Jump to content

Rev73

Members
  • Posts

    22
  • Joined

Recent Profile Visitors

123 profile views
  1. Leggantish - The Giant City Chapter Two: Revelation Temple Battle The cries of battle from outside the temple doors intensify as the gnolls and giants take more ground. It is little solace though as the party finds themselves fighting for their lives against what may be an endless stream of foes. Pit moves toward the danger, bringing the snarling ape into view. The muscles across its shoulders ripple and bulge as it repeatedly tries to slam her friend - its broad back -Merith would call it a "barn door" - a perfect target, and one she sites down easily, burying an arrow inches from its spine. The wound is visibly effective as the creature steps back from its assault, flailing an arm toward its location as a man would a hornet's sting, but its massive shoulders and thick arms do not allow it to reach the pain. It bellows and surges again, raining blow upon blow on the half-orc warrior who answers in turn. One slamming fist nearly knocks him from his feet as it smashes against his shield. Jagged teeth glance off his magical helmet - attacks that would down most men in an instant. One watching from a distance would never guess the combatant was a young man. His stalwart posture is one of decades of experience as his axe cuts deep and he escapes serious harm. For the moment, the boy-turned-warrior stands his own against an impossible foe. Across the room Quinty, returned from the ethereal plane, moves toward where she last saw the mage, rounding the corner to take an arrow from an archer nearby. The resultant pain in her arm seems distant and dull and insignificant, however, as the crag-faced caster steps out from his hiding place, an arrogant expression owning his features, despite the charred flesh that shows on his neck and jaw. Some magical effect covers his garments and flesh, making it difficult for Quinty to focus on his visage, but his intentions are clear. "Oh, little girl!" he says in his native tongue as his arrogance blends with condescension ... and venom. There is no mercy here. He will immolate the child where she stands. As he rises two feet into the air, his robe whipping around him, he incants and holds out a hand, much like one would offer a gift to a friend. This gift is searing flame that explodes from his fingers and launches toward the young caster, wrapping her like a serpent, swirling around her from head to toe and constricting. It is enough to leave her a pillar of ash. Both of her hands fly to her face on instincy but her fingers form a subtle gesture she has worked on with Gannon and it is enough. The crackling flames woosh and twist and, almost as some feral beast, try and penetrate her defenses, but the Weave is her shield and it cannot be pierced. The fire subsides and in its place is the "little girl" ... unharmed. The mage's expression shifts ... confusion ... a narrowing of the eyes ... then ... is it ... fear? "Yahhhh!" He launches toward the girl, hovering off the ground as he bypasses her, moving further into the room as though he cannot be bothered with this flea any more. His eyes scan the battlefield, seeing a lithe and foreign caster with elongated ears teleport across the room and run toward him. Impudence! Sauvanien, in her instant transportation has shown herself powerful and in her approach, fearless. The mage's eyes narrow once again. Insight 14 The mage looks around and then at the portal. You suspect he intends to flee. His archers are ineffective as one after another misses with their attacks. The mounted six-legged creature that has emerged from the portal responds as if on-cue to Pit's warning and spits a fist sized-glob of sizzling acid at the giant priestess that has turned in its direction. It's accuracy is unthinkable as the blistering substance slams into her face and eyes as she screams and claws at the pain, dropping to her knees and pitching forward. Within seconds the beast closes the distance with Pit, close enough its acid breath burns her eyes as the mounted grunt tries without success to stab down at her with his ceramic blade. "No shame in dancin!"Thieves Cant -- do what you need to to survive, save yourself It's Miruviel's voice Pit here's behind her as his arrow skims off the mount's hardened carapace. Show Active Maps Giant Temple Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS PARTY <------ Mankas 
 Archers and Grunts Hunters Pillback and Grunt - Miruviel 24 Black Mage 21
 Aranoth Aranoth Unconscious and Blinded (1 min) - 1 successful death save. Cerin, Pit, Sauv Blessed Black Mage Blurred MECHANICS OTHER Pit hits Manka for 18 piercing Quinty runs toward the mage Cerin misses twice and then hits twice for 7+10 on Manka Sauv Moves 90 including misty step Manka attacks Cerin 14 bite 13/21 claws All Misses Archer misses Anaroth (10) Archer misses Anaroth 10 Archer hits Quinty 6 damage Hunter misses Miruviel (14) and ducks down hall Pillback Crits Aranoth with acid spit 12 damage and blinded - unconscious Grunt attacks Pit and misses Miruviel moves South (Makes balcony jump (15) and fires at Pillback, missing (13) Black Mage moves 5' South and casts, but Quinty counterspells Quinty's Ward charges for 6HP Aranoth makes death save Sauv is concentrating on Bless (54 seconds) Black Mage is concentrating on Blur (54 seconds) CHARACTER STATUS Cerin Briars Quinty Whithorse AC: 20/22 Initiative: +0 Hitpoints: 19/44 Hitdice: 1/5 Psi Energy Die: 1/6 Second Wind: 1/1 (SR) Action surge: 0/1 (SR) Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Cloak of Protection + Armor AC: 10 Initiative: +0 Hitpoints: 7/22 Hitdice: 0/5 Rule of Cool Moment: 1/1 Abjuration Ward: 6/14 (Active) Arcane Recovery: 1/1 Spellslots: Level 1: 1:2/4 2:2/3 3:0/2 (+7 Spell Attack, DC 15) Attuned Magic Items: nil Pit Jawkins Sauvanien Miritar AC: 14 Initiative: +4 Hitpoints: 29/33 Hitdice: 1/4 Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Gloves of Swimming and Climbing + Cloak of the King's Man AC: 12/15 Initiative: +3 Hitpoints: 29/30 Hitdice: 5/5 Rule of Cool Moment: 1/1 Spellslots: Level 1: 1:0/4 2:1/3 3:2/2 (+6 Spell Attack, DC 14) Attuned Magic Items: 0/3 + Brooch of the Leithbra'gan (Moonbeam (0/1))
  2. Leggantish - The Giant City Chapter Two: Revelation Temple Battle The cries of battle from outside the temple doors intensify as the gnolls and giants take more ground. It is little solace though as the party finds themselves fighting for their lives against what may be an endless stream of foes. Pit moves toward the danger, bringing the snarling ape into view. The muscles across its shoulders ripple and bulge as it repeatedly tries to slam her friend - its broad back -Merith would call it a "barn door" - a perfect target, and one she sites down easily, burying an arrow inches from its spine. The wound is visibly effective as the creature steps back from its assault, flailing an arm toward its location as a man would a hornet's sting, but its massive shoulders and thick arms do not allow it to reach the pain. It bellows and surges again, raining blow upon blow on the half-orc warrior who answers in turn. One slamming fist nearly knocks him from his feet as it smashes against his shield. Jagged teeth glance off his magical helmet - attacks that would down most men in an instant. One watching from a distance would never guess the combatant was a young man. His stalwart posture is one of decades of experience as his axe cuts deep and he escapes serious harm. For the moment, the boy-turned-warrior stands his own against an impossible foe. Across the room Quinty, returned from the ethereal plane, moves toward where she last saw the mage, rounding the corner to take an arrow from an archer nearby. The resultant pain in her arm seems distant and dull and insignificant, however, as the crag-faced caster steps out from his hiding place, an arrogant expression owning his features, despite the charred flesh that shows on his neck and jaw. Some magical effect covers his garments and flesh, making it difficult for Quinty to focus on his visage, but his intentions are clear. "Oh, little girl!" he says in his native tongue as his arrogance blends with condescension ... and venom. There is no mercy here. He will immolate the child where she stands. As he rises two feet into the air, his robe whipping around him, he incants and holds out a hand, much like one would offer a gift to a friend. This gift is searing flame that explodes from his fingers and launches toward the young caster, wrapping her like a serpent, swirling around her from head to toe and constricting. It is enough to leave her a pillar of ash. Both of her hands fly to her face on instincy but her fingers form a subtle gesture she has worked on with Gannon and it is enough. The crackling flames woosh and twist and, almost as some feral beast, try and penetrate her defenses, but the Weave is her shield and it cannot be pierced. The fire subsides and in its place is the "little girl" ... unharmed. The mage's expression shifts ... confusion ... a narrowing of the eyes ... then ... is it ... fear? "Yahhhh!" He launches toward the girl, hovering off the ground as he bypasses her, moving further into the room as though he cannot be bothered with this flea any more. His eyes scan the battlefield, seeing a lithe and foreign caster with elongated ears teleport across the room and run toward him. Impudence! Sauvanien, in her instant transportation has shown herself powerful and in her approach, fearless. The mage's eyes narrow once again. Insight 14 The mage looks around and then at the portal. You suspect he intends to flee. His archers are ineffective as one after another misses with their attacks. The mounted six-legged creature that has emerged from the portal responds as if on-cue to Pit's warning and spits a fist sized-glob of sizzling acid at the giant priestess that has turned in its direction. It's accuracy is unthinkable as the blistering substance slams into her face and eyes as she screams and claws at the pain, dropping to her knees and pitching forward. Within seconds the beast closes the distance with Pit, close enough its acid breath burns her eyes as the mounted grunt tries without success to stab down at her with his ceramic blade. "No shame in dancin!"Thieves Cant -- do what you need to to survive, save yourself It's Miruviel's voice Pit here's behind her as his arrow skims off the mount's hardened carapace. Show Active Maps Giant Temple Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS PARTY <------ Mankas 
 Archers and Grunts Hunters Pillback and Grunt - Miruviel 24 Black Mage 21
 Aranoth Aranoth Unconscious and Blinded (1 min) - 1 successful death save. Cerin, Pit, Sauv Blessed Black Mage Blurred MECHANICS OTHER Pit hits Manka for 18 piercing Quinty runs toward the mage Cerin misses twice and then hits twice for 7+10 on Manka Sauv Moves 90 including misty step Manka attacks Cerin 14 bite 13/21 claws All Misses Archer misses Anaroth (10) Archer misses Anaroth 10 Archer hits Quinty 6 damage Hunter misses Miruviel (14) and ducks down hall Pillback Crits Aranoth with acid spit 12 damage and blinded - unconscious Grunt attacks Pit and misses Miruviel moves South (Makes balcony jump (15) and fires at Pillback, missing (13) Black Mage moves 5' South and casts, but Quinty counterspells Quinty's Ward charges for 6HP Aranoth makes death save Sauv is concentrating on Bless (54 seconds) Black Mage is concentrating on Blur (54 seconds) CHARACTER STATUS Cerin Briars Quinty Whithorse AC: 20/22 Initiative: +0 Hitpoints: 19/44 Hitdice: 1/5 Psi Energy Die: 1/6 Second Wind: 1/1 (SR) Action surge: 0/1 (SR) Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Cloak of Protection + Armor AC: 10 Initiative: +0 Hitpoints: 7/22 Hitdice: 0/5 Rule of Cool Moment: 1/1 Abjuration Ward: 6/14 (Active) Arcane Recovery: 1/1 Spellslots: Level 1: 1:2/4 2:2/3 3:0/2 (+7 Spell Attack, DC 15) Attuned Magic Items: nil Pit Jawkins Sauvanien Miritar AC: 14 Initiative: +4 Hitpoints: 29/33 Hitdice: 1/4 Rule of Cool Moment: 0/1 Attuned Magic Items: 1/3 Gloves of Swimming and Climbing + Cloak of the King's Man AC: 12/15 Initiative: +3 Hitpoints: 29/30 Hitdice: 5/5 Rule of Cool Moment: 1/1 Spellslots: Level 1: 1:0/4 2:1/3 3:2/2 (+6 Spell Attack, DC 14) Attuned Magic Items: 0/3 + Brooch of the Leithbra'gan (Moonbeam (0/1))
  3. Leggantish - The Giant City Chapter Two: Revelation Header or Image - Text Extra Notes Someone lives in this chamber. Someone slovenly. One corner of the room is taken up by filthy animal furs spread across a bed of bug-infested straw. A barrel of slimy water and an unlocked chest are the only other furniture. Active Map Combat Tracker Paste Here Show Active Maps Level 1: Dungeon and Crypts Show Bookkeeping COMBAT/CONDITIONS TRACKER INITIATIVE CONDITIONS Currently Not in Use! ESTRIEL Has torch lit. (37 minutes remaining) INGYRD Has torch lit. (37 minutes remaining) MECHANICS DESCRIPTIONS Currently Not in Use! DEFAULT MARCHING ORDER Arik Robin Estriel Elendris Ingyrd CHARACTER STATUS ARIK LOSTCUB INGYRD MOONDANCER Hit Points: 15/15 (Resistance (cold)) Hit Dice: 0/1 Bear Hug: 2/3 *L Rage: 2/2 *L XP: 40/300 DM Inspiration: 1/1 Hit Points: 9/10 (Fey Ancestry, Sunlight Sensitivity) Hit Dice: 0/1 Stalwart Will: 1/1 *S Spell Slots 1st Level: 2/2 *L (ATK +5 DC 13) XP: 40/300 DM Inspiration: 0/1 ELENDRIS VESSICARI SIR ROBIN HAWKWOOD Hit Points: 9/9 (Fey Ancestry, Sunlight Sensitivity) Hit Dice: 1/1 Hexblade's Curse: 1/1 *S Path of Darkness: 3/3 *L Spell Slots 1st Level: 1/1 *S (ATK +5 DC 13) XP: 40/300 DM Inspiration: 1/1 Hit Points: 12/12 (Fey Ancestry) Hit Dice: 1/1 Divine Sense: 4/4 *L Lay On Hands: 5/5 *L XP: 40/300 DM Inspiration: 1/1 ESTRIEL ILYAKRANA Hit Points: 10/10 (fey ancestry) Hit Dice: 1/1 XP: 40/300 DM Inspiration: 1/1
  4. A space for learning Baldr
  5. Fantus Fantus is the firedrake friend/familiar of Gannon Matthiason and has grown too selectively fat, lazy, and privileged to be of use outside Myth Drannor's walls. He and Dido became fast friends and can often be seen swirling about in the winds above the city. Most of the time he can be found annoying the court chef, Meger near the kitchen or curled up in a ball near one of the great fireplaces. Meger - Court Chef There's rarely a pair of hands that can create the art that Meger can with food whether smoked meats, sauteed vegetables, or creamy and crisp pastries. And those same hands are quick to drive out intruders to the kitchen where he maintains his sanctuary. Zathir Umsta - Chief Herald Zather started thirty years ago as a storyteller for hire and has made his way to the coveted position of "court crier" or, the chief herald. He is the master of ceremonies and chief planner of major court events. Known to embellish when beneficial (and sometimes when not) he is a master of "bending the ear" and sometimes the mind. Daegran Ograduum Multi-year winner of the sword event at Mythal Fest, Gronlim's cousin Daegren is as raw in his personality as he is with his hammer. Always willing to shatter a kneecap or throw dirt in an eye, eveyone knows to keep their guard up should he gain steam and more than once he's spent a day in the stocks for what he calls "little tavern brawls." Mariah Loftwick Mariah Loftwick is the daughter of Hedrick and Mara Loftwick, the owners of the Stableton, the finest inn and barns in all of Myth Drannor. Selected for service in the Ministry of Works during the election prior to yours, you have all encountered her at one time or another during your work in the castle. Liam Whithorse Quinty's brother Liam is athletic, proud, and full of sarcasm. If tolerating her friends, picking on her incessantly, and wanting to be around her without ever saying he likes her company is any indication, he loves his sister quite a bit. Yasser Nilom Son of Greer Nilom, the chief librarian of Myth Drannor, Yasser is as arrogant as he is talented. He first won Mythalfest's Dragon Chess at the age of nine and is a competent enough apprentice caster. His jealousy of Quinty and Sauvanien's election is no secret to anyone. Darrin 'Meat Shack' Larksmouth "Meat Shack" named his establishment in the grease several decades ago and it took about a week for him to wear the moniker. He and son, Garreth, keep the stall open every day ... all seasons, dawn to dusk, and make a killing with their imported and Cormanthor-sourced offerings.  
  6. The Mentors Alejandro Cavarubios Alejandro Cavarubios - 8 Fighter (Battle Master) Ability scores: STR: 20 (+5) DEX: 14 (+2) CON: 16 (+3) INT: 11 (+0) WIS: 13 (+1) CHA: 12 (+1) Saving throws: STR: +8 DEX: +2 CON: +6 INT: +0 WIS: +1 CHA: +1 Initiative: +2 Speed: 30 Passive perception: 11 Proficiency bonus: +3 Hit points: 76 Hit Dice: 8d10 AC: 20 Melee weapons: Great Axe (+8 to hit) 1d12+5 slashing damage Spear (+8 to hit) 1d6(1d8)+5 piercing damage Ranged weapons: Spear (+8 to hit) 1d6+5 piercing damage Range: 20/60 Heavy crossbow (+5 to hit) 1d10+2 piercing damage Range: 100/400 20 bolts Proficient skills: Animal Handling +4, Athletics +8, Intimidation +4, Survival +4 Languages: Common, Goblin Other proficiencies: Calligrapher's tools, Playing cards, Land vehicles Abilities: Fighting Style (Defense), Second Wind, Action Surge, Martial Archetype (Battle Master), 5 Superiority Dice (d8), 5 Maneuvers (Disarming Attack, Goading Attack, Maneuvering Attack, Menacing Attack, Sweeping Attack), Know Your Enemy, Extra Attack, Ability Score Improvement (4th, 6th and 8th levels +5 Strength, +1 Constitution) Equipment: Insignia of rank, War trophy, Bone dice, Common clothes, Explorer's pack, Flask of Alchemist's Fire, Vial of Acid Wealth: 141 gp, 56 pp, 4 small gemstones worth 140 gold Magic Items: 3 Potions of Healing, Potion of Flying, +2 Half plate, Keoghtom's Ointment (4 doses) Alejandro Cavarubios is the Knight Prince and Protector of Myth Drannor. An experienced military man filled with tales of battles won and lost, he is shockingly polite and respectful of all, from noblewoman to peasant. Having experienced the brutality of battle and the crushing loss of friends to violence, he wishes to avoid war at all costs preferring diplomacy but having few social skills of his own. His desire for a squire is that he or she would have a the ability to take a life and defend others when needed but that compassion and justice would come first. Gannon Matthiason   Gannon Matthiason - Level 6 Human Wizard (Evocation) Ability scores: STR: 10 (+0) DEX: 16 (+3) CON: 14 (+2) INT: 16 (+3) WIS: 12 (+1) CHA: 13 (+1) Saving throws: STR: +0 DEX: +3 CON: +2 INT: +6 WIS: +4 CHA: +1 Initiative: +3 Speed: 30 Passive perception: 11 Proficiency bonus: +3 Hit points: 38 Hit dice: 6d6 AC: 13 Melee weapons: 5 Daggers (+6 to hit) 1d4+3 piercing damage Ranged weapons: 5 Daggers (+6 to hit) 1d4+3 piercing damage Range: 20/60 Proficient skills: Arcana +6, History +6, Investigation +6, Medicine +4 Non-proficient skills: Acrobatics +3, Animal Handling +1, Athletics +0, Deception +1, Insight +1, Intimidation +1, Nature +3, Perception +1, Perform +1, Persuasion +1, Religion +3, Sleight of Hand +3, Stealth +3, Survival +1 Languages: Common, Goblin, Elvish, Gnomish Abilities: Spellcasting, Arcane Recovery, Arcane Tradition (Evocation school), Evocation Savant, Sculpt Spells, Potent Cantrip, Ability Score Improvement (4th level +1 Dexterity, +1 Constitution) Equipment: Black ink, Quill, Colleague's letter, Common clothes, Scholar's pack, Arcane focus, Component pouch, Spellbook Wealth: 188 gp, Silver Chain worth 80 gold Magic Items: 3 Potions of Healing, Wand of Magic Missiles (7 charges) Spellbook: Expeditious Retreat, Identify, Mage Armor, Magic Missile, Ray of Sickness, Sleep, Thunderwave, Witch Bolt, Blur, Crown of Madness, Darkness, Hold Person, Dispel Magic, Fireball, Lightning Bolt, Water Breathing Current spells: Expeditious Retreat, Ray of Sickness, Sleep, Thunderwave, Blur, Crown of Madness, Darkness, Dispel Magic, Fireball, Lightning Bolt, Water Breathing Cantrips: Prestidigitation, Minor Illusion, Firebolt, Acid Splash Spell slots: 4 first level, 3 second level, 3 third level Spell save DC: 14 Spell Attack Modifier: +6 Prepares 9 spells Gannon Matthiason served Alejandro Cavarubios' father and served under his father's father. No stranger to local politics, military maneuverings, religion, and finances, he is a trusted friend and advisor to the Knight Prince who leans on him often for his vast knowledge. Rumor has it that the man has found a key to longevity and has not aged in twenty years. As spry as he was when younger, he can often be seen bounding up the stairs of the castle or playing a quick game of kick the mouse with children in the courtyard. He believes knowledge is power and desires a pupil that can someday surpass him in the arcane arts. He is used to dealing with people less intelligent than he and will take the time to patiently explain whatever lesson is on the table. He works tirelessly to make sure the library, scriptorium, and monastery are maintained and has been known to frequent them all. If he can't be found in one, he will most always be found in one of the others.   Gronlim Ograduum Gronlim Ograduum - Level 5 Hill Dwarf Cleric (Light domain) Ability scores: STR: 14 (+2) DEX: 10 (+0) CON: 16 (+3) INT: 11 (+0) WIS: 16 (+3) CHA: 8 (-1) Saving throws: STR: +3 DEX: +1 CON: +4 INT: +1 WIS: +7 CHA: +3 Initiative: +0 Speed: 25 Passive perception: 13 Proficiency bonus: +3 Hit points: 48 Hit dice: 5d8 AC: 20 Melee weapons: Warhammer (+5 to hit) 1d1d10)+2 bludgeoning damage Mace (+5 to hit) 1d6+2 bludgeoning damage Ranged weapons: Light crossbow (+3 to hit) 1d8+0 piercing damage Range: 80/320 20 bolts +1 Crossbow bolts (11) (+4 to hit) 1d8+1 piercing damage Proficient skills: Insight +6, Medicine +6, Persuasion +2, Religion +3 Non-proficient skills: Acrobatics +0, Animal Handling +3, Arcana +0, Athletics +2, Deception -1, History +0, Intimidation -1, Investigation +0, Nature +0, Perception +3, Perform -1, Sleight of Hand +0, Stealth +0, Survival +3 Languages: Common, Dwarvish, Infernal, Halfling Other proficiencies: Brewer's tools, Blacksmith's tools Racial Traits: Darkvision, Dwarven Resilience, Stonecunning, Dwarven toughness Abilities: Spellcasting, Divine Domain, Bonus proficiency, Warding Flare, Channel Divinity: Turn Undead, Channel Divinity: Radiance of the Dawn, Destroy Undead (CR 1/2), Ability Score Improvement (4th level +1 Dexterity, +1 Constitution) Equipment: Plate Armor, Shield, Holy symbol, Prayer book, Common clothes, 3 Flasks of Holy Water, Flask of Alchemist's Fire Wealth: 68 gp, 61 pp, Engraved Silver Holy Symbol worth 100 gold Magic Items: 2 Potions of Healing, +1 Ring of Protection, Scroll of Prayer of Healing, +1 Crossbow bolts (11) Current spells: Bane, Command, Shield of Faith, Gentle Repose, Lesser Restoration, Beacon of Hope, Revivify, Spirit Guardians Cantrips: Guidance, Light, Sacred Flame, Spare the Dying, Thaumaturgy Cleric Domain Spells: Burning Hands, Faerie Fire, Flaming Sphere, Scorching Ray, Daylight, Fireball Spell slots: 4 first level, 3 second level, 2 third level Spell save DC: 14 Spell Attack Modifier: +6 Can prepare 8 spells Gronlim Ograduum's laugh is unmistakable, deep, and infectious and it might be heard anywhere in the city at any time, day or night. Known to frequent the temple as well as the bars and the smithy, he lends a hand wherever he goes expecting nothing in return. He's never once accepted a coin of payment. He's as charitable as they come, as warm as a person can be, and enjoys a good practical joke as much as a tall glass of ale. The temple of Moradin is his lodging place and pride and joy and he encourages everyone, of every race to worship there. He doesn't care who he apprentices, so long as they are ambitious, kind, and show respect to the many benevolent gods worthy of adoration.   Merith Rhistel   Merith Rhistel - Level 5 Half-Elf Ranger (Hunter) Ability scores: STR: 11 (+0) DEX: 18 (+4) CON: 12 (+1) INT: 12 (+1) WIS: 15 (+2) CHA: 9 (-1) Saving throws: STR: +3 DEX: +7 CON: +1 INT: +1 WIS: +2 CHA: -1 Initiative: +4 (Adv) Speed: 30 Passive perception: 15 Proficiency bonus: +3 Hit points: 39 Hit dice: 5d10 AC: 19 Melee weapons: Scimitar (+7 to hit) 1d6+4 slashing damage Longsword (+3 to hit) 1d1d10)+0 slashing damage Ranged weapons: Long bow (+9 to hit) 1d8+4 piercing damage Range: 150/600 40 arrows Proficient skills: Animal Handling +5, Athletics +3, Insight +5, Investigation +4, Perception +5, Religion +4, Stealth +7 Non-proficient skills: Acrobatics +4, Arcana +1, Deception -1, History +1, Intimidation -1, Medicine +2, Nature +1, Perform -1, Persuasion -1, Sleight of Hand +4, Survival +2 Languages: Common, Elvish, Goblin, Giant Other proficiencies: Navigator's tools, Water vehicles Racial Traits: Darkvision, Fey Ancestry, 2 skills Abilities: Favored Enemy (Goblins, Kobolds), Natural Explorer (Forest), Fighting Style (Archery), Spellcasting, Ranger Archetype (Hunter), Giant Killer, Primeval Awareness, Extra Attack, Ability Score Improvement (4th level +2 Dexterity) Equipment: 50 feet silk rope, Lucky charm, Trinket, Common clothes, Explorer's pack, Flask of Alchemist's Fire Wealth: 224 gp, Silver Cutlery worth 70 gold Magic Items: 3 Potions of Healing, +1 Studded Leather, Bag of Holding Spells known: Cure Wounds, Hunter's Mark, Silence, Spike Growth Spell slots: 4 first level, 2 second level Spell save DC: 13 Spell Attack Modifier: +5 Knows 4 spells When a job needs done, Merith is called. There are a thousand stories told of her prowess and only she knows fact from fiction. She's said to have placed an arrow in a goblin king's eye, killing him in the midst of his army and stealing away without care and it's told she once broke in and out of the jail just to see a man she'd placed there, and prove that she could. She has no need for a pupil but the Knight Prince has commanded it. She doesn't much care who she gets, so long as they don't get her killed. She is rarely ever found on the castle grounds, preferring to stay in the fields or the common inns. She's known to work for three weeks straight, mapping out distant areas or taking difficult missions, just so she can lay around for two weeks with no one complaining. There's none braver than the golden-haired girl and it's told she'll kick the legs out from under any who say otherwise.    
  7. Archives THE ARCHIVES: Original Character Apps: https://www.myth-weavers.com/forumdisplay.php?f=44781&tg=88418 Original Character Creation Details: https://www.myth-weavers.com/showthread.php?t=461620 Original Character/Campaign Questions: https://www.myth-weavers.com/showthread.php?t=461641   SIDE THREAD - Caulan and Thamsura Battle: https://www.myth-weavers.com/showthread.php?t=512792      
  8. https://www.myth-weavers.com/showthread.php?t=463089
  9. https://www.myth-weavers.com/showthread.php?t=461935
  10. Backstory Rolls Home Region: Ten Towns  Background: Sage Aurora Cartographer (1 ally & 1 rival) Number of Parents: 2 Number of Siblings5: 6 Powerful Family Relationships: 1 This family member left you to pursue greatness, only for you to climb higher than they did in the time of their absence. They grow more bitter by the day. You gain one rival. Allies: (58 & 1) COMMONER - You and this person have exchanged letters for years, and over the course of correspondence, they fell in love with you. They eagerly await meeting you—but even if you don’t reciprocate, they will remain a steadfast friend. Rivals: (90 & 48) GUARD - This person believes your real self is trapped in a mirror of ice, and that if they kill you, they will free the original you from its clutches (28 & 92) ASSASSIN - This person wields political power and influence to improve your life—but only in the ways they deem fit.   Fateful Moment: You were born with blue-tinged skin, naturally more tolerant of cold weather. You recently learned that you were adopted after being abandoned by your birth parents. You have advantage on Constitution saving throws against cold effects, including weather Favorite Food: Good Mead—a honey-sweet alcohol and the titular drink of the town of Good Mead Mysterious Secret14: I once fell through ice, and while swimming back towards the surface of the water I saw a magic word written on the underside of the ice. When I investigated later, that entire section of ice had melted away. Omen (Short Term): I will learn the name of one of the leaders of the Arcane Brotherhood. This will put me directly in their crosshairs  
  11. Background - Sage (Aurora Cartographer) Hometown - Ten Towns 
  12.      Chaplain Morgana Rae - Half Elf Twilight Cleric (4)          "So sorry, Captain, I was finishing the blessing." Since taking the ship, Morgana quickly instigated daily prayer, asking both Selune and Besmara for protection of the crew, their ship, and her captain and officers. As of now only two others joined her on the regular but that in itself shows the gods' favor. She's confident the next time the seas ebb and swell, so will their ranks. "What did I miss?"   Soon enough she's brought to speed while making the rounds pouring tea for those who'll have it - again, a number near zero. "All I've ever known is the sea," she begins, "I was quite young when I was discovered adrift in her great embrace. I have vague recollections but for the most part remember little of my former birth or family. It was by Selune's blessings that I was discovered by a captain as kind as he was disciplined. A father of sorts, but human, and frail ... as humans tend to be. He taught me the stars, the wheel, and most importantly, the importance of faith." She smiles and the room grows just a tad bit brighter. "I, like Rafa, would have, perhaps, joined willingly ... even with a crew so vile. The sick need a doctor, as the saying goes. What was intolerable was the method of procurement. Enslavement. Sick is one thing. Wicked another. But for now, I believe the will of the goddess is at work in you, my new friends, and I for one am thankful to play a part. Our journey thus far has been a great privilege and I look forward to seeing where it goes. I for one feel we are in the first chapters of a great and glorious tale."   Mechanics     Main Hand: Empty Off Hand: Shield   Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here. Character Sheet (Ignore)    Morgana Rae - 4 Twilight Cleric (Half-Elf) STATS Str 10 (0) Dex 16 (+3) Con 14 (+2) Int 14 (+2) Wis 12 (+1) Cha 8 (-1) HP 31/31 HD 4d8 AC 14 (None) Speed 40 ft. Passive Perception 11 Initiative +3 Vision: Normal Languages Common, Goblin Background Urchin Feature  City Secrets ___________________________________________________ WEAPONS Shillelagh +5 attack, 1d6+3 psychic damage Short Bow +5 attack, 1d6+5 piercing damage ___________________________________________________ PROFICIENCIES Proficiency +2 Saving Throws Intelligence +4, Dexterity +5  Skills: Athletics +2, Acrobatics +5, Sleight of Hand +7 (Expert), Stealth +7 (Expert), Arcana +4, Investigation +4, Nature +4, Medicine +5 Tools: Thieves Tools, Poisoner's Kit, Alchemy Kit, Disguise Kit ___________________________________________________ FEATS    Poisoner Mobile ___________________________________________________   Equipment  (Empty)   Gear Here      
  13. Title   Attributes Content              
×
×
  • Create New...