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  1. Ralikanthae Sythaeryn God of Vitality Race High ElfPreviously was a Blood Elf and Aasimar. Class Red Mage Age 89 Sex Male Height 6'2" Weight 185lbs Hair White Eyes Purple Background Zloln Sage Alignment Lawful Neutral "The price of knowledge is the burden of knowing." Theme Song— Physical Description Ralikanthae's skin is a sickly pallor, appearing as if his flesh has been bleached entirely of color. His ashen hair hangs limply, a stark grey mop that tumbles down past his shoulders. He carries a litany of scars upon his torso and back, their shapes and sizes are various, but all equally sinister and horrid to look upon. These are his burdens-- the memories and immortal trophies --of his failure and impuissance. During moments of stress, the scars ache or trouble him; they often make their presence known in the worst of times. His movements are cautious and he is closed off to others. Even his gaze is sunken and haunted; his eyes are rimmed in black from lack of rest, which Ralikanthae tries to cover by the liberal use of kohl. But, the nightmares that plague him are enough to force him out of the deepest of Reveries. The elven man favors somber tones; a palette fit more for funerals or mourning. A boiled leather mantle fits snugly over his shoulders and chest, which sports a stiff leather collar that rises up to cover part of his jaw. Underneath the mantle is a plain black tunic with silver trimming which matches his rugged trousers and knee-high black leather boots. Ralikanthae always wears a pair of soft calf-skin gloves to hide the scars on his hands, but also his accursed talons. Pinned and tied around his shoulders and collar is a durable dark grey cloak with a deep cowl; he often keeps the hood up, covering his features, when moving about in cities or crowds. Personality Gallows Humor: In the face of death, violence, and atrocities, Ralikanthae is never without his witticisms; some find his humor to be offensive, insensitive, or apathetic, but, quite contrarily, he does care about what happens to others... just only some of them. Loyal Unto Death: If given a measure of trust and shown loyalty, Ralikanthae in turn will reciprocate; his sense of loyalty remains in place and it's a source of strength that he calls upon when he's at his worst. Iron Will: Ralikanthae does all that he can to control his baser impulses and lusts. He meditates, purposefully denies his Hunger, and whips himself to use the pain as focus. While far from perfect, he's achieved a level of self-control that is a stark contrast to the capriciousness of blood elves. Through Jaded Lenses: Delving into the history of his own people taught him a valuable lesson about hubris; his people were the erudite and eminent scholars among the elves, but perhaps even the world. They fell far and have become barbaric, nearly succumbing entirely to their own animalistic impulses and desires. If people as wise and educated as the Zloln scholars were brought so low, then what does that say about the other races and peoples who walk Khalgun? Beyond Reality: It was during his exile within The Wilds that he discovered the ancient relic which had led the Zloln High Elves to become what they are today; his encounter there nearly destroyed his sanity, but now he sees the world with clarity for the first time ever. Backstory Ralikanthae served as an apprentice to one of the few remaining scholars in Zloln who espoused reason, control, and logic over the wanton bloodlust and tyranny of the Blood Elves. During a fasting, Raliknathae had succumbed to weakness and glutted himself upon blood only to lose himself in a frenzy; the aftermath was a violent encounter upon Aluendalee which ended in her death. Wracked with guilt and shame, he was given a harsh ultimatum by his own ruthless people: exile or death. He chose the former. Desperate and feeling the gnawing hysteria of his exile, something reached out to him, guiding him through The Wilds and led him to the original source of his people's damnation-- The Archstone. Overwhelming visions assaulted his mind, overloading his senses and incapacitating him; a delirium set in and it was then that Ralikanthae was touched by something beyond. It was after his encounter with The Archstone that the elf discovered newfound powers, those beyond pre-Godswar magic-users and mortals alike. Empowered now and seeking to understand what was happening to him, Ralikanthae set out to the one place where he might find knowledge and answers: Ani. Divinity During his exile, Ralikanthae was compelled deeper into The Wilds until he collapsed in front of The Archstone. The relic responded to his presence and activated once more. Only this time it seemingly pulled him into another realm of alien origin. It was there that his mind was assaulted by a greater power, demanding that he submit himself. But, Ralikanthae would not bow. A change occurred within him as he resisted this greater power-- it was the spark of divinity. Whatever the being was, it sensed the change too, and sought a way to latch onto this newly minted godling. Instinctively, the godling revealed his source of egress and fled through the Archstone to re-enter Khalgun. Through much personal growth, help from his friends, and the journey he has been upon... Ralikanthae has become the new God of Vitality. Extras TBD Equipment Assets: 10 Adventuring Gear 3 Days of Rations Cowl of KareliaWondrous Item, Legendary (Requires Attunement) This cloak has three charges. While you wear this cloak, you can use the Astral Step divinity (expends one charge). You also gain advantage on Stealth (Dexterity) checks made in the Astral Plane, or under low-light conditions (such as nighttime, or under moon light). This cloak regains 1d3 charges after a long rest. Lifebringer DaggerAn ancient dagger with a golden handle beset with green and blue gems. The blade is curved. _+2 against undead _The handle glows with sunlight near dawn, when the sun is rising in the horizon. _Once per day, when the owner has slain an undead, the dagger can heal the owner for the equivalent of 2 hit dice. 300gp from birds an amulet with a missing gem naelaeryn's jorunal 3 ancient scrolls Translator Module; a pin; understand any spoken language; use an Action to cast Comprehend language on self. Statblock Ralikanthae Sythaeryn High Elf Red Mage 9 Str 10 Dex 14 Con 18 Int 14 Wis 12 Cha 20 HP 108/108 HD 9d8/9d8 AC 18 Speed 30ft Passive Perception 14 Initiative +2 Languages Celestial, Common, Elven, Primordial, Orc, Sylvan Background Zloln Sage Feature ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Immunities all poisons and diseases Resistance all damage, except psychic o RapierFinesse +9 attack, 1d8+5 Piercing, magical o WeaponsWeapon Traits +X attack, 1dX+Y type Proficiency +4 Saving Throws SavesStrength (+0) Dexterity (+2) Constitution (+4) Intelligence (+2) Wisdom (+5) Charisma (+9) Skills Arcana, History, Investigation, Intimidation, Perception, Stealth Tools None Instruments None Weapon Proficiencies Elven weapons, Rapiers, Scimitars, short swords, simple Armor Proficiencies Light Feat None Racial Features DarkvisionTheir descriptions • Keen SensesTheir descriptions • Fey AncestryTheir descriptions • TranceTheir descriptions • Elven Weapon TrainingTheir descriptions • Magical SensitivityHigh elves remain highly sensitive to magic even after the weaver was destroyed. They can sense magic items within 30' and have an innate understanding of how most magical devices function, providing them with advantage on any ability checks to learn more about a magical device and it's use. • Extra LanguagesYou know two extra languages. Divinity Feature ResistanceInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality has permanent resistance to all types of damage, except for psychic damage. • Superior VitalityInvoking Time: Always active Range: Self Components: None Duration: Permanent As a divine being, the God of Vitality is not bound by mortal limitations. Their Constitution can be as high as 30 instead of the usual maximum of 20. • Divine MightInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality receives their maximum hit points every time they level up. • Divine HealthInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality is immune to all poisons and diseases. • BarkskinInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality’s skin turns as hard as bark, providing them with a minimum AC of 16 as a permanent effect. • RegenerationInvoking Time: Always active Range: Self Components: None Duration: Permanent The God of Vitality regains hit points at a rate equal to their divinity modifier (+8) every round. The god’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If the god has the severed part and hold it to the stump, the divinity instantaneously causes the limb to knit to the stump. At Higher Levels: The damage healed increases to twice the god’s divinity modifier at 16th level. • Racial and Class FeaturesTheir descriptions Class Feature Red MageAs a Red Mage, you may use your charisma for attack and damage rolls instead of your Strength or Dexterity when wielding a weapon with the Finesse property. • EnchantedYour magic lingers in your body and weapons, eager to be released in the heat of combat. When you cast a spell that is not a cantrip, you become Enchanted until the end of your next turn. While Enchanted, your melee weapon attacks deal 1d6 additional force damage. This damage is increased as shown on the Red Mage class table. Additionally, while Enchanted your weapon attacks are magical for the purposes of overcoming damage resistance and immunity. Enchanted damage: 2d6 per hit • ManaficationStarting at 2nd level, you have learned to hold the different aspects of your unique magic. A Red Magic spell will state in it's description if it is aspected Black, White or Unaspected. When you cast a Black aspected spell you gain a charge of Black Mana. When you cast a White aspected spell, you gain a charge of White Mana. You can hold a number of charges of each Black Mana and White Mana equal to your proficiency modifier. These charges last until spent or until you finish a short or long rest. • Self-AssuredStarting at 3rd level, your confidence allows you to fake it with a shocking degree of success. When you make an ability check you can use your Charisma modifier instead of the ability score you would otherwise use. You can use this feature a number of times equal to your proficiency bonus and regain those uses on finishing a long rest. • Spell FencingStarting at 3rd level, you do not suffer disadvantage when making a ranged apell attack against a creature within 5 feet. While Enchanted, you gain a bonus to your AC equal to your Charisma modifier so long as you are wearing light or no armor and not wielding a shield. While enchanted, when you can cast a red mage cantrip as a bonus action after taking the Attack action. • Rush of CombatStarting at 3rd level, you draw your mana not just from your spells, but from the rush and roil of combat. Once per turn, when you reduce a creature to 0 hit points, you can gain one Black Mana or one White Mana. • Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. • ZwerrchauStarting at 5th level, you have developed advanced combat techniques which are enhanced by the lingering mana in your body. When you take the Attack action while Enchanted you can spend one Black Mana and one White Mana to make an additional attack as a part of that action. • FlecheStarting at 6th level, you can push your advantage when bearing down on a foe. When you spend Mana as a part of the Attack action, you can use a bonus action to make a special Fleche attack. This attack uses your Charisma modifier for attack and damage rolls, has a reach of 30 feet and deals force damage equal to your Enchanted damage. You are proficient in this attack. Making this attack extends your Enchanted condition for an additional turn. • Magic BarrierStarting at 7th level, you erect a mighty aegis that safeguards you and your allies. As an action, a sphere of energy is centered on you, has a 30-foot radius, and is filled with swirling dim light. The sphere is stationary and lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature these benefits: - You gain resistance to magical effects that cause damage. - If anyone casts a healing spell within the barrier that targets a creature in or out of the barrier, each creature of your choice in the aura also regains hit points equal to your red mage level. Once you use this feature, you can’t use it again until you finish a long rest. • Dual CastStarting at 2nd level, you weave your magics together into a devastating helix. When you cast a Cantrip with an action, you can cast another spell as a bonus action so long as that spell is 1st level or higher. The spell must have a casting time of 1 action or 1 bonus action to benefit from this feature. • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions • Racial and Class FeaturesTheir descriptions Spell Save DC 17 Cantrips booming blade (white), green-flame blade (black), gust (white), fire bolt (black) First Level Spells chromatic orb (dual aspect), cure wounds (white), thunderous smite (white spell), burning hands (black), detect magic First Level Spell Slots 4/4 Second Level heat metal (black), wither and bloom(dual aspect), misty step, gust of wind (white), shatter (white) Second Spell Slots 3/3 Third Level Spells haste, fireball (black), slow, erupting earth (white) Third Level Spell Slots 2/2 Inspiration: 4 Self-Assured: 4/4 LR Magic Barrier: 1/1 LR
  2. Cerin Briars Half-Orc Fighter HP: 34/44 | AC: 22 | HD: 5d10/5d10 | Passive Perception: 14 | Initiative: +0 | Speed: 30' Str:Save: +7 Athletics: +6 16 | Dex:Save: +1 Acrobatics: +10 Sleight of Hand: +10 Stealth: +0 10 | Con:Save: +6 14 | Int:Save: +1 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 | Wis:Save: +2 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +4 Survival: +412 | Cha:Save: +3 Deception: +2 Intimidation: +5 Performance: +2 Persuasion: +5 15 Action Surge: 0/1| Relentless Endurance: 1/1 | Second Wind: 0/1 | Psi Energy Die: 1/6 | Darkvision 60ft. | Menacing.Gain prof. in Intimidation. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | Fighting StyleDefense. Wearing armor you have a +1 to AC. | Second WindOn your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short rest or long rest before you can use it again. | Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. | Psionic PowerWIP | Extra AttackYou can attack twice , instead of once, whenever you take the Attack action on your turn. |SentinelWhenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of its turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. | TelekineticYou learn to move things with your mind, granting you the following benefits: Increase your charisma score by 1 to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30ft when you cast it. It's spellcasting ability is Charisma. As a bonus action, you can try to telekinetically shove one create you can see within 30ft of you. When you do so, the target must succeed on their Strength saving throw (DC 13) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Equipment Magic Items Talion Markham's PlatemailLegendary Item This armor is plate mail with the attributes of both mithril and adamantine. It also grants the wearer resistance to fire damage. - Worn Talion Markham's AxeThe great axe does an additional 2d6 slashing damage to giants and chromatic dragons. - Worn Cloak of Protection +1Requires Attunement Adds +1 to AC and all saving throws. - Worn Mundane Belt Pouch, Waterskin Metal Kite Shield Battle Axe Hand Axe Hand Axe Backpack Traveler's Clothes Mess Kit Tinderbox 50ft Hemp Rope Battle Axe Healing Potion 10 Torches Longbow 20/20 arrows Wealth: 19gp, 8 sp, 0 CP IC Cerin made a calculated series of short swipes, trying to fend the monster off. His battle-axe blade bit and stung, creating new gashes upon the muscled angry form of his enemy. He took another assessment of the surrounding battlefield and quickly realized that no one was near him. Clenching his jaw, he determined to draw himself to the others, he forced that focus into an unseen fist that struck hard against the monster, trying to shove it back and away from him. Fannon had always drilled it into him never to turn his back, and it was a grievous mistake to do so, while in a duel. But Cerin had few options. He needed to be elsewhere and with the enemies emerging from the portal, the mage had to be stopped. Staring sideways to the southern portion beyond the shimmering portal, he watched as the giantess fell once more to her wounds. The situation was looking more grim by the second. He took his gambit and broke from the violent melee with the Manka, heading across the battlefield to reach his companions and to place himself to the forefront where enemies were emerging from the portal. If anything, perhaps he could make a bid to stall foes emerging and tie them up. "I'll keep 'em busy!" he bellowed, boots hitting the ground as he raced to take up position as a living wall. OOC Bonus Action: Telekinetic Shove Movement: Full movement to go reach the front of the Portal and close the gap to Quinty Action: Attack Manka twice. Total of 9 slashing damage. Reaction: If Quinty is attacked, I'd like to burn a Psi Die to reduce the incoming damage
  3. Appearance Cerin's mixed blood is not obvious until an onlooker considers his stumpy, blunted tusks and pointed ear-tips that occasionally unearth themselves from his unruly mop of raven black hair. Carrying orcish blood has done little to harden his features and he looks younger than his actual age. This is in part due to his boyish face and his large, clear hazel eyes. A shallow scar lines his cheek, faded and healed over. Overall, his features are symmetrical and angular, giving him a subtly exotic appearance. For his age, he is taller than others, and has a lean, muscular frame. His skin is olive in complexion and becomes further tanned during the summers where he spends a great deal of his time outdoors. Dressed in tooled leathers and wool trousers, Cerin's clothing is functional and durable, but maintained with patches and resewn pockets. Over his tunic is a leather jerkin that fits his long-limbed and sturdy build. Personality Outwardly, Cerin appears as a quiet and reserved teen, especially in meeting others for the first time, but the shyness abates shortly after and reveals a well-spoken and thoughtful youth. He views other people with respect, regardless of their race or culture. Though, he abhors criminal activities, especially theft and murder, and will not tolerate them well if exposed to either. This is partly due to his own upbringing, where his parents worked to thwart banditry and those who would harm others, either by stealing their belongings and money or by hurting them. He is curious to learn about new people and new skills, often placing himself outside his comfort zone. Combined with a keen mind and an excellent memory, he is able to pick up knowledge and talents relatively quickly. But, he is challenged by a wavering confidence in himself and his own sense of worth in the eyes of others; bigotry digs under his skin and he cannot tolerate being ridiculed or singled out because of his orcish heritage. Cerin has been struggling with his identity, often viewing himself as a human first and orc second, but the lines always seem to become blurred. His mother is understanding of his problems, as she too knows persecution, and they have long talks about how to manage those tumultuous feelings. It was only recently that Cerin's father was killed on duty. Karn's death hit the boy hard. Since then, Cerin has become angry at everyone and everything, feeling the burn of injustice and unfairness of having his parent taken from him. He blames the other trade sheriffs, his mother, and most definitely the murderers; the villains have yet to be apprehended and taken into custody to be given a sentence of punishment. Traits Peace-Keeper And Justice Dealer: Following in his capable or experienced parents' footsteps, Cerin has been inclined to seek employment by the Cavarubios family to safeguard the trade routes proceeding and entering into Myth Drannor once he turns the proper age. He understands that having safe and clear roads to his home city is important for any growth, but, more importantly, to keep the people from harm and to bring swift justice to those who would prey on others. He dreams of one day patrolling the roadways under the big blue sky and put an end to banditry and marauding monsters in equal measure. Bleed For Friends If I Must: Friendships are difficult for Cerin to form. He may be a native to Myth Drannor, but his mixed orcish blood sets him apart from other children his age. While most adults regard the youth with indifference, the teens of a similar age are inclined to treat Cerin with resentment, mistrust, or worse. He has had to defend himself from hurtful bullies, often showing restraint when he should not. Those that would form a friendship with Cerin could find no better of a friend. He's staunchly loyal, doggedly so, and often puts the needs of others before his own. Putting himself in harm's way, while protecting a friend, would be done without a second thought. Ideal Prosperity For All: Myth Drannor's success and the people who call the city home are all important to Cerin. He would like to see his neighbors thrive, prospering off trade and new enterprises, and for the city to become another bastion of goodness in the world. He has a lot to learn about the world and its inhabitants, thusly, he clings to an idealized and naive version of it. While Cerin is self-aware enough and quick to learn, he's still grossly inexperienced; life will challenge his beliefs, but the boy is a stubborn one. He will persevere and see that others shall be uplifted by his intentions. Flaw Don't Provoke The Sleeping Dragon: Beneath Cerin's easy smile and shining hazel eyes lies a sleeping fury, a wrathful dragon, that when invoked, is a terrible sight. Not often does Cerin lose his temper or succumb to the anger he carries, but when it does manifest, it is an awful sight. He thinks the anger is hereditary, for his mother also has a fiery temper, and perhaps it might be a hearkening to their orcish blood. Vengeance Will Be Paid In Blood: The recent death of Karn has weighed heavily on Cerin's mind and heart. Of late, he has become an angry, sullen teen that is prone to emotional outbursts that are often misdirected. Afterwards, he ends up feeling awful and guilty for his terrible behavior, and remains uncertain how to overcome his grief and loss. Part of him considers making it a personal vendetta to find those responsible for his father's murder and make them pay, but the other part, the one that is listening to his mother's wishes, has been winning out. Though, were the chance of opportunity to arise, Cerin is uncertain he would have the will to stop himself from pursuing revenge. Bonds Karn Briars: Once a young man hailing from Amn, Karn gave up a life of illegal smuggling long ago. He was employed by the Shadow Thieves, a nefarious organization bent on economical and social domination, where he would help move stolen goods or enslaved people. He had little opportunity growing up and at one point believed the Shadow Thieves would give him a life of comfort that he had always dreamed of. It turned out that he was sorely wrong. When he found out that some of the cargo he masqueraded as goods were covers to move slaves, he started to have his doubts. It was not shortly after that he met Thessa, the love of his life, who was among the enslaved. At great risk to himself, Karn managed to free Thessa and flee with her out of Amn for good. The two formed a romance shortly after and relied on each other to survive hardships while they traveled northeast. The further away from Amn, the better. Eventually, they settled in Myth Drannor and started a family. Karn tried to be a positive role model and gracious father, with a few fumbles, instilling a strong sense of morality and emphasis on independence for his son. Cerin got his father's winning smile and affable nature despite having some subtle orcish traits. It was due to the nature of his profession, a guardsmen and investigator along the trade routes, that he met an untimely end by way of banditry. Thessa Briars: A half-orc originally from a rural village that eked out a harsh existence at the foot of the Cloud Peaks mountain range north of Amn. Thessa was no stranger to violence. Her birth was born from the incursion of a marauding orc tribe; her mother was a victim. The townsfolk rallied and defended their people in the last hour, but they were left with a ravaged home. Years later, Thessa was a reminder of such a time and she bore the scorn of others. When she came of age, Thessa had decided she would leave her home and never return to such a hateful place. She was already a fierce warrior at that point, purely self-taught, and carried with her a fighting spirit that was unconquerable. That warrior spirit was not enough to detour slavers from capturing a lone mixed-blood woman. The despicable men had beat her, shackled her, and sent her to Amn where she would be handled by the Shadow Thieves to later be sold in the slave markets of Calimshan. That is when she met Karn. With the smuggler's help, they fled Amn together. Thessa is a strong woman who can be severe at times, even to her son, if only out of the need to see him flourish against adversity. She has a profound streak of honor and never lies, which is at times to her detriment. Being a half-orc, she can empathize with her son's unique heritage and encourages him to embrace his diversity. She often tells him to wear his heritage proudly, like a resplendent suit of armor. Only then will he know peace within himself. Unbeknownst to Cerin, his mother had placed his name in the upcoming Election for apprenticeship. She hopes that her son can receive a strong education, developing talents and skills beyond what she and her husband could ever provide. Myth Drannor: A growing city, thriving in a place that has been steeped in magic and legend, has been the home for Cerin since always. He knows that the world is vast, incredibly so, but his heart belongs here. Like the towering trees of Cormanthor with their gnarled roots piercing the earth, Cerin feels connected and bound to this realm. He loves the beauty of his home. The people may look down upon him, but he forgives their ignorance and does his best to win their approval despite his appearance. When the time comes for him to reach adulthood, he intends to follow in his parents footsteps and protect the community of good folk in the region. http://cache.lovethispic.com/uploaded_images/174217-Beautiful-Waterfall-Gif.gif Cormanthor Forest: The great range of territory swathed in ancient groves, tangled roots, and mystical forests that can soothe the soul. Cormanthor is the a significant provider of all manner of resources, from animal goods to timber to savory Teeka mushrooms. Cerin has been taught by his parents to appreciate the land, respect it, and in turn, protect it. For without the forest, life would be be profoundly different and not for the better of Myth Drannor. There are many days where Cerin has wandered into the woods, losing himself on a day venture to find some hidden glen or swim in pools at the base of waterfalls. It would be easy to take for granted the natural splendor Cormanthor has to offer, but his upbringing has placed him in harmony with the magnificent forest. Alejandro Cavarubios: The Knight Prince and Protector of Myth Drannor is someone Cerin admires. While he has never personally met the renowned nobleman, he knows well of the man's benevolent and admirable reputation. Alejandro remains a hero in his eyes, a person that one can aspire to mimic and serve proudly. One day, he hopes to fulfill that desire by serving Myth Drannor, and by extension Alejandro, in the capacity of a Trade Route Sheriff. A secret hope of Cerin's is to someday see the Knight Prince do battle and score a personal victory, if only to witness the man's martial prowess and legend. Background Beginning Karn Briars was a street urchin in the city of Amn. He had grown up with a strong streak of independence, having fled his abusive family life at an early age and fell in with young ruffians, people who claimed they knew the secrets to success. Life was not easy, but at least he was at the helm, driving it with whatever he desired in the moment. Soon, when he was nearly out of his teenage years, Karn was given membership to the Shadow Thieves with the promise of even greater wealth in exchange for running illegal smuggling operations. He became a fence and smuggler, dealing primarily with stolen goods, but soon he came to learn that his shipments had a far more sinister purpose: slavery. The Shadow Thieves were paying independent kidnappers to roam the surrounding areas and forcibly capture people and enslave them. The slaves were primarily exported to Calimshan, but some even made it as far as Thay. It was one thing to fence stolen objects, but controlling and directing peoples' lives to a future that most assuredly was doomed to remain in forced enslavement to others was not what Karn had signed up for. He detested his work and felt a strong inclination to leave. He knew that Shadow Thieves would not simply let him walk away and most likely kill him, so he continued to do his job and suffer guilt and anxiety over it. Until at one point he had encountered a woman roughly his age, a fiery half-orc, who had not yet had her spirit broken, but was one of the many victims of slavery. Going against his better judgement, Karn had struck an odd friendship of sorts with her. He was able to learn of the woman's plight, her name even, Thessa, and how she fled her home due to racial persecution. Thessa's story resonated with Karn and he realized he had begun to develop feelings for her. At great risk, he used all of his wits and cunning and along with the help of Thessa's fierce combat prowess, they had overwhelmed the thieves who were to deliver Thessa via cart out east somewhere. Together, they fled northeast. They relied on each other along the way, journeying as far as possible from Amn. For Karn, it was both exhilarating and liberating. He had never been out of the city proper before until meeting Thessa. He also could not deny his feelings for her any longer, admitting them to her, and was overjoyed to have them reciprocated. Runaway lovers. Adventurers. Thrill-seekers. They were a mighty duo and lived day to day by their whims and fancies. That was until Thessa found herself with child. A life wandering without a home was hardly a life for a newborn and it would be infinitely more difficult to raise a child. The pair had heard of the rural city of Myth Drannor, of its thriving economy and reputation for attracting folk to settle there. So, they set out to plant roots in Myth Drannor and start a family. Life in Myth Drannor http://vignette3.wikia.nocookie.net/elderscrolls/images/f/fc/Elden_Root_concept.jpg/revision/latest?cb=20131130115246 The city was a welcoming paradise of exquisite elvish architecture which had been fused with the pragmatism of humanity. The blend of the structures gave the city a unique characteristic that helped to make any visit a memorable one. Prosperity and economic successes seen across all professions, from humble farmers to artisans to mercenary work. Myth Drannor offered everyone an opportunity to find wealth and fortune if they had the gumption. Karn and Thessa found the city to be a fitting place and it was not long after they purchased a modest home did Thessa give birth to their son Cerin. They were overjoyed with the welcoming of their newest member of their small family. The years sped on by with Cerin growing up quicker than Karn and Thessa wished; such as it was when parents who doted on their children. Soon, their son was walking, talking, and getting into all manner of mischief. The pair had taken up positions as trade sheriffs, employed city guards who were responsible for keeping the roadways safe and investigating any foul play, and they enjoyed their new roles. For the first time, it felt as though they were making a difference in their little slice of the world, and it was for the better. It was during this time that Cerin was taught his letters, educated by his father in numbers and economics and socializing, while his mother bestowed lessons of endurance and perseverance. One of Thessa and Cerin's favorite form of spending time together was having sparring matches. These bouts started out playful when Cerin was younger, often his mother letting her son win, but when he grew older, the matches became more serious with Cerin always earning several bruises from being smacked with a wooden weapon. Compared to Thessa, he was entirely the awkward, ganglily teen who was grossly inexperienced. It was also during his formative years that Cerin experienced bullying from all manner of children his age. They were always commenting about his orcish heritage, calling him hurtful names and even seeking to give him a beating when their numbers were far greater; mob mentality prevailed over reason. Occasionally, he would stand his ground, but more often than not, he had to flee and run away for own safety. He would run to his home and lock the door behind him and break down, becoming upset with tears of frustration, guilt and anger. Cerin would rely on his parents for support and understanding, which made them closer over the years, as they saw his hardships firsthand. Father's Demise On what seemed a perfectly normal patrol during his active duty, Karn was murdered. He and two others on horseback were ambushed by unknown assailants. The skirmish was brief and violent and there were no survivors among the patrol. It was a bloody tragedy that also baffled authorities as there was nothing taken from the patrol. It seemed as though whoever was responsible for these murders was sending a message to Myth Drannor. Cerin took the news of his father's murder hard. He was devastated. His world had changed in an instant and he was overcome with grief and anger to the point that he was inconsolable. Thessa tried to comfort her son, reach out to him, but Cerin had built up a wall around him. He became sullen, emotionally unstable, and would often erupt into unwarranted anger. He held the city to blame for Karn's death, he was angry as his mother's inability to do more, and most of all he loathed those responsible for killing his father. To cope with the loss, he retreated into his own world and made daily treks out into the forest for extended periods of time from the morning to dusk. He spoke little about his feelings to Thessa despite her constant prompting. The Election Ever since Cerin was a little boy, he had found the Election festivities to be one of the most anticipated events of the city. This year was different. He felt no joy at the arising Election and had minimal desire to attend. It was upon the seventh and last day of the festival that he won out against his depression and attended the event; what he found were copious distractions. This year had the most merchants he had ever seen to open up stalls and sell their wares which ranged from foods to crafts to serviceable weapons. The competitions and tournaments were enjoyable; Cerin forgot all about his woes for the day. It was also on this seventh day that Cerin's life would be forever changed...
  4. 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Cerin Briars Cerin Briars Half-Orc Fighter OOC Cerin Left Hand: Right Hand: Note: Action: Bonus Action: Movement: Interact With Object: Reaction: Concentration: Conditions: Statblock Cerin Briars Half-Orc Fighter (Psi Warrior) 5 Str: 16 Dex: 10 Con: 14 Int: 10 Wis: 12 Cha: 15 HP: 44/44 HD: 4d10 AC: 20Platemail + Defense Fighting Style + Cloak of Protection Saves: SavesStr:+7 Dex:+1 Con:+6 Int:+1 Wis:+2 Cha:+3 Speed: 30ft Rule of Cool: 1 Action Surge 1/1 Rest Relentless Endurance 1/1 Long Rest Second Wind 1/1 Short Rest Psi Energy Die: 6/6 long rest Passive Perception: 14 Initiative: +0 Languages: Common, Orc, Elven Skills: +6 Athletics, +5 Intimidation, +4 Perception, +5 Persuasion, +4 Survival Tools: Vehicles (Land) Weapons: All Features: 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. ● MenacingYou gain proficiency in Intimidation. ● Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. ● Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ● Fighting StyleDefender: When wearing armor, you gain a +1 bonus to AC. ● Second WindYou have a limited well of stamina you can draw upon to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. ● Action SurgeOn your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. ● Psionic PowerYou harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power’s description, and you can’t use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do so again until you finish a short or long rest. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice. Protective Field. When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Charisma modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force. Psionic Strike. You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Charisma modifier. Telekinetic Movement. You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can’t do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again., ● Extra AttackBeginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Feats: Sentinel Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. Creatures within your reach provoke opportunity attacks even if they took the Disengage action. When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. ● TelekineticYou learn to move things with your mind, granting you the following benefits: Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save. Character Sheet: Equipment Layout Loot: 0PP 19GP 8SP 0CP Other: - Main Hand: Great axe Off Hand: Great axe Items and Location: o Talion Markham's Platemail The armor is platemail with the attributes of both mithral and adamantine, though the metal is neither. It also bestows resistance to fire damage. (Carried) (60lbs) o Talion Markham's Axe The great axe does an additional 2d6 slashing damage to giants or chromatic dragons. (Carried) (4lbs) o Metal Kite Shield (Carried) (6lbs) o Cloak of Protection +1 o Handaxes (2) (Carried) (4lbs) o Backpack (Carried) (5lbs) o Traveler's Clothes (Worn) (4lbs) o Belt Pouch (Worn) (1lb) o Bedroll (Carried) (7lbs) o Mess Kit (Carried) (1lb) o Tinderbox (Carried) (- lb) o 10 Torches (Carried) (10lbs) o 10 Days of Rations (Carried) (20lbs) o Waterskin (Carried) (.5lb) o 50ft of Hempen Rope (Carried) (10lbs) o Greataxe (Carried) (7lbs) o Longbow (Carried) (2lbs) o Quiver of Arrows (20) (Carried) (1lb) o Healing Potion Total Weight: 142.5lbs Capacity: 240lbs
  5. Hello. Yesterday I checked a thread for my character in an ongoing game on OGMW and found the initial post is missing (entirely disappeared, even the code) from detailed information. I am not the only one affected by this strange disappearance as several of my friends who utilize OGMW still are being affected. The following are affected in several other games, including Dream of Forever: Here is what I see: **Please note that the last edit made to this post was in May 2023. Here is an old screen capture from years ago, showing some of the original content and what is missing: Links: The character thread- RefR Grimsson - The Dream of Forever Game - Browser Info: Google Chrome. Version 121.0.6167.185 (Official Build) (64-bit) Thank you very much for any assistance and troubleshooting in the matter.
  6.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Quell darts ahead, filling in the voids left behind the frontline who move to pursue the scaly creatures. He draws his bow and takes aim, firing down the corridor at one of the remaining enemy.    Mechanics Main Hand: Shortbow Off Hand: Shortbow Action: Attacking nearest, surviving kobold Bonus Action: Disengage Reaction: Free Action:  Move: Move W, N, N, N Manipulate:  Rapier Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  7.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 He found himself at the forefront when the scaly reptilian humanoids attacked. With no hesitation, the kenku slid his rapier free from its scabbard and brandished the needle-like weapon. He heard Clarabelle's voice keenly rise above the immediate noises and felt empowered. Giving the friendly dragonborn a nod of appreciation, he spun on heel and made a vicious lunge at his foe. Using the chaos of the fight, Quell slinked back, letting Faith have access to the front of the group, and offering her support; she was far more armored than he was and likely far more capable of inflicting harm.    Mechanics Main Hand: Rapier Off Hand: Lantern  Action: Attacking nearest kobold Bonus Action: Disengage Reaction: Free Action:  Move: Move S, S Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  8.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 "Left it is." Quell didn't think it prudent to enter into the fungi-ridden section. Not yet. Cautiously, he moved down the left path, continuing his meticulous inspect of the surroundings.   Mechanics Main Hand:  Off Hand:  Action: Investigation Bonus Action: Disengage Reaction: Free Action:  Move: Move left; continue to check for traps/investigate Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  9.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Aside from the bodies and the rubble sentries, the main entrance seemed surprisingly bereft of traps, locked access points and much else. Quell was determined, and far from letting his guard down. Being laxed in an environment like this one often meant a swift and awful end. The others met his own smoky-glass covered gaze as he awaited by the door; they were ready to continue. Nodding a single time, he slowly started to open the door, applying a measured amount of pressure and strength behind the action.   Mechanics Main Hand:  Off Hand:  Action: Investigation Bonus Action: Disengage Reaction: Free Action:  Move: Move to the blood stains; continue to check for traps/investigate Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  10.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Recovering the arrows that had survived his bowshots, Quell picked up the lantern and scrambled forward, quietly assessing the aftermath. Nobody had died. That was good. He gave a nod as he moved up the corridor, slipping past some folks, and took the forefront once more to study the blood spatter. "Most curious." Quell squatted down in front of the closest stain, tilting his head, and checked beyond. "I wonder if this is from others who decided to slip past the guardians. Failed attempts spilled blood." He shrugged his shoulders. Looking back at the others, he asked: "Shall we continue?" Without waiting for an actual reply, Quell started to continue meticulously moving forward, checking for any signs of pitfalls or traps or other harmful hazards.   Mechanics Main Hand:  Off Hand:  Action: Investigation Bonus Action: Disengage Reaction: Free Action:  Move: Move to the blood stains; continue to check for traps/investigate Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs Quiver (Arrows) 18/20  Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  11.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 His efforts were not wasted, and neither were his companions' efforts: the statue was crumbling. Feeling a flood of adrenaline at the close proximity to victory, he nocked another arrow and let it loose, singing through the air at the ponderous stony opponent.    Mechanics Main Hand:  Off Hand:  Action: Attacking with shortbow on Statue 1 Bonus Action: Disengage Reaction: Free Action:  Move:  Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage4 Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack5 Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs   Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  12.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 Quell's arrows were surprisingly able to chip and crack stone. The Kenku was relieved. No sooner as his companions vanquished one of the statues did a companion had been dropped to the ground.  They had to destroy the other statue and then attend the fallen. With quick motions, he let loose an arrow...   Mechanics Main Hand:  Off Hand:  Action: Attacking with shortbow on Statue 1 Bonus Action: Disengage Reaction: Free Action:  Move:  Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs   Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
  13. You forgot your d4 from Bless; that may make the difference here.
  14.                 Quell - Kenku Rogue 2 AC: 14 | HP: 15/15 | Initiative: +3 | Passive Perception: 14 | Passive Investigation: 16 | Passive Insight: 12 | Kenku Recall: 2/2 His arrow shot was effective. Sort of. An arrow versus a stone statue was unlikely to deal a significant amount of damage. Quell had no other weapons on his person, none that would be helpful here, so he continued to lend aid to his companions by taking another shot at the statue he had damaged previously. In rapid succession, he had an arrow nocked and let loose, hoping it might strike true once more...   Mechanics Main Hand:  Off Hand:  Action: Attacking with shortbow on Statue 1 Bonus Action: Disengage Reaction: Free Action:  Move:  Manipulate:    Character Sheet Quell - Kenku Rogue 2 STATS Str 10 (+0) Dex 16 (+3) Con 13 (+1) Int 14 (+2) Wis 14 (+2) Cha 8 (-1) Speed 30 ft.HP 15 HD 1d8 AC 14 (Leather Armor) Passive Perception 14 Initiative +3 Vision: Normal DM Inspiration Yes Languages Common, Goblin, Sylvan Background Archaeologist 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. WEAPONS Rapier +5 attack, 1d18+3 piercing damage Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage   PROFICIENCIES Proficiency +2 Saving Throws Dexterity +5, Intelligence +4 Weapons Simple, Rogue Weapons Armor Light FEATS    RACIAL FEATURES Size. Kenku are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Kenku Recall. You have proficiency in two skills. You can make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can ive yourself an advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finished a long rest. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier. Languages. You can speak, read, and write Common, Goblin, Sylvan. Source: Mordenkainen's Tome of Foes   CLASS FEATURES Thieves' Cant Sneak Attack Expertise Cunning Action       Equipment General Inventory  Traveler's Clothes (2gp) - 4 lbs. Leather Armor (10gp - 10lbs Rapier - 2 lbs. Shortbow (2) - 2 lbs. Torch  (1cp) - 1 lbs. Tinderbox (1sp)  Waterskin (5sp) - 5lbs. Pouch (1cp) - 1lb. Thieves' Tools - 1lb. Daggers (2) - 2lbs Hammer w/ 10 Pitons - 5lbs. Crowbar 1 - 5lbs. Rations (10 days) - 10lbs. Iron Spikes (10) - 5lbs. Torches (9) - 9lbs Sacks (2) - 1lb. Pouch  - 1lb. Oil, Flask (10) - 10lbs Waterskin - 5 lbs. Hempen Rope (50ft) - 10 lbs. Miner's Pick - 10lbs Bullseye Lantern - 2lbs Shovel - 5lbs Two-person Tent - 20lbs Cartographer's Tools- 6lbs   Scrolls Coin Purse   Platinum: 0 Gold: 111 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 150 lbs. (15 x 10 STR) Current Weight: 90 (unencumbered) Spells Spell Attack: +0 Spell DC: 10   Cantrips          
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