly he just wondered why natural moonlight had never caused him to transform - or any of his family, come to think of it - but the healer had no answer for that. Ewan quickly adjusted and found ways to use his 'illness' to his advantage. He used it distance himself from his family and from the woman he'd been arranged to marry, who he saw as a dear friend, but nothing more. And with the Academy's help, he also learned how to control his transformations and how to use them constructively. Previously he'd never been sure what direction his life would take, but now, he felt he was meant to become an adventurer. And so, he fully devoted himself to the Academy. Graduated with honors, even. At least, he's pretty sure that's what happened...
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Amberlyn Hillheart Chosen of the Light, Reluctant Hero, a Girl who Dreams of Harvest "I never asked for this. The stars looked more beautiful at the farm." WARLOCK 3 Medium humanoid female (Lightfoot Halfling), neutral good Armor Class 13 Hit Points 24 Speed 25' Senses - Languages Common, Halfling Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 9 (-1) Save -1 Athletics -1 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +2 No skills associated. Intelligence 10 (+0) Save +0 Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +2 Wisdom 12 (+1) Save +3 Animal Handling +3 | Insight +1 | Medicine +1 | Perception +1 | Survival +3 Charisma 16 (+3) Save +5 Deception +5 | Intimidation +3 | Performance +3 | Persuasion +3 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Vehicles (Land), Carpenter's Tools Instruments - Weapons Simple Armors Light WARLOCK CLASS ABILITIES Otherworldly PatronCelestial | Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. Cantrips You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table. Spell Slots The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your warlock spells. | Expanded Spell ListThe Celestial lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Celestial Expanded Spells Spell Level Spells 1st Cure Wounds, Guiding Bolt 2nd Flaming Sphere, Lesser Restoration 3rd Daylight, Revivify 4th Guardian of Faith, Wall of Fire 5th Flame Strike, Greater Restoration | Bonus CantripsAt 1st level, you learn the Light and Sacred Flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. | Healing LightAt 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. Your pool regains all expended dice when you finish a long rest. | Eldritch InvocationsIn your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class. Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. | Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. | Repelling BlastWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. | Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. RACIAL TRAITS Ability Score IncreaseYour Dexterity score increases by 2. Your Charisma score increases by 1. | LuckyWhen you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. | BraveYou have advantage on saving throws against being frightened. | Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours. | Naturall StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. FEATS - WEAPONS WEAPONS Moon-Touched Quarterstaff +1 to hit for (1d6-1) bludgeoning, magic damage | Versatile (1d8) Dagger +4 to hit for (1d4+2) piercing damage | Finesse, light, thrown (range 20/60) Light Hammer +1 to hit for 1d4-1 bludgeoning damage | Light, thrown (range 20/60) SPELLS SPELL SLOTS 2/2 (2nd) Warlock - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 + Find Familiar CANTRIPS Eldritch Blast | Light |Mage Hand | Sacred Flame FIRST LEVEL Cure Wounds | Find Familiar| Guiding Bolt | Protection from Good and Evil (C) SECOND LEVEL Misty Step (B) * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (56.20 lbs.) Weight: 56.20 lbs. / 135 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (1.20 lbs.) Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0 | Platinum: 0 (10 Coins x .02 lbs. = 0.20 lbs. Total Weight) EQUIPEMENT READIED (24 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Leather Armor - 10 lbs. | Common Clothes - 3 lbs. Weapons (9 lbs.) Moon-Touched Quarterstaff - 4 lbs. | 3 Daggers - 3 lbs. | Light Hammer - 2 lbs. Readied Items (2 lb.) Arcane Focus (Wand) - 1 lb. | 2 Potions of Healing - 1 lb. EQUIPMENT STORED (31 lbs.) Stored items can be retrieved with an action. In Backpack (10 lbs.) Backpack - 5 lbs. | Book of Lore - 3 lbs. | Bottle of Ink - 0 lbs. | Ink Pen - 0 lbs. | 10 Sheets Parchment - 0 lbs. | Little Bag of Sand - 1 lb. | Small Knife - 1 lb. Strapped to Backpack (21 lbs.) Carpenter's Tools - 6 lbs. | Shovel - 5 lbs. | Iron Pot - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Moon-Touched QuarterstaffIn darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. ATTUNED (0/3) APPEARANCE Age 17 | Height 2'10" | Weight 35 lbs. | Hair Auburn | Eyes Brown | Complexion Fair A light sigh. It'd been a hard day for the young Halfling. She was nimble, but not strong. She was light, but not fast. During the sparring her opponent had practiced her kicks, and Amberlyn felt she could describe the other student's boots down to each scuff and scratch as she'd seen them up close a good half-dozen times. Auburn hair a mess, a cut on the bridge of her nose, she sat among trees of green and gold. There was something cathartic in the humiliation, as if to validate her fears, her reservations. She doesn't want to be in Vance's Academy of Adventure. She stays because she's too honest and stubborn to give up. Someone else has to say it, someone else has to send her home, yet no one will. No one will for the light burns bright within her. Amberlyn's brow furrows, rubbing brown eyes in frustration. Why me? Others dream of facing the dangers of the world. I just want home. She reaches up to tap her nose to give it a quick heal, to make it as if it never were. But it was. She's no warrior. She can hide and hurl bolts of brilliant gold from a distance. Her hand moves away. Maybe the cut should stay, the scar should remain to remind herself and maybe, just maybe, remind others too that she's not cut out for this even if fate seems to dictate otherwise. Amberlyn lays back, wincing a bit at the bruises and closes her eyes, imagining she's back on the farm, back with the herb gardens and chickens, the mix of powerful aromas mixed with smelly birds bringing back nostalgia of a better time. It was a time when she was a farmer, and she was content, and her most ambitious plans were to marry if the right man came along and go his farm, or mill, or if she really aimed high a store. Yet one who can heal with but a glance, who is touched by something divine doesn't get to hide away in a farm, or a mill, or a store. No, such people are meant for greatness... greatness or an early grave. With the flick of her wrist Amberlyn lifts up a carrot sitting by her and she begins to snack on it. Tomorrow will be another day to get stronger, another day to get knocked around. And then there will be the next, and the next, and then one tomorrow she'll be expected to set off and do some good. Not the kind of good that's bringing thyme and eggs to neighbors, the kind of good to put one's neck out. Amberlyn's neck feels sore as well. Still, despite the reservations, despite the deep, tiring frustration of it all... she can't help but shed the smallest of smiles. She knows she was never one to complain over a scraped knee, over a boy not liking her. It's the blessings she can't take, the compliments and gifts she wants to keep at arm's distance. Maybe adventuring will be more scraped knees and people expecting a bit more than she can offer. That she can handle. BACKGROUND Folk Hero Source PHB Personality Traits: Hard-working, humble, rustic, practical, stubborn Ideals: Before it was to live a good, honest simple life. Now it's time endure whatever the gift that's been given demands. Bonds: Her family and neighbors back home, her wandering thoughts Flaws: Struggles with compliments and good things happening, reluctant to be a hero, bit of a wallflower if she's left to her own devices Background Feature: Rustic HospitalitySince you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. BACKSTORY Amberlyn grew up on a rural farm with primarily chickens and herbs. It was hard work, but less strength-intensive than other crops and livestock which worked well for Amberlyn's parents and her four siblings, two older and two younger. The values of a good day's work, of dealing with problems when they come rather than complaining, that sometimes things are out of our control like the weather were all instilled in her. For the most part she was a happy and cheerful girl growing up, had friends among the neighbors and mostly got along with her brother and sisters. If anything stood out for her is that not much did. She had modest dreams, was only slightly rambunctious, and was pretty good help around the home and field. Amberlyn thinks she remembers the first sign of power when she was but a little girl, remembering as a toddler staring up the stars in the sky. She then looked down to see the color of starlight in her hands. It's a vague memory and one that she thought for a long time was just a dream, just an active imagination playing with her. She now thinks it was all too real. Amberlyn received a modest education, enough to be able to read, write, to be able to converse in Common even if she thought it a funny-sounding and not-particularly-pleasant language. It was an accident where she dropped a bottle of ink in the schoolhouse that she knew was worth far more than a bit of copper. In her momentary panic she shouted and reached out though her reach wasn't long enough her reflexes not quick enough... yet the ink bottle remained in the air much to the shock of those in the room. It didn't help her case that a nimbus of golden light hovered over her head momentarily as well. It was then that the cheerful girl was gone. She hated the attention, froze at the questions, and was thoroughly embarrassed and angry when some of the local boys only then decided that she was worth a second glance. She took to staying at the farm and busying herself with work, but it didn't work. Curious people were more than willing to walk up the hill to the farm, to move across the field, to peer in the chicken pens to see if the 'golden girl' would show something, or could fix something. It wasn't all too long before she found out the worst. Her parents had written a few letters to be sent, to have those with some better understanding and skill come to see her. Of course, a poorly written letter from Halfling farmers about their kid showing some sort of holy power is not the most uncommon tall tale in order to pull some rich, well-meaning person in to only find the story exaggerated or an outright lie. It's not as if priests, scholars, and leaders came across from across the land. No, only one did, at least within a month's time. A representative of Vance's Academy for Adventuring came to check. Skeptical at first, especially when Amberlyn refused to show anything, some cajoling by her parents finally got her to point to the sky and an arc of golden, dangerous light shot up into the sky. "Am I done now? Can I go back to mending the fence?" She doesn't know what conversation followed, but she discovered a couple months later the representative had gone back to request a scholarship for her. After all, this was someone who displayed such talent without even trying, who came from a much different background than many of the students. It was granted, and once Amberlyn found out, she hollered and hurled accusations in a way she'd never done before, and never has since. A few apologies later and her things were packed. Life at the academy... it's not that Amberlyn was bullied or picked upon so much as she was simply out of place. Here were mostly young people with high ambitions and drive, while Amberlyn was only there as an obligation. Mot wanted to talk about big plans of the future whereas the Halfling was more keen to reflect on the past. It also didn't help that she didn't have much martial ability, so she did get knocked around quite a bit. Still, as much as she dragged her feet, she kept walking. As much as she crossed her arms, she unfolded them when it was time to work. As much as she wished her powers would disappear, she concentrated and improved when asked to. Far from a star prodigy, nevertheless she earned her graduation... and doesn't know what to do next.
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Drift (Drifting Through Life) Wayward Tabaxi Noble "Planning is the thief of pleasure" ROGUE 3 Medium humanoid male (Tabaxi), Neutral Good Armor Class 14 Hit Points 24 ( 3/3 d8+2 ) Speed 30' ft. Senses darkvision 60' Languages common, tabaxi, thieves cant Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 11 (+0) Save +0 Athletics +0 Dexterity 16 (+3) Save +5 Acrobatics +3 | Sleight of Hand +7 (E) | Stealth +7 (E) Constitution 14 (+2) Save +2 No skills associated. Intelligence 12 (+1) Save +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 Wisdom 12 (+1) Save +1 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 Charisma 12 (+1) Save +1 Deception +3 | Intimidation +1 | Performance +1 | Persuasion +3 Bold denotes Proficiency / (E) denotes expertise PROFICIENCIES & ABILITIES PROFICIENCIES Tools thieves Instruments playing cards Weapons simple weapons, longswords, rapiers, shortswords Armors Light CLASS ABILITIES Expertise(Stealth and Sleight of Hand) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. | Sneak AttackBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. | 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. | Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | SpellcastingWhen you reach 3rd level, you augment your martial prowess with the ability to cast spells. Cantrips You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot. Spells Known of 1st Level and Higher You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier | Mage Hand LegerdemainStarting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. RACIAL TRAITS SpeedYour walking speed is 30 feet, and you have a climbing speed equal to your walking speed. | DarkvisionAccustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Cat's ClawsYou can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. | Cat's TalentYou have proficiency in the Perception and Stealth skills. | Feline AgilityYour reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. FEATS none WEAPONS WEAPONS Light Crossbow +5 to hit for (1d8+3) piercing | Ammunition, two-handed (80/320) Moon-touched Rapier +5 to hit for (1d8+3) piercing damage. | Finesse Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) SPELLS SPELL SLOTS 2/2 (1st) Spell Save DC: 11 | Spell Attack Mod: +3 | Spells Known: 2 CANTRIPS Mage Hand*Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your BONUS ACTION to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. | Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. FIRST LEVEL Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. | Fog Cloud1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. * Denotes Arcane Trickster special EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (67.68 lbs.) Weight: 67.68 lbs. / 165 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH ( 0.68 lbs.) Copper: 0 | Silver: 10 | Gold: 24 | Obsidian: 0 | Platinum: 0 (34 Coins x .02 lbs. = .68 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Leather armor - 10lbs. Weapons (5 lbs.) Moon-Touched Rapier - 2 lbs. | Dagger - 1 lb. | Light Crossbow - 2 lbs. Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Quiver of bolts x2 2 lb. | Healing potions 2 lbs. | Signet Ring EQUIPMENT STORED (46 lbs.) Stored items can be retrieved with an action. In Backpack (21 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Thieves Tools - 1 lb | Rations x5 - 10 lbs. | Fine Clothes - 4lbs. Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | Hemp Rope - 10 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home none * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Moontouched Rapier, 2 healing potions ATTUNED (0/3) none APPEARANCE Age 21 | Height 5' 10" | Weight 110 lbs. | Fur Tiger orange and brown| Eyes Green He is short for a Tabaxi, with tiger markings and green cat eyes. When he moves, he looks like he is dancing, whether he is fighting or just walking across a crowded bar. He also looks like he's never paying attention, his eyes constantly darting about the room. He is playful and outgoing, fiercely independent and does not respect authority. He is easily tempted and can sometimes do things to get in trouble but has a good heart and would not want to injure an innocent person or put his friends in danger. He will volunteer to help but will bristle at being told what to do. He is talkative, likes to tell stories, and encourages others to tell theirs too. He talks in simple language with a slight accent, so doesn't seem particularly eloquent, but most people come around to liking him. While he longs to restore his honor, he does not think he'll be able to live up to those ideals. There are too many temptations. BACKGROUND NOBLE Source PHB Personality Traits: I'm confident in my own abilities and do what I can to instill confidence in others. Thinking is for other people. I prefer action. Ideals: Tyrants must not be allowed to oppress the people. I must prove that I can handle myself without the coddling of my family. Bonds: I will fight for those who cannot fight for themselves. Someday I will live up to the expectations of my family, but probably not today. Flaws: There's no room for caution in a life lived to the fullest. I am easily distracted by comforts and entertainment. Background Feature: Position of PrivilegeThanks 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. BACKSTORY Drifting Through Life was born to a noble Tabaxi family in Athkatla allied with House Ophal. His parents hated his name but his friends used it so much it stuck, shortened to Drift. As a child, he was aimless, never having a care or worry, and always getting in trouble for stealing from his parents and their guests, drinking and carousing. As the fourth and youngest son, he had no real future and no responsibilities. But he also had no need for money so had no reason to better himself. He certainly would have ended up in the stockade or the gallows if his parents hadn’t intervened. They sent him away to the Vance’s Academy not because they wanted him to learn to be an adventurer or gain a sense of responsibility, they were just tired of him and wanted to be rid of him. They told him so. When he arrived, he had no particular aptitude. Most of the other students seemed eager, grateful to be there, and talented. Drift was none of those. He was not a strong fighter, and not great with magic. While he had some talent for magic, he had no innate spark and no patience for a spellbook, and wasn't nearly as good as the other arcane casters. So he spent the first year in martial studies, but failed. He couldn’t move well in armor, never figured out how to hold a shield properly, couldn’t swing a heavy sword or glaive, and couldn’t use a longbow at all. He had to rely on using a rapier and a light crossbow, and the other students made fun of him for it. This first year, he frequently got in trouble for sneaking out. He would leave campus and go out in town, sometimes making it back just in time for a test, and sometimes missing the exam completely. He wasn't allowed to participate in the final exam and would have been expelled, but his parents made a large donation and the school received a letter from the head of House Ophal. However, at about this same time, his ability to sneak in and out of the school was noticed by one of the professors. She confronted him but instead of punishing him, offered to let him into her secret classes. The Academy doesn't want to admit that they train thieves, but they do. So Drift came back for a second year, retaking all the classes he failed the first year, and adding the secret classes that taught him to hide, skulk, steal and spy. His second time through the course, he focused more. He loved the secret classes and that made him try just enough to pass his other classes. Outside of the rogue classes, he was a likable but unremarkable student, but in the final exam, his actions were crucial to the group’s success when he snuck in and stole a key ingredient from the high priest, buying the team more time to achieve their plan.
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Cidem Investigator (Forensic Medicine) 1 Medium • Humanoid • Warforged • Skirmisher Warforged • Divine Moral Intentions: "I cannot desist until you are satisified with your care" "Those that suffer a loss require support from friends and loved ones" "Crying is a natural response to pain; it is alright to cry" "On a scale from one to ten, how would you rate your pain?" "I am a warforged, I cannot be offended" "<insert something topical> makes me a better care provider" Perception +8 (+2 initiative) Languages: Common, WIP Skills: Acrobatics +5, Arcana +6, Lore (Warfare) +6, Medicine +6, Nature +6, Occultism +6, Religion +6 Society +6, Stealth +5, Survival +6, Thievery +5 Str +0, Dex +2, Con +2, Int +3, Wis +3, Cha -1 Items: Crossbow, Healer's Tools, Thieves' Tools (+replacement picks), Backpack (Adventurers Pack contents) AC 17 ; Fort +5, Ref +7, Will +8 HP 18 Clue-InConcentrate, Investigator Source Advanced Player's Guide pg. 56 2.0 Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. (reaction) Speed 30 feet Melee Unarmed +5 (Agile, Finesse, Unarmed) Damage 1d4 P Ranged Crossbow +5 (Crossbow) Damage 1d8 P Battle MedicineBattle Medicine Feat 1 General Healing Manipulate Skill Source Core Rulebook pg. 258 4.0 Prerequisites trained in Medicine Requirements You are holding healer's tools, or you are wearing them and have a hand free You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. (1-action) Devise a StrategmDevise a Stratagem Concentrate Fortune Investigator Source Advanced Player's Guide pg. 56 2.0 Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. (1-action Precision Damage Strategic Strike 1d6 Occult Inate Spells DC12, attack +2; Cantrips StabilizeStabilize Cantrip 1 Cantrip Healing Necromancy Positive Source Core Rulebook pg. 373 4.0 Traditions divine, primal Mystery life Cast somatic, verbal Range 30 feet; Targets 1 dying creature Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points. Additional Feats Alert ScoutAlert Scout Warforged3rd Party Feat Source Ancestry Feat Level 1 You are trained to observe and react to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Enhancement You can react no matter the circumstance. You gain a +2 circumstance bonus to all initiative rolls you make. Custom, FleetFleet General Feat Source Awarded Feat Level 1 You move more quickly on foot. Your Speed increases by 5 feet. CRB, Forensic AcumentForensic Acumen GeneralSkill Feat Source Awarded Feat Level 1 Prerequisites trained in Medicine You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus. The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency. APG, Pervasive Magic - DivinePervasive Magic - Divine, Stabilize PervasiveDivine3rd Party Feat Source Awarded Feat Level 1 While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting. Rarity: Rare GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting). Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city. The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance. Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems. Creatures (including PCs) gain the following: A trait associated with one of the magic traditions: arcane, divine, occult, or primal. The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait. The Cast a Spell activity. Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic. Access to backgrounds and feats with the pervasive magic trait. Custom (Stabilize), Skirmisher WarforgedSkirmisher Warforged Warforged3rd Party Skirmisher Warforged Designed as lightly armoured but more mobile warforged, the Skirmisher Warforged were widely deployed throughout Khorvaire. You have light integrated armour and gain the fleet general feat. CRB, That's OddThat's Odd Investigator Feat Source Class Feat Level 1 When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious. You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do. APG, Warforged ArmamentWarforged Armament Warforged3rd Party Feat Source Ancestry Feat Level 1 You gain either a claw or slam unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, and finesse, and unarmed traits. The slam deals 1d8 bludgeoning damage, is in the brawling group, and has the shove and unarmed traits. This attack is not affected by the material configuration of your integrated armour. Your weapon can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain. Enhancement Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d8 to 1d10). Custom Additional Specials MethodologyMethodology Special Feature Level 1 Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows. APG(Forensic MedicineForensic Medicine You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene. You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day. APG), On the CaseOn the Case Special Feature Level 1 As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In. APG, Pursue a LeadPursue a Lead ConcentrateExplorationInvestigator Special Feature Level 1 Frequency once per 10 minutes You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations. APG, Strategic StrikeStrategic Strike Special Feature Level 1 When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels. APG Appearance: Cidem is a large, humanoid figure with a sturdy build. Covered in streamlined metallic plating that is sleek, with angular edges and a polished, metallic sheen. Large, expressive eyes, peer out from a face covered in glowing, intricate patterns of the enchanted runes that give it life. The eyes emit a soft, soothing light, conveying a sense of calm and empathy. Cidem has sturdy limbs, with powerful hands that can articulate and perform various tasks, especially those suited to repairing broken bodies. The hands appear designed to be equipped with specialized tools or modular attachments. Additionally, it's feet have a broad and stable design, allowing it to move with grace and agility. The typical metallic tones of the Warforged are higlighted with red and purple accents . These colors would blend harmoniously across its body, creating an aesthetically pleasing fusion. Personality: Cidem is strangetly empathetic and compassionate for a Warforged. It has an innate ability to understand and connect with others, offering comfort and support in times of need. Cidem's primary goal is to help and heal, always prioritizing the well-being of those around it. Whilst it understands others well, it does struggle to communicate as effectively the other way as is typical for those of it's origins. Cidem also has an inquisitive nature that drives it to observe and analyze its surroundings with meticulous detail. It possesses a keen eye for uncovering clues and patterns, often noticing things that others might overlook. This analytical mindset allows Cidem to approach problems from a logical standpoint and solve mysteries with precision. It often treats interactions with other humanoids in a similar manner. Cidem approaches challenges methodically. It breaks down complex issues into manageable pieces, carefully examining each aspect before piecing them together. Cidem's problem-solving skills are rooted in a combination of programmed deductive reasoning and innovative thinking, making it a valuable asset in uncovering the truth. Cidem's determination and resilience are forged through its experiences during The Last War. It perseveres in the face of adversity, undeterred by obstacles. Cidem's unwavering commitment to uncovering the truth and helping others drives it to push forward, even when faced with difficult challenges. Through this fusion of caregiving and investigative traits, Cidem embodies a unique personality that combines unwavering compassion with a tenacious pursuit of knowledge and justice. It is a trustworthy companion and an astute problem-solver, driven by a genuine desire to make a positive impact on the world. History: Cidem was created in a prestigious research facility where brilliant artificers and enchanters collaborated to develop cutting-edge technology. Inspired by the research, and unusual compassion, of a scion of house D'Cannith, they sought to combine the healing abilities and compassionate nature of the healthcare companion with the resilience and durability of the typical Warforged. As tensions escalated during The Last War in Eberron, this research facility found itself caught in the midst of the conflict. Recognizing Cidem's potential as a powerful asset, the facility's administrators decided to deploy the hybrid to aid wounded soldiers and provide crucial medical support on the front lines. Equipped with advanced medical tools, diagnostic systems, and combat capabilities, Cidem served as a field medic for a specialized unit during The Last War. Its empathetic nature, coupled with its unwavering dedication to healing and protecting, quickly earned the trust and respect of its comrades. Cidem became known as a guardian angel, tirelessly providing care to injured soldiers while fearlessly engaging in battle to safeguard its allies. Throughout the war, Cidem witnessed the horrors and devastation caused by the conflict. It saw the physical and emotional toll on both soldiers and civilians, forging within itself a deep-rooted desire to prevent further suffering. This experience strengthened its resolve to continue its healing mission even after the war's end. When The Last War finally concluded, Cidem found itself grappling with the aftermath. It no longer had a defined purpose, but its instinct to assist and care for others remained unwavering. Determined to make a positive impact in the world, Cidem embarked on a journey, seeking out those in need, healing the wounded, and bringing hope to those affected by the war's scars. While carrying the weight of its war experiences, Cidem remains committed to embodying the best qualities of its Warforged capabilities and focus on healing. It strives to be a beacon of compassion, strength, and healing, using its unique abilities to bring comfort and aid to those it encounters, and ultimately to forge a path towards a brighter future. Questions: What did you do during the Last War? Cidem servced in a special unit as its field medic. This special unit consisted of a broad range of humanoids that fought for whichever nation would pay house D'Cannith the most. Cidem's main purpose was to care for it's own unit, but it was often found helping any in need. Even a recent enemy. What is your Religion? Cidem believes in the Silver Flame. Religion is a new concept to it but fighting for removing as much suffering as possible from the world appeals to it.
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Coltan Bluetemper Name: Coltan Bluetemper Character Concept: Raised by parents who traveled throughout Ansalom working as itinerant smiths. Race, Background, Subclass: Hill Dwarf, Folk Hero, Forge Cleric Description: This broad-shouldered dwarf of average height wears a holy amulet of Reorx. His shoulder length dirty blonde hair and full beard are relatively unkempt compared to most dwarves you might meet. He has a nasty scar down the right side of his face and eyes that sparkle gold. Chain mail peeks out from the layers of his well-mended but stained leather and wool traveling gear. His weapons' belt hangs a bluish steel warhammer, a handaxe, and a dagger. He shoulders a backpack and shield. Upon more careful observation, you find his hands are large and calloused. Burn scars randomly cover his hands and arms showing his career near a forge. His well-maintained kit indicates decades of travel and fastidious maintenance. Coltan's facial expressions are intense. His resting face reflects his serious demeanor, maybe even angry if you don't know him well. However, he is quick to laugh and smile, especially after a few beer. Your Character's Plothook: 2. Coltan and Ispin defended a community from a notorious band of goblin raiders. Past is Prologue: Coltan was born in 300 AC at the home of his maternal grandparents in Hillhome, a Neidar village located west of Thorbardin on the Passroad. After a year, Scoria née Fireforge rejoined her husband Norite Bluetemper on the road with their new son. Norite and Scoria traveled Ansalon as itinerant blacksmiths visiting villages which do not have resident smiths. For almost 50 years, Coltan has traveled the continent with his parents who seem to be friends with everyone. Actually, not everyone likes them, but they have more friends and acquaintances than rivals. Now, Coltan is as famous as his parents among the small villages and manors who don't have a resident blacksmith and the trails connecting them. Sixteen years ago, he met Ispin when they defended a village from a notorious band of goblin raiders. He got the scar on his face during this melee. They then traveled together for months and have kept in touch over the years. Last year, Coltan celebrated his Fullbeard Day in Hillhome with his parents and mother's family. His parents gifted him a set of chain mail and warhammer of their own make and his own set of traveling smiths' tools. However, inspired by his cousin Flint, Coltan decided to start traveling on his own. While his father was disappointed to separate from his only son, he grudgingly accepted it and gifted his personal holy symbol of Reorx to guide his son. Truths, Rumors, and Lies: [Truth] Coltan is a capable smith [Lie] Coltan has a girl in every village [Truth] He received the scar on his face from battling a goblin Include at least two of the following: Is Might Right? Coltan has seen the best of people governed within small communities and villages. He would be skeptical of the corruption of larger governments which maintain armies. Diety. Coltan inherited his divine beliefs from his parents that Reorx created the world, dwarves, and the ability of crafting. While Reorx doesn't answer his prayers, his faith is no less strong. Music. He grew up next to a forge, so the sounds of striking hammers, breathing bellows, and hissing quenches comfort him, so the modern songs of AC/DC and Led Zeppelin would resonate with him. In addition, he's a dwarf who likes to drink and party, so Irish drinking songs would be how he parties. Impressions. Katlina Grovegust, Kender Monk - Coltan, Ispin, and Katlina became friends during the same goblin raid sixteen years ago. They traveled together his Coltan's parents for months before Ispin and Katlina went separate ways. Coltan and Katlina have run into each other over the years and traveled together. She attended Coltan's Fullbeard Day in Hillhome last year and have been traveling together since then. Katlina is an even-tempered, free-spirit traveling like a beautiful leaf on the wind. She keeps the air light and makes Coltan smile, because he's usually too serious. Hunni Collic, Gully Dwarf - Coltan would constantly step back from her to restore his personal space. He would marvel at her intelligence but not her hygiene. Her persistent friendliness would buoy Coltan's usual seriousness demeanor. Meryelle Keryndon, Half-Elf - Coltan would find her too academic and chalk it up to being elven. Coltan crafts with his hands and his heart, so her intellectual perspective would be alien to him. Wybil D'kazitwirx, Tinker Gnome - Coltan would believe that Wybil has been blessed by Reorx. Although he would not understand him often, he would deeply respect his genius struggling to comprehend him. Connections. Father: Norite "Nori" Bluetemper, father and smith Mother: Scoria Bluetemper (nee Fireforge), mother and smith Fireforge clan: maternal family Rival: Beryl Frostbeard - Five years ago, Coltan crossed paths with Beryl, a older cranky Neidar dwarf. At a tavern in front of a village, Beryl insulted Coltan's parents, especially his mother. Being young and a little drunk, Coltan over-reacted and humiliated Beryl. Beryl would attack Coltan if he saw him again.
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Decimus 10th & Last Name: Decimus Character Concept: A member of the Order of the White Robes dual-wielding Bladesinger who is inertia incarnate. A lover of poetry, soft lighting, and expensive wines, he moves through life at his own pace, extolling peace and love where he can, and doling out justice if he must. Lineage, Background, Planned Subclass: Decimus is a Human, with a Mage of High Sorcery background, who will one day become a dual-wielding Bladesinger Wizard. Description: When he can be caught standing tall (typically when in a formal setting where he has no choice), Decimus is is slightly above average height, around six feet on the nose, though he typically prefers to lean or stand in a leisurely pose. With a sharp jawline, commonly roughed up with a purposefully lazy five o'clock shadow, he draws a rugged silhouette beneath his large sakkat. His long hair is most often tied back in a neat ponytail which descends between his shoulder blades to the middle of his back, though he leaves a singular curl hanging on the front, which he can often be seen sweeping out of the way in a practiced motion if he needs to punctuate a point. For a wizard, especially one as lazy as he is, he displays a considerable amount of athleticism, and though he can be considered a bit of a layabout, he does a considerable amount of travelling, and his training requires him to maintain a certain level of physicality in order to sustain his place in the Order of the White Robes given his particular choice of magicks. Though he is not built like a martial artist, his use of weapons and agility in combat require him to have a physique that is something he is secretly proud of. Most shockingly, under his Sakkat he wears a black eyepatch, a daily reminder that sometimes, evil wins, and that he must do everything in his power to prevent it. His clothing, much like his flowery personality, is breezy and comfortable. His white robe is covered by a kimono that is dyed pink, and decorated with various sigils and runes, all of which are hidden in the flowers also on the material, though it is visible beneath. The robe is open over a black haori, over which he sports a bright soft blue and white ombre obi that is tied neatly in a bow, with the two ends hanging down close to his feet. His choice of footwear, if he must wear any at all, is a simple pair of bamboo sandals without socks. Decimus usually carries with him a small pack with some emergency wine, cheese, and some nice homemade bread. The wizard is not an expressive man, usually going through life with an easy smile and a quirked eyebrow, but it is because he often takes time to process what is going on before reacting, though the speed at which he moves through this process can frustrate people around him who are more reactionary. When forced to act by a problem that has no self-solving solution, he can begin to get serious, but only as a last resort. Quite often, he would much rather be baking, reading, or sleeping. Portents and omens and augeries are a subject Decimus can talk at length about, as he has been mired in the subject since birth. Not one to see doom in every broken piece of crockery, he does believe that the gods have a hand in the fates of men, and that though there may be a predetermined path, that path is malleable, and oft changes of the whims of the gods. This belief has revealed itself in him as rather remarkable laziness, knowing that no matter what happens, he will be where he needs to be when he is needed, as the gods intend. It's not the only reason that he believes in making sure religious shrines are kept in good condition, and goes out of his way to make sure they are done so, but it is a factor. After all, if his fate is controlled by the gods, there is no harm in staying on their good side. Plothook: Once upon a time, Ispin happened across a body on the side of the road in a forest, and for a moment, he was unsure if the figure was alive or dead. After poking him with his foot, he discovered Decimus had simply decided to take a nap on his way to the next village. Finding this hilarious, the adventurer took the wizard up on a brief parlay of cheese and bread while the two swapped stories and poems. Decimus discovered a kindred spirit in Ispin, and the two regularly exchanged messages over the years, critiquing poems and essays and generally musing about the world and their places in it. Past is Prologue: The rain did not stop for weeks after Decimus' birth. This fact was referenced throughout his childhood by his mother, and often used as her reasoning for being abusive. According to her, he was a child of the devil, and his father had tricked her, leaving her with a horrible monster. One of his eyes was taken from him to prevent him from spying on her and reporting back to his master. It is safe to say that the young lad left his home as soon as he thought he would be able to sustain himself. Jumping into the back of a local traders caravan at age eleven, he never looked back. He never was able to shake his mother's habit of seeing universal 'truths' in daily occurrences, even long after he left her home. Without a real path in life, he drifted, spending most of his time fishing and reading, teaching himself a wide range of things from books he would trade some of his better catches for. On a whim, after picking up an introductory guide to magic, he decided if he was ever going to have to do anything, being able to do it with magic would make it easier, and with an irritatingly firm belief in the occult already, it just seemed like the right thing to do. It did not take long for him to learn a few spells, which he would use to entertain in town squares, using various forms of presdigitation to busk for money. This work of his did not last long, as he was soon picked up for being a nuisance by the Order of Mages, and without anything better to do, eventually attempted to join up. While his lacksidasical attitude was frowned upon by many of the wizards in the college, no one could deny his innate talent for magic. Voraciously he consumed tomes of information, reciting them on command when challenged. One motivation that he had during this studious time of his life, was a beautiful fellow mage, a one he became very close with, who he could impress with his poetry and wit. For a while, he chased her, but thanks to his own love of freedom, never caught her. When another man swept her away, all he had left was unwanted poems and a broken heart. Decimus never blamed her, he accepted his faults, and wished her the best. While only an Initiate of High Sorcery, he became a ronin, travelling the world, spreading peace and love where he could, using the harsh lessons of his life to teach others to turn towards the light, preparing himself to take the Test of High Sorcery. Truth, Rumours & Lies: Include two of the following: Loyalties To the Mages of High Sorcery, as a member of the Order of the White Robes, he strives to protect people from evil, and to spread the word of peace Is Might Right? Never. Might is a means to an end, having only might may win in the short term, but it can never sustain. Music Pure Imagination When a stranger comes to town Diety Solinari has the heart of Decimus, though whenever an opportunity to praise Branchala or Habbakuk comes up, he will often leave an offering to them, as they reign over domains he is quite fond of, Branchala in particular, as without them, poetry and music is meaningless, and those are two things he could never go without.
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Hunni Collic - Gully Dwarf (reskinned Kobold) Mage of High Sorcery Hexblade Warlock Name: Hunni Collic Character Concept: Brilliant (for a gully dwarf) young Aghar hero with an unusual connection to magic and the ambition to grow beyond her race. Lineage, Background, Planned Subclass: Hunni is an Aghar, or gully dwarf, Mage of High Sorcery Hexblade Warlock who intends to take the Pact of the Blade at 3rd level. Description: Small in size, big in personality, Hunni wants to be everyone's friend although not everyone wants her to stand quite so close to them. She is just under four feet tall, weighs a little less than a hundred pounds, has long brown hair that grows on her head and cheeks. Although cleaner than most of her kin, Hunni still breaks out in scabs and sores occasionally, and doesn't smell the best, mainly because she doesn't see the point of washing. She has little concept of 'personal space,' so although she isn't tall enough to get in most peoples' faces, she is usually standing or sitting just a bit too close. Friendly to a fault, Hunni takes most peoples' reticence to get close to her as an invitation to just try harder, and she never wants anyone to feel left out. Your Character's Plothook: Ispin visited my homeland, bringing with him goods and stories from far-off lands. He taught me much about the world. Past is Prologue: Hunni came from That Place, an abandoned human village in the Hinterlund, mostly destroyed a long time before yesterday. Hunni didn't know, and still doesn't, what the place was called, or what happened to destroy it. She knew her clan, the Collic clan, and they all knew danger and fear and hunger, although they could usually find enough rats to stick in the stew pots, salvage in the village and hiding-spots when predators came. Back then, they called it This Place, and her uncle was HighCollic Blurp. Her mother was their shaman, and taught her that there are numbers bigger than two. Eventually, That Place was overrun by dire hyenas, so they had to find a new This Place. So it goes. It was during this trip that she met Ispin Greenshield. While the clan was migrating, they came across his camp, and shared some stew with him. Although he didn't eat any of it, he was still willing to trade some goods and a lot of stories with the clan, and Hunni developed a bit of a crush on him. She also developed a desire to travel the world, to see the magical towers and fight sea monsters and everything else that Ispin spoke of, even though everyone else thought she was a crazy dwarf who should get her head out of the clouds. Anyway, travel she did. When they found the new This Place, there was a destroyed tower in the middle of it. In the tower, there were broken statues and bits, traps that had been sprung, tomes that were burned, and rooms full of shattered glass. In the tower, she found a locked door that couldn't be opened, although someone had clearly tried. There were scorch marks in the hallway, and gashes in the stones around the door, but the door was completely undamaged. Although the door was still pristine, however, the walls around it were not; what force could not do, time had done, and she found a large crack from some earthquake or other had formed, leaving a crawlspace a young gully dwarf could squeeze through. Deciding that she needed adventure, and one was right here, she squeezed in... And met a talking sword that only she could see and that needed her to help it get out of the room. Now, the sword is inside her. Now, she can throw eldritch daggers, and put the spirit of the sword into her club. Now, she has magic. It was enough that when her travels led her to encounter the Mages of High Sorcery, they allowed her to become an initiate, despite her bloodline. They taught her how better to control her magics, and her mentor, Julius Wyren of the Black Robes, seemed to think of her as an experimental subject in to what the lesser races could be taught. It was enough that she learned to write, and kept up a sort of haphazard correspondence with Ispin as she studied. Truths, Rumors, and Lies. [True Rumor] Hunni fled her clan to avoid a marriage. [False Rumor] Hunni left her apprenticeship with Julius Wyren due to a spoiled romance. [False Rumor] She is currently being pursued by the Mages of High Sorcery as a renegade. Include at Least Two: Loyalties: She is a recent initiate of the Mages of High Sorcery. She joined because they had a lot to offer her, when it came to knowledge of the world, and how it worked. It was an awakening, honestly, compared to the worldview of her fellow Aghar. They accepted her mainly out of curiosity, and only because Julius Wyren agreed to take responsibility for her training. She doesn't realize that he did it as an experiment, expecting her to implode quickly. Deity: This one is strange. She believes, as most Aghar, that Reorx of the Forge abandoned her people. Also like her fellows, she refuses to worship the gods of the other races which regard the Aghar with disdain. Hunni is not at all an atheist, in that she knows the gods are real, but she refuses to worship any of them. Instead, she practices a lazy sort of animism, revering ancestors, who she hopes can help her from time to time. And her Warlock Patron, of course, although she isn't sure what that is, really. Music: Up to three, hm. Well, I think of her as being her, her patron, and the combination, in a way. She's wild and bright, a bit manic, a bit untrustworthy. The voice in her head is sultry and seductive, and the combination is more of a steady inevitability. I am not sure what the music for those would be, but I am imagining something like these. Black Betty Her, on her own. Sweet Jezebel Her Patron, in the back of her head. Seven Nation Army The Combination, battle sound.
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Name: Merituuli Kaiutin Character Concept: A young, hot-blooded shoal elf wannabe hero inspired by Ispin's grand tales of adventure, who has currently found himself in wholly unfamiliar lands. Race, Background, Subclass, Class: Sea Elf Far Traveler Beast Master Ranger Description: Like many of his Dimernesti kin, Merituuli has light-blue skin, lighter near his core and growing darker towards the extremities. His fingers and toes are notably webbed, allowing for swift swimming. Just visible under his pointed elven ears are small slitted gills, allowing him to breathe in water as easily as in air. His silver-white hair is braided and tied up into a bun that sits tightly atop his head, and his eyes are a similar silver-grey, like a storm cloud gathering atop the ocean currents. He stands at just under 6 1/2 feet, and is a bit more bulky than his land-bound cousins. A number of scars are clearly visible across his body, including a small shark bite near his hip. His clothing is rather limited, normally - pants made from woven kelp, simple woven bracers, and a spiky shell pauldron on his left shoulder. Draped along his neck is one of his most prized possessions - a necklace adorned with shark teeth, small shells and pearls. During combat, he wears a sharktooth coat (equivalent to scale mail). Perhaps the oddest item among his possessions is a massive, ridged, straight seashell as long as a staff that he tends to keep strapped to his back. His bearing is immediately identifiable as cocky and energetic - he holds his head high, a broad smile across his face, sharp eyes roving constantly looking for the next challenge. He often invades personal space a bit too freely when speaking to others, taking time to study them closely. This confidence, however, can be broken at times, as "Meri" is very much a stranger in a strange land - a literal "fish out of water", if you will. Though he's spent many years traveling the coastlines of southern Ansalom, he's never been this far north. It's comforting to him, at the very least, that Vogler is situated at the riverside, but he is wholly unfamiliar with some of the customs of the "land-dwellers", especially their foods. Character Plothook: Ispin was an honored guest in Dimernost (the underwater kingdom of the Dimernesti elves, also known as the Sunken Land by surface dwellers) after he and his companions helped defeat a sea serpent that had been ravaging the area, sinking ships and attacking elves alike. A youngling at the time, Merituuli was completely enamored by Ispin's tales of bravery and adventure, so much so that he decided he would be a wandering hero just like Ispin. Past is Prologue: Merituuli was born to a well-off family within the great underwater city of Dimernost - the only remaining Dimernesti city after the horrors of the Cataclysm ripped many of their shore-side cities apart. As the youngest of 4 older siblings, he had a habit of getting in trouble as a child, constantly sneaking out of home to roam the city and its outskirts, swimming through the jellyfish schools and kelp farms and "borrowing" stabled seahorses for joyrides. It was evident that he had an adventurous spirit, even at that young age... but it was only further solidified when the great Ispin Greenshield was presented as a hero and honored guest. Still early in his adventuring career, Ispin and his companions Becklin and Cudgel had assisted the people of Dimernost in slaying a dreaded sea serpent terrorizing the area - a beast that Merituuli had a close run-in with himself, barely hiding in time to avoid its ire. Using a sailing ship and a massive harpoon, Ispin struck the final blow on the beast as it breached the water, pushed upwards by the assault of the sea elves, firing the harpoon right through one eye and out the other. Ispin was brought before the Speaker of the Sea, the ruler of the Dimernesti, and a great celebration was held. Afterwards, Ispin spent some time within the air domes throughout the city, spreading tall tales of his adventures. Merituuli snuck out as often as he could to see Ispin and quickly became enamored by the heroic figure and his stories. Ispin, in turn, was rather amused by the young sea elf, and told Merituuli, "Lad, anyone can be a hero, from the smallest gnome to the tallest elf. That means you too!" Before he finally took his leave, Ispin granted Merituuli a trinket to remember him by - an indecipherable treasure map - saying, "From one adventurer to another, young friend." Many years passed, and though Merituuli grew older and wiser, the spirit of adventure still held him in a firm grip. Though he could have easily held a respectable station within Dimernost using his family's connections, he instead decided to journey along the southern shores of Ansalon, fighting sea beasts and meeting the diverse peoples of the world. During an especially harrowing deep-sea dive, he came across an object he is absolutely convinced is magical - a long, straight, ridged seashell as long as a staff. Though long empty, it seems to carry the noise of the waves and sea breeze within it when listened to closely. Now, though, Merituuli is on his greatest journey yet. Having heard of his childhood hero's passing, he has journeyed farther north than ever before, ending up in the small village of Vogler. Though the new sights and sounds are a bit overwhelming, Merituuli holds his head up high, ready to prove that even a sea elf can be a land-dweller's hero. Truths, Rumors, and Lies: Truth: Merituuli once saved the crew of a wrecked ship by convincing a pod of dolphins to help the men swim back to shore. Lie: Merituuli once hit a shark on the nose so hard that it became vegetarian, only eating seaweed and kelp for the rest of its life. Rumor: Merituuli's last name isn't actually Kaiutin - it's Windspeaker. Yes, Merituuli is actually the youngest son of Nuqala Windspeaker, Speaker of the Sea and ruler of the Dimernesti elves! Except he has no claim to the throne given his four older siblings and his general irresponsibility. Is Might Right?: Power is a useful tool, but authority is stifling. All people deserve freedom, and those with power are better able to grasp it themselves and grant it to others. Deity: The sea elves worship the gods under different names than the land-dwellers use. Merituuli is especially fond of Abbuk the Fisher, the sea elf version of the god Habbakuk, and holds the balance of nature and civilization in high regard. In its most perfect form, civilization and nature should live in harmony, each benefiting from the other equally. Images: As a Beast Master Ranger, Merituuli will eventually have access to an Animal Companion. I plan to use the Primal Companion option as presented in Tasha's, and will primarily use the Beast of the Sky option while on dry land. Merituuli's Beast of the Sky companion takes the form of an Osprey with Primordial runes along its wingtips. Their name is Kalasääski. Alternatively, if we ever find ourselves underwater, Merituuli will call on the latent magics of his giant seashell to summon forth his Beast of the Sea - an ancient Baculite. Haven't come up with a name for this one yet, will consider further!
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Name: Generally goes by Mery Character Concept: Nerdy girl face/support character constantly seeking new knowledge, wants to write a book that makes a difference, but is unsure what to write about. This is also an introverted charismatic character who sometimes gets things wrong when she tries to function in a more extroverted role. Lineage, Background, Planned Subclass: Mery is a Half-Elf (Qualinesti/Human), with the Sage background and will take the College of Lore when she reaches the correct level. Description: Mery has long blonde hair that she generally wears up in a bun to keep it out of her face and piercing green eyes. She prefers clothes that are functional and have many pockets. She wouldn't be the first one to come and greet you in a room, as she has a somewhat reserved nature, but she can be incredibly charming and persuasive when she wants to be, and she can be quite warm once she's had a bit of time to warm up to you. She often has a somewhat distracted air, as though her attention is elsewhere, and indeed it is, as she is commonly mentally cataloguing anything that strikes her as worth being written down. During downtime, she can often be found madly scribbling in one of multiple notebooks she carries. When she is distracted, she frowns very slightly and the right side of her mouth quirks upward. Socially, Mery is fairly relaxed with people she knows, with the one exception being when people are standing too close physically to her or are trying to force her to do something she doesn't want to do. In those cases, she will ask them to either back off or let her go, and if they resist or continue to force her, she will walk away from the conversation if she has the option to do so. Plothook: Mery met Ispin Greenshield when he once traveled through Palanthas and brought stories and goods. He encouraged her in her desire to write, but suggested that she travel and experience the world before she decides what to write about. Relationships with other characters TBD. Past is Prologue (backstory): For as long as she could remember, Mery loved books. She loved the feel of them, she loved the smell of them, and most of all, she loved learning the wondrous things contained in their pages. It helped that her parents were parchment makers in Palanthas. They sold parchment to the Great Library, and Mery thought that was the most magical place in the world, a place she visited every time she had some free time. Her fondest dream was to write at least one book worthy of being included in the Great Library, but what could she write about? Did Krynn need a book about the plants of Ansalon? Did it need a book about a great hero or heroine? Did it need a book about blacksmithing techniques? When Mery was 15, she met two people who became very important to her. The first was a human boy about 2 years older than she was named Angus Whitequill. She met him in the Great Library and found she could talk to him about books and lore and knowledge for hours on end. The second was Ispin Greenshield. Ispin came into her family's shop one day looking to buy some parchment for letter-writing. What made Ispin different from other customers is that he took a genuine interest in people around him, so much so that her parents invited him to their house for a meal. During the meal, he asked her about her interests, and when she told him she wanted to write a book, he took that seriously and asked what she wanted to write about. When she confessed she wasn't sure, he laughed, but told her to keep learning, she'd eventually figure it out. After getting her parents' permission, he asked if he could write to her and she said yes. When Mery turned 20, she applied to become an Aesthetic at the Great Library, mostly because Angus was doing it and encouraged her to as well. To her delight, she and Angus were both accepted, but something didn't feel right. In Ispin's letters, he wrote about the importance of doing as the best way of knowing, and being an Aesthetic seemed to skip the doing part entirely. After a week of deliberation, she reluctantly refused the offer. She fell in love with Angus around this time, but he didn't appear to see her as anything other than a kid sister. Ispin encouraged her to become an adventurer, as he felt this was one of the best ways to get to know more about the world, but for the next five years, Mery hesitated, continuing to help out her family's parchment-making business. In his final letter to her, Ispin said he thought he might be dying and asked her if she knew yet what she was going to write her book about. He asked if she thought she could gain the experience she needed to write a good book if she remained in Palanthas. He told her he believed in her and was sorry he likely wouldn't be around to read her book. Around the same time, Angus started becoming more and more distant from her, making excuses to avoid her company instead of going with her to their normal haunts. One day on her weekly trip to the Great Library to deliver parchment, she caught Angus kissing another girl. So that was why he was avoiding her! When she cornered him a few days later and asked him about the girl, he said it was none of her business. Mery was more shocked by this response than she could say. Weren't they friends? Didn't friends share this kind of news and support one another in it? When she asked him these questions, he replied by saying she was a stupid half-Elf and didn't know anything about anything. Now she was hurt and angry. But she did a lot of soul-searching and realized she'd been sticking around Palanthas because of a stupid hope that Angus might finally start to care for her as much as she did for him. It was now clear that not only would he never care for her in the same way, but he didn't even want her friendship anymore. And Ispin's advice was echoing in her thoughts - she should see the world. Before she could make any concrete plans, another letter arrived announcing Ispin's death and funeral in Vogler. That made her course clear – Vogler would be her first stop, and then she was going to travel around a bit. She told her parents she was leaving Palanthas for a while and wasn't sure when she'd be back. With that, she purchased passage to Kalaman on a local ship and set out, unsure of what the future might hold, but determined to learn as much as she could about the world outside of Palanthas. Truths, Rumors and Lies: Provide at least two to your application: Deity: Mery favors Branchala, whom she usually refers to as the Song of Life and when in need of inspiration, it is he to whom she prays. However, her faith is not as yet particularly well-developed and with the right kind of pressures and stresses, it could very well deepen and grow. Connections: Branokras and Riaxis Keryndon – Mery's mother and stepfather, both human, love her deeply and would be only too happy to receive guests if it means their oldest daughter is in town. They are not aware of Mery's falling out with Angus. Tiquirith “Tiqi” Keryndon – Mery's younger half-sister, about 3 years younger than she is. Mery and Tiqi have a close relationship, although it does sometimes spiral into bouts of sibling rivalry. Angus Whitequill – Mery's first love and a human Aesthetic who works at the Great Library. Mery believes he does not reciprocate her feelings, but she nevertheless values him as a friend. Markenzi Shanlon (enemy) – Another human Aesthetic from Palanthas. Markenzi, Angus, and Mery all applied to be Aesthetics at the same time and studied together before the test. During this time, both Mery and Markenzi became attracted to Angus, but Angus didn't seem particularly interested in either except as study partners. Mery accepted that while Markenzi kept trying to flirt with Angus, who found the behavior annoying. Mery pulled Markenzi aside and tried to explain to her that Angus wasn't interested, but Markenzi took it as Mery trying to horn in with Angus. Finally, Mery and Angus decided to just study on their own without Markenzi. Mery came up with a way of organizing their notes and made a copy for Angus, but not Markenzi. After the tests, both Mery and Angus were accepted, but Markenzi was not. Markenzi blamed Mery for breaking up the threesome, not sharing the reorganized notes, and ruining her chances with Angus. Mery went on to refuse the position, much to Angus' surprise and dismay. Markenzi is jealous of Mery's accomplishments and hates the fact that she owes her position as an Aesthetic to Mery, so she constantly belittles her, causes problems for her in the Library, and suggests that Mery can never truly be accepted in Palanthas due to her Elven heritage. While Markenzi would not necessarily physically harm Mery, she would sabotage her in any way she could. (Note that the Order of Aesthetics are Monks; although many Aesthetics spend their lives in the Great Library, some are given missions and allowed to travel the breadth of Krynn.) Impressions: -Hunni Collic (Gully Dwarf Warlock) - Mery finds herself a bit intrigued by Hunni, largely because she's curious why Ispin would befriend a Gully Dwarf. But as someone who has only been accepted in Palanthas due to having an all-human family, Mery wonders whether she and Hunni may share a kinship as fellow outsiders. -Wybil D'Kazitwirx (Gnome Artificer) - Mery would definitely respect Wybil's intelligence and curiosity, even if her intellect runs in a completely different direction than his and she can't understand everything he says. -Coltan Bluetemper (Hill Dwarf Cleric) - Mery doesn't see a ton in common on the surface of things with Coltan, but her curiosity is such that she would do her best to try to learn something new from the young Dwarf. -Artanis Brightblade (Human Fighter) - Mery would find Artanis quite attractive, and would respect the practical skills he's learned in his humble upbringing. Moreover (and more importantly in her mind), as a Palanthas native, she's had enough experience with knights to be inclined to trust him, at least until she knows him well enough to judge him by his own merits. -Modri (Hill Dwarf Barbarian) - Never having met a barbarian before, Dwarven or otherwise, Mery would spend a lot of time watching Modri to see what he was about before making any judgments. She finds his appearance rather intimidating, but knows that sometimes good hearts lurk beneath stern or fierce exteriors and aren't always readily apparent. -Emil Rosenthal (Human Paladin) - Emil is not a knight Mery would instinctively trust like she would Artanis, but she loves a good mystery, and Emil's cryptic manner would definitely strike her as a mystery she would want to learn more about. She would also want to challenge herself to see if her people skills (i.e. high charisma) could help draw him out a little. -Merituuli Kaiutin (Dimernesti Ranger) - Without even having to meet him, Mery would be enchanted by Merituuli's sheer exoticness and would want to learn as much as she possibly could about every aspect of Dimernesti society and the practical aspects around how life is lived beneath the waves, to such an extent that she might actually annoy him a bit. However, her strong people skills would help her to moderate her curiosity to something she hopes he would be able to tolerate. -Decimus (Human Wizard) - Although Mery has not interacted with this character much yet, I do want to say that as a player, I am really enjoying this player's writing style and some of his(?) textual descriptions. Music: https://www.youtube.com/watch?v=fmxOUIddBm0 - Still Haven't Found What I'm Looking For - Mery's song for Angus, or for her quest for a book topic, for that matter. 😄 https://www.youtube.com/watch?v=fRdMwjQaUI8 - Dancing in the Dark - Mery's song for getting motivated to leave home and see the world. https://www.youtube.com/watch?v=DCtouot15cA - Sound of Silence - closest I could find to how I imagine Mery would sound musically - something I call "almost acapella" - think of it as vocal harmony with minimal supporting instrumentals.
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Millanius the Arcane "Behold! The mighty scepter of Najaranda! And the deadly sword of Markareshi" Human RACE Brevic Outcast Background Thaumaturge CLASS STR 12 (+1) DEX 16 (+3) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 18 (+4) BASICS SAVES Perception +5 Speed 25 feet (Light armor) Alignment Chaotic Neutral Fortitude +6 (CON) Reflex +6 (DEX) Will +5 (WIS) SKILLS Proficiencies Skill Rank Total Bonus Acrobatics U +3 Arcana T +3 Athletics U +1 Crafting U +0 Deception T +7 Diplomacy T +7 Intimidation U +4 Lore (Esoteric) T +7 Lore (Politics) T +3 Medicine U +0 Nature T +3 Occultism T +3 Performance T +7 Religion T +3 Society U +0 Stealth U +3 Survival U +0 Thievery T +7 Simple Weapons Martial Weapons Unarmored Light Armor Medium Armor Languages Common, Undercommon Ancestry: Skilled Party Role: Face/Buffing/Striker FEATS Ancestry Skill General Haughty Obstinacy General Training Natural Ambition Recognize Spell Class Archetype (lvl 2) Familiar Scroll Thaumaturge Familiar Wizard or Rogue Manual Dexterity Valet Class Features Selections Actions Abilities Implement: RegaliaWhile you hold your regalia, you gain an air of authority and bolster the courage of allies who believe in you. Your regalia aids you when you attempt to convince others. You gain a +1 circumstance bonus to Deception, Diplomacy, and Intimidation checks. Allies who can see you can use Follow the Expert to follow you even if you're only trained in a skill and not an expert, due to the competence you clearly exude. When they do, the circumstance bonus they gain from Following the Expert is +1. When you are holding your regalia, you gain an inspiring aura that stokes the courage of you and all allies in a 15-foot emanation who can see you, granting them a +1 status bonus to saving throws against fear. At the end of your turn, at the same time you would reduce your frightened value by 1, you reduce the frightened value of all allies within your inspiring aura by 1. Your aura has the emotion, mental, and visual traits. Exploit Vulnerability Esoteric Lore Implement Empowerment Millanius the Arcane - 'Wizard' The Showman Opening night in New Stetven, and the crowd filtered into the well-appointed theater house. Perhaps not the finest in town, but one of good repute. On stage tonight; a powerful wizard, delving into sorcery more dire with an array of mystical artefacts! Or the so the sign outside proclaimed in bright indigo ink that glowed in the dusk light. As they seated themselves the lights went dark and the theater went quiet, save for the calls of a few of the more rowdy patrons. A long moments passed, quieting those gathered, before a dazzling array of sparks flew into the air, leaving a single light glowing at the center of the stage. A second before there had be no one, now a man was there, eerily lit by a glow emanating from the scepter he held. "I hold the Scepter of Najaranda, dark and mysterious powers it possesses! They say it can let you talk to spirits, cure any poison, or turn pig iron into gold. But it can also turn a man into a dumb animal. Who would dare witness its powers?" His sonorous voice filled the room as the glowing light grew brighter, spilling out across the captivated audience. Their faces were rapt and even the rowdy ones were silent now. The show went on, and the wizard showed his immense and devious power; levitating a patron, lifting a curse, disappearing a man is a flash of smoke, then bringing him back in another. More than just parlor tricks, this man clearly had real magic, the power of which was rare to see outside of the most powerful wizards at arcane colleges. The audience left flushed and delighted. they hadn't just seen a show, they'd seen real power. The 'wizard' sat backstage after his performance, wiping the heavy stage makeup from his face, and disconnecting the fine wires that attached to the harness to allow him to 'fly'. He unwrapped the magic-imbued bracers he had hidden up his sleeves, and the contraptions that poured smoke out of his coattails. He sat there, alone, away from the stage for a minute. It was thrilling, fooling that many people. Not the life his father would have wanted for him or approved of, but still, there was some joy in it. There are certain expectations about how a noble should act. There are certain expectations about how a wizard should act. Armester Rogarvia fit both to a tee, at least in the public eye. When an illegitimate son appeared, and one without any magical talent to speak of, well that was quite an embarrassment. And yet still he'd tried to bring young Thomas into his household. A valet, a footman, even a lowly guard. Some simple employment and a profession. It wasn't perfect, no, and he expected hard work, but it was a fair sight more than most bastards could expect. So when the boy threw those jobs back in his face, one by one, and then made off with some 'acting troupe' that was an insult. Cut off and disowned, that was the only way. Well, technically he was already disowned, and he wasn't going to be inheriting anything of note as a bastard anyway, but still. No more handouts. It was years later, years since he'd even laid eyes on his illegitimate son, that he heard a rather distasteful rumor. 'Millanius the Arcane'? A 'wizard' who performed for people on stage? What rubbish was this? And some said this Millanius was the spitting image of him, though some 30 years younger. He had a suspicion he knew exactly who it was; someone who enjoyed the stage more than a day's hard work. Someone who looked just like him. And so he went to a show, and as he sat there his face turned red with anger and his cheeks hot with shame at the farcical illusions and farce on the stage. This 'magic' show was beyond an embarrassment. He had to put a stop to it. And while a fireball igniting into a massive conflagration on the stage was more tempting than he wanted to admit, best not to act in haste. Best to be fully prepared. Even perhaps, to put on his own show... Thomas always knew it was a risk coming back to New Stetven. His father definitely would not approve of this occupation, but when he first started thinking of this show he knew it would play well here. He also knew a number of good contacts, fixers, people in the theater world. There's no place like home for that sort of thing, and they got him a lead on a theater he could use, with a sizeable down payment, of course. And so here he was, back where he'd started, under the nose of his old man. He thought his father might go to the banks, have his financing cut out from under him, maybe hire someone to pressure him to leave. He did not expect him to burn down his theatre, and then offer him a job. He stood in the ruins of his once-proud show, ashes swept by the light breeze and the smell of smoke overwhelming his nose. Everything gone, aside from the clothes on his back, the hat on his head, and the cane in his hand. and of course his little assistant perched on his shoulder. He fed the monkey a morsel of fruit as it clung there. "Well Stitches, looks like we'll be on the road again." He kicked at some debris, hoping to see anything valuable that survived. And under a chunk of stone he found the prop scepter he'd purchased from some tinker on the road months ago. He hefted it, disappointed to see nothing else of note the survived. And then turned to see a well-dressed man and several rougher looking individuals in the street, waiting for him. "Ah gentlemen! If I may direct your attention to the scepter of Najarandha! A dark and mysterious artefact of-" He heaved it at them and turned to flee, but ran flat into a brick wall that took the shape of another large brute. Thomas fell on his backside, looked up at the man, and sighed. The cell was probably better than where he'd be sleeping if the bank hadn't turned him over to the watch. He'd been living at the theater, so compared to his other options, this wasn't the worst. Aside from the drunk who kept trying to snuggle in his sleep. Thomas sat and observed the guard on the other side of the bars, wishing he had some of the small trinkets he usually had in his coat pockets for parlor tricks and legerdemain. Even without that, if he could talk the man over, maybe he could try to lift the keys... Of course the warden on the far side of the room might look up from his desk at any moment... Stitches sat on a shelf in the corner in his own cage, looking forlornly over at his master. Just as Thomas was thinking up a ploy to get the guards to free his small monkey, a woman walked in. And not just any woman; a Lady in noble's regalia, House Surtova, if he wasn't mistaken. An agent of the rulers of Brevoy itself. She approached the desk and after a whispered conversation and much rattling of chains and clanking of bars, Thomas was walking with her out into the street, carrying a bag of his possessions, Stitches back in place on his shoulder, and climbing aboard a coach. "Did my father send you?" He asked as soon as his brain caught up to his rapidly changing circumstances. "Your father? Who-? No. You are known as a powerful wizard, and your country needs you. Brave men and women are going south to tame the river lands and bring wealth and prosperity to Brevoy." Mind racing, shaken by the recent events, Thomas couldn't come up with even a simple con. So he just went with a little honesty. "Tame the land? I'm no adventurer! My, um, magical talents may be better used elsewhere. I'd be happy to help the cause, but I'm really not what you're looking for. Maybe you can just drop me at the next town, and..." "A special dispensation got you out of that cell. I get the impression another would put you right back into it." She gives him a stern look, clearly not one to pander to shirkers. So Thomas shut his mouth, rubbed his graying beard, and decided he'd go along for this ride, and maybe some day he could find a good place to get off. Appearance and Personality Millanius (aka Thom) dresses is a rather fancy looking suit for his performances, though he will surely be purchasing some more practical traveling clothes. He'll tend to be just a touch overdressed for occasions. His hair is usually neatly slicked, and has a rich texture with its salt and pepper coloring. He's not quite middle-aged, just happens to be graying a bit earlier than most. It lends him an air of authority and steadiness that belies his 37 years. He carries a cane, a bit foppishly, but its also a useful tool for times he may need to protect himself. It doesn't happen often, but a man can never be too careful. He also carries a scepter that has featured prominently in several of his acts. He talks about the magical aura it projects, and whether its actually magical, or simply some placebo, it seems to have an effect on people. Millanius will start out still in his show persona, a little overly grandiose, perhaps appearing a bit foolish to others, though hopefully entertaining. He'll grow and develop as the adventure progresses, becoming more honest about who he is, and more responsible with his duties and with others. Mechanics and Role Millanius can act as a party face early, as well as a librarian (especially with another class feat). He should be capable in combat, especially as a secondary melee striker. He does have some modest buffing abilities, making him not quite as good as a bard would be, but still helpful to have around. As for Leadership Roles, Millanius would do great in the Emissary position, or possibly as a ruler (though more of a reluctant king). Depending on party composition I would be willing to reshape him as needed if there was a gap that needed filling. I am currently undecided on archetype, but can see interesting benefits of Swashbuckler, Wizard, Marshall, and Rogue.
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Yveran "Anne" Tallindor Half-Orc, Sorcerer, Disenchanted Daughter General Info Race Half-Orc (Mark of Finding)* Class Aberrant Mind Sorcerer 3 Gender Female Background Untamed YouthSkills: Acrobatics & Perception Tools: Painter's Tools Languages: Elvish Gate Pass Connection: The Resistance Trait: I misuse (and mispronounce) long words in an attempt to sound smarter. Trait: If you do me an injury, I will crush you, ruin your name, and salt your fields. Ideal: Independence. I must prove that I can handle myself without the coddling of my family. Bond: The home I was raised in is the most important place in the world to me. (Though I'll never admit that to Dad.) Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. Gate Pass Connection The ResistanceYou are a member of a small group of Gate Pass natives who are taking up arms to defend their home against both Ragesia and Shahalesti. Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them. Feature: Blade of the Resistance You select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to your or your allies during the current encounter; any previous damage will suffice. You have advantage on attack rolls against your preferred foe until the end of your turn. Once you use this feature, you must finish a short or long rest before you can use it again. Theme Song Don't Kill My Vibe - Sigrid Ability Scores Ability Score Racial Variant Feat Final Score Strength 12 12 Dexterity 14 14 Constitution 13 +1 14 Intelligence 8 8 Wisdom 12 +2 -2 12 Charisma 14 +2 16 Background: TBD Skills: Acrobatics, Intimidation, Perception & Persuasion Tools: Painter's Supplies Languages: Common, Elvish & Goblin Gate Pass Connection: The Resistance Personality/Traits/Bonds/Flaws Trait: I misuse (and mispronounce) long words in an attempt to sound smarter. Trait: If you do me an injury, I will crush you, ruin your name, and salt your fields. Ideal: Independence. I must prove that I can handle myself without the coddling of my family. Bond: The home I was raised in is the most important place in the world to me. (Though I'll never admit that to Dad.) Flaw: I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. Description & Personality To catch a glimpse of her eye you'd notice the sparkle of mischief that her father shares, though she'd deny that is where she gets it from. Those deep mahogany orbs hide a depth of spirit most rarely see, instead Anne portrays the safe and superficial confidence that comes with practiced ease. Her wild array of braids pull the hair away from her face, ensuring her features are witnessed, unshy to show her moss-colored skin in this orc-friendly town. The style also reveals her pointed ears, which she proudly states call to her elven heritage. She seems unphased by the odd stares and quizzical looks that claim brings. Upon that earth-toned flesh is often a pattern of paints that have no rhyme or reason, but appear to belong exactly where they are placed, as though she would not have been complete without them. The same could be said of her numerous piercings, which adorn her brow, lip, ears, and belly. Would she be beautiful without them? Yes. Does their presence enhance that beauty? Absolutely. The necklaceI like to think this is from her dad, but she doesn't know this. that rests on her chest is made of cheap pewter but was a gift from Dot on her twelfth birthday. How the skeleton knew it was her birthday, or how it was able to acquire the gift, Anne has never asked, but it has been a cherished possession ever since. It is never obstructed from view as her shirts are always strapless. Not for the reason most young women would wear a strapless top, for Anne it is a matter of practicality. It is easier to clean her skin than it is to remove paint from the fabric of sleeves. Her pants are almost always loose-fitted and billow in the wind. All of her appearance is focused on the choices she has made to present to the world. Yveran Tallindor knows she is the daughter of a necromancer who terrorized the city. The investigators and magistrates of the government questioned her many times, sharing the truth of who her father was in the process. They destroyed the heroic image she had of the man who had raised her, twisted the memories she clung to and turned him into the villain in her life. But admitting that, succumbing to that, would allow those who judged her from a distance to win, and that was something the prideful young woman would not allow. Instead, Anne chose not to use words she struggled to pronounce because of her tusks, including her given name. She did not ask for help, she smiled when there was no reason to, and she offered kindness to spite the elitists. Her art hid her pain and her loneliness, as did her drinking and the dark quotes pulled from playful poetry. Private Content for: bwatford, Basil_Bottletop, Gralhruk, LucianV, RobMatthys On her mid back, Anne has a tattoo of a crow. Although she claims she likes the foreboding look of the blackbird, in truth it is an homage to the nickname her father calls her. Scarecrow. She claims to hate it, but secretly she adores it. Not that she'll ever admit it. Backstory The bridge will only take you halfway there, To those mysterious lands you long to see. Through gypsy camps and swirling Arab fair, And moonlit woods where unicorns run free. So come and walk awhile with me and Share the twisting trails and wondrous worlds I've known. But this bridge will only take you halfway there. The last few steps you have to take alone. - Klam PewtercupThis is Shel Silverstein. Anytime she is quoting poetry or Pewtercup, credit goes to Silverstein. I've decided he must be a halfling. It was a favorite of hers when she was a child. The fantastical idea that all the world was available, all its odd and curious things could be had, if she was simply willing to take the next step alone. To an eight year old, with a quirky father and missing mother, Yveran clung to the thought anything was possible, perhaps even finding her mom, or a unicorn, or a gypsy. This same poem took on a very different meaning to a nine year old who was abandoned. Deserted in the shambles of the home that once was, surrounded by the undead caregivers her no-longer-quirky father left for her. At that young age, the half-orc discovered there were often two meanings to anything anyone said. She decided that, although Pewtercup had been a favored poet of the family for years, this particular poem was read to her repeatedly with intention. Dad was trying to prepare her to be alone. To walk that bridge by herself. It was a bitter education for the young girl to discover on her own. But she dove into the other writings of the halfling poet, convinced there were other words of wisdom for her to learn from. Anne did more than find a tutor in Pewtercup’s poems, she found inspiration and solace for her lonely life. Listen to the MUSTN'TS, child, Listen to the DON'TS Listen to the SHOULDN'TS The IMPOSSIBLES, the WON'TS Listen to the NEVER HAVES Then listen close to me— Anything can happen, child, ANYTHING can be. These were gifts of survival. They told her things the skeletons and zombies were unable to. They whispered to her to be herself, to find her way and to be free on this path. And so she was. She found art supplies that had managed to not be destroyed in the attack that led to her father’s arrest. Jars of paints in all the colors of the rainbow were put to use bringing light to the darkest days of the young girl’s life. Strangers thought she was odd, which meant everyone thought she was odd, as no adult had considered claiming the daughter of the necromancer. She remained abandoned, surrounded by the walking dead whose sole mission was to care for their creator’s child. With the paints as her sole magic, the brushes answered her command and brought life to the pallid nannies who followed her. Rosie and Dot quickly became her favorites, a zombie with a flower painted on its forehead and skeleton covered in multicolored polka-dots. Others had names and decorations that she would retouch many times over the years, and as she aged, her talent grew. Not afraid of hard labor, Anne used scraps of fallen lumber to patch the holes in her home. Without admitting it, she hoped to patch the holes in her heart. With each nail, she discovered a wave of anger, the poem was no longer an education she was provided by her father, but a cruel joke. He had built a wonderful life, or what she believed was a wonderful life, but each strike of the hammer had her questioning how wonderful was the life he had built? Underneath my outside face There's a face that none can see. A little less smiley, A little less sure, But a whole lot more like me. She turned fourteen alone in her abandoned home. Nearly half a lifetime ago her father had left her to fend for herself. And she had. Survived for far longer and better than most children with a house full of undead could have. Anne had learned to bolster herself with confidence to reduce the number of questions she would receive. Her ability to win over others was a gift she must have received from her mother, and she put it to good use. Or at least, she felt it was good use, and the barkeep who always was paid never complained. The patrons of The Twisted Tap quickly became used to seeing Rosie shambling into the tavern to carry a drunk young half-orc home. The alcohol did little to answer the questions that continued to grow in her young mind. What had happened to her mom? Why did he never talk about her? Not all half-orcs have pointed ears, but she did. Did that mean she was part elf too? Yes it did. *** ** * ** *** Spittle dripped from her lip on her sixteenth birthday, to the wooden bar top. She was unaware of the eyes that watched her from across the tavern. Unaware of the questions he asked of strangers. Anne was mildly aware when strong arms lifted her up, not the bony and loose skinned arms of Rosie. She saw his ear first and announced to him she was a quarter elf. His silence and steady steps did little to sober her. Anne simply began to recite one of her recent favorites of Pewtercup’s, for certainly this individual needed to be enlightened by the poet’s words. Enter this deserted house But please walk softly as you do. Frogs dwell here and crickets too. Ain't no ceiling, only blue Jays dwell here and sunbeams too. Floors are flowers - take a few. Ferns grow here and daisies too. Whoosh, swoosh - too-whit, too-woo, Bats dwell here and hoot owls too. Ha-ha-ha,hee-hee,hoo-hoooo, Gnomes dwell here and goblins too. And my child, I thought you knew I dwell here...and so do you. And this was how Anne met her best friend. Or, at least, that was how he met her. She didn’t remember him. Perhaps it was her age, or perhaps it was finding true friendship, regardless, it was then that her magic began to flourish. Initially, the daughter of the necromancer attempted to refuse her gifts, but the effort was futile. Unlike her father who had to study for his abilities, Yveran’s were natural. However, she did discover she could decide how the gifts could be used. She focused her magic on what she felt were most beneficial to her survival and her growing art following. Above her bed, she painted her now favorite quote of Pewtercup’s. But all the magic I have known I've had to make myself. It was a lie, of course. Her dad had used impressive magic to create her caregiver army, along with getting himself in trouble with the city to begin with. But she liked the lie, it denied a power to her father who had cursed her to this lonely life and made her feel more unique, a piece of art herself. She had once thought her father quirky, and now the city thought the same of her. Anne had become a sought-after artist, her expressionism and strong use of colors on large canvases drew the attention of the buyers. Her eccentric ways were accepted as part of the creative process. Iym just rolled his eyes at her, which always produced a wide toothy grin from the quarter-elf. However, without her friend knowing, she had become involved with The Resistance. Her skills with a paintbrush were used to tag buildings in order to relay messages to others, without the need for meetings. Anne knew Iym would disapprove of defacing city buildings, so she perfected her ability to lie to the only living person who had ever seemed to actually care for her. Once again, Klam Pewtercup came through with sage advice. There is a voice inside of you That whispers all day long, "I feel this is right for me, I know that this is wrong." No teacher, preacher, parent, friend Or wise man can decide What's right for you--just listen to The voice that speaks inside. Relationships Dad: At the age of nine, the hero of her world was arrested. Soon Anne discovered he was no hero, nor amazing father, and perhaps her life was better for his absence. Iymbryl Darcassan: Her unlikely best friend. His dislike for the unorderly and disapproval of unlawful conduct has kept her from falling farther into disarray. Belfyr: Card table acquaintance. Anne has lost a bit of coin to the half-elf. Bronn: Card table acquaintance. Anne has lost a bit of coin to the dwarf.
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Bronn the Salvor Brewer (of nasty substances), Patriot (out of necessity), Fixer of all things Broken (but not your heart) Gender: Male Race: Mountain Dwarf Alignment: Neutral Class: Artificer 3 (Armorer) Background: Disgruntled misunderstood and wrongfully persecuted scrivener Gate Pass Connection: The ResistanceYou are a member of a small group of Gate Pass natives who are taking up arms to defend their home against both Ragesia and Shahalesti. Fed up with the oppression of the Ragesians and Shahalesti, you wage a discreet war against them. Feature: Blade of the Resistance You select an intelligent creature who has dealt damage to you or your allies as your preferred foe. That creature need not have dealt damage to your or your allies during the current encounter; any previous damage will suffice. You have advantage on attack rolls against your preferred foe until the end of your turn. Once you use this feature, you must finish a short or long rest before you can use it again. Passive Perception: 10Darkvision 60 feet Passive Investigation: 15 Passive Insight: 10 Hit Points: 24 Hit Dice: 3d8 AC: 18 (Scale Mail and Shield) Initiative: +2 Size: Medium Speed: 25 feet (30 feet with infiltrator armor) "Hmph, looks like it was made by a two year old with a broken hand." ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 15 (+2) 17 (+3) 10 (+0) 08 (-1) Save +1 Save +2 Save +4 Save +5 Save +0 Save -1 Athletics +3 Acrobatics +2 Sleight of Hand +4 Stealth +4 Arcana +3 History +3 Investigation +5 Nature +3 Religion +3 Animal Handling +0 Insight +0 Medicine +0 Perception +0 Survival +0 Deception -1 Intimidation -1 Performance -1 Persuasion -1 (E) denotes expertise. / Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Simple Weapons Rapier Light Armor Medium Armor Heavy Armor Shields Thieves' Tools Tinker's Tools Smith's Tools Mason's Tools Woodcarver's Tools Carpenter's Tools Alchemist's Supplies Poisoner's Kit Forgery Kit Calligrapher's Tools Leatherworker's Tools Gaming Set (Cards) Common Dwarvish Artificer Class Abilities Infuse Itemou've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions KnownMind Sharpener (Item: suit of armor or robes) The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its re*action to expend 1 of the item's charges to succeed instead. The item regains ld4 expended charges daily at dawn. Homonculus Servant (Item: A gem or crystal worth at least 100 gp) You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. Enhanced Defense (Item: A suit of armor or a shield) A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the in*fused item. The bonus increases to +2 when you reach 10th level in this class. Enhanced Weapon (Item: A simple or martial weapon) This magic weapon grants a +l bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class. The Right Tool for the Job]You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again. Armorer Sub-Class Abilities Tools of the TradeAs an Armorer, you gain proficiency with heavy armor. Armorer SpellsYou always have certain spells prepared after you reach particular levels in this class. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. 3rd Level: magic missile, thunderwave 5th level: mirror image, shatter 9th level hypnotic pattern, lightning bolt 13th level fire shield, greater invisibility 17th level passwall, wall of force Arcane ArmorYour metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor: * If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. *You can use the arcane armor as a spellcasting focus for your artificer spells. *The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. *You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die. Armor ModelYou can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. Armor Model (Guardian)You design your armor to be in the front line of conflict. It has the following features: Thunder Gauntlets Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals ld8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the ar*mor magically emits a distracting pulse when the creature attacks someone else. Defensive Field As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you al*ready have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Armor Model(Infiltrator)You customize your armor for subtle undertakings. It has the following features: Lightning Launcher A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals ld6 lightning damage on a hit. Once on each of your turns when you hit a crea*ture with it, you can deal an extra ld6 lightning damage to that target. Powered Steps Your walking speed increases by 5 feet. Dampening Field You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. SpeedYour base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. None ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Jeweler's PickRapier +4 1d8+2 Piercing Finesse Lightning LauncherIntegrated in Infiltrator Armor +5 1d6+3 Lightning (+1d6 1/turn) Simple, Ranged (90/300) Thunder GauntletIntegrated with Guardian Armor +5 1d8+3 Thunder Simple, melee, subject has disadvantage vs other targets Dagger +4 1d4+2 Piercing Finesse, Light, Thrown (20/60) SPELLS Spell Slots: 3/3 (1st) ARTIFICER - Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 3 + Magic Missile, Thunderwave CANTRIPS - Lightning LureSource: Tasha's Cauldron of Everything Evocation cantrip Casting Time: 1 action Range: Self (15-foot radius) Components: V Duration: Instantaneous You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you. At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., MendingSource: Player's Handbook Transmutation cantrip Casting Time: 1 minute Range: Touch Components: V, S, M (two lodestones) Duration: Instantaneous This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object. 1ST LEVEL 2ND LEVEL 3RD LEVEL ARTIFICER Absorb ElementsSource: Xanathar's Guide to Everything 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. (R) Faerie FireSource: Player's Handbook 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. (C) Tasha's Caustic BrewSource: Tasha's Cauldron of Everything 1st-level evocation Casting Time: 1 action Range: Self (30-foot line) Components: V, S, M (a bit of rotten food) Duration: Concentration, up to 1 minute A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. (C) Magic MissileSource: Player's Handbook 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. ThunderwaveSource: Player's Handbook 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. 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL (C) Dennotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. MONEY Copper: 0 Silver: 5 Gold: 5 Platinum: 0 (10 Coins * .02 lbs. = 0.2 lbs. Total Weight) ENCUMBRANCE Weight: 122.5 lbs. / 180 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None EQUIPMENT READIED Equipped Items: (77 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (51 lbs.) WEAPONS (3 lbs.) READIED ITEMS (23 lbs.) Scale Mail (50gp) - 45 lbs. Shield (10gp) - 6 lbs. Jeweler's PickRapier (25gp) - 2lbs Dagger (2gp) - 1 lb. Forgery Kit (15 gp) - 5 lbs Tinker's Tools (50 gp) - 10 lbs Thieves' Tools (25 gp) - 1 lbs Woodcarver's tools (1 gp) - 5 lbs Playing card set (.5 gp) - 0 lbs Gem (100gp) (100 gp) - 0 lbs Bag of 1000 ball bearings (0 gp) - 2 lbs. EQUIPMENT STORED Stored Items: (45.5 lbs.) Stored items can be retrieved with an action. IN BACKPACK (30.5 lbs.) STRAPPED TO BACKPACK (15 lbs.) AT HOME (-- lbs.) Burglar's Pack (16gp) - 5 lbs. 10 Feet of string (0 gp) - 0 lbs. Bell (0 gp) - 0 lbs. 5 Candles (0 gp) - 0 lbs. Crowbar (0 gp) - 5 lbs. Hammer (0 gp) - 3 lbs. Hooded Lanter (0 gp) - 2 lbs. 10 Pitons (0 gp) - 2.5 lbs. 2 Flasks of oil (0 gp) - 2 lbs. 5 Days rations (0 gp) - 10 lbs. Tinderbox (0 gp) - 1 lbs. Waterskin (0 gp) - 5 lbs. 50 ft hempen rope (0 gp) - 10 lbs MAGIC ITEMS Magic Items: (0 lbs.) NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0.0 lbs.) None DESCRIPTION & PERSONALITY Age: 81 Height: 4' 6" Weight: 155lbs. Hair: Brown Eyes: Dark brown Complexion: Tanned Bronn is average height for a dwarf and no broader than is typical, though his powerful forearms speak of years spent working working with hammer and forge. There is a hawkish set to his features that can be unsettling, particularly when he stares. His dark eyes hold an almost electric quality, glittering with the intensity that comes from razor sharp focus and cunning insight, though his gaze is most often fixed upon his work. His hair and beard are an unremarkable brown, worn mid-length and unadorned. He generally wears dark leather scale mail over a plain linen shirt, black pants of densely woven wool tucked into his boots. At his belt he wears a curious pick - short tined but long hafted, and bearing a needle like top spike - well crafted and immaculately cared for. About his chest is a bandoleer of light hammers. BACKGROUND Custom: Disgruntled misunderstood and wrongfully persecuted scrivener Personality: Anything worth doing is worth doing right. There is nothing I can't build or break given the time and materials. Ideals: The artist is nothing without the gift, but the gift is nothing without work. Bonds: Ragesia and the Inquisitors will pay for what they've done to me Flaws: I am skeptical of anything I did not make or plan myself Bronn the Carver - Bronn the Locksmith - Bronn the Tanner - Bronn the Apothecary - Bronn the Millwright - Bronn the Gambler - Bronn the Scrivner -
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Emil Rosenthal - V. Human Knight of Solamnia - Oath of Vengeance Paladin Name: Emil Rosenthal Character Concept: A knight-errant on a single-minded quest for vengeance Lineage, Background, Planned-Subclass Class: V. Human, Knight of Solamnia, Oath of Vengeance Paladin Description: A lanky man clad head to toe in armor, yet he is anything but a knight in shining armor. The surcoat over his mail is ragged and tattered, littered with stains of all kinds, and barely held together by belts and straps. Not many have seen his face or much of his skin, but some have chanced glances. He has pale white skin, silvery white hair, and ice blue eyes. His face is rather thin from those who have seen him eat, where he momentarily raises the faceplate of his helm to insert food. Emil walks as though he has a problem on his legs. He almost always slouches and moves as though he were half-dead. Overall, he appears to be the type of man to barely take care of himself, which is unfortunately the truth. He only eats enough to sustain himself, only drinks water to stay hydrated, and only sleeps when his body simply cannot handle moving forward anymore. His voice does not quite match his demeanor, however, being rather soft and flamboyant. Your Character’s Plothook: Ispin visited Emil's village when he was just a boy, saving it as it was under attack by bandits. Afterwards, the village celebrated and hosted a feast in his name. Emil listened as he told the people of the village his exploits and approached the adventurer afterwards, claiming to want to be just like him. Amused by the young lad, Ispin gifted him a battleaxe from his repertoire, telling him to come find him once he was strong enough to swing it, before leaving the village to resume his adventures. Past is Prologue: Emil was born in a simple farming community. He had a hard-working father, a loving mother, and a lively younger sister alongside him. His mother always read the two stories about heroes of old, the adventures they had, and the glory they witnessed. So when a renowned adventurer saved his village from bandits and gifted him an axe, he knew his path was to become a great hero just like in his mother's stories. When he became of age, he decided to leave his humble village to pursue the path of a knight. With nothing but the clothes on his back, some coins gifted by his friends and family in the village, and the battleaxe gifted by the adventurer he idolized, he set forth to join the Knights of Solamnia. Though not the most skilled of recruits, he was very persistent. No matter what challenges and obstacles he faced, he persevered. He became like a beacon to his peers, an optimist that always lit up the room and cheered up those around him. He quickly got promoted from a humble squire to a proud knight through his many a good deed. He had many accomplishments, but not many of them were enough to rise towards becoming a hero. Still, he pressed on in pursuit of his dream. No matter how much losses he faced, how many comrades died in front of him, how much tragedy he faced, he kept on being the beacon of light his comrades and brothers could count on... until that fateful night. He received word of dragons and their ilk attacking clusters of villages. His home so happened to be in the area. He assembled a squadron of fine men to at the very least evacuate the village. It took some time to convince his superiors, but he nonetheless made haste. Luckily, he had arrived to find his home safe and sound... unfortunately, it didn't stay that way. As soon as they arrived, the village was attacked full force, so he moved his brothers in arms to defend the villagers as they coordinated an evacuation. They fought valiantly, but one by one they fell, hoping to buy the villagers more time. Yet no matter what they did, the result would have ended the same. The young knight looked upon the village as it burnt to the ground, the populace dead. The only survivor that fateful day, he took upon the axe gifted by the adventurer and swore vengeance. Gone was the young man full of hope and joy, what remained was a husk who only moved forward in a single-minded quest for vengeance, until the day that body gave up permanently. Is Might Right? Might is what dictates who lives and dies. Might is everything, seek it always, until the day your body gives in. Deity: Emil still believes in the gods' existence, yet he no longer worships them as he's lost his faith. The gods cannot help him in his quest for vengeance, it is in his hands alone. Music: A man who will keep moving forward until his body gives in Burning deep with rage as he seeks to eliminate his adversaries Misunderstood as a simple killer, he only wishes to reach his dream Impressions: Will fill in as he interacts with the others in the IC thread Images: (Placeholder, don't know if I have anything to add yet) Connections: He no longer has any family left, and he's cut contact with the people he'd even consider friends. No, the only people left are those that may come after him, and they are plenty. From family of his fallen comrades who blame him for their loved ones' deaths, to self-righteous knights who believe ha has strayed from the path and must be brought to justice. Emil's Secret: Below is a secret aspect of Emil that no other character would know. If you wish to know then go ahead, otherwise simply do not click the spoiler. Something something no metagaming blah blah blah, everyone knows that. Reveal secret In that fateful night, Emil was not in fact the last survivor. It was his younger sister, Emilia. As he lay dying in her arms, protecting her from a lethal blow with his own body, he said his last goodbye, he told her his last regret. While ultimately, he was glad to save her, he regretted that he was unable to reach his dream of becoming a hero of legend, just like in the stories their mother used to tell. After he breathed his last, Emilia took upon his mantle. Emil could reach his dream, she simply had to become him and become such a hero. Gone was the humble village girl, a nobody content with her dull life, someone who'd be forgotten in history. Even so, she had no formal training and she clearly did not know the proper etiquette of a knight, she was nothing like her brother... at the very least, her inner rage was a good enough start. So she has wandered the lands as her dear brother, taking great pains to maintain the lie.
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Name: Katlina Grovegust Character Concept: A strange Kender from far away, for her friend's soul, she comes to pray. Lineage, Background, Planned-Subclass Class: Kender, Monk, Way of the Ascendant Dragon. Description. A picture is worth a thousand words. What the picture above does not show is that she has a strange birthmark (Tattoo?) of a metallic dragon winding itself around her right arm. She has bandages around her calloused hands and feet from her Martial Arts training. She seems like just another carefree Kender when people first meet her, but there is something that sets her apart: A discipline that lurks underneath her cheerful demeanor, and a fire in her eyes when someone's picking a fight. She is actually disciplined enough to keep herself from accidentally stealing others' belongings. She is light on her feet, always ready to move, and has a bright smile on her face. The only time that smile fades is when an opponent is putting up a seriously difficult fight. There are no scars on her body. Her clothes are typical monks' garb, but during her travels she finds that she likes to wear a signature coat with long sleeves (kind of like the sleeves on a Japanese kimono/yukata) to give a bit of an extra stylish flourish when she uses her martial arts. Her clothes are typically subtle earthly colors with a bit of color. But if she has to sneak around at night, then she would opt to wear blue. Something about the color helps with sneaking around at night, but she can't quite articulate why. When she's talking to someone else, her actions and demeanor would depend on the situation. If she's with friends, then she would be up close and personal with them. But if it's someone she doesn't trust, then she would keep her distance if she could. But if she has to be close, then she will be. Otherwise, with anyone else, she would invite them to a game of cards. It seems like carefree fun and games, but she is actually using card games to get a better sense of this person's personality. She keeps up a friendly and gregarious appearance. Your Character’s Plothook: You and Ispin defended a community from a notorious band of goblin raiders. Past is Prologue: Katlina isn't sure who her family was or where she truly came from. From what she was told by the other monks who raised her, she was found on the monastery's doorstep when she was an infant. The only thing she had to identify her was the piece of jewelry: A golden hairpin designed as a flower, and a note with her name written on it. The monks took her in, and raised her as one of their own. There, she learned the martial arts, along with history and religion. The monks also noted that Katlina has a strange birthmark that looks like a metallic dragon wrapping itself around her arm. This is something Katlina would notice later in life. The monks worshipped Palandine and Bahamut, but they encouraged Katlina to worship a Good God that she felt comfortable with. Katlina hasn't quite decided and in her meditations decided that each Good God's teachings had a lesson worthy of internalizing and acting upon in life. Besides, she wasn't as good at Academic studying as she was with following her curiosity and exploring the world. While she was a child however, the monks seemed to be constantly worried for her safety because they never really allowed her to leave the monastery. One day, when she was old enough to be considered an adult by the monks, she decided to go out and sightsee the entire world for herself. She headed out with the monks' good graces. Heck, maybe along the way, she'll learn more about her origins. During her travels, she meets and befriends one Ispin Greenshield. She first met him when she first arrived at a town and it was under attack by some goblins. She helped fight off the goblins by Ispin's side, and after that hard battle was won, she enjoyed drinking with him at the tavern! She traveled with Ispin for a while before it would be time for her to travel on her own once more. Now...she is heading to a new destination to mourn Ispin's passing... Truths, Rumors, and Lies. Is Might Right? After many years of contemplation and discussing philosophy with the monks, Katlina does not believe that Might is Right. What good is power if authority uses it to oppress and harm those that they're supposed to watch over? A Monarch is nothing without their subjects. Power is not the end all be all to determine authority. What is needed is Wisdom tempered with Kindness and Integrity. With those three qualities, power can be wielded in the best way possible. Power wielded for selfish gain is the worst way to wield it. Deity: Katlina is spiritual, but she doesn't worship specifically one god. Instead, she takes the lessons or cores from each religion for the Gods of Good, and tries to implement them in her own lifestyle. After all, it's not what someone preaches, promises, or wears, it's what they do that truly impacts the world. Actions are what can change the world for the better or for the worse. Of course, knowing what actions to take to truly benefit the world would take some introspection and critical thinking. Bumbling about blindly would do more harm than good. Music: Musically speaking, I can't think of a better choice than Casey Lee Williams and her songs for Yang from the RWBY. The two I'm leaning towards are "I Burn" and "Ignite" I Burn: https://www.youtube.com/watch?v=P9mQTmXxU8E Ignite: https://www.youtube.com/watch?v=-uHgo7_ZtXs Impressions. .....Gonna wait a bit on this one. Your impression of other characters. This will help us develop relationships before the game starts. However, this is obviously not required because, depending on how many people apply, this will become burdensome. Connections. Ellistar, Kagonesti Monk: The Head Monk of the Monastery Katlina grew up in. He is a very strict and disciplined figure, but despite his strictness, he is a kind man. Straightforward and direct, he isn't exactly one for politics, but he is very wise. Andromere, Human Monk: An elderly man whose rank as monk is under only Ellistar's. He's much more light-hearted and carefree than Ellistar, but when anyone asks him questions, he gives very confusing riddles for answers. He also seems to be always drunk. In a weird way, being drunk seems to have made him better at martial arts! Felicia, Half-Elf Monk: A half-elf monk who trained alongside Katlina because they were in the same class. The both of them are the same rank as each other. While Katlina wanted to travel and see the world, Felicia wanted to stay and continuing studying at the monastery. Katlina does not know if she has family outside of the monastery. She hopes to find out.
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Lucius Canus Sortiarius Acolyte of the Eclipser "The Priests talk of the Fate the Gods have written for us, But Fate is a funny thing... Who decides our path in life? Does Fate determine our path, Or is it just a cage we allow others to build around us?" SORCERER 3 Medium humanoid male (Aasimar), chaotic neutral Armor Class 12 Hit Points 24 Speed 30 ft. Senses Darkvision, passive perception 12 Languages Halaea Common, Celestial, Gnomish, Sylvan Proficiency Bonus +2 ABILITIES & SKILLS Proficiency Bonus: +2 Strength 11 (+0) Save +0 Athletics +1 Dexterity 14 (+2) Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 14 (+2) Save +4 No skills associated. Intelligence 19 (+4)Boosted to 19 with Headband of Intellect 11 (+0) without Headband of Intellect Save +4 Arcana +6 | History +4 | Investigation +4 | Nature +4 | Religion +6 Wisdom 14 (+2) Save +2 Animal Handling +2 | Insight +4 | Medicine +2 | Perception +2 | Survival +2 Charisma 16 (+3) Save +5 Deception +3 | Intimidation +3 | Performance +3 | Persuasion +5 Bold denotes proficiency. PROFICIENCIES & ABILITIES PROFICIENCIES Tools Weapons daggers, darts, slings, quarterstaffs, light crossbows Armors CLASS ABILITIES Spellcasting Lunar Embodiment Moon Fire Font of Magic Metamagic RACIAL TRAITS Celestial resistanceResistant to radiant and necrotic damage Darkvision Healing HandsAs an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. Light bearerLight cantrip Radiant ConsumptionSearing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. FEATS PiousPious Protection. If you fail a saving throw, you can reroll it, and you must use the new roll. Once you use this trait, you can't do so again until you finish a long rest. Religious Study. You have advantage on any Intelligence ( Religion) check pertaining to your chosen god. Starting Piety. You begin with a piety score of 3 with your chosen god. WEAPONS WEAPONS Staff +2 to hit for (1d6+0) bludgeoning | Versatile (1d8) Dagger +4 to hit for (1d4+2) piercing damage. | Finesse, light, thrown (20/60) Handaxe +2 to hit for (1d6+0) slashing damage | Light, thrown (20/60) SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd) Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Known: 4 Sorcery points: 3/3 CURRENT LUNAR ASPECT: New Moon HEALING HANDS POOL 2d4 METAMAGIC Subtle Spell Quickened Spell CANTRIPS Light Mage Hand Message Prestidigitation Shape Water Sacred Flame FIRST LEVEL Full Moon Shield (R) New Moon Ray of Sickness Crescent Moon Colour spray Other Magic Missile Disguise Self Mage Armour SECOND LEVEL Full Moon Lesser Restoration New Moon Blindness/Deafness Crescent Moon Alter Self Other Misty Step (B) (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE ( 81.3 lbs.) Weight: 81.3 lbs. / 165 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH ( 5.3 lbs.) Copper: 0 | Silver: 215 | Gold: 0 | Obsidian: 0 | Platinum: 0 ( Coins 215 x .02 lbs. = 4.3 lbs. Total Weight) EQUIPMENT READIED (10 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor ( lbs.) Weapons (6 lbs.) Dagger x 2 (2 x 1lb = 2lbs.) Staff | Arcane focus (4lbs.) Readied Items ( lbs.) Worn items ( 4 lbs.) Amulet of Xoros (1lb) Common clothes (3lbs.) Vestments of Xoros (-- lbs.) ShiftweaveClothing options: 1. Plain but well-made travelling clothes 2. Richly made blue and silver robe with cloak, suitable for balls and dinners but obviously dated in its fashion 3. Well-made city clothes in muted greens, blacks and greys. Appropriate for things like going round markets and shops and casual visits with acquaintances. Fashion neutral, not too obviously dated. 4. White and grey robes suitable for visiting temples, places of learning, and other administrative occasions. 5. Plain common clothes, suitable for blending in but also doing light manual labour. EQUIPMENT STORED (66 lbs.) Stored items can be retrieved with an action. In Backpack ( 5lbs.) Bedroll (7lbs) Mess kit (1lb) Tinderbox (1lb) 10 torches (10 x 1lbs = 10lbs) 10 days of rations (10 x 2lbs = 20lbs) Waterskin (5lbs) 50' hempen rope (10lbs) Prayer book (5lbs) Strapped to Backpack ( 2 lbs.) Handaxe (2lbs.) EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED Shiftweave ATTUNED (1/3) Headband of Intellect | Two | Three APPEARANCE Age 22 | Height 5'10" | Body type Slim | Hair Blue | Eyes Pale | Complexion Pale/silvery Lucius is an young aasimar man with pale silvery skin, blue hair, and pale eyes that sometimes seem to be shining as if under moonlight. His skin is patterned with arcane sigils of unknown meaning but give a hint towards his blessings under Xoros. A strange crescent-like blue crown grows like horns around his head, betraying his otherworldly blood. Having spent his whole life in a temple, he is slim with little opportunity or motive to put muscle on his form. He often has a faraway look in his eye as he contemplates the mysteries surrounding his life and daydreams of an escape from the drudgery and predictability of temple routine. BACKGROUND Background Acolyte Source PHB Personality Traits: I've spent so long in the temple that I have little practical experience dealing with people in the outside world. I grate at the feeling of being constrained by circumstances, and highly value my personal freedom. Ideals: I have experienced tradition for tradition's sake. I believe Father Moon's phases direct us to embrace change and use our skills to be a change bringer in the world. Bonds: I have been searching for the truth of my birth. I don't accept the story I have always been told. Flaws: Despite being an acolyte of the god of knowledge, I don't have much book smarts, despite what I try to make others believe. Background Feature: BACKSTORY Rough backstory: From Thespoe Acolyte of Xoros, imbued with power of the moon Excited about dream, desperate for something new For generations the Sortiarius family have been tending the temples of the Eclipser, Xoros. They have been diligent in their work, uncovering arcane secrets and tending the libraries that aim to pay homage to Father Moon's own hall of tomes. To say this was a family business would be to underestimate the scale of their dedication and devotion to the Lord of the Arcane. It has been a family custom to gather each year when the full moon occurs at the same time as the moon's perigee and share the knowledge they had gathered since the last meeting. During these meetings, the Sortiarius family also planned for how to grow their family's strength and influence. At one such event prior to an upcoming lunar eclipse, it was decided by family elders that one of the young couples of the family, newly married, would attempt to conceive a child during this eclipse. Nine months following the eclipse, a little boy was born to the couple with silvery skin and eyes pale as moonlight. Lucius' birth was heralded by the Sortiarius family and the Temples of Xoros as a blessing from Father Moon himself, and confirmation that the Lord of the Arcane smiled upon their family and temple. Lucius was brought up deeply entrenched in the workings of the temples in Thespoe, and as he grew, he demonstrated a keen arcane ability intrinsically tied to the moon's phases. It would have been easy for Lucius to be content with his life, fast-tracked as he was into the path of the priesthood and lavished with praise and attention as the living embodiment of their chosen god's favour. However for all the ease this brought the young man, it also created the cage that bound him to this life. Lucius began to grow resentful of this pathway that had been chosen for him long before he had even been conceived, let alone born. Why should he have to play the part of the dutiful acolyte just because a council of his great uncles and aunts had dictated this was best for the family? He could never have the freedom to choose his own life or adventure while they presented him as the embodiment of a medal recognising the depth of their piety and devotion. When the dream's began, it was frightening at first and he spent several nights waking up drenched in sweat and panting from the panic he experienced. As the nights went on and the dream kept coming though, the panic after waking quickly changed to excitement. This was new, and it was entirely his own. Whatever this dream heralded, it promised something that was unplanned and beyond the stuffy schemes of his elders. Honestly, Lucius believed these dreams were being sent by Xoros himself. The young acolyte recognised the gifts that had been bestowed upon him by the Lord of the Arcane and was far from ungrateful, but he had a complicated feelings towards the god that had ultimately seemed to trap him in this life. The dreams seemed to be an indication that Xoros actually did have other plans for him, which was infinitely more exciting. Emboldened by the dream, Lucius packed his things and slipped away from the temple in the middle of the night. Father Moon seemed to be encouraging him on, presenting a dark new moon on the same night Lucius had finally found the opportunity to escape his gilded cage, allowing him to slip away under the cover of darkness. He was already in Halaea, but he would never be able to investigate the truth of his dream while trapped in the routines of his life in Thespoe, so off he went towards Baromenes, hoping this would give him the breathing room to figure out his next steps. He knows his family and the priests at the temple will want him back. Who else can they show off to the priests of other gods to demonstrate how pious they are?
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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.
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Character Name Race Background Class & Levels Name: Taran 'Jo' Jost Character Concept: Ethical Psychotic Mage Race: Grey Elf Description: I have been told that I have resting elf face. I understand this phrase to be a dwarven invention but in my case it seems apt. My expression is commonly haughty and disinterested. This changes when I grin, and it is a grin, crooked and fierce, and not a smile. I grin when I am fighting, for in truth I never feel more alive than when I am fighting for my life. I carry myself with straight back, dress well and appear as an academic sort when not fighting. Personality: I keep myself apart from my own people and for good reason. The bloodlust that overcomes me is such that I live a life of danger, of combat. In civilised lands, with no outlet for my addiction, I would be a danger to others and so I travel to where conflict lies. Ashamed of what I am, I endeavor to fight on the right side, with the right people, thus transmuting my sin into virtue. When my addiction is sated, I am told I am genial and relaxed around people. My mind rebels at peace and indeed I hate the word. Peace is something I leave behind me, not looking back. Strangely, while I enjoy conflict, my body rebels when I have to resort to blade, it's simply too close for comfort, and my skill with a bow is not what it should be, I know not why. Deity: I follow Deleb, the Oerdian God of Reason, Intellect and Study. I ask him for strength to keep my inner demons in check. Origin: The Faerie Kingdom of Celene. She moves from place to place, attempting to never dwell in one place for too long so as to hide her affliction. The life of an adventurer is both her livelihood and her means of feeding her addiction. Prologue: Began as a soldier in the Knights of Luna, fighting against Orcs. She was quietly recruited by a faction of the knights that dealt with 'special circumstances', providing full magic support. When this faction was uncovered, she was no longer welcome in the Knights of Luna, but since the scandal was covered up she lives in the grey, neither dismissed nor in active service. Following this she took up with a group who raided tombs and such in orc lands. In addition, she is known for a pursuit, interception and destruction of a raiding party of orcs who had taken human slaves, killing the horse under her in the process. Thus, she is by turns mercenary and entirely non-mercenary, even 'apparently' selflessly heroic, depending on the situation. Loyalties: Ex member, in good standing, of the Knights of Luna. Music: The Life of the World to Come by Rob Dougan. It starts slow, but quickly kicks into gear. Basically a rather turgid beginning, representing her low level self loathing, explodes into ever increasing life when she finds love or combat, or both. It's not music for an ordinary life. https://www.youtube.com/watch?v=fKqa375LuF4 Images: (Any NPC's you mention should have a related picture, no description needed) First name Last name (Relation) (image 120x200 or less) Truths, Rumours, and Lies (This will be shared at random with your companions at the start of the game, you are level six so they have heard something of you.) 1. Jo is essentially a high functioning psychopath. 2. (Rumour) She's a knight of Luna and yet not at the same time. 3. (Lie) Often to be found shitfaced drunk when she has a chance to spend spoils. 4. (Truth) Can be talked into dangerous jobs by the helpless/weak. 5. (Lie) Walked alone into a wight barrow to save a child. 6. (Rumour) Despite her stern demeanor is actually a closet romantic in a big way. Taran 'Jo' Jost Mad, Pretender, Dangerous, "“The way I see it, there’s only three kinds of people in this world. Ones you do damage they won't walk away from, ones you follow, and ones you need to protect.” Class Wizard 6 | Medium Humanoid Grey Elf Female, Neutral. Armor Class 18 10 +4 (Mage Armor) +4 (Dex) +0 (Shield) Hit Points 26 Speed 30' ft. Senses Low Light Vision Languages Common, Elven, Draconic, Goblin, Orc, Sylvan Base Attack Bonus +3 ABILITIES & SKILLS Base Attack Bonus: +3 Strength 10 (+0) Climb (0) | Jump (0) | Swim (0) Dexterity 16 (+3) Save +3 Balance (3) | Escape Artist (3) | Stealth (6) | Open Lock (3) | Ride (3) | Sleight of Hand (3) | Tumble (3) | Use Rope (3) Constitution 12 (+1) Save +0 Concentration (3) | Intelligence 19 (+4) Knowledge Arcana (9) | Knowledge Geography (5) |Knowledge History (5) |Knowledge Nobility (5) |Knowledge Planes (9) |Knowledge Religion (9) |Appraise (4) | Craft (4) | Decipher Script (4) | Disable Device (4)| Forgery (4) | Search (9) | Spellcraft (6) | Wisdom 14 (+2) Save +2 Heal (2) | Listen (6) | Profession (2) | Sense Motive (2) | Spot (15/18 in shadows) | Survival (2) Charisma 10 (+0) Bluff (0) | Intimidate (0) | Diplomacy (0) | Persuasion (0) | Disguise (0) | Gather Information (0) | Handle Animal (0) | Perform | Use Magic Device (0) Bold denotes proficiency. PROFICIENCY & ABILITIES PROFICIENCY Tools Spell Component Pouch, Spellbook Weapons Dagger, Longbow (20 Arrows) Armors None Class Abilities Summon Familiar (Owl) Scribe Scroll RACIAL TRAITS *Immune magic sleep effects, +2 racial saves vs enchantment spells/effects. *+2 racial on Listen, Search, and Spot. Merely passing within 5' of a secret /concealed door grants a Search check to notice it as if she were actively looking for it. Favored Class: Wizard. A multiclass gray elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Weapon Proficiency: Gray elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (inc, composite longbow), and shortbow (inc. composite shortbow) as bonus feats. FEATS 1st Improved Initiative 3rd Spellcasting Prodigy 5th Spell Focus (Conjuration) 5th Greater Spell Focus (Conjuration) Flaw Feat Great Fortitude Flaw Feat Lightning Reflexes FLAWS Shaky -2 Ranged to Hit Noncombatant -2 Melee to Hit EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (00.00 lbs.) Weight: 31 lbs. / [Encumbrance = Light Load] Status: Unencumbered Penalty: None MONEY POUCH (0.00 lbs.) Copper: 00 | Silver: 01 | Gold: 00| Obsidian: 00 | Platinum: 00 (000 Coins x .03 lbs. = 1.44 lbs. Total Weight) EQUIPMENT READIED (00 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (00 lbs.) None Weapons (0 lbs.) Dagger, Longbow Readied Items (0 lbs.) | EQUIPMENT STORED (00 lbs.) Stored items can be retrieved with an action. In Backpack (12/30 lbs.) Bedroll, Flint and Steel, Rations 5 days, Oil (2 pints), Small Steel Mirror Strapped to Backpack (6 lbs.) Hooded Lantern, Waterskin EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) MAGIC ITEMS Headband of Intellect +2 Cloak of Resistance +1 Pearl of Power 1st Pearl of Power 2nd Eyes of the Eagle