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RogetThesaurii

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  1. Though lagging the others, Garkyn never slowed down. He kept chugging along and when they had nearly reached their target, he didn't bother to ease his stride. With purpose, and a heavy fist, Garkyn smashed into the front door, thumping the heavy portal with his mailed fist and bellowing like an ox to be let inside. He could hear the sounds of chaos inside, and no one rushing to answer the door.
  2. Stuff Thabo does about The Manyfold... Thabo's 2 weeks are kinda already set in that he has meetings lined-up as wells as normal business to attend to, on top of circulating among his businesses setting up ManyFold Defenses. --Many Fold Defenses- --Purchase Wand of Lightning bolt for Bumble. --Purchase wand of Lightning Lure for Alphonso the Intern, as well as any other new zheng recruits capable of attuning to wands --Rubberize leather cloaks for using as protection from Acid. Lining is rubberized to conceal our "secret corporate tech" --Distribute rubber booties. Talked to BR about. Basically dipping leather boots in rubber from the vats at our production plant to keep costs and time low, as opposed to making full rubber boots. Also, just lining the soles help with the corporate secret. --Placing barrels of water in tactical locations in all Zheng holdings. Kramp and Thabo, with Bumble and Alphonso the Intern assisting, draw up plans for rigging the barrels to be dumped by lever. --Repeat with barrels of Acid --Gist is dump barrels of water to create temporary flood. Capable Zheng use their lightning attacks. hopefully water forces disadvantage on saves or vulnerability or some sort of "buff/debuff" while booties protect my troops --same with Acid barrels except cloaks provide protection.
  3. The Axes The Weapons: (all are +2 Battle Axes) Pointer Biter (Vicious Goblinbane, 3x/day it can be used to cast Continual Flame, wielder has Adv on saves vs goblin spellcasters and traps) Minter Cutter (Keen - ignores slashing resistance and immunity is only resistance, 1/day can crit on Nat 19; wielder can negate one critical hit on themselves once per day) Lopper (Giantslayer, 2x/day it can be used to cast Reduce on a giant, target suffers DisAdv to the save; Wielder has a +1 to AC vs the attacks of Giants) Smelter (unique Flametongue; Wielder has resistance to Fire damage when weapon is aflame, immune to cold damage; 2x/day the weapon can be used to Dispel a Cold effect such as Wall of Ice) Denter (Adamantine Sundering, 2x/day it can be used to cast Shatter (4th level Spell Slot). This affects only objects and constructs. however. Weapons and armor not carried by the wielder in a 15' radius must save or suffer damage, possibly being destroyed. Killing a golem returns 1 of the maximum 2 charges.
  4. The High King of the Dwarves, Hakon Khaerzed III, is, officially, High King and Chief Marshal of the Bearded Folk, Protector of the Faiths, Keeper of the Runes, Lord of the Hollow Hills and Master-Miner of The Deep Well. This last bit, Master-Miner, is an allusion to the role of the monarch in delving the lands claimed by the dwarves. Clanned Khaerzed has several notable offshoots, as a long-reigning monarchy might. Best known are the Spectors, the largest family in the Clan. King Hakon and the last four rulers have been Spectors. Arvel Spector is one of the most famed of the family, a well-known politician and diplomat in Cordoba. Other noted families are the Frothers, the Düms and the Sharp-Axes. The last monarch not a Spector was Olivia Sharp-Axe, Great Aunt of her successor, Hakon Spector, called Hakon Khaerzed I. The Hollow Hills Kingdom was founded by Clanned Glümwrax, of Glüm. Using economic pressure, a marriage alliance and debilitating attacks by orcs on Kherg, Fafnird Khegz, patron of Clanned Glümwrax, united the four cities, previously independent city-states. With a shaky alliance of dwarves from many families and nine different clans, Fafnird marched against the orcs, relieving the siege of Kherg and smashing the orcs in the region into tiny, scattered bands. All five tribes represented at the siege were broken. Their warlord was slain in single combat by Freyga Khegs, Fafnird's sister and wife of the patron of Clanned Schweigl, rulers of Kherg and close kin to Clanned Glümwrax. Fafnird's rule was characterized by minor political intrigues and disputes among the newly-merged city-states. He established territories and settled all border disputes. The fractious period dragged on for most of the nearly two centuries Fafnird ruled. His nephew, Freyga's son Faefyg, assumed the throne of a relatively peaceful dwarven kingdom. It was under his rule that The Rails project was begun. Teams of warriors and specialists explored and secured much of the tunnels, mapping the terrain and securing major caverns and points of interest, such as bridges over chasms. Dwarven settlements sprang up all along these established routes, further securing the territory. By the time Faefyg passed rule to his daughter, Freggla FairHair, dwarves were building small outposts and founding colonies connecting the far-flung kingdom beneath, and above, the surface. This activity was not without cost. Inheriting a nearly bankrupt kingdom, despite the vast mineral wealth being pulled from the kingdom's many mines and delves, Freggla turned to small, but wealthy, Khadez for a solution. Clanned Khaerzed's price was steep: the hand of the High Queen's daughter, her heir, in marriage. With few options open to her, Freggla accepted the deal and almost six hundred years after Clanned Glümwrax founded the Kingdom, Clanned Khaerzed took the throne. Freggla's grandson hector Sharp-Axe, called Hector Khaerzed I, succeeded his own mother Hildë after less than five decades. Hector was almost eighty, the youngest sovereign in the Hollow Hills history. Hector's Sharp-Axe family held the throne for the clan through the first four hundred years before the current ruling family, the Spectors, took power over the clan. Olivia Sharp-Axe had no children of her own, taking a wife of her own instead of a husband. Instead, she named her favorite nephew Hakon Spector, an explorer, Rail Ranger and famed adventurer who managed to recover one of the Lost Axes (see The Axes entry below). His great Grandson and third of the name sits the Ruby Throne currently. The Hollow Hills counted the Lisezian Empire as an ally, and was on cordial terms with Pidduppi, Ispep and even factions in far Lai-Not, when the collapse of the Lisezian Empire forced them to abandon most of their surface holdings as emboldened orcs began creeping down out of the mountains to attack outposts and enclaves. Less than a century after the Empire collapsed, and mere decades after the end of the Pidduppi Jihad, the Upper Kingdom was empty and the Door at Khazed was closed and hidden. It has remained closed ever since. Today, though relations with Pidduppi have begun once again, only Dardania is considered a true ally. On two known occasions the small kingdom has sent troops to occupy the outside of the Door at Khadez when raiding orcs in great number tried to bring a mass assault. It is not known if underground assaults have also shared troops for the engagements. Dwarven traders operating from Dardania bring outside goods to the kingdom and dwarven goods to the world. The Rail between Dardania and Khadez ensures a good deal of the wealth of the world trickles first through the fingers of Clanned Khaerzed, enriching the clan and making it easier to remain on the Ruby Throne. As a result, though a forest kingdom, Dardania hosts many dwarves, especially at its capital city Evindton. 'Little Khazed' is a large Eyvindton district of fine dwarven goods shops and taverns featuring the largest selection of fermented beverages in the known world. Every tavern has its own brews and rivalries are fierce. Game ContentOn the surface of the Hollow Hills are scattered and abandoned-for-centuries dwarven outposts and 'villages' amidst wilderness. Below the surface, there are thousands of dwarves living in four major cities and dozens of small-to-large 'towns' scattered along tunnels and caverns throughout the region. The reason this 'works' is because the dwarves have trains. They run trains between the cities, and the rail lines are studded with little communities, just like in the real world. There's a crap-ton of mineral wealth below the Hollow Hills. The dwarves fight fiercely to protect their kingdom from incursions from both above and below because they understand how valuable their home is. It is this mineral wealth that also marks them as the 'center of Dwarfdom' on the planet. Nowhere else in the world have they, or anyone, encountered as much concentrated mineral wealth in such a small area. The Hollow Hills is a region approximately the size of New England and NY state on the surface. Below-ground they run anywhere from at-the-surface to more than a mile deep with their explorations. This wealth is seen as a blessing from Moradin, to show the dwarves where he wants them to live and dig. The Hollow Hills are heavily mapped. The dwarves know where their stuff is and who can threaten it locally. Most major dangers, like dragons, etc, are closely watched and patrolled and Rangers routinely go 'hunting' for creatures that menace The Rails.
  5. The Hollow Hills is home to one of the largest Dwarven kingdoms on the planet. Spanning hundreds of square miles, mostly below the surface, the vast caverns that give the Hollow Hills their name serve as perfect spots for dwarven cities to rise and the Hills host four major dwarven cities in their kingdom, as well as laying kingship on most of the dwarven colonies around the globe. A notable absence from those claimed as subjects are the dwarves of Xashi, who have their own king and kingdom. The four cities of the Hollow Hills host more than twenty thousand dwarves each. The chief city, Khadez, has a surface component, though this was mostly abandoned during the fall of the Lisezian Empire. Large tracts of the surface city still lie in ruins, centuries later. Behind the closed door of Khadez sits a vibrant city, the largest in the kingdom, and its capital. The other cities, Kherg, Haefed, and Glüm, are connected to each other and Khadez via The Rails, a series of tunnels traversed via steam-powered engines hauling vast lines of carriages behind them. These carriages are divided between those for freight, and those for travelers, for both are utilized. The Rails spans most of the Hollow Hills and is considered one of the greatest engineering feats in the world, though few know of their existence outside the kingdom. Mining makes up the bulk of the industry of the kingdom, and the Hollow Hills are rife with veins of metal ores and gemstones. Of particular significance are the rubies pulled from outside Haefed. Closest to Dardania, the Haefed ruby mine is connected via The Rails to the closest Dardanian sapphire deposit. Dwarves from Haefed routinely hire on with Dardania to mine the precious, nearly black, sapphires for which that tiny kingdom is so well-known. This Rail line is the only one to connect outside the kingdom and is a result of diplomatic work done by Dardania's founder, Eyvind Dardanus, and the WitchQueen Carmen, in her capacity as ally and adventuring companion to Dardanus. The Rails are fraught with danger daily. The lightless tunnels hide Underdark marauders of all stripes, from drow and svirfneblin, seeking trade or espionage, irrespectively, to more dangerous creatures, such as gugs from the depths, goblin-kin and orcs of all stripes, and even darker horrors never seen in the light of day. Rail Rangers accompany all the Engine and Carriages trips. Most dwarves stay below the surface in the kingdom. Few dwarven surface dwellings remain occupied, more than half a millennia after their abandonment. With the collapse of the Lisezian Empire, the dwarves let go of their surface locales in favor of increasing the protections of their underground cities. Most dwarven citizens will spend hundreds of years without ever venturing aboveground. The exceptions are merchant traders, and civil servants on missions for the crown. The High King, a title held for more than 1,600 years by the king of the Hollow Hills, claims sovereignty over all dwarves of the continent of Lise-dduppi, as well as all those colonies in The Grey established by and manned by dwarves. Most colonies do not dispute this, as more than two thirds of them were founded by Hollow Hills dwarves sent abroad. As previously noted, Xashi has its own dwarven monarch and kingdoms. The High King of the Hollow Hills has extended the courtesy of a 'state visit', but it is unknown if this offer has ever been taken up and consummated.
  6. Panting breaths and labored breathing echoed through the sudden silence after the battle. Then, as if on cue, one of the young boys began to wail. Garkyn noticed it was the injured lad, the one he'd seen cut down seconds before Kaylee arrived, lending magical healing across the civilians to save lives while the Watch engaged the animated objects. The young woman, who soon introduced herself as Wynette 'Wynnie' D'Urberminsk, nanny to the young boys. "Sarana and I take care of them. Their mother is quite important in the family business and she is often away. Their father is a ship captain. Seldom home and not for long when he is. My thanks, officers. You saved us all!" Her eyes gleamed brightly as she appraised the handsome tiefling who had helped whisk her and her charge to safety. Kaylee leaned into letting Raz do the talking here. She concentrated on the investigation. Where had that little menace gotten off to now? With help from a late-arriving Xander' who's acrobatic antics seemed to help calm the boys, Wynnie got Sarana to take the youngsters inside to clean them up and get them a snack and something to drink after their traumatizing experience. She hung on Raz's bicep as she gave her statement. It was breathy, and her heaving bosom was firmly on display for the tall tiefling, but he remained professional in his duties. While the girl talked, Kaylee, with Garkyn and Izzy's help, scoured the garden area. They took into account things Wynnie said as they conducted their searches. "I took the boys Downslope yesterday morning, to get them some exercise and to see some ships. Its part of their education and its a good walk, good exercise for them. They have a lot of energy! I'm sure you know the feeling?" Wynnie's big brown eyes drank in Raz's crimson features and dark, inhuman eyes like he was a fountain and she'd just come in from the desert. She squeezed his bicep 'good-naturedly' and gushed on with her tale. "As we were returning from the jaunt, the boys wanted to stop into a toy store one of their friends had mentioned. Escarra Delaney, Owing Delaney's granddaughter? As in Delaney's Crabs? Master crabber of Cordoba, if you're unfamiliar. His ships are the largest fleet of crabbers in the bay." Wynnie's digression had her lead Raz back to the stone bench where she'd swooned earlier. "The boys attended a garden party at her family's Garden District holiday house last week and the girl simply raved about a wooden owlbear 'as big as me!' She said it so many times. I guess she showed the boys and nothing would be acceptable but they'd need to have something from the same toy store. I agreed. Technically, I do work for them." The girl sat and dragged Raz down beside her on the bench, turning to face him at closer range. She leaned close and smiled. "The boys clacked and dueled all the way back from Dockside. When they got home we did some practical lessons based on what they'd seen of the ships we'd explored. The swords were forgotten out here in the garden. Just after breakfast today, the boys had some lessons to finish and then they were taking a morning play, supervised, when that little wooden creature appeared and zapped the swords with a magic ray of some sort. Next thing I know, the swords had broken free of the boys' grasps and were menacing them, chasing them! I leapt up and tried to shield the boys. I screamed for Sarana, but, well, you've seen her. A tad aged..." "One of the blades must have struck me in the head. I was swatting at them but they easily avoided my feeble attempts. The next thing I knew, you were rescuing us!" Wynnie pressed herself against Raz, snaking her arms around him 'appreciatively', though they roamed over his shoulders and back a bit too... exploratorily. Disengaging herself slowly, Wynnie looked at Raz from just inches away. "Is there anything... I can do to repay your help, sir?" She bit her lip and waited for a response, as if the rest of the squad wasn't even present. For their own part, Izzy, Garkyn and Kaylee made neat work of the garden. Criss-crossing each other, they covered the same ground three times in the time it normally took to go over it once. Efficient action was becoming natural as their team gelled. "It was here for the swords, no doubt," Izzy chimed in as Kaylee and Garkyn nodded knowingly. "Disappeared from over here, boss- er, Kaylee." Squort pointed the officers towards the bench far across the central garden area from Raz and his fan-girl. It was Garkyn's sharp eyes that saw the evidence. "Broken twigs here. See? And there's a bit of this branch that's been sat upon for some time. This thing watched those boys, from a secluded blind, before it attacked. It made itself a little ambush spot. For kids!" The dwarf's ire was rising and Kaylee and Izzy didn't blame him. "He's used magics to leave, not simply disappear. That's my guess. Not leaving us a lot to work with, but my gut says we should hot-foot to the Garden District. He's got a head start on us." Kaylee coughed discreetly and Raz caught her eye. She gestured back towards the front of the house and the street. Time to go. The tiefling nodded slightly and extricated himself from Wynnie's embrace. "Thank you, miss. I'll be sure to enter your statements into the record. If you'll excuse us?" And just like that, the squad was heading back through the short hedge mazes leading from front to back of the property. A loud whistle from Garkyn summoned Xander from a second story window where he was helping amuse the lads. He regaled the young boys with his skills as he swiftly made his way back to earth down the side of the house and joined the other departing officers. The stern quiet of the squad was part jogging to their next destination and part contemplation of the mystery of this case. What was this tiny creature? Why was it up to these shenanigans? How could it be stopped? Were there more victims, besides this young girl, that needed to be found and possibly saved? Only time would tell. Sweating, panting and strung out along nearly a full city block, the squad, led by Izzy and trailed by Garkyn, arrived at the nearest entrance to the Garden District not more than half a bell later. Izzy snagged the first member of the Brethren they saw and asked about the house used by the Delaney family. With address provided, the squad raced towards the house, hoping they would still beat the little creature to its next target. They almost made it. Barely a hundred paces from the house, a scream of a woman and the breaking of a window signaled something was amiss. The broken window sported a bloody-faced man half hanging out of it. The roar of some beast echoed out from the room behind the shattered window. The squad exploded with renewed energy and closed on the house. OoCOk! I moved us forward to see if this can get our story back on track. Billy is on the road again so I am acting as Xander if he is needed. The squad has had no rests, it is not quite lunch time when they arrive back in the Garden District. The house is still a hundred feet ahead of the party. They are jogging through what feels and looks like a pleasant city park. The house is two stories, and has a few rooms on each floor. Kayli would be familiar with these types of houses, as would Izzy. Noble families share these homes, as there are so few of them, and all the houses have the same basic layout inside. Stairs to the second floor would be right inside the front door. A 'fire escape' style ladder would give access around back to the second floor. The broken window is on the front of the house and a man is half hanging out it, clearly bleeding and unconscious. It was his body impacting the window that shattered it. Screams can be heard inside from the 2nd floor. We are not yet in initiative.
  7. On Dwarven Culture, History and Settlements...
  8. Eller Danalos, Gornrog Human Bard 1 Strength 13 +1 Dexterity* 15 +2 Constitution 15 +2 Intelligence 13 +1 Wisdom 9 -1 Charisma* 15 +2 * - Proficient Languages: Common, Dwarven, Orc Prof Bns: +2 Spd: 30' AC: HP: 10 Melee Attk: +3/+1 Ranged Attk: +4/+2 Spell Attk: +4/+2 Initiative: +2 Saves: Charisma, Dexterity Armor: Light Armor Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords Tools: hand drum, lute, reed flute, horn Skills: Athletics, Survival, Persuasion, Bluff, Stealth Gear: a hunting trap, set of tribal tattos indicating Eller is of the Red Elk band of the Everstars Tribe, set of travelers clothes, pouch containing 10 gp, longsword, leather armor and a dagger, lute, entertainer's pack Ability Score Increase: +2 to Strength, +1 to Constitution (Gornrog Human variant) Size and Type: medium humanoid Languages: You can speak, read and write Common and 1 other language of your choice (Dwarven), subject to GM approval. Hard to Kill: Gronrog humans roll death saves with Advantage. Feat Affinity (Oversized): Gornrog humans are larger than other humans, and can manage, with training, to wield weapons of a size category one larger, adding an additional die of damage 1/round to attacks made with the oversized weapon. Gornrog humans may take the Oversized feat, which allows them to use Large weapons without penalty. For example, a Gornrog human with the Oversized feat wielding a Large-size longsword would deal 2d8+Str modifier damage on one successful attack/round. Other successful attacks in the round would deal 1d8+ Str modifier, as normal. Gornrog Heritage You have an excellent knowledge of not only your tribe's territory, but also the terrain and natural resources of the rest of the Gornrog Plains. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of other Gornrogs, etc. Personality Traits: I'm driven by a wanderlust that led me away from home. Ideal: Greater Good - It is each person's responsibility to make the most happiness for the whole tribe. Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaw: There's no room for caution in a life lived to the fullest. Spellcasting You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. Cantrips You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table. Spell Slots The Bard table shows how many spell slots you have to cast your bard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot. Spells Known of 1st Level and Higher You know four 1st-level spells of your choice from the bard spell list. The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Ritual Casting You can cast any bard spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells. Bardic Inspiration (d6) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Spells (2; 2/) 0) Prestidigitation, Vicious Mockery 1) Cure Wounds, Heroism, Silvery Barbs, Speak with Animals
  9. Lyla o' the Wood Wood Elf Druid (Dreamer) 1 Strength 9 -1 Dexterity 15 +2 Constitution 13 +1 Intelligence* 13 +1 Wisdom* 19 +4 Charisma 11 +0 * - Proficient Languages: Common, Elven, Dwarven Prof Bns: +2 Spd: 35' AC: HP: 9 Melee Attk: Ranged Attk: Spell Attk: Initiative: Saves: Wisdom, Intelligence Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears (always: Longsword, Shortsword, Longbow, Shortbow) Tools: Reed Flute, Herbalism kit Skills: Perception, Athletics, Survival, Medicine, Nature Gear: a staff, a hunting trap, a trophy from an animal you killed (owl claws necklace), a set of traveler's clothes, a pouch containing 10 gp, wooden shield, leather armor, scimitar, explorer's pack, druidic focus (tiny dreamcatcher made from squirrel fur, elm wood, spider silk thread and thrush feathers) Ability Score Increase: Increase your Dexterity by 2 and your Wisdom by 1 (Wood Elf) Size and Type: medium humanoid Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep. Keen Senses: You have proficiency in the Perception skill. Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot: Your base speed increases to 35'. Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena Origin (Guide) You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Personality Trait: I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry owlbear. Ideal: Change - Life is like the seasons, in constant change, and we must change with it. Bond: An injury to the unspoiled wilderness of my home is an injury to me. Flaw: I am slow to trust members of other races, tribes, and societies. Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. Cantrips At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Preparing and Casting Spells The Druid table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Druid level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. Spells (2; 2/) 0) Druidcraft, Magic Stone 1) Absorb Elements, Cure Wounds, Faerie Fire, Goodberry, Purify Food and Drink StoryLyla is a rarity among the elves: an invited resident of the WitchQueen's forest. Lyla was drawn to Carmen's wood by dreams that portended greatness for her, if only she would make the journey. Taking ship from the Elven Isle as part of her decade of service at sea, she jumped ship on a dark night off the coast of the WitxhQueen's lands and swam to shore. There, she joined a small coterie of other elves, drawn from near and far like herself, in dreams. Dreams of a happier, shinier place. The fey magics of the wood gave powers to the burgeoning druid circle, and Lyla was one of them. Her first assignment: journey among the dwarves, and understand their actions. And so, following her dreams, Lyla now finds herself following a Hearsk Spector, with notions why, but nothing confirmed. His unawareness that Lyla has joined his party is a minor inconvenience, dealt with when necessary...
  10. Hearsk Spector Dwarf Ranger - Hunter 1 Inheritor Strength 15* +2 Dexterity 11* +0 Constitution 17 +3 Intelligence 12 +1 Wisdom 14 +2 Charisma 14 +2 * - Proficient Languages: Common, Dwarven, Orc Prof Bns: +2 Spd: 25' AC: () HP: 14 Melee Attk: +4/+2 Ranged Attk: +2/+0 Spell Attk: +4/+2 Initiative: +0 Saves: Strength, Dexterity Armor: Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Martial Weapons (always: battle axe, Hand axe, light hammer, warhammer) Tools: Smith's Tools, Gaming Dice Skills: Survival, History, Athletics, Nature, Perception Gear: scale mail, hand axe, light hammer, dungeoneer's pack, long bow and 20 arrows, The DwarfDial^, a set of traveler's clothes, gaming dice, a pouch containing 15 gp ^ - The DwarfDial is a magical trinket, like a compass, that points unerringly towards dwarven artifacts and ruins, so long as the dial is set correctly: artifact, dwelling place, monument. Setting the dial is a manipulate object, but actually using the stone is an Action. It does not indicate distance. Ability Score Increase: +2 to Con, +1 to Wisdom (Hill dwarf) Size and Type: medium humanoid Speed: Your speed is not reduced by wearing heavy armor. Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Tool Proficiency: You gain proficiency with the artisan's tools of your choice Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages: You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Inheritance: Choose or randomly determine your inheritance (The DwarfDial, a trinket) from among the possibilities in the table below. Work with your DM to come up with details: Why is your inheritance so important (a Spector family heirloom, left to him by Lord Spector at the time of his death), and what is its full story (it was used by Lord Spector as a youth...)? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The DM is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item (I'm treating it kinda like a PF Wayfinder, but for dwarven relics/ruins only), or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you. Personality Trait: If someone is in trouble, I'm always willing to lend help. Ideal: Sincerity - There's no good in pretending to be something I'm not. Bond: I protect those who cannot protect themselves. Flaw: I have a weakness for the vices of the city, especially gambling. Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies. You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them. When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies (Undercommon), if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures. Natural Explorer Also at 1st level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in. While traveling for an hour or more in your favored terrain, you gain the following benefits: Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level. StoryHearsk is a distant cousin of Lord Spector, and much younger by more than two generations. At barely eighty, Hearsk is nearly a juvenile among his own folk, and unknown in their innermost circles. His appointment in Lord Spector's will as successor to Arvel's role as a relic-finder of the dwarven people was a surprise to everyone, not least of which was Hearsk himself. These days, Hears awaits word from the High King on his approval to continue Arvel's final unfulfilled quest: the recovery of axes dear to the dwarven race, and scattered to the four corners of the world. He already has his sage of record, Luxor, an archeologist who specializes in dwarven lore and ruins.
  11. Luxor, Wizard - Abjurer 1 (Sapphire Dragonborn) Archeologist Strength 12 +1 Dexterity 16 +3 Constitution 15 +2 Intelligence* 18 +4 Wisdom* 15 +2 Charisma 15 +2 * - Proficient Languages: Common, Draconic, Dwarven Prof Bns: +2 Spd: 30 AC: HP: 8 Melee Attk: +3/+1 Ranged Attk: +5/+3 Spell Attk: +6/+4 Initiative: +3 Saves: Wis, Int Armor: None Weapons: Daggers, Darts, Slings, Quarterstaffs, Light X-bows Tools: Cartographer's Tools Skills: History, Survival, Arcana, Investigation Gear: Quarterstaff, Arcane Focus (Dwarven Worry-stone from first dig; 1,200 years old), scholar's pack, spellbook, wooden case containing a map to a ruin or dungeon, a bullseye lantern (Signature Item; wrought of cold iron and shaped like the eye of a dragon, dwarf-crafted), a miner's pick, a set of traveler's clothes, a shovel, a two person tent, a trinket recovered from a dig site (See Arcane Focus), and a pouch containing 25 gp Ability Score Increase: Increased three by +1 (Int, Wis, Cha) Size and Type: medium humanoid Gem Ancestry: Choose one type of dragon from the Gem Ancestry (Sapphire). Breath Weapon: When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Draconic Resistance: You have resistance to the damage type associated with your Gem Ancestry (thunder). Psionic Mind: You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language. Gem Flight: Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest. Language(s): You can speak, read, and write Common and one other language (Draconic) that you and your DM agree is appropriate for the character. Historical Knowledge When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old. Personality Trait: I'm happier in a dusty old tomb than I am in the centers of civilization. Ideals: Dignity - The dead and their belongings deserve to be treated with respect. Bond: I won't sell an art object or other treasure that has historical significance or is one of a kind. Flaw: When given the choice to go either left or right, I always go left (bc Fudge the right!) Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. Spellcasting Focus You can use an arcane focus as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook. Arcane Recovery 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. Spells (3; 2/) 0) Acid Splash, Fire Bolt, Ray of Frost 1) Mage Armor, Shield, Protection from Evil and Good, Detect Magic, Comprehend Languages, Witchbolt StoryLuxor has studied dwarven archeology for some time. He applied for, and was approved to, work with Lord Spector's dig team in Cordoba. However, the death of the famed nobleman, and the dissolution of his estate, left Luxor's future in limbo for months. The appointment of Spector's successor, Hearsk, gave the dragonborn a new focus for his plans and soon the sapphire dragonborn had enlisted himself as the sage of record for Hearsk's first expedition.
  12. roll Dragonborn (Sapphire) Wizard - Abjurer signature=hooded lantern (his bullseye)
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