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Morgrym

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  1. Abraxis Stormcrown of the Blue Dragonarmy LE male Nerakan human (Mercenary Recruit) / Warlock 4 Storm LE tiny dragon familiar Pseudodragon Torgon Stormcrown, Rogue of Eyes NE male Nerakan human (Criminal) / Fighter 2 Rogue 2 Age Storm 131, Abraxis 29, Torgon 25 Initiative +7 Abraxis, +7 Torgon, +2 Storm Inspiration Points Torgon 3, Abraxis 2 Passive Investigation Torgon 11, Abraxis 10, Storm 10 Passive Perception Torgon 17, Abraxis 14, Storm 13 Passive Stealth Storm 13, Torgon 12, Abraxis 12 Strength Abraxis 18, Torgon 18, Storm 6 Dexterity Storm 15, Abraxis 14, Torgon 14 Constitution Abraxis 16, Torgon 16, Storm 13 Intelligence Torgon 11, Abraxis 10, Storm 10 Wisdom Torgon 16, Abraxis 14, Storm 12 Charisma Abraxis 20, Torgon 17, Storm 10 1st level rogue / 1st level fighter Alexander age 17 +30 gp, Mishka age 15 +40 gp (brother and sister), CN, leather armor, scimitars
  2. Xander jolted into action, following Izzy. He silently loaded his hand crossbow, moved in, and attempted to jump up on the nearest table and fire his crossbow bolt down at the bull. athleticshand crossbow shothand crossbow (adv)damage if hit
  3. Morgrym

    Selene Zan

    Selene's total spells (including spells from Red Robe, Duplicitous Manuscript, Shadow Touched) Cantrips Light (evocation) VM 1 action; touch; 1 hour, 20-ft-radius (a firefly) Minor Illusion (illusion)* SM 1 action; 30 ft; 1 minute (a bit of fleece) Fire Bolt (evocation) VS 1 action; 120 ft; RSA 2d10 fire Mind Sliver (enchantment) V 1 action; 60 ft; Int save 2d6 psychic+ Toll the Dead (necromancy) VS 1 action; 60 ft; Wis save 2d8/2d12 necrotic Shocking Grasp (evocation) VS 1 action; MSA (adv metal armor) 2d8 lightning+ True Strike (divination) S 1 action; 30 ft; C<1 rd; grant adv next attack roll Acid Splash (conjuration) VS 1 action; 60 ft; Dex save 2d6 acid+ 1st Level Spells Silent Image (illusion) VSM 1 action, 60 ft, C<10 min (a bit of fleece) Vittorio's Magic Aura (illusion) VSM Mage Armor (abjuration) VSM (a piece of cured leather) Shield (abjuration) VS Absorb Elements (abjuration) S Protection from Evil and Good (abjuration) VSM (consumed powdered silver) Fog Cloud (conjuration) VS Color Spray (illusion) VSM (a pinch of red, yellow, and blue sand) Feather Fall (transmutation) VM (a small feather) Ray of Sickness (necromancy) VS Sleep (enchantment) VSM (cricket legs) Charm Person (enchantment) VS Grease (conjuration) VSM (a bit of butter) Detect Magic (divination) [ritual] VS Identify (divination) [ritual] VSM (an owl feather and a pearl) Alarm (abjuration) [ritual] VSM (a tiny bell and piece of fine silver wire) 2nd Level Spells Invisibility (illusion) VSM (an eyelash encased in gum arabic) Phantasmal Force (illusion) VSM (a bit of fleece) Mirror Image (illusion) VS Shadow Blade (illusion) VS Darkness (evocation) VM (bat wing) Shatter (evocation) VSM (a chip of mica) Rope Trick (transmutation) VSM (powdered corn extract and a twisted loop of parchment) Dragon's Breath (transmutation) `VSM (a hot pepper) Spider Climb (transmutation) VSM (a drop of bitumen and a spider) Earthbind (transmutation) V 3rd Level Spells Major Image (illusion) VSM (a bit of fleece) Counterspell (abjuration) S Dispel Magic (abjuration) VS Tidal Wave (conjuration) VSM (a drop of water) Fireball (evocation) VSM (bat guano) Blink (transmutation) VS Phantom Steed (illusion) [ritual] VS 4th Level Spells Phantasmal Killer (illusion) VS Polymorph (transmutation) VSM (a caterpillar cocoon) Charm Monster (enchantment) VS Divination (divination) [ritual] VSM (consumed incense) Hallucinatory Terrain (illusion) [ritual] VSM (a stone, a twig, and a bit of green plant) 5th Level Spells Dream (illusion) VSM (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Synaptic Static (enchantment) VS Mislead (illusion) S *this spell is altered for Illusionists
  4. Lucien of Takar, male half ogre, Black Dragonarmy Highlord (Arena Fighter), Fighter 16 (Champion) Str 25, Dex 14, Con 20, Int 11, Wis 14, Cha 16 Size Medium Speed 30 Languages Ogre, Trade Tongue Initiative +7 Background Arena Fighter Tools Herbalism kit, vehicles (water) Proficiency Bonus +5 HP 243 HD 16 (durable) AC 21 (+2 plate, defense) Saves adv vs spells +10 Str*, +2 Dex, +10 Con*, +0 Int, +2 Wis, +3 Cha Feats Tough Athlete standing up takes 5 ft movement, climbing doesn't cost you extra movement, you can make a running long or high jump after moving only 5 feet on foot Alert Durable Great Weapon Master -5/+10 Mounted Combatant Mobile Eldritch Adept devilsight Attacks +9 / +9 / +9 / +9 +2 greatsword 18-20, 2d6+19 +8 / +8 / +8 / +8 +1 longbow 1d8+3 150/600 Skills +12 Athletics*, +8 Deception*, +7 Insight*, +8 Intimidation*, +7 Perception* Features Darkvision. 60 Ogre Toughness. Natural Athlete. You gain proficiency in the Athletics skill. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Great Weapon Fighting. when you roll a 1 or 2 on a damage die with a weapon wielded in two hands, you may reroll and must keep the reroll. Second Wind. bonus action 1d10+16 1/short or long rest Action Surge. on your turn, you can take one additional action Superior Critical. your weapon attacks critical on 18-20 Bonus Fighting Style. Defense +1 AC Remarkable Athlete. add +3 to any Str, Dex, or Con check you make that doesn't already use your prof bonus. when you make a running long jump, the distance you can cover increases by a number of feet equal to your Str mod Extra Attack x4. Indomitable x2. Attuned Magic Items mantle of spell resistance belt of fire giant strength 25 necklace of adaptation Other Magic Items potion of invulnerability potion of speed Black Dragon Highlord Helm immune to frightened condition, adv Intimidation checks
  5. Samar LG male Silvanesti elf (Soldier), Fighter (Eldritch Knight) 14 Str 18, Dex 14, Con 17, Int 19, Wis 16, Cha 10 HD 14 HP 191 AC 19 (+1 elven chain shirt, +1 shield) Languages Elvish, Trade Tongue, Sylvan Weapons simple, martial Armor all, all shields Tools cartographer's tools, smith's tools Speed 30 Darkvision 60 Proficiency Bonus +5 Initiative +7 Saves adv vs charm +8 Str*, +2 Dex, +8 Con*, +4 Int, +8 Wis*, +0 Cha Skills Acrobatics*, Athletics*, Insight*, Perception*, Survival* Feats Tough Sentinel Flaw abrasive personality Observant Alert Sharpshooter Resilient (wis) Elven Accuracy Slasher Attacks +11 / +11 / +11 +2 longsword 1d10+6 (two-handed), versatile, slasher, sentinel, elven accuracy +9 / +9 / +9 +2 longbow 1d8+4, sharpshooter Spellcasting (Int) +9, DC 17, spells known: 10 Cantrips: true strike, dancing lights, mage hand, message, mending 1st (4 slots) shield, absorb elements, alarm, detect magic 2nd (3 slots) hold person, arcane lock, warding wind, mind spike 3rd (2 slots) counterspell, tongues Features Darkvision. Keen Senses. Fey Ancestry. Trance. Elf Weapon Training. Fighting Style. Protection Second Wind. 1/short or long rest 1d10+14 hp as bonus action Action Surge. 1/short or long, take an extra action on your turn Cantrip. Extra Attack x2. Indomitable x2. 2 per long rest Weapon Bond. War Magic. when you use your action to cast a cantrip, you can make one attack as a bonus action Eldritch Strike. when you hit with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn
  6. Alhana Starbreeze, Princess of Silvanesti LG female Silvanesti elf (Noble), Fighter (Battle Master) 8 / Druid (Circle of Stars) 8 Str 14, Dex 14, Con 19, Int 14, Wis 18, Cha 18 HD 16 HP 212 AC 21 (+2 elven chain shirt, +2 shield) Languages Elvish, Trade Tongue, Dwarven, Druidic, Sylvan Weapons simple, martial Armor all, all shields Tools game (Khas), Herbalism Kit Speed 40 Darkvision 60 Proficiency Bonus +5 Initiative +7 Saves +7 Str*, +2 Dex, +10 Con*, +2 Int, +4 Wis, +4 Cha Skills +9 Animal Handling*, +7 Arcana*, +7 History*, +9 Insight*, +9 Medicine*, +9 Perception*, +9 Persuasion*, +9 Survival* Feats Skilled Ritual Caster (ritual book: detect magic, identify, comprehend languages, augury, divination) Phobia oozes Magic Initiate (cleric) 2 cantrips, 1st heroism Alert Fey-Touched bless, misty step 1/day Tough Mobile after you attack a creature (hit or miss), you don't provoke from that creature for rest of your turn Inspiring Leader 10 min w/ companions (<6) temp hp = 20, 1/short or long rest Attacks +10 / +10 +3 vorpal longsword 1d8+5, ignores resistance to slashing damage. nat 20 off with a head. Druid Spellcasting +9, DC 17 Cantrips: true strike, spare the dying, guidance, dancing lights, produce flame, druidcraft, mending 1st (4 slots) cure wounds, healing word, absorb elements, jump, guiding bolt, (bless, heroism) 2nd (3 slots) protection from poison, gust of wind, summon beast, (misty step) 3rd (3 slots) revivify, aura of vitality, dispel magic 4th (2 slots) freedom of movement, locate creature Features Darkvision. Keen Senses. Fey Ancestry. Trance. Elf Weapon Training. Fighting Style. Blind-Fighting Second Wind. 1/short or long rest 1d10+8 hp as bonus action Action Surge. 1/short or long, take an extra action on your turn Combat Superiority. 5 man, d8 superiority die, DC 17 --Feinting Attack --Evasive Footwork --Rally --Commanding Presence --Ambush spend 1 superiority die and add to Stealth or Initiative Student of War. Know Your Enemy. 1 minute observing: learn one: Str; Dex; Con; AC; current HP; Total class levels; Fighter levels Cantrip. Star Map. can cast guiding bolt without expending a spell slot 5 times / long rest Starry Form. Spend use of Wild Shape. Archer: as a bonus action on subsequent turns make a ranged spell attack luminous arrow at target within 60, on a hit 1d8+4 radiant damage. Chalice: whenever you cast a spell using a slot that restores hp, you or another creature you choose within 30 feet of you regains 1d8+4 hp. Dragon: when you make an Int or Wis check or Con save to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10 Cosmic Omen. reaction 5 times / long rest. roll a d6. Weal (even): when a creature you can see within 30 feet of you is about to make an attack roll, save, or ability check, you can use your reaction to roll a d6 and add the number rolled to the total. Woe (odd) same, but instead you can use your reaction to roll a d6 and subtract that number from the total Attuned Magic Items vorpal longsword brooch of shielding resistance to force damage, immune to magic missiles amulet of health Other Magic Items Ring of Swimming (40) Wand of Magic Detection Wand of Secrets Equipment starjewel (druidic focus), diplomat's pack, longbow, quiver of 20 arrows, 3 potions of superior healing, map of Ansalon (in Elven), Khas game set, dagger, mess kit, elixir of health, FoWP silver raven, rod of lordly might
  7. Pitslang, Black Dragon Adult black dragon (huge) Black Dragon Personality Trait Collecting antiquates and learning why lost cultures vanished are as important to Pitslang as the call of Takhisis to fight in the War of the Lance Ideal Cunning. Destroying your foes without exposing yourself to danger is an art. Innate Spellcasting save DC 16, 13th level caster; spell attack +8 cantrips at will: vicious mockery, true strike, infestation, shape water 1st level spells (4 slots / long rest) charm person, dissonant whispers, detect magic, detect poison and disease, create or destroy water 2nd level spells (3 slots / long rest) blindness/deafness, darkness, pass without trace, suggestion 3rd level spells (3 slots / long rest) tidal wave, dispel magic, tongues, plant growth 4th level spells (2 slots / long rest) locate creature, charm monster, blight 5th level spells (2 slots / long rest) dream, cloudkill, insect plague 6th level spells (1 slot / long rest) true seeing, legend lore Appearance Notably underweight Mannerism Absently chews on and picks at teeth with swords, spears, or lances Bond A nearby person intrigues me with fascinating questions and bizarre ideas (Mia) Flaw / Secret Another dragon has sworn to find and destroy me Longterm Goal Establish a dynastic bloodline by producing young Cross Scheme cause accidents and catastrophes Lair Action Filth Burst Features change shape, death throes
  8. Abraxis Stormcrown male Nerakan human (Mercenary Recruit) / Warlock 4 (Pact of the Storm Over Ansalon) Alignment LE Age 29 Personality Trait When you stop training, you sign your own death notice. Ideal Ambition. I will make something of myself no matter what. Bond I will become the greatest mercenary warrior ever. Personality Flaw I do not trust easily and question anyone who attempts to give me orders. Initiative +7 Inspiration 2 XPs 3855. +460 Str 18 Dex 14 Con 16 Int 10 Wis 14 Cha 20 HD 4 HP 46 / 46 AC 18 Saves +3 Str, +2 Dex, +3 Con, +0 Int, +4 Wis*, +7 Cha* Speed 30 Background Mercenary Recruit Languages Trade Tongue, Nerakese Tools game (Khas) Weapons simple, great sword, pike, lance, great axe Armor light (no armor worn) Feats/Flaws Piercer (human) 1/turn when you hit with attack the deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll. When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the targets. Tough (dl) Clumsy (flaw) Weapon Master Alert you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen Shadow Touched Skills +6 Athletics*, +7 Deception*, +7 Intimidation*, +4 Perception*, +7 Persuasion* Features Theoretical Experience You have an encyclopedic knowledge of stories, myths, and legends of famous soldiers, mercenaries, and generals. Telling these stories can earn you a bed and food for the evening in taverns, inns, and alehouses. Your age or inexperience is endearing, making commoners more comfortable with sharing local rumors, news, and information with you. Pact Magic Pact of the Dragon (The Storm Over Ansalon), embedded a blue dragon scale into my chest as armor Otherworldly Patron Takhisis Dragonkind Blue, Lightning, 5 by 30 ft. line Armor of the Wrym At 1st level you gain a gift of draconic scales from your patron. Parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier. Breath of the Wyrm Also starting at 1st level, you can borrow your patron's breath weapon. You have a pool of d6s that you spend to exhale the breath weapon. The number of dice in the pool equals 1 + half your warlock level, rounded down (2). As a bonus action, you can exhale this breath weapon in an area, spending dice from the pool to do so. The maximum number of dice you can spend at once equals your proficiency bonus + 1, divided by two, rounded down (1). Roll the dice you spend, add them together, and deal that much damage to each creature in the area. The area and the type of damage are determined by your dragon's entry on the Dragon Kind table. Your pool regains all expended dice when you finish a long rest. At 6th level the area of cone weapons increase by 5 feet and the length of line weapons increase by 10 feet. They increase again this way at 10th and 14th levels. Eldritch Invocations (2) Devil's Sight 120 Armor of Shadows can cast mage armor at will, without expending a spell slot. Pact of the Chain you learn find familiar (pseudodragon). Additionally, when you take the Attack action, you can forgo one of your own to allow your familiar to make one of its own with its reaction. Spellcasting DC 15 spell attack +7 Slots per short rest: 2. Spells cast as 2nd level spells at 4th Cantrips Known (3) eldritch blast, toll the dead, friends 1st-level spells known (3 known) witch bolt, chromatic orb, hex, find familiar (ritual), inflict wounds 2nd-level spells known (2 known) darkness, shatter, invisibility Attuned Magic Items Staff of Rats and Moons Ring of Warmth -50 degrees FH tolerable, cold resistance. dark red iron ring Equipment light crossbow, 10 bolts, greatclub, dagger, explorer's pack, longsword, 5 darts, potion of healing, lance, pike, bag of holding, 90 gp, quarterstaff of dark walnut with rats and moons - staff of the rodent : strikes as magical, attune, wielder can speak with rats like speak with animals, 1/day summon a swarm of rats. 1 tiger eye worth 10 gp, 50 gp diamond for chromatic orb, 5 antitoxon, map of Taman Busuk, Trinket a bag containing forty-seven humanoid teeth, one of which is rotten Storm female pseudodragon tiny dragon AC 13, HP 10, -2, Spd 15, fly 60 ft., Str 6 Dex 15 Con 13 Int 10 Wis 12 Cha 10 Skills: +3 Perception (advantage), +4 Stealth blindsight 10, darkvision 60 understands Trade Tongue and Draconic, but can't speak Magic Resistance advantage on saves vs spells and other magical effects. Abraxis gets this if Storm is within 10 feet Limited Telepathy 100 ft. with Abraxis. Abraxis can see through Storm's eyes as long as they are within one mile ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 feet., one target. Hit: 1d4+2 piercing damage. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1d4+2 piercing damage and the target must succeed on a DC 11 Con save or become poisoned for 1 hour. If the save fails by 5 for more, the target falls unconscious for the duration, or until it takes damage or another creature uses an action to shake it awake. *** Torgon Stormcrown, Rogue of Eyes younger brother of Abraxis, male Nerakan human (Criminal) / Fighter 2 Rogue 2 Alignment NE Age 25 Personality Trait I am incredibly slow to trust. Those who seem the fairest often have the most to hide, four fingered hand Ideal Greed: I will do whatever it takes to become wealthy. (Evil) Bond I will become the greatest thief that ever lived. Flaw When faced with a choice between money and my friends, I usually choose the money. Criminal Specialty Burglar Proficiency Bonus +2 Initiative +7 Str 18 Dex 14 Con 16 Int 12 Wis 16 Cha 17 HD 4 HP 53 / 53 AC 15 (+3 chain shirt, +2 dex); 17 w/ shield. Saves +6 Str*, +2 Dex, +5 Con*, +1 Int, +3 Wis, +3 Cha Speed 30 Background Criminal Languages Trade Tongue, Nerakese, Draconic, Thieves' Cant Tool Proficiencies game (Khas), thieves tools, poisoner's kit, forgery kit Weapons & Armor All armor., shields, simple weapons, martial weapons Inspiration 3 XPs 3855 Feats/Flaws Prodigy (human) exp Perc Tough (dl) Abrasive Personality (flaw) You are difficult, overbearing and generally crass in social situations, causing others to dislike you. You suffer disadvantage on all Persuasion skill checks. Poisoner creatures resistant to poison damage are not resistant to mine Alert you can't be surprised while conscious. other creatures don't gain adv on attack rolls against you as a result of being unseen Skills +6 Athletics*, +7 Deception*, +5 Intimidation*, +7 Perception* (exp) (advantage when relying on sight), +3 Persuasion (disadvantage), +4 Stealth*, +7 Survival*; (thieves tools +4 to pick locks/disarm traps) Features Criminal Contact You have a criminal contact who acts like liaison of you to any network of criminals, and you have trustworthy and reliable contact from them. How to get the messages from your contact and also to your contact is well known to you. Even over great distances too you can get the messages. You know the corrupt caravan masters and also the local messengers and even seedy sailors who can able to deliver messages for you. My criminal contract is Lute the Pawn Broker in City of Neraka. Tacitus the seedy sailor smuggler. Second Wind 1d10+2 hp bonus action 1/short rest Fighting Style Blind-Fighting. 10 foot blindsight range including invisible creatures Expertise prof bonus doubled for Deception and Survival. Sneak Attack 1/turn when have adv on attack using a finesse or ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. Thieves Cant Action Surge 1 / short or long rest, one your turn, you can take 1 additional action. Darkvision 120 Cunning Action bonus action to Dash, Disengage, Hide each turn Atunned Magic Items robe of eyes you see in all directions, adv on all Perception checks that rely on sight. Darkvision 120. You can see invisible objects or creatures, as well as see into the Ethereal Plane, out to a range of 120 feet. Equipment thieves tools, 9 doses Con DC 14 or 2d8 poison and be poisoned until the end of your next turn, burglar's pack, poisoner's kit, shield, chain shirt, longsword, club, shortsword, spear 20/60, dart 20/60, shortbow 80/320, 16 arrows, explorer's pack, 4 antitoxins, dagger, 15 gp, 56 gp, manticore spikes, forgery kit, +1 dagger, swirling gold wand of secrets, 11 doses of mushroom spore powder from barrel (potion of poison) Trinket a crystal knob from a door Captain Lewisgilt Lady Kafa cleric of the Dark Queen. Adrik Greyforge of the Zhakar rat stone idol worth 50 gp 64 gp, 190 sp, silver dagger, gold ring with emerald worth 310 gp. 1 tiger eye worth 10 gp manticore treasure: 2600 cp, 60 gp, 7 gemstones translucent white and blue moonstones worth 50 gp each locked iron chest in bag: 150 gp, 5 50 gp zircons, potion of climbing dagger with tip maybe ancient worth 100 gp 3 potions of greater healing 4d4+4 2 potions of poison (look/smells like potions of greater healing. 16 cp Gessel the prisoner apothecary mage Ratman treasure 1486 cp, 1301 sp, 85 gp, pair of dice made ivory worth 75 gp, locket made of onyx worth 25 gp, silk embroidered handkerchief worth 20 gp, couatl feather mask with 30 gp, soapstone pitcher worth 25 gp. Cyclops treasure: 700 cp, 10000 sp, 1800 gp, 140 pp, 11 black onyx w/ 50 gp each, purple brain ring ring of mind shielding (a), +1 greataxe, eyes of charming (a)
  9. Tindafulus the Fabulous male forest gnome Illusionist 7 alignment: unknown [Ravenloft 5E] Small Humanoid (gnome) Realm The Carnival (sideshow) Background Man in the Mirror Outcast Rating 2 (gnome), 1 (from The Carnival) Cultural Level 9 (Red Death) Languages Mordentish, Gnome, Thieves Cant Tool Proficiency Thieves Tools Carnival Quirk always finds candy in pockets Carnival Quirk narrow Wizard Ambition You will prove that wizardry is more powerful than any god Wizard Eccentricity Your lack of fashion sense and grooming sometimes causes others to pause Wizard Spellbook a Tome full of black pages whose writing is visible only in dim light or darkness Curse Tindafulus the Carnival Performer (sideshow) became trapped in his own reflection of a mirror, while casting mirror image. He existed in a mirror, visible to any who looked in the mirror, as he yelled "Help!" to get out, as he believes a duplicate of himself is out on a murder spree somewhere in The Carnival, perhaps somewhere in Litwick Market where mysterious fey merchants deal in lost memories and love potions, grudgingly doing business with The Carnival. Tindafulus's curse was foiled when Betty the White cast remove curse on the mirror. Tindafulus then broke the mirror. The actions removed nearly all of the curse. Some lingers, however. Since the mirror was broken, Tindafulus can no longer cast the spell mirror image. Any attempt by him to do so instead results in a random Wild Magic Surge from the PHB. Proficiency Bonus +3 Str 9 Dex 17 Con 12 Int 20 Wis 12 Cha 14 HD 7 HP 36 Saves Str -9, Dex +3, Con +1, Int* +8, Wis* +4, Cha +2, Hor +2, Mad -1 Speed 25 Skills OR 3: +3 Hypnosis, Intimidate; -3 Deception, Performance, Persuasion Arcana*, Insight*, Perception*, Performance* Features Gnome in the Mirror you are compelled to check your reflection in mirrors, for vanity, curiosity, or insecurity reasons. A successful Control Self skill check (DC 10 + your base proficiency bonus) allows you to refrain from looking in a mirror. When you are alone, that is the time that you can have a conversation with you - the other you, your reflection in the mirror. Your reflection may be in a good mood or bad mood. When it is in a good mood, you gain advantage on Deception and Persuasion checks with yourself. When your reflection is in a bad mood, it gains advantage on Deception and Intimidation checks against you. When your reflection rolls an Intimidation skill check on you, you must roll an opposed Control Self check. If you fail, you cannot resist punching the mirror into shards of glass. Darkvision 60 Gnome Cunning adv on all Int, Wis, Cha saves vs magic Natural Illusionist Speak with Small Beasts can communicate simple ideas to small beasts Weapons +6 straight razor 1d4+3 slashing (light, finesse) Equipment Various grooming products can of snake oil a set of fine clothes a pair of shined black shoes disguise kit a straight razor spellbook (see above for description) ...contents: pouch containing 15 gp. Gothic Trinket a deed to a one-acre plot of land in the realm of Darkon
  10. Captain Maquesta Kar-Thon of The Perechon N Female Half- Elf (Smuggler), Rogue (Swashbuckler) 9 / Fighter (Battle Master) 4 Age 82 Background Smuggler Guilty Pleasure the chance to deflate someone’s ego Adversary a master spy hunting for her, seeking revenge over a past assassination Benefactor a magistrate named Lord Swindle kept you out of jail (in Flotsam) in exchange for valuable information of a powerful underground crime lord embedded at Flotsam Str 13 (+1) Dex 19 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 18 (+4) Speed 30 Darkvision 60 Languages Trade Tongue, Elvish, Kalinese, Thieves Cant, Saifhum, Kothian, Ogre Proficiency Bonus +5 Armor light Weapons simple, hand crossbow, longsword, short sword, rapier Tools Thieves’ tools, vehicles (water), navigator’s tools, gemcutting tools Initiative +9 HD 9d8+4d10+78 HP 176 AC 19 (+4 +1 studded leather, +4 dex, +1 cloak) Saves +3 Str +11 Dex* +6 Con adv vs poison. +9 Int* +10 Wis* adv vs charm, magic can't put to sleep +6 Cha Weapons +11/+11 +2 cutlass 1d6+6 slashing (light, finesse) and +2 vicious dagger 1d4+6 piercing (light, finesse) +2 light crossbow 1d8+6 (80/320) Proficient Skills +12 Athletics* exp +10 Acrobatics* +10 Deception* +8 Insight* +8 Investigation* +8 Nature* +13 Perception* exp +10 Persuasion* +10 Sleight of Hand* +8 Survival* Feats/Flaws Tough Skilled Phobia (thanoi) Alert Linguist Athlete stand up 5 ft, climbing costs no extra movement, jump bonus Resilient (wis) Features Fey Ancestry. Adv saves vs charm & magic can’t put to sleep Skill Versatility. +2 proficient skills Even I Get Boarded Sometimes. All Perception and Investigation checks have disadvantage aboard the Perechon. You have advantage on Perception and Investigation to notice or find hidden contraband on other water vessels. Expertise. Sneak Attack. +5d6 Cunning Action. Dash, Disengage, Hide Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack‘s damage against you. Evasion. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Fighting Style. Two-weapon; add ability mod to offhand attack Second Wind. Bonus 1d10+4 1/short or long Action Surge. 1/short or long Combat Superiority. 4 d8’s per short rest, 3 man; DC 17 —Precision Attack —Feinting Attack —Pushing Attack Student of War. Attuned Magic Items Stone of Good Luck Brooch of Shielding (force resistance, no magic missiles) Cloak of Protection Equipment Bag of holding Folding boat Lantern of Revealing Periapt of Proof against Poison
  11. Est Sularus Oth Mithas
  12. Morgrym

    NPCs

    Serinda Elderwood LG female Silvanesti elf (Mage of High Sorcery) / Wizard (Bladesinger) 8 / Ranger 2 Leader of Underground Rebellion in Port Balifor Str 12, Dex 20, Con 19, Int 20, Wis 14, Cha 14 Age 129 Speed 30 (40 bs) Languages Elven, Trade Tongue, Draconic, Ogre, Giant Proficiency Bonus +4 Initiative +10 AC 20 (w/ mage armor), 25 (w/ bladesong) + shield (30) HD 10d4+2d10 HP 71 Saves +1 Strength +5 Dexterity +4 Constitution + Int mod conc on spells in bs +9 Intelligence* +6 Wisdom* adv vs charm, magic can’t put to sleep +2 Charisma Feats Mage of High Sorcery Adept of the White Robes (mind spike) Skilled Alert Skills +9 Arcana* +9 History* +9 Investigation* +9 Nature* +6 Perception* +6 Performance* +6 Persuasion* +9 Stealth* +6 Survival* Attacks +9/+9 shadow blade (4th-level slot) 3d8+5 +12/+12/+12 +3 vicious scimitar (hasted) 1d6+8 slashing, on nat 20 +7 damage +10/+10/+10 +1 longbow (hasted) 1d8+6 (150/600) +10/+10/+10 +1 dagger (hasted) 1d4+6 piercing Attuned Magic Items amulet of health bracers of defense ring of feather falling Spellcasting DC 17, +9 spell attack, 13 per day cantrips (4) message, true strike, friends, dancing lights, fire bolt, blade ward 1st (4) mage armor, magic missile, chromatic orb, disguise self, (shield, detect good and evil) 11 2nd (3) misty step, mirror image, shadow blade, earthbind (mind spike) 3rd (3) tidal wave, nondetection x, haste 1 4th (2) summon elemental, locate creature Features Darkvision. 60 Keen Senses. Fey Ancestry. Trance. Elf Weapon Training. longsword, shortsword, shortbow, longbow Cantrip. 1 bonus Arcane Recovery. 4 spell slots Initiate of High Sorcery. (shield, detect good and evil) Training in War and Song scimitar Bladesong. Bonus action + Int mod to AC 1 minute, +10 walk sp, adv on acrobatics, Int mod to Conc checks. 4/long rest Extra Attack. Magic Items cape of the mountebank, cloak of the manta ray, figurine of wondrous power (silver raven) Spellbook 1st: chromatic orb, sleep, identify, detect magic, mage armor, disguise self, magic missile, alarm, absorb elements, fog cloud, feather fall, expeditious retreat, jump, summon familiar (r) 2nd: arcane lock, augury (r), misty step, invisibility, knock, continual flame, alter self, earthbind, skywrite (r), see invisibility, hold person, shadow blade, mirror image 3rd: counterspell, dispel magic, protection from energy, remove curse, tidal wave, haste, water breathing, sending, leomund’s tiny hut, nondetection, wall of water 4th: summon elemental, locate creature, divination (r), polymorph, fabricate, hallucinatory terrain, banishment, magic circle, dimension door
  13. Morgrym

    NPCs

    Captain Maquesta Kar-Thon of The Perechon N Female Half- Elf (Smuggler), Rogue (Swashbuckler) 9 / Fighter (Battle Master) 4 Age 82 Background Smuggler Guilty Pleasure the chance to deflate someone’s ego Adversary a master spy hunting for her, seeking revenge over a past assassination Benefactor a magistrate named Lord Swindle kept you out of jail (in Flotsam) in exchange for valuable information of a powerful underground crime lord embedded at Flotsam Str 13 (+1) Dex 19 (+4) Con 18 (+4) Int 14 (+2) Wis 14 (+2) Cha 18 (+4) Speed 30 Darkvision 60 Languages Trade Tongue, Elvish, Kalinese, Thieves Cant, Saifhum, Kothian, Ogre Proficiency Bonus +5 Armor light Weapons simple, hand crossbow, longsword, short sword, rapier Tools Thieves’ tools, vehicles (water), navigator’s tools, gemcutting tools Initiative +9 HD 9d8+4d10+78 HP 176 AC 19 (+4 +1 studded leather, +4 dex, +1 cloak) Saves +3 Str +11 Dex* +6 Con adv vs poison. +9 Int* +10 Wis* adv vs charm, magic can't put to sleep +6 Cha Weapons +11/+11 +2 cutlass 1d6+6 slashing (light, finesse) and +2 vicious dagger 1d4+6 piercing (light, finesse) +2 light crossbow 1d8+6 (80/320) Proficient Skills +12 Athletics* exp +10 Acrobatics* +10 Deception* +8 Insight* +8 Investigation* +8 Nature* +13 Perception* exp +10 Persuasion* +10 Sleight of Hand* +8 Survival* Feats/Flaws Tough Skilled Phobia (thanoi) Alert Linguist Athlete stand up 5 ft, climbing costs no extra movement, jump bonus Resilient (wis) Features Fey Ancestry. Adv saves vs charm & magic can’t put to sleep Skill Versatility. +2 proficient skills Even I Get Boarded Sometimes. All Perception and Investigation checks have disadvantage aboard the Perechon. You have advantage on Perception and Investigation to notice or find hidden contraband on other water vessels. Expertise. Sneak Attack. +5d6 Cunning Action. Dash, Disengage, Hide Uncanny Dodge. Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack‘s damage against you. Evasion. Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Fighting Style. Two-weapon; add ability mod to offhand attack Second Wind. Bonus 1d10+4 1/short or long Action Surge. 1/short or long Combat Superiority. 4 d8’s per short rest, 3 man; DC 17 —Precision Attack —Feinting Attack —Pushing Attack Student of War. Attuned Magic Items Stone of Good Luck Brooch of Shielding (force resistance, no magic missiles) Cloak of Protection Equipment Bag of holding Folding boat Lantern of Revealing Periapt of Proof against Poison
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