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Kaymithe

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  1. [CENTER][FloatRight][IMG2=300]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/IMG2][/FloatRight] [HR][/HR][LEFT][FONT="Palatino Linotype"] [I]First Level?;.. what happened to the seven others?;.. Oh!; shall I.. [B]undress[/B], then..?[/I] [/FONT][/LEFT][HR][/HR] [/CENTER][INDENT][SPOILER="Statblock"][FloatRight][RIGHT][SIZE="1"][B][U]Status & Effects[/U][/B][/SIZE] ...[/RIGHT][/FloatRight][url=https://www.myth-weavers.com/sheet.html#id=2599197][B][SIZE=4][FONT=Georgia]Norgaladír the not-so Great[/FONT][/SIZE][/B][/url] [i]Ranarim Wizard I [SIZE="1"](Chaotic Good Exile)[/SIZE][/i] [b]Armor[/b] [[OOC="14"]Naked![/OOC]] [b]Health[/b] [[ooc="8"]Maximum: 8 Hit Dice: 1d6 of 1d6 Temp Health: 0[/ooc]] [b]Speed[/b] 35ft [b]Str[/b] 12[SIZE="1"](1)[/SIZE] [b]Dex[/b] 18[SIZE="1"](4)[/SIZE] [b]Con[/b] 14[SIZE="1"](2)[/SIZE] [b]Int[/b] 16[SIZE="1"](3)[/SIZE] [b]Wis[/b] 8[SIZE="1"](-1)[/SIZE] [b]Cha[/b] 12[SIZE="1"](1)[/SIZE] [HR][/HR] [B][SIZE="1"]Saving Throws:[/SIZE][/B] Intelligence[SIZE="1"](5)[/SIZE] • Wisdom[SIZE="1"](1)[/SIZE] [B][SIZE="1"]Skills and Tools:[/SIZE][/B] Calligrapher[SIZE="1"](~)[/SIZE], Cartographer[SIZE="1"](~)[/SIZE], Athletics[SIZE="1"](3)[/SIZE], Arcana[SIZE="1"](5)[/SIZE], Investigation[SIZE="1"](5)[/SIZE] Perception[SIZE="1"](1)[/SIZE], Performance[SIZE="1"](3)[/SIZE], Persuasion[SIZE="1"](3)[/SIZE] [B][SIZE="1"]Languages:[/SIZE][/B] Common, Elvish, Dwarvish [U]Unarmed Strike[/U] [SIZE="1"][B](~)[/B] +3 to-Hit, 1+1 Bludgeoning[/SIZE] [STRIKE][U]Elvish Dagger[/U] [SIZE="1"][B](Finesse, Light, Thrown; 20-60)[/B] +6 to-Hit, 1d4+4 Piercing[/SIZE] [U]Enchanted Whip[/U] [SIZE="1"][B](+2 Enchantment, Finesse, Reach)[/B] +8 to-Hit, 1d4+6 Magical Slashing[/SIZE][/STRIKE] [HR][/HR][SIZE="1"][B]Features:[/B] (~)Racial, Ranarim[OOC="*"]Wood Elf; +2 Dexterity, +1 Intelligence[/OOC]; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile[OOC="*"][I]Farland Background[/I] Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger[SIZE="1"](Heirloom)[/SIZE], Belt Pouch with 15sp[/OOC], Exile's Wisdom[OOC="*"][I]You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden.[/I][/OOC] (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence [HR][/HR][B]Equipment; ??? lbs:[/B] [STRIKE]● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial[OOC="*"][I]a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental.[/I][/OOC] ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit[/STRIKE] [HR][/HR][B]Resources;[/B] (● available ○ [STRIKE]used[/STRIKE]): [FloatRight]Modifier; +3 ● Spell Save; DC(13) ● to-Hit; +5[/FloatRight] [ ○○○● ] [OOC="*"]You 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.[/OOC] Arcane Recovery [STRIKE][ ○●●● ][/STRIKE] [OOC="*"]Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.[/OOC] [STRIKE]Bladesong[/STRIKE] [ ○○○○ ] [OOC="*"][I]Booming Blade Blade Ward Gust Thunderclap[/I][/OOC] Cantrips [[STRIKE] ●●[/STRIKE]●● ] [OOC="*"][I][U]Absorb Elements[/U] Disguise Self Expeditious Retreat [U]Feather Fall[/U] Jump Mage Armour [U]Shield[/U] [U]Thunderwave[/U][/I][/OOC] First [STRIKE][ ○●●● ][/STRIKE] [OOC="*"][I]Gust of Wind [U]Kinetic Jaunt[/U] Levitate [U]Shatter[/U][/I][/OOC] [STRIKE]Second[/STRIKE] [STRIKE][ ○●●● ][/STRIKE] [OOC="*"][I][U]Fly[/U] [U]Haste[/U] Tiny Hut [U]Thunderstep[/U][/I][/OOC] [STRIKE]Third[/STRIKE] [STRIKE][ ○○●● ][/STRIKE] [OOC="*"][I][U]Dimension Door[/U] Private Sanctum Resilient Sphere [U]Summon Elemental[/U][/I][/OOC] [STRIKE]Fourth[/STRIKE] [/SIZE][/SPOILER][/INDENT]   First Level?;.. what happened to the seven others?;.. Oh!; shall I.. undress , then..?   "Statblock"   Status & Effects ... Norgaladír the not-so Great Ranarim Wizard I (Chaotic Good Exile) Armor Health Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Int 16 (3) Wis 8 (-1) Cha 12 (1) Saving Throws: Intelligence (5) • Wisdom (1) Skills and Tools: Calligrapher (~) , Cartographer (~) , Athletics (3) , Arcana (5) , Investigation (5) Perception (1) , Performance (3) , Persuasion (3) Languages: Common, Elvish, Dwarvish Unarmed Strike (~) +3 to-Hit, 1+1 Bludgeoning Elvish Dagger (Finesse, Light, Thrown; 20-60) +6 to-Hit, 1d4+4 Piercing Enchanted Whip (+2 Enchantment, Finesse, Reach) +8 to-Hit, 1d4+6 Magical Slashing   Features: (~)Racial, Ranarim*Wood Elf; +2 Dexterity, +1 Intelligence ; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile* Farland Background Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger (Heirloom) , Belt Pouch with 15sp , Exile's Wisdom* You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden. (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence   Equipment; ??? lbs: ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial* a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental. ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit   Resources; (● available ○ used ): Modifier; +3 ● Spell Save; DC(13) ● to-Hit; +5 *You 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. Arcane Recovery *Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Bladesong * Booming Blade Blade Ward Gust Thunderclap Cantrips * Absorb Elements Disguise Self Expeditious Retreat Feather Fall Jump Mage Armour Shield Thunderwave First * Gust of Wind Kinetic Jaunt Levitate Shatter Second * Fly Haste Tiny Hut Thunderstep Third * Dimension Door Private Sanctum Resilient Sphere Summon Elemental Fourth      
  2. [CENTER][FloatRight][IMG2=300]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/IMG2][/FloatRight] [HR][/HR][LEFT][FONT="Palatino Linotype"] [I]Eighth Level?;.. I am all ears for what ever that is..[/I] [/FONT][/LEFT][HR][/HR] [/CENTER][INDENT][SPOILER="Statblock"][FloatRight][RIGHT][SIZE="1"][B][U]Status & Effects[/U][/B][/SIZE] ...[/RIGHT][/FloatRight][url=https://www.myth-weavers.com/sheet.html#id=2599197][B][SIZE=4][FONT=Georgia]Norgaladír the Great[/FONT][/SIZE][/B][/url] [i]Ranarim Bladesinger VIII [SIZE="1"](Chaotic Good Exile)[/SIZE][/i] [b]Armor[/b] [[OOC="17"]Glamoured Studden Leather (13 + 4)[/OOC]] [b]Health[/b] [[ooc="50"]Maximum: 50 Hit Dice: 8d6 of 8d6 Temp Health: 0[/ooc]] [b]Speed[/b] 35ft [b]Str[/b] 12[SIZE="1"](1)[/SIZE] [b]Dex[/b] 18[SIZE="1"](4)[/SIZE] [b]Con[/b] 14[SIZE="1"](2)[/SIZE] [b]Int[/b] 16[SIZE="1"](3)[/SIZE] [b]Wis[/b] 8[SIZE="1"](-1)[/SIZE] [b]Cha[/b] 12[SIZE="1"](1)[/SIZE] [HR][/HR] [B][SIZE="1"]Saving Throws:[/SIZE][/B] Intelligence[SIZE="1"](6)[/SIZE] • Wisdom[SIZE="1"](2)[/SIZE] [B][SIZE="1"]Skills and Tools:[/SIZE][/B] Calligrapher[SIZE="1"](~)[/SIZE], Cartographer[SIZE="1"](~)[/SIZE], Athletics[SIZE="1"](4)[/SIZE], Arcana[SIZE="1"](6)[/SIZE], Investigation[SIZE="1"](6)[/SIZE] Perception[SIZE="1"](2)[/SIZE], Performance[SIZE="1"](4)[/SIZE], Persuasion[SIZE="1"](4)[/SIZE] [B][SIZE="1"]Languages:[/SIZE][/B] Common, Elvish, Dwarvish [U]Unarmed Strike[/U] [SIZE="1"][B](~)[/B] +4 to-Hit, 1+1 Bludgeoning[/SIZE] [U]Elvish Dagger[/U] [SIZE="1"][B](Finesse, Light, Thrown; 20-60)[/B] +7 to-Hit, 1d4+4 Piercing[/SIZE] [U]Enchanted Whip[/U] [SIZE="1"][B](+2 Enchantment, Finesse, Reach)[/B] +9 to-Hit, 1d4+6 Magical Slashing[/SIZE] [HR][/HR][SIZE="1"][B]Features:[/B] (~)Racial, Ranarim[OOC="*"]Wood Elf; +2 Dexterity, +1 Intelligence[/OOC]; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile[OOC="*"][I]Farland Background[/I] Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger[SIZE="1"](Heirloom)[/SIZE], Belt Pouch with 15sp[/OOC], Exile's Wisdom[OOC="*"][I]You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden.[/I][/OOC] (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence [HR][/HR][B]Equipment; ??? lbs:[/B] ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial[OOC="*"][I]a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental.[/I][/OOC] ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit [HR][/HR][B]Resources;[/B] (● available ○ [STRIKE]used[/STRIKE]): [FloatRight]Modifier; +3 ● Spell Save; DC(14) ● to-Hit; +6[/FloatRight] [ ○○○● ] [OOC="*"]You 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.[/OOC] Arcane Recovery [ ○●●● ] [OOC="*"]Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.[/OOC] Bladesong [ ○○○○ ] [OOC="*"][I]Booming Blade Blade Ward Gust Thunderclap[/I][/OOC] Cantrips [ ●●●● ] [OOC="*"][I][U]Absorb Elements[/U] Disguise Self Expeditious Retreat [U]Feather Fall[/U] Jump Mage Armour [U]Shield[/U] [U]Thunderwave[/U][/I][/OOC] First [ ○●●● ] [OOC="*"][I]Gust of Wind [U]Kinetic Jaunt[/U] Levitate [U]Shatter[/U][/I][/OOC] Second [ ○●●● ] [OOC="*"][I][U]Fly[/U] [U]Haste[/U] Tiny Hut [U]Thunderstep[/U][/I][/OOC] Third [ ○○●● ] [OOC="*"][I][U]Dimension Door[/U] Private Sanctum Resilient Sphere [U]Summon Elemental[/U][/I][/OOC] Fourth [/SIZE][/SPOILER][/INDENT]   Eighth Level?;.. I am all ears for what ever that is..   "Statblock"   Status & Effects ... Norgaladír the Great Ranarim Bladesinger VIII (Chaotic Good Exile) Armor Health Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Int 16 (3) Wis 8 (-1) Cha 12 (1) Saving Throws: Intelligence (6) • Wisdom (2) Skills and Tools: Calligrapher (~) , Cartographer (~) , Athletics (4) , Arcana (6) , Investigation (6) Perception (2) , Performance (4) , Persuasion (4) Languages: Common, Elvish, Dwarvish Unarmed Strike (~) +4 to-Hit, 1+1 Bludgeoning Elvish Dagger (Finesse, Light, Thrown; 20-60) +7 to-Hit, 1d4+4 Piercing Enchanted Whip (+2 Enchantment, Finesse, Reach) +9 to-Hit, 1d4+6 Magical Slashing   Features: (~)Racial, Ranarim*Wood Elf; +2 Dexterity, +1 Intelligence ; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile* Farland Background Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger (Heirloom) , Belt Pouch with 15sp , Exile's Wisdom* You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden. (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence   Equipment; ??? lbs: ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial* a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental. ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit   Resources; (● available ○ used ): Modifier; +3 ● Spell Save; DC(14) ● to-Hit; +6 *You 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. Arcane Recovery *Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Bladesong * Booming Blade Blade Ward Gust Thunderclap Cantrips * Absorb Elements Disguise Self Expeditious Retreat Feather Fall Jump Mage Armour Shield Thunderwave First * Gust of Wind Kinetic Jaunt Levitate Shatter Second * Fly Haste Tiny Hut Thunderstep Third * Dimension Door Private Sanctum Resilient Sphere Summon Elemental Fourth      
  3. [center][color=black][b][FONT="Papyrus"][size=+3]Norgaladír the Great[/size] Boastful Ranarim Warrior of Luvam Wood[/FONT][/b][/color] [table=2,1][R=2,1][center][img2=400]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/img2][/center] [R=1,1][center][FONT="Century Gothic"][b]Race[/b] Ranarim [b]Class[/b] Wizard; Bladesinger [b]Age[/b] ??? [b]Sex[/b] Male [b]Height[/b] 6'4" [b]Weight[/b] 169 lbs [b]Hair[/b] Glazed Sand [b]Eyes[/b] Pale Blue [b]Background[/b] Exile [b]Alignment[/b] Chaotic Good[/FONT] [/center] [/table] [color=black][FONT="Papyrus"][b]"Dragons?; I've killed my fair share of those as well.."[/b][/FONT][/color] [Setfield][LEFT][FONT="Palatino Linotype"][I]I am Elhil-- be in awe for that alone, but listen well the tales I tell..[/I] Wondrous terrors await those that draw near the Wood Luvam, or so was his claim; strange entities equaling the terrible might of Sin felled his kith and extinguished his lover and eviscerated friend and foe alike and in a grand vengeance all had fallen to him and his cunning and skill, all the more to charm the lesser folk who know no more than what is seen in farm or field; simple pleasures are ever but a smile away-- and how fond has he become to indulge in every whim. Luck to he that so few of his folk have stepped where he has trodden, not that ill will would ever come to an Elhil, save from the Servants of Sin; though he wields hyperbole with ease and expertise, none hath remained in doubt of his mettle once set to task-- though there are several a raised brow for some to know that all those close are alive and well and (most are) quite glad that he is banished in perpetuity. Be it drink, flesh, or games of chance-- Norgaladír is [I]always[/I] a willing participant, but it is the spirit of competition that fuels his soul.. and the true challenge of facing one's fate alone. Never does he fight with such prowess and delight than when he is solo. In fact, the bards sing of this; an epic deed in which he danced deadly for days against a majestic foe, a grand distraction of which doom awaited at every step, yet never did he falter!; he would have slain the beast himself had the battle not brought him such divine exultation. Alas, an end was inevitable, if only to bring such monstrous devastation to an end. It is never spoken beyond the depths of fatigue and revelry, his one true regret; that he is to live unwelcome of a home he once wished to discard; but truer still, that those so close think of him with distaste-- familiar faces twisted in disappointment haunt the idle and quiet.. [INDENT][I]Well.. shall we go again..?[/I] [RIGHT][I]Bless me 'eart!;.. but we just finished a moment ago-- ooh!..[/I][/RIGHT][/INDENT][/FONT][/LEFT][/Setfield][Setfield][LEFT][FONT="Verdana"]The flash of recognition that flitted across the elven warrior's eyes only served to widen his smile; he practically leapt to his feet at the sight her. "[B]You! I know you,[/B]" the elf declared as he sidled up to the newcomer. "[B]We've kissed before. I'm sure of it,[/B]" he said with a wink as he stood uncomfortably close, at but a hair's breadth; the faint hint of lavender wafted about his gemmed leather trappings. Norgaladir had wandered in naught an hour's past, and had spent much of his time-- up until only a few moments ago--speaking to any and every patron who cared to share words with him. Which is to say most of them, as elves were few and far between. Though conversation was what kept him here, it was the woodwork that drew the lad to this place, at the center of town. "[B]It's a shame, as I don't recall your name,[/B]" his eyes briefly darted from the woman's eyes, to her lips, then farther down, before meeting her gaze one more-- until a sudden flash of movement on her part sent him tumbling. "[B]Hah! Oh my![/B]" the elf chuckled as he lay there, face against the the oaken table. He hadn't put up much of a fight, and it even looked as though he were enjoying himself. His demeanor shifted ever-so slightly after the whisper struck his elven ears. Onlookers may have presumed at a threat, from the expression on the fellow's face, but that hadn't quite lined-up with how he reacted when released. "[B]Wait, are you done already?[/B]" he continued to lay there, somehow disappointed by the end of the altercation; a grin split his face anew as he rolled onto his back. He eyed a nearby patron whilst upside-down. "[B]Ah, women. Can't live without em, eh?[/B]" the farmhand just looked at him with puzzles for eyes. Norgaladir chuckled, then hopped to his feet. He gestured with two fingers at the barkeep, who--reluctantly--produced two mugs of mead. Veil, eh? the elf sauntered-over to the shadow-bound corner of the tavern with both mugs in hand. I've found someone quite interesting, it seems, he bowed in an elaborate and fanciful manner, his exaggeration was either playful, mocking, or both. "[B]Norgaladir,[/B]" he placed both mugs on the table and sat across from her. "[B]What brings such a lovely and dangerous maiden to this humble town,[/B]" the elf rested a head upon his fist and reached across the table with the other hand. It lay before her, the skin flawless and yet.. calloused, all-at-once.[/FONT][/LEFT][/Setfield][Setfield][FONT="Book Antiqua"][SIZE="3"][I]~ What the group knows ~[/I][/SIZE][LEFT] Norgaladír has a first-in, last-out, no-soul-left-behind mindset with a heart hellbent on ensuring the wellbeing of his fellow companions; while he has a distinct preference for one-on-one combat, he will never act in such a way that will bring harm to allies or innocents; regardless to the nature of current, past, or future shenanigans, the group can [I]always[/I] count on him to lend a hand-- ever with a casual smile. [/LEFT][/FONT][/Setfield][Setfield][FONT="Courier New"][I][SIZE="3"]~ Level Breakdown ~[/SIZE][/I][LEFT] [U]First[/U]: Wizard 1 - Health (8), Arcane Recovery, Spellcasting [U]Second[/U]: Wizard 2 - Health (14), Arcane Tradition; Bladesinger Bladesong, Training in War and Song; Light Armor, Whip, Performance [U]Third[/U]: Wizard 3 - Health (20), Cantrip Formulas [U]Fourth[/U]: Wizard 4 - Health (26), Ability Score Improvement; +2 Dexterity [U]Fifth[/U]: Wizard 5 - Health (32) [U]Sixth[/U]: Wizard 6 - Health (38), Arcane Tradition Feature; Extra Attack [U]Seventh[/U]: Wizard 7 - Health (44) [U]Eighth[/U]: Wizard 8 - Health (50), Ability Score Improvement; +2 Intelligence [/LEFT][/FONT][/Setfield][/center] Norgaladír the Great Boastful Ranarim Warrior of Luvam Wood   Race Ranarim Class Wizard; Bladesinger Age ??? Sex Male Height 6'4" Weight 169 lbs Hair Glazed Sand Eyes Pale Blue Background Exile Alignment Chaotic Good "Dragons?; I've killed my fair share of those as well.."   I am Elhil-- be in awe for that alone, but listen well the tales I tell.. Wondrous terrors await those that draw near the Wood Luvam, or so was his claim; strange entities equaling the terrible might of Sin felled his kith and extinguished his lover and eviscerated friend and foe alike and in a grand vengeance all had fallen to him and his cunning and skill, all the more to charm the lesser folk who know no more than what is seen in farm or field; simple pleasures are ever but a smile away-- and how fond has he become to indulge in every whim. Luck to he that so few of his folk have stepped where he has trodden, not that ill will would ever come to an Elhil, save from the Servants of Sin; though he wields hyperbole with ease and expertise, none hath remained in doubt of his mettle once set to task-- though there are several a raised brow for some to know that all those close are alive and well and (most are) quite glad that he is banished in perpetuity. Be it drink, flesh, or games of chance-- Norgaladír is always a willing participant, but it is the spirit of competition that fuels his soul.. and the true challenge of facing one's fate alone. Never does he fight with such prowess and delight than when he is solo. In fact, the bards sing of this; an epic deed in which he danced deadly for days against a majestic foe, a grand distraction of which doom awaited at every step, yet never did he falter!; he would have slain the beast himself had the battle not brought him such divine exultation. Alas, an end was inevitable, if only to bring such monstrous devastation to an end. It is never spoken beyond the depths of fatigue and revelry, his one true regret; that he is to live unwelcome of a home he once wished to discard; but truer still, that those so close think of him with distaste-- familiar faces twisted in disappointment haunt the idle and quiet..   Well.. shall we go again..? Bless me 'eart!;.. but we just finished a moment ago-- ooh!.. The flash of recognition that flitted across the elven warrior's eyes only served to widen his smile; he practically leapt to his feet at the sight her. " You! I know you, " the elf declared as he sidled up to the newcomer. " We've kissed before. I'm sure of it, " he said with a wink as he stood uncomfortably close, at but a hair's breadth; the faint hint of lavender wafted about his gemmed leather trappings. Norgaladir had wandered in naught an hour's past, and had spent much of his time-- up until only a few moments ago--speaking to any and every patron who cared to share words with him. Which is to say most of them, as elves were few and far between. Though conversation was what kept him here, it was the woodwork that drew the lad to this place, at the center of town. " It's a shame, as I don't recall your name, " his eyes briefly darted from the woman's eyes, to her lips, then farther down, before meeting her gaze one more-- until a sudden flash of movement on her part sent him tumbling. " Hah! Oh my! " the elf chuckled as he lay there, face against the the oaken table. He hadn't put up much of a fight, and it even looked as though he were enjoying himself. His demeanor shifted ever-so slightly after the whisper struck his elven ears. Onlookers may have presumed at a threat, from the expression on the fellow's face, but that hadn't quite lined-up with how he reacted when released. " Wait, are you done already? " he continued to lay there, somehow disappointed by the end of the altercation; a grin split his face anew as he rolled onto his back. He eyed a nearby patron whilst upside-down. " Ah, women. Can't live without em, eh? " the farmhand just looked at him with puzzles for eyes. Norgaladir chuckled, then hopped to his feet. He gestured with two fingers at the barkeep, who--reluctantly--produced two mugs of mead. Veil, eh? the elf sauntered-over to the shadow-bound corner of the tavern with both mugs in hand. I've found someone quite interesting, it seems, he bowed in an elaborate and fanciful manner, his exaggeration was either playful, mocking, or both. " Norgaladir, " he placed both mugs on the table and sat across from her. " What brings such a lovely and dangerous maiden to this humble town, " the elf rested a head upon his fist and reached across the table with the other hand. It lay before her, the skin flawless and yet.. calloused, all-at-once. ~ What the group knows ~ Norgaladír has a first-in, last-out, no-soul-left-behind mindset with a heart hellbent on ensuring the wellbeing of his fellow companions; while he has a distinct preference for one-on-one combat, he will never act in such a way that will bring harm to allies or innocents; regardless to the nature of current, past, or future shenanigans, the group can always count on him to lend a hand-- ever with a casual smile.   ~ Level Breakdown ~ First : Wizard 1 - Health (8), Arcane Recovery, Spellcasting Second : Wizard 2 - Health (14), Arcane Tradition; Bladesinger Bladesong, Training in War and Song; Light Armor, Whip, Performance Third : Wizard 3 - Health (20), Cantrip Formulas Fourth : Wizard 4 - Health (26), Ability Score Improvement; +2 Dexterity Fifth : Wizard 5 - Health (32) Sixth : Wizard 6 - Health (38), Arcane Tradition Feature; Extra Attack Seventh : Wizard 7 - Health (44) Eighth : Wizard 8 - Health (50), Ability Score Improvement; +2 Intelligence    
  4. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical Vahn felt a certain trepidation when the strange liquid oozed from the stone and drenched his person; it seemed like crimson honey. Aku whispered of boons and blessings and double-edged intentions, but the core was dealt with and now their only concern was getting out alive. With a blinkstep and a sudden appearance, Vahn added a quick fist to Myria and Markus' assault.  
  5. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical And there it was; the core. Vahn wasn't certain as to what he should make of this situation: Strangers gathered some sort of substance from the core. Olenna striking with a hatred that one could only have towards someone who has wronged.. or someone who is familiar. Markus & Myria followed suit. But above all, he knew, the core must be destroyed - and time was running short. With his wits gathered and eyes focuses, the pugilist darted towards the heart of the floor and struck with the impunity of knowing that failure meant countless would suffer.    Killing Blow  Vahn gains Liquid LuckYou are covered in the glowing lifeblood of the dungeon core. Every monster wants you dead, but everything you do turns to gold: add +1 to all rolls for the remainder of the quest. as a situational aspect.
  6. Vahn   Ranked: Bronze ( 1 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "Perhaps I might be able to facilitate this part of our journey.." Vahn clasped both hands, as he has done countless times, but now his eyes closed and in silence he prayed.  
  7. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical Vahn closed the formation and maintained a certain awareness of his surroundings and cringed as the voices of his fellow companions echoed off the slick walls that dripped with water from a source that pooled above, through the earth and stone. In the dim, he glimpsed the presence of wooden veins, vast tendrils that betrayed a forest or some great tree; were they so close to the surface, here?; were they not deep within the bowels of some perilous mine?;.. With a half-handed prayer, Vahn sent Aku forth, swift and true.. when it wasn't distracted by all that glitters.      Create an Advantage  You gain one free invoke on Spirit VisionsVahn's farsight has granted him vague and blurred visions of the gemstone mines.. 
  8. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "Indeed.." Vahn looked in awe at the grand spire that arose as if to meet the Heavens. "Shall we?; unless either of you require a moment of rest?;.." truth be told, even this weathered pilgrim felt the wear of their walk. And yet beholding their destination had reinvigorated him, despite the distance that still separated them from their intended goal.  
  9. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "..they were turned to stone.." Vahn muttered as he joined Myria when her initial greeting was left in silence. "..was the guardian to blame?; or does something more wicked yet await us, deeper within?;.." were the city as a whole not in danger of being consumed by some anomalous evolution of the dungeon, he would have suggested that they turn back and better prepare for such an encounter. "Best we not dawdle.." Vahn took a deep breath and walked as quiet as his feet might allow.  
  10. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "What?;.." Vahn muttered and gave Markus a strange look, as if coming out of a daze. He turned to look and there indeed were three figures who's cloaked backs, still in the dim of that giant arch, were dressed as much in mystery as shadow. "What ever the path, we aught to avoid conflict if at all possible - I know not how long the guardian will remain ignorant to our presence.. and there are no guarantees that my gift can allow us all equal egress should the need arise.." He could see no other path in the dark. Even his true-sight had not revealed a way.  
  11. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "I hope that there aren't many more of those goblinfolk down here.." Vahn said in a hushed tone, concerned that the refuse-ridden walls and bone-filled earth would betray their presence to the gargantuan artisan. "Perhaps there is another way than the one they took?;.." the pilgrim placed his hands together and searched not with his own sight, but that of his spirit companion.  
  12. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "Again!" shouted Vahn as more aetherial bells sung their strange tune. Even beaten and battered into a corner, he dare not attempt to strike it directly.  
  13. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 2 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical "Agreed.." Vahn glimpsed over the precipice, to where the colossus worked its art upon mountainous stone, chiseled and marred not with tools but with a bare hand and the lick of liquid flame. If the molten blood of the earth did naught to harm its fingers, then how was one meant to best such an entity?; Vahn tore away from the view and followed suit, delving into that strange chamber of home and bone.  
  14. Vahn   Ranked: Bronze ( 0 / 7 ) Concept: Pugilistic Pilgrim of Aku, the Spirit of Mischief Trouble: Reckless & Loyal Beyond Compare Aspect: Righteous Youth Seeking Glory Aspect: No Mercy; But No Cruelty (+4) Athletics (+3) Empathy, Fight (+2) Notice, Investigate, Stealth (+1) Rapport, Provoke, Physique, Will Discipline: BlinkYou have mastered the art of teleportation. You can teleport to a location that you know well or can see (Athletics). Destinations that are farther away and/or not as well known to the caster call for higher difficulties. You can also teleport other beings and objects to your location or a location near you (Provoke/Empathy) and open portals (Empathy). Discipline: SightYou have mastered control over what you see and perceive. You can uncover hidden secrets (Investigate) and discern illusions from reality (Empathy). You can also look or listen in on places, people, or objects that you know well, no matter the distance (Empathy). These spells should increase in difficulty due to a lack of familiarity with the target and greater distances. Stunt: Never BrokenYou gain a -8 physical consequence which recovers in the same way a -2 consequence does. (Fate System Toolkit, p.95)  Stunt: Phantom StanceYou are adept at bobbing and weaving and phasing through attacks in such a manner that puts you in a more advantageous position to counterattack. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent or tried to hit you. If you succeed with style, gain +2. Original Stunt: The Drunkard’s Stagger. You sway and stagger on your feet, evading enemy blows seemingly by chance. When you succeed in a defensive Athletics roll using this technique, you gain +1 on your next attack against the opponent who tried to hit you. If you succeed with style, gain +2. (Fate System Toolkit, p.150)  Stunt: StuntStunt Body: ( 4 / 4 ) Mind: ( 4 / 4 ) Fate: ( 1 / 2 ) [2] Mild [4] Moderate [6] Severe [8] Physical Desperate is as desperate does; Vahn felt a distinct unease at their circumstance. "We must finish this and move on before we draw the giant's attention!" Vahn hissed; it had done wonders the first time, but his subsequent attempt had done little to abjure the mephits from this realm. But Vahn had faith and pressed what seemed to be their advantage.  
  15. Indeed!; after the first two, I just couldn't stop myself. I've always had a thing for random character generation. It's easier for me to forge a tale from the bones of fate, than to make a choice and decide for myself. Race: Bothan Age: 69 Career: Scoundrel Occupation: Unknown Designation: Unknown What have the bones revealed?; Let us review the results in reverse.. Lived a long life for his species, considered Old, but not yet Venerable. Survived by knowing when to Get Down or Get Out. As a Scoundrel, trouble is as trouble does. Piloting as a trained skill brings to mind a drifter, smuggler, racer, ex-militant.. Consulting the Attributes will bring to focus the vagueries amidst this training. Stealth as a natural skill brings to mind someone who does not belong, does not wish to belong, or somehow wishes to remain unknown, whether or not he is in plain sight. Orphaned, abducted, or perhaps just one mouth too many. Spirit is the dominating trait, opposed by a dearth of Daring; this reveals a lack of instinct and composure under duress, a slow hand to act and one that avoids careless action, but his age speaks of wisdom through experience that has also granted him a grounded perspective and true grit in the face of adversity. Unremarkable Acuity & Presence speaks of one that is neither brilliant nor blundering, relying instead upon Guile to keep ahead of the curve; while Bothans are known for their savvy, this one shows subtle signs, but is no exemplar of this species' domineering trait. Under a similar star, his kin are not oft the aggressor, favoring subterfuge and manipulation - a higher-than-average Menace shows an unnatural inclination towards violence, of a combative nature that has made him more intimidating than the average Bothan.
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