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morgan_

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Posts posted by morgan_

  1. I had assumed the characters were weighted down by their equipment and were walking along the seafloor; will amend my posts so that Mulan is swimming.

    It didn't seem to me like the entire right path would be clearly visible from the cave entrance, so Mulan was just checking briefly to be 100% sure that there was nothing down that way.

  2. Itasca Rosecliff — Human BardItasca_token.png.707a8d95f3b88135b464cd400278a294.png

    Action Phase:
    Action 1: Move to Abandoned Fields
    Action 2: CHA Action — Cheer On --> add 2 tactics tokens to alliance foot line
    Free Action: Use CHA card --> refresh 2 alliance foot units
    Action 3: Move to Prairie
    Action 4: Put Out a Fire on alliance mounted line (left side of right flank)

     

    Battle Phase:
    Commander Raven power --> add 2 shaken units to right flank alliance foot line

    When a unit card is drawn: DEX Response — Misdirection After a unit card is revealed

    Choose which line that card targets (the line must have at least 1 unit, and a card can't target a line on its own side).
    if needed to prevent the dragon army foot unit from targeting the alliance ranged line

    Itasca will also absorb up to 4 hits for the alliance army

  3. Mulan PortraitFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC: 17 | HP: 49/49+11 | Speed: 30 ft. | Languages | Combat Proficiencies | Tool Proficiencies
    Strength: 15 (+2) | Dexterity: 10 (+0) | Constitution 14 (+2) | Intelligence: 12 (+1)| Wisdom: 10 (+0) | Charisma: 18 (+4)
    Second Wind (1d10 +3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    "That's a good idea, Moana. I can check out the path to the right," Mulan said. She swam down the right path to the narrow part, hoping to confirm whether it really is a dead end and a safe zone, before returning and reporting what she found there.

    OOC

    Action:
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 8 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Cloak of the Manta Ray
    3. Clothes, common
    4. Dagger
    5. Handaxe (2)
    6. Longbow
    7. Jian (Longsword), +1
    8. Lucky cricket (Arcane focus)
    9. Signal Whistle
    10. Quiver (20 arrows)

    Backpack

    1. Crowbar
    2. Rope, hempen (50 ft.)
    3. Sack
    4. Shovel

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
    5.  
    6. Ball bearings (bag of 1000)
    7. Bedroll
    8. Bell
    9. Blanket
    10. Candle
    11. Case, map or scroll
    12. Clothes, fine
    13. Dice set
    14. Grappling hook
    15. Hammer
    16. Healer's kit
    17. Lantern, hooded
    18. Mess Kit
    19. Oil (10 flasks)
    20. Perfume (vial)
    21. Piton (10)
    22. Rations (10 days)
    23. Soap
    24. Spikes, Iron
    25. String (10 ft.)
    26. Tent, two-person
    27. Tinderbox
    28. Waterskin
  4. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    On the Way:

    Fairla listens to Merituuli's explanation for Lady Michelle's behavior. "Ah, I misread Lady Michelle's situation; and I suppose there is a time and place for everything," she says, 'Though I still feel that was not one of those times.' She asks, "Are you also of noble descent, Merituuli?"

    When Coltan mentions the Order of the Black Robes, Fairla says, "Indeed, my learned sisters and brothers in the Black Robes do not accept fools in their ranks. I can't say I understand their appeal, but they do take their magic seriously." She adds, "Of course, no one is immune from occasional bouts of foolishness."

     

    Battle for Steel Springs:

    Fairla sees the Red Dragon Army soldiers surrounding Sir Artanis. 'I'd better do something to help him out over there,' she thinks as she casts Grease on the far end of the river crossing. 'I just hope this one won't end up biting us on the behind; I'll Dispel it if more Kalaman soldiers need to retreat.' Fairla can't help but wince as she sees the warhorse slip and fall on the rocky path. Unfortunately, the enemy soldier (presumably) lands on his feet, outside of the grease.

    Seeing Merituuli try to pull down one of the enemy soldiers from his horse into the river, Fairla attempts to do the same with a burst of telekinetic force. To get a better angle, she rides Billings ten feet to the right, with her new bird friend in tow. She manages to yoink the rider into the water near Merituuli.

    OOC

    Action: Casting Grease centered on J-K11-12 --> Success: Warhorse 1 falls prone. (There's actually no Dex save for RDAS 1 when his horse falls prone; he can dismount with a reaction and land on his feet within 5 feet of the horse, no save required.)

    Bonus Action: Telekinetic pull on RDAS4 towards O14 --> Success

    Movement:

    Reaction: Casting Shield, if attacked (AC would become 20)

    Object Interaction:

    Mount Action: Dodge

    Mount Movement: To S15 and back to S12

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    1/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. (p) Sleep
    12. ( ) Unseen Servant [R]

    2nd-Level
    3/3 Spell Slots

    1. ( ) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2/2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 859 Sp: 5 Cp: 6

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Clothes, Fine
    14. Clothes, Traveler's
    15. Crowbar
    16. Fishing Tackle
    17. Flask
    18. Grappling Hook
    19. Hammer
    20. Hammer, Sledge
    21. Healer's Kit
    22. Ink Pen
    23. Ink, Black
    24. Ink, Blue
    25. Lantern, Hooded
    26. Little Bag of Sand
    27. Manacles
    28. Mess Kit
    29. Oil (flask)
    30. Parchment (sheet)
    31. Perfume (vial)
    32. Pick, Miner's
    33. Piton
    34. Pouch
    35. Rations (1 day)
    36. Rope, Hempen (50 ft.)
    37. Rope, Silk (50 ft.)
    38. Sack
    39. Scale Mail, Red Dragon Army
    40. Scale, Merchant's
    41. Sealing Wax
    42. Shovel
    43. Signal Whistle
    44. Small Knife
    45. Soap
    46. Spikes, Iron
    47. String (10 ft.)
    48. Tent, Two-Person
    49. Tinderbox
    50. Vial
    51. Waterskin
    52. Wine, Common (pitcher) + pitcher
    53. Wine, Fine (bottle)

    Billings (Riding Horse)

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  5. sherrin_token.png.6e2c433d1ef85e747c8483af0cfbd733.pngSherrin — Human Rogue 3 

    AC:
    HP:
    Speed:

    15
    24/24
    40 ft.

    Strength:
    Dexterity:
    Constitution:

    12
    16
    14

    (+1)
    (+3)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    10
    14
    8

    (+0)
    (+2)
    (-1)

    Languages
    Proficiencies
    Feat: Mobile

    This is a template.

    Description. "Speech." 'Thought.' 

    OOC

     

    Actions

    Actions:
    Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use an Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with an Object

    Bonus Actions:
    Cunning Action—You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

    Reactions:

    Skirmisher—Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

    Stat Block

    [b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 3 (Scout) CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] [b]Rogue Features:[/b] [b]Sneak Attack:[/b] 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. [b]Cunning Action:[/b] Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. [b]Skirmisher:[/b] Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. [b]Racial Traits:[/b] [b]Feat: Mobile[/b] PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. [b]Background:[/b] Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
    Sherrin
    Human (Variant) Rogue 3 (Scout) CN

    AC 15 HP 17 Speed 40ft

    Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

    Attacks
    Shortsword (Pierce/5 ft.) +5 1d6+3
    Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
    Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



    Rogue Features:
    Sneak Attack: 1d6 -- PHB, pg. 96
    Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

    Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

    Skirmisher: Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

    Racial Traits:
    Feat: Mobile PHB, pg. 168
    Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

    Background:
    Criminal / Spy
    Feature: Criminal Contact
    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

     

    Inventory

    Gp: 82 Sp: 7 Cp: 9

    Equipped:

    1. Slippers of Spider Climbing
    2. Traveler's clothes
    3. Crowbar
    4. Dagger (20)
    5. Shortsword
    6. Signal whistle
    7. Studded leather armor
    8. Thieves' tools

    Backpack:

    1. Acid (1 vial)
    2. Ball bearings (bag of 1000)
    3. Bedroll
    4. Bell
    5. Caltrops (10 bags of 20)
    6. Candle (5)
    7. Cartographer's tools
    8. Case, map or scroll
    9. Chalk (10 pieces)
    10. Grappling hook
    11. Hammer
    12. Hooded lantern
    13. Mess kit
    14. Oil (7 flasks)
    15. Piton (10)
    16. Rations (10 days)
    17. Rope, silk (50 ft.)
    18. Sack
    19. String (10 ft.)
    20. Tinderbox
    21. Waterskin

    Buster the Mule:

    1. Bit and bridle
    2. Feed (20 days)
    3. Pack saddle
    4. Portable ram

    Saddlebags:

    1. Blanket
    2. Common clothes (dark with hood)
    3. Forgery kit
    4. Hempen rope (50 ft.)
    5. Manacles
    6. Perfume (1 vial)
    7. Playing card set
    8. Soap
    9. Shovel
    10. Whetstone
  6. Name: Sherrin

    Age: 24

    Former Profession: Smuggler

    Race: Human (Variant)

    Class: Rogue

    Background: Treasure Hunter

     

     

    Image:

    sherrin.png.78580601c8eacc76ebcfecba75cb643a.png

     

    Physical Description:

    Sherrin is a young woman of average height and lean build. She has red hair, brown eyes, and pale skin. She prefers to wear dark, loose-fitting clothing so as not to stand out and to conceal her leather armor and many knives. She speaks softly and tends not to overshare. When she enters a room, her eyes go first to possible escape routes and second to whatever valuables are nearby. She travels with a mule named Buster, whom she considers to be her best friend.

     

    Backstory:

    Sherrin life of thievery began at a young age, when she displayed a knack for getting into places she wasn't supposed to be and slipping away without a trace. It wasn’t long before she caught the attention of a gang affiliated with the Queen's Men. They taught her to fight with daggers and darts, and to navigate the navigate the wilderness, all for the purpose of smuggling delerium found in Drakkenheim.

    Sherrin was successful in this trade for a time, but after a falling out with her boss over a pair of Slippers of Spider Climbing, Sherrin left on bad terms. The group retaliated by burning down her house. Sherrin escaped the fire, but lost everything she owned. Fearing for her life, she made the difficult decision to flee the city and seek refuge in the Borderlands, joining the Silver Hawk Company.

     

    Personality:

    Light-fingered and fleet-footed, Sherrin is a natural thief. She does not care for the law, nor does she care about the consequences of her past crimes (mostly limited to burglary and larceny). She is polite most of the time, but gets prickly when things don't go her way. Her most noble quality is her loyalty to her friends, from whom she would never steal. Although she is pecuniarily-minded, she will happily share her pickings with others in exchange for a favor or for friendship, because those are worth much more than gold.

     

     

    Mechanics:

    Stats: Str. 12 (+1) | Dex. 16 (+3) | Con. 14 (+2) | Int. 10 (+0) | Wis. 14 (+2) | Cha. 8 (-1)

    Saving Throw Proficiencies: Dex (+5) | Int: (+2)

    Skill Proficiencies: Acrobatics (+5), Athletics (+3), Deception (+1), Investigation (+2), Nature (+4), Perception (+6), Sleight of Hand (+7), Stealth (+5), Survival (+6)

    Armor Proficinecies: Light armor

    Weapon Proficiencies: Hand crossbow, longsword, rapier, shortsword, simple weapons

    Tool Proficiencies: Cartographer's tools, forgery kit, thieves' tools

    Languages: Common, Gnomish, Thieves' Cant

     

    Race: Human (Variant)

    If your campaign uses the optional feat rules from chapter 5 of the Player's Handbook, your Dungeon Master might allow these variant traits, all of which replace the human's Ability Score Increase trait.

    • Ability Score Increase. Two different ability scores of your choice increase by 1. [Dexterity, Wisdom]
    • Skills. You gain proficiency in one skill of your choice. [Deception]
    • Feat. You gain one Feat of your choice. [Mobile]

    Feat: Mobile
    Source: Player's Handbook
    You are exceptionally speedy and agile. You gain the following benefits:

    • Your speed increases by 10 feet.
    • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
    • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

     

    Background: Treasure Hunter

    Lost treasure and valuable relics brought you to Drakkenheim. Perhaps the prospect of earning more gold than you can spend in your lifetime is too tantalizing to pass up, or alternatively you may seek items for their historical or religious significance.

    Skill Proficieneies: Investigation and one choice from the following: Stealth, Insight, or Perception

    Equipment: Thieves' tools, a set of dark clothes with a hood and a face covering. A signet ring of a fake lord, a fake identification, a set of weighted dice, and a deck of cards.

    Tool Proficieneies: Thieves' tools Forgery kit, cartographer's tools

     

    Class: Rogue

    Hit Points:
    Hit Dice: 1d8 per rogue level
    Hit Points at 1st Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

    Proficiencies:
    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Thieves' tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

    Equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a rapier or (b) a shortsword
    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
    • Leather armor, two daggers, and thieves' tools

    Expertise: Perception and Sleight of Hand
    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    Sneak Attack:
    Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a 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.

    The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

    Thieves' Cant:
    During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

    Cunning Action:
    Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


    Roguish Archetype: Scout
    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.
    Source: Xanathar's Guide to Everything

    Skirmisher:
    Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

    Survivalist:
    When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

     

    Inventory:
    Gp: 82 Sp: 7 Cp: 9

    Equipped:

    1. Slippers of Spider Climbing
    2. Traveler's clothes
    3. Crowbar
    4. Dagger (20)
    5. Shortsword
    6. Signal whistle
    7. Studded leather armor
    8. Thieves' tools

    Backpack:

    1. Acid (1 vial)
    2. Ball bearings (bag of 1000)
    3. Bedroll
    4. Bell
    5. Caltrops (10 bags of 20)
    6. Candle (5)
    7. Cartography kit
    8. Case, map or scroll
    9. Chalk (10 pieces)
    10. Grappling hook
    11. Hammer
    12. Hooded lantern
    13. Mess kit
    14. Oil (7 flasks)
    15. Piton (10)
    16. Rations (10 days)
    17. Rope, silk (50 ft.)
    18. Sack
    19. String (10 ft.)
    20. Tinderbox
    21. Waterskin

    Buster the Mule:

    1. Bit and bridle
    2. Feed (20 days)
    3. Pack saddle
    4. Portable ram

    Saddlebags:

    1. Blanket
    2. Common clothes (dark with hood)
    3. Forgery kit
    4. Hempen rope (50 ft.)
    5. Manacles
    6. Perfume (1 vial)
    7. Playing card set
    8. Soap
    9. Shovel
    10. Whetstone

     

  7. Mulan tokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC:
    HP:
    Speed:

    17
    49/49+11
    30 ft.

    Strength:
    Dexterity:
    Constitution:

    15
    10
    14

    (+2)
    (+0)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    12
    10
    18

    (+1)
    (+0)
    (+4)

    Languages
    Combat Proficiencies
    Tool Proficiencies

      Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    "I believe the direct approach would be best," Mulan said, "especially because we have a time limit and they already know we're here. I'll trust you all to have my back in there; you can expect the same from me." With that, Mulan swam into the cave, on the lookout for the guards the mysterious voice mentioned.

    OOC

    Action: Active perception --> Perception 12
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 8 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Cloak of the Manta Ray
    3. Clothes, common
    4. Dagger
    5. Handaxe (2)
    6. Longbow
    7. Jian (Longsword), +1
    8. Lucky cricket (Arcane focus)
    9. Signal Whistle
    10. Quiver (20 arrows)

    Backpack

    1. Crowbar
    2. Rope, hempen (50 ft.)
    3. Sack
    4. Shovel

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
    5.  
    6. Ball bearings (bag of 1000)
    7. Bedroll
    8. Bell
    9. Blanket
    10. Candle
    11. Case, map or scroll
    12. Clothes, fine
    13. Dice set
    14. Grappling hook
    15. Hammer
    16. Healer's kit
    17. Lantern, hooded
    18. Mess Kit
    19. Oil (10 flasks)
    20. Perfume (vial)
    21. Piton (10)
    22. Rations (10 days)
    23. Soap
    24. Spikes, Iron
    25. String (10 ft.)
    26. Tent, two-person
    27. Tinderbox
    28. Waterskin
  8. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    On the Way:

    Fairla weighs in on the discussion of Lady Michelle's treatment of her guards. "I've only met Lady Michelle the one time," she says, "and it sounds like she's had a long road to get to where she is now. It is my opinion, however, that her use of coarse language is counterproductive to her position. To insult a subordinate in such a way is unbecoming of a noblewoman. I feel such behavior likely undermines her authority with her guards and, indeed, anyone else in the castle who might have heard her. Those guards seemed to obey her direct orders just fine anyway."

     

    In the morning, Fairla starts her day like usual, by casting Mage Armor. She also spends a few minutes preparing her newly-learned Sleep spell.

    Battle for Steel Springs:

    When Fairla sees the retreating Kalaman soldiers and the dragon army in pursuit, and her companions protecting the center and left, she excitedly rides towards the right side, hoping to block the space between the rocks. 'This is why I came out east, and why I studied magic to begin with,' she thinks. 'I just hope this mission works out better than Wheelwatch.' She does not intend to lose most of her allies this time, nor get captured again.

    She casts Grease under the nearest horseman (RDAS 4 and Warhorse 4) before he can try to cross the river. The grease appears, but the warhorse remains steady.

    OOC

    Action: Casting Grease (DC 15 Dex save) centered on M-N17-18

    Bonus Action:

    Movement:

    Reaction: Casting Shield, if attacked (AC would become 20)

    Object Interaction:

    Mount Action: Dodge

    Mount Movement: From Z6 to S12

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    2/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. (p) Sleep
    12. ( ) Unseen Servant [R]

    2nd-Level
    3/3 Spell Slots

    1. ( ) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2/2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 859 Sp: 5 Cp: 6

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Clothes, Fine
    14. Clothes, Traveler's
    15. Crowbar
    16. Fishing Tackle
    17. Flask
    18. Grappling Hook
    19. Hammer
    20. Hammer, Sledge
    21. Healer's Kit
    22. Ink Pen
    23. Ink, Black
    24. Ink, Blue
    25. Lantern, Hooded
    26. Little Bag of Sand
    27. Manacles
    28. Mess Kit
    29. Oil (flask)
    30. Parchment (sheet)
    31. Perfume (vial)
    32. Pick, Miner's
    33. Piton
    34. Pouch
    35. Rations (1 day)
    36. Rope, Hempen (50 ft.)
    37. Rope, Silk (50 ft.)
    38. Sack
    39. Scale Mail, Red Dragon Army
    40. Scale, Merchant's
    41. Sealing Wax
    42. Shovel
    43. Signal Whistle
    44. Small Knife
    45. Soap
    46. Spikes, Iron
    47. String (10 ft.)
    48. Tent, Two-Person
    49. Tinderbox
    50. Vial
    51. Waterskin
    52. Wine, Common (pitcher) + pitcher
    53. Wine, Fine (bottle)

    Billings (Riding Horse)

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  9. Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC:
    HP:
    Speed:

    17
    49/49+11
    30 ft.

    Strength:
    Dexterity:
    Constitution:

    15
    10
    14

    (+2)
    (+0)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    12
    10
    18

    (+1)
    (+0)
    (+4)

    Languages
    Combat Proficiencies
    Tool Proficiencies

      Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    "I am happy to lead the way, if no one objects," Mulan said. "My strength lies in my sword and my martial training, so it would make sense for me to be in the front line if they attack."

    Having stepped through the portal, she looked to the entrance of the underwater cave, hoping to see whether Ursula had posted any guards in the area. Despite the dim light (not to mention being underwater), she could still see the entrance reasonably clearly.

    OOC

    Action: Active perception --> 18
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 8 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Cloak of the Manta Ray
    3. Clothes, common
    4. Dagger
    5. Handaxe (2)
    6. Longbow
    7. Jian (Longsword), +1
    8. Lucky cricket (Arcane focus)
    9. Signal Whistle
    10. Quiver (20 arrows)

    Backpack

    1. Crowbar
    2. Rope, hempen (50 ft.)
    3. Sack
    4. Shovel

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
    5.  
    6. Ball bearings (bag of 1000)
    7. Bedroll
    8. Bell
    9. Blanket
    10. Candle
    11. Case, map or scroll
    12. Clothes, fine
    13. Dice set
    14. Grappling hook
    15. Hammer
    16. Healer's kit
    17. Lantern, hooded
    18. Mess Kit
    19. Oil (10 flasks)
    20. Perfume (vial)
    21. Piton (10)
    22. Rations (10 days)
    23. Soap
    24. Spikes, Iron
    25. String (10 ft.)
    26. Tent, two-person
    27. Tinderbox
    28. Waterskin
  10. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    Fairla gladly takes Artanis up on his offer to pick up her horse, reasoning that even if it were not to pull the wagon, having a swift horse nearby could come in handy. She would also offer reimburse Artanis and Vigdan for her share of any group purchase.

     

    When it is time to leave, she hitches her horse to the back of a(/the) wagon and climbs inside the wagon. When night falls, she casts Alarm on the rear entrance of the wagon (excluding present company from its effects) and says, "I'd like to get some sleep. Please wake me up if something happens or if you need me for anything. I can see a little in the moonlight, but I'd rather not be the one to drive the wagon at night. Oh, and if any of you want to ride my horse, her name is Billings and she's friendly enough."

    OOC

    Action: Ritually casting Alarm (assuming the wagon has a door or window on which the spell can be cast)

    Bonus Action:

    Movement:

    Reaction:

    Object Interaction:

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    3/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. ( ) Sleep1st Level Enchantment
      Casting Time: 1 action
      Range: 90 feet
      Target: Creatures within 20 feet of a point you choose within range (in ascending order of their current hit points, ignoring unconscious creatures)
      Components: V S M (A pinch of fine sand, rose petals, or a cricket)
      Duration: 1 minute

      This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
      At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    12. ( ) Unseen Servant [R]

    2nd-Level
    3/3 Spell Slots

    1. (p) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2/2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 859 Sp: 5 Cp: 6

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Clothes, Fine
    14. Clothes, Traveler's
    15. Crowbar
    16. Fishing Tackle
    17. Flask
    18. Grappling Hook
    19. Hammer
    20. Hammer, Sledge
    21. Healer's Kit
    22. Ink Pen
    23. Ink, Black
    24. Ink, Blue
    25. Lantern, Hooded
    26. Little Bag of Sand
    27. Manacles
    28. Mess Kit
    29. Oil (flask)
    30. Parchment (sheet)
    31. Perfume (vial)
    32. Pick, Miner's
    33. Piton
    34. Pouch
    35. Rations (1 day)
    36. Rope, Hempen (50 ft.)
    37. Rope, Silk (50 ft.)
    38. Sack
    39. Scale Mail, Red Dragon Army
    40. Scale, Merchant's
    41. Sealing Wax
    42. Shovel
    43. Signal Whistle
    44. Small Knife
    45. Soap
    46. Spikes, Iron
    47. String (10 ft.)
    48. Tent, Two-Person
    49. Tinderbox
    50. Vial
    51. Waterskin
    52. Wine, Common (pitcher) + pitcher
    53. Wine, Fine (bottle)

    Billings (Riding Horse)

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  11. Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC:
    HP:
    Speed:

    17
    49/49+11
    30 ft.

    Strength:
    Dexterity:
    Constitution:

    15
    10
    14

    (+2)
    (+0)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    12
    10
    18

    (+1)
    (+0)
    (+4)

    Languages
    Combat Proficiencies
    Tool Proficiencies

      Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    "That is reassuring, Moana, that we are not fighting the sea itself," she said. "I've seen what happens when people try to fight forces of nature. A rushing torrent can lift boulders like paper lanterns; an avalanche can wipe out an army in an instant. It is the nature of momentum."

    Mulan took ten minutes to get ready to enter the portal. She first put on a Cloak of the Manta Ray with her splint armor. She also sorted through the items in her backpack, leaving the ones she believes would not work underwater behind with her horse in the Academy's stables.

    She waited in front of the portal with the sundial glyph, ready to proceed.

    OOC

    Action:
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 8 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Cloak of the Manta Ray
    3. Clothes, common
    4. Dagger
    5. Handaxe (2)
    6. Longbow
    7. Jian (Longsword), +1
    8. Lucky cricket (Arcane focus)
    9. Signal Whistle
    10. Quiver (20 arrows)

    Backpack

    1. Crowbar
    2. Rope, hempen (50 ft.)
    3. Sack
    4. Shovel

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
    5.  
    6. Ball bearings (bag of 1000)
    7. Bedroll
    8. Bell
    9. Blanket
    10. Candle
    11. Case, map or scroll
    12. Clothes, fine
    13. Dice set
    14. Grappling hook
    15. Hammer
    16. Healer's kit
    17. Lantern, hooded
    18. Mess Kit
    19. Oil (10 flasks)
    20. Perfume (vial)
    21. Piton (10)
    22. Rations (10 days)
    23. Soap
    24. Spikes, Iron
    25. String (10 ft.)
    26. Tent, two-person
    27. Tinderbox
    28. Waterskin
  12. Idalla Partridge, Human (Imperial) Noble Fighter

    Idalla Portrait

     

    image.jpeg.96a903748375a5e815d4391d894b379d.jpeg

    IDALLA PARTRIDGE

    Human (Imperial), Fighter 1, Noble


    Age: 22 Height: 5 feet 8 inches
    Weight: 138 pounds

    Size: Medium

    Culture: Imperial Background: Noble

     

    VITALS
    HIT POINTS
    12
    HIT DICE
    1d10
    ARMOR CLASS
    17 (Scale Mail + Shield)
    SPEED
    30 ft.
    MANEUVER DC
    13
    PERCEPTION
    9 (passive)
    IMMUNITIES
    None
    INSIGHT
    9 (passive)
    RESISTANCES
    None
    VULNERABLE
    None

     

    SKILLS & SAVES

    image.png.a8ac8d0a532261610f4c998a925c8344.png STRENGTH 16 (+3) Athletics +5

    Strength Save +5


    image.png.a8ac8d0a532261610f4c998a925c8344.png DEXTERITY 14 (+2) Acrobatics +4, Sleight of Hand +2, Stealth +2(d)

    Dexterity Save +3


    image.png.a8ac8d0a532261610f4c998a925c8344.png CONSTITUTION 14 (+2)

    Constitution Save +3


    image.png.a8ac8d0a532261610f4c998a925c8344.png INTELLIGENCE 10 (+0) Arcana +0, Culture +2, Engineering +0, History +2, Investigation +0, Nature +0, Religion +0

    Intelligence Save +0


    image.png.a8ac8d0a532261610f4c998a925c8344.png WISDOM 8 (-1) Animal Handling +1, Insight -1, Medicine -1, Perception +1, Survival -1

    Wisdom Save -1


    image.png.a8ac8d0a532261610f4c998a925c8344.png CHARISMA 12 (+1) Deception +1, Intimidation +1, Performance +3 , Persuasion +3

    Charisma Save +1


    Bold denotes Proficiency
    (denotes expertise)

    (d) denotes Disadvantage

     

    PROFICIENCIES & LANGUAGES

    Armor: Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Tools:
    Gaming set (playing card set)
    Senses: 


    Languages Common, Dwarvish, Elvish

     

    CLASS AND ARCHTYPE: FIGHTER

    A master of martial techniques, weapons, and combat maneuversHit Points

    Hit Dice: 1d10 per fighter level
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

    Proficiencies
    Armor:
    Light armor, medium armor, heavy armor, shields
    Weapons: Simple weapons, martial weapons
    Tools: None
    Saving Throws: Strength, Constitution
    Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival [Athletics, Perception]

    Fighting Style: Dueling (Fighter Lvl 1). You deal an extra 2 damage with melee weapons held in one hand while you aren’t wielding another weapon.

    Combat Maneuvers (Fighter Lvl 1). At 1st level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions of your choice. You learn three maneuvers of your choice from traditions you are proficient with.
    You gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Fighter table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.
    Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.

    Soldiering Knacks (Fighter Lvl 1). At 1st level you gain a soldiering knack of your choice. Your soldiering knacks are detailed at the end of the class description.
    The Knacks Known column of the Fighter table shows when you learn more fighter soldiering knacks.

     

    OTHER ABILITIES, FEATURES & FEATS

    HUMAN HERITAGE

    Fast Learner. You gain proficiency in one additional skill of your choice [Performance]. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime.

    Intrepid. Once between rests, when you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll.

    Diehard Survivor. You have the following traits:
    Feast and Famine. You can go a number of days equal to your Constitution modifier without suffering any fatigue from lack of Supply. Afterwards you require twice as much Supply for as many days as you went without.
    Radical Perseverance. You only die after failing 4 death saving throws instead of 3.


    IMPERIAL CULTURE

    Conscript (Imperial). You are proficient with light armor, spears, and light crossbows.

    Learned Teachers (Imperial). You gain proficiency in History and one other skill of your choice.

    Local Healers (Imperial). Whenever your hit point maximum or one of your ability scores would be reduced, it is reduced by half as much instead (minimum 1).

    Languages (Imperial). You can speak, read, write, and sign Common and one other language [Dwarvish].


    SOLDIERING KNACKS (FIGHTER)
    Campaigner. You double your Strength score when determining your carrying capacity and the weight you can lift, push, or drag. In addition, you can add your proficiency bonus to the number of hours you can march before you risk fatigue from a forced march.

     

    BACKGROUND: NOBLE

    Ability Score Increases: +1 to Strength and one other ability score [Constitution].

    Skill Proficiencies: Culture, History, and either Animal Handling or Persuasion [Culture, History Animal Handling, and Persuasion].

    Tool Proficiencies: One gaming set [Playing card set].

    Languages: One of your choice [Elvish].

    Feature: High Society. You know of—or personally know—most of the noble families for hundreds of miles. In most settled areas you (and possibly your companions, if well-behaved) can find a noble host who will feed you, shelter you, and offer you a rich lifestyle.

    Adventures and Advancement. Your family may ask you for one or two little favors: convince this relative to marry a family-approved spouse, slay that family foe in a duel, serve under a liege lord in a battle. If you advance your family’s fortunes, you may earn a knighthood along with the free service of a retinue of servants and up to 8 guards.

    Connection. The foppish friend you carouse with.

    Memento. A shield or tabard bearing your coat of arms.

     

    DESTINY: DEVOTION

    Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf.

    You fulfill your destiny of Devotion when you perform an act of selfless devotion.

    Die while saving the lives of others, complete a massive undertaking personally entrusted to you, succeed at the cause you devoted your life to.

    Fealty: You swore an oath to the crown and you’ll never break it.

    SOURCE OF INSPIRATION

    Its Own Reward. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself.

    Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice.

    INSPIRATION FEATURE

    Selfless Aid. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

    FULFILLMENT FEATURE

    Fulfillment Feature: Miraculous Revival. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points.
    You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in.
    In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws.

     

    EQUIPMENT

    EQUIPPED

    Common clothes, cloth brigandine, scale mail (steel), shield (medium), signet ring, tabard

    Shortsword, throwing dagger


    BACKPACK

    Backpack, bandage (5), bedroll, blanket, candle (10), case (map or scoll), crowbar fine clothes, flask, hammer, mess tin, steel mirror, piton (10), perfume (vial), playing card set, pouch, rope (hempen, 50 ft.) sack, sewing kit, soap, supply (10) tent (two-person), tinderbox, torch (10), waterskin

    Maximum Supply: 16
    Maximum Bulk: 4

     

    WEALTH

    COIN POUCH

    Copper: 6 | Silver: 1 | Electrum: 0 | Gold: 1 | Platinum: 0


    BANKED COIN

    Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0


    ITEMS OF VALUE (Gems, Art, Jewelry, etc.)

    1.
    2.
    3.

     

    MAGIC ITEMS

    ATTUNED ITEMS (Maximum of 3)


    1.
    2.
    3.

    NON-ATTUNED ITEMS


    1.
    2.
    3.

    CONSUMABLES


    1.
    2.
    3.

     

    COMBAT

    image.png.62206a923a5c1eea3023189185b4fafd.png Action image.png.fcf31a364bc94b86835dcbc82eff559d.png Bonus Action image.png.764ea8e968045aafe287a5a866d19e7f.png Reaction

    ATTACKS

    image.png.62206a923a5c1eea3023189185b4fafd.png Shortsword +5 to hit; reach 5 ft; one target; 1d6+3 slashing damage.

    Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).

    Parrying. When you are wielding this weapon and you are not using a shield, once before your next turn you can gain an expertise die to your AC against a single melee attack made against you by a creature you can see. You cannot use this property while incapacitated, paralyzed, rattled, restrained, or stunned.

    Defensive (medium). This weapon is designed to be used with a shield of the stated degree or lighter (light or medium). When you make an attack with this weapon and are using a shield designed for it, you can use a bonus action to either make an attack with your shield or increase your Armor Class by 1 until the start of your next turn.


    image.png.62206a923a5c1eea3023189185b4fafd.png Throwing Dagger +5 to hit; reach 5 ft; one target; 1d4+3 piercing damage

    Finesse. You may choose to use your Dexterity modifier for attack and damage rolls made with this weapon (included).

    Thrown. This weapon can be thrown as a ranged weapon attack. The thrown property lists two numbers after it, both measured in feet—the first is the weapon’s normal thrown range, and the second is the weapon’s maximum range. You have disadvantage on attack rolls made beyond the weapon’s normal range, and you cannot make attacks against targets beyond the weapon’s maximum range. Additionally, when using this weapon to make a ranged weapon attack, you may choose to use your Strength modifier or Dexterity modifier for its attack and damage roll.

     

    COMBAT MANEUVERS

    Fighter Level 1 | Maneuver Ability Strength | Maneuver Save DC 13 | Exertion Pool 4


    MIRROR'S GLINT TRADITION

    image.png.764ea8e968045aafe287a5a866d19e7f.png Leading Throw (1 point). 1st degree Mirror’s Glint reaction
    When a creature within your reach misses you with a melee weapon attack, you can use your reaction to try to throw it. The creature makes a Dexterity saving throw. On a failure it moves 15 feet in a straight line in a direction of your choice.


    RAZOR'S EDGE TRADITION

    image.png.764ea8e968045aafe287a5a866d19e7f.png Iron Will (1 point). 1st degree Razor’s Edge reaction
    When you make a saving throw to resist being charmed or frightened, you can use your reaction to gain advantage on the saving throw.

    image.png.fcf31a364bc94b86835dcbc82eff559d.png Perceptive Stance (1 point). 1st degree Razor’s Edge bonus action (stance)
    Your passive Perception score increases by 3. In addition, you gain an expertise die on Perception checks.

     

    APPEARANCE

    WIP

     

    BACKSTORY

    WIP

     
     
  13. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    Looking over the map, Fairla says, "I agree, Vigdan. A river crossing may be a good place to stop the Dragon Army's advance, but it does seem like an awfully big risk to leave the city without its military. If we are to travel to Steel Springs, I second the notion that a wagon would be best, if we can get one." She shifts her weight to ease the stiffness of legs already sore from hours of walking. "To that end, I do have a horse here in town I can bring." Inwardly, Fairla adds, 'and I'm going to have to pay additional stabling fees if I don't pick her up soon.'

    Fairla bows to the noblewoman when introduced. "Lady Michelle, it is an honor to meet you. To host refugees during these times... If there be anything I can do as well to support your work, please just say the word."

    Fairla would be in favor of leaving for Steel Spring as quickly as possible after a few hours of rest. During the afternoon, she visits a magic shop (one not run by a black-robed mage, if she can find it) to purchase the inks and materials required to add Sleep to her spellbook and finds a quiet place to copy the spell over.

    OOC

    Action:

    Bonus Action:

    Movement:

    Reaction:

    Object Interaction:

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    3/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. ( ) Unseen Servant [R]

    2nd-Level
    3/3 Spell Slots

    1. (p) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2/2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 52 Sp: 4 Cp: 4

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Spell Scroll of Sleep
    14. Clothes, Fine
    15. Clothes, Traveler's
    16. Crowbar
    17. Fishing Tackle
    18. Flask
    19. Grappling Hook
    20. Hammer
    21. Hammer, Sledge
    22. Healer's Kit
    23. Ink Pen
    24. Ink, Black
    25. Ink, Blue
    26. Lantern, Hooded
    27. Little Bag of Sand
    28. Manacles
    29. Mess Kit
    30. Oil (flask)
    31. Parchment (sheet)
    32. Perfume (vial)
    33. Pick, Miner's
    34. Piton
    35. Pouch
    36. Rations (1 day)
    37. Rope, Hempen (50 ft.)
    38. Rope, Silk (50 ft.)
    39. Sack
    40. Scale Mail, Red Dragon Army
    41. Scale, Merchant's
    42. Sealing Wax
    43. Shovel
    44. Signal Whistle
    45. Small Knife
    46. Soap
    47. Spikes, Iron
    48. String (10 ft.)
    49. Tent, Two-Person
    50. Tinderbox
    51. Vial
    52. Waterskin
    53. Wine, Common (pitcher) + pitcher
    54. Wine, Fine (bottle)

    Riding Horse

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  14. Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC:
    HP:
    Speed:

    17
    49/49
    30 ft.

    Strength:
    Dexterity:
    Constitution:

    15
    10
    14

    (+2)
    (+0)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    12
    10
    18

    (+1)
    (+0)
    (+4)

    Languages
    Combat Proficiencies
    Tool Proficiencies

      Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    (Presumably with Merida's encouragement, gold, and guidance,) Mulan approached the spellbook. Browsing the available spells, she settled on one that would give her allies all the strength of a raging fire. 'There's something strange about this type of magic,' Mulan consoled herself. 'I guess it's not the sort of thing you can just pick up right away.'

    She turned to Merida and said, "Thank you, Merida, for your assistance. It doesn't look like I will be able to learn anything right now. Rest assured, I will pay you back when we return from the sea."

    OOC

    Action: Attempting to learn Bless w/ Charisma (spending 15 of her own Gp and borrowing 75 of Merida's) --> Failed
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 8 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Clothes, common
    3. Dagger
    4. Handaxe (2)
    5. Longbow
    6. Jian (Longsword), +1
    7. Lucky cricket (Arcane focus)
    8. Signal Whistle
    9. Quiver (20 arrows)

    Backpack

    1. Ball bearings (bag of 1000)
    2. Bedroll
    3. Bell
    4. Blanket
    5. Candle
    6. Case, map or scroll
    7. Clothes, fine
    8. Crowbar
    9. Dice set
    10. Grappling hook
    11. Hammer
    12. Healer's kit
    13. Lantern, hooded
    14. Mess Kit
    15. Oil (10 flasks)
    16. Perfume (vial)
    17. Piton (10)
    18. Rations (10 days)
    19. Rope, hempen (50 ft.)
    20. Sack
    21. Shovel
    22. Soap
    23. Spikes, Iron
    24. String (10 ft.)
    25. Tent, two-person
    26. Tinderbox
    27. Waterskin

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
  15. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    With the battle finished, Fairla takes a moment to process the remarkable change in circumstances it brought. 'To think, just a few minutes ago we were prisoners here, and now we have retaken the outpost.' She expresses her sincere gratitude to her new allies for finishing what she could not as she introduces herself to them.

    Responding to Arlo's question about the spectral Coltan, Fairla says, "I suppose it was some sort of horrible illusion, likely reproducible by a mage"—she recalls the specter's wicked howls"or imitable, at least." Inwardly, she thinks, 'To want such a thing at his funeral, Arlo's friends and relations must be heartier than mine.'

    After the Voglerite militia secures the outpost, she confirms to Lt. Vogler and to Merituuli that Arlo, Vigdan, Lanal, and she were, regretfully, the only survivors of the unit sent to retake the fort.

    "There is, indeed, much we can discuss," she says to Hunni. "To learn from a fellow mage is one of life's greatest delights." She adds, "I am sorry to hear that my brother has left the pursuit of magic behind. I have not met him, but if he's anything like you he must make pleasant company." She also wonders what Hunni meant by, "Thanks to me," but does not ask about it.

    Fairla spends the following days puttering around the outpost, helping out in small ways here and there. She is very relieved to recover her spellbook and other possessions. Of the other treasure, she takes one set of Red Dragon Army Scale Mail, the spell scroll of Sleep (and any of the other spell scrolls that go unclaimed), resolving to copy it into her spell book when she has the time and resources to do so, and maybe even make some spell scrolls of her own when she gets back to Kalaman.

    OOC

    Action:

    Bonus Action:

    Movement:

    Reaction:

    Object Interaction:

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    4/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. ( ) Unseen Servant [R]

    2nd-Level
    3/3 Spell Slots

    1. (p) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2/2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 52 Sp: 4 Cp: 4

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Spell Scroll of Sleep
    14. Clothes, Fine
    15. Clothes, Traveler's
    16. Crowbar
    17. Fishing Tackle
    18. Flask
    19. Grappling Hook
    20. Hammer
    21. Hammer, Sledge
    22. Healer's Kit
    23. Ink Pen
    24. Ink, Black
    25. Ink, Blue
    26. Lantern, Hooded
    27. Little Bag of Sand
    28. Manacles
    29. Mess Kit
    30. Oil (flask)
    31. Parchment (sheet)
    32. Perfume (vial)
    33. Pick, Miner's
    34. Piton
    35. Pouch
    36. Rations (1 day)
    37. Rope, Hempen (50 ft.)
    38. Rope, Silk (50 ft.)
    39. Sack
    40. Scale Mail, Red Dragon Army
    41. Scale, Merchant's
    42. Sealing Wax
    43. Shovel
    44. Signal Whistle
    45. Small Knife
    46. Soap
    47. Spikes, Iron
    48. String (10 ft.)
    49. Tent, Two-Person
    50. Tinderbox
    51. Vial
    52. Waterskin
    53. Wine, Common (pitcher) + pitcher
    54. Wine, Fine (bottle)

    Riding Horse

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  16. sherrin_token.png.8dadd7f6618e1c30fef0dc268b79ae9b.pngSherrin — Human Rogue 2 

    AC:
    HP:
    Speed:

    15
    17/17
    40 ft.

    Strength:
    Dexterity:
    Constitution:

    12
    16
    14

    (+1)
    (+3)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    8
    14
    10

    (-1)
    (+2)
    (+0)

    Languages
    Combat Proficiencies
    Tool Proficiencies

    Sherrin peeks over the edge of the roof again. 'Only one left' she thinks. She once again runs down the wall of the barn, and stabs at it with her shortsword. Without waiting to see if she truly made purchase, she runs back up to the safety of the barn roof.

    OOC

    Action: Shortsword attack on Grissom the Ghast (12 piercing damage if an 11 somehow hit)
    Bonus Action: Dash
    Movement: 20 ft. down the wall; 15 ft. towards Grissom the Ghast; 35 ft. back up to the roof of the barn

    Actions

     

    Action:

     

    Bonus Action:

     

    Movement:

     

    Item Interaction:

     

    Stat Block

    [b][url=/sheets/?id=2876702]Sherrin[/url][/b] [i]Human (Variant) Rogue 2 CN[/i] [b]AC[/b] 15 [b]HP[/b] 17 [b]Speed[/b] 40ft [b]Str[/b] 12 (1) [b]Dex[/b] 16 (3) [b]Con[/b] 14 (2) [b]Wis[/b] 14 (2) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Shortsword (Pierce/5 ft.)[/b] +5 1d6+3 [b]Dagger (Pierce/5 ft./20 ft.(60 ft.))[/b] +5 1d4+3 [b]Dart (Pierce/20 ft.(60ft.))[/b] +5 1d4+3 [b][/b] [b][/b] Rogue Features: Sneak Attack: 1d6 -- PHB, pg. 96 Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Expertise -- Sleight of Hand, Perception Racial Traits: Feat: Mobile PHB, pg. 168 Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Background: Criminal / Spy Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
    Sherrin
    Human (Variant) Rogue 2 CN

    AC 15 HP 17 Speed 40ft

    Str 12 (1) Dex 16 (3) Con 14 (2) Wis 14 (2) Int 8 (-1) Cha 10 (0)

    Attacks
    Shortsword (Pierce/5 ft.) +5 1d6+3
    Dagger (Pierce/5 ft./20 ft.(60 ft.)) +5 1d4+3
    Dart (Pierce/20 ft.(60ft.)) +5 1d4+3



    Rogue Features:
    Sneak Attack: 1d6 -- PHB, pg. 96
    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
    Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
    Expertise -- Sleight of Hand, Perception

    Racial Traits:
    Feat: Mobile PHB, pg. 168
    Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

    Background:
    Criminal / Spy
    Feature: Criminal Contact
    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

    Inventory

    Gp: 14 Sp: 7 Cp: 9

    Equipped:

    Slippers of Spider Climbing
    Traveler's Clothes
    Crowbar
    Dagger (2)
    Dart (20)
    Shortsword
    Signal Whistle
    Studded Leather Armor
    Thieves' Tools

    Backpack:

    Acid (1 vial)
    Ball Bearings (bag of 1000)
    Bedroll
    Bell
    Caltrops (10 bags of 20)
    Candle (5)
    Chalk (10 pieces)
    Grappling Hook
    Hammer
    Hooded Lantern
    Mess Kit
    Oil (7 flasks)
    Piton (10)
    Rations (10 days)
    Sack
    Scroll/Map Case
    Silk Rope (50 ft.)
    String (10 ft.)
    Tinderbox
    Waterskin

    Mule:

    Bit and Bridle
    Feed* (20 days)
    Pack Saddle
    Portable Ram

    Saddlebags:

    Blanket
    Common Clothes (dark with hood)
    Forgery Kit
    Hempen Rope (50 ft.)
    Manacles
    Perfume (1 vial)
    Playing Card Set
    Soap
    Shovel
    Whetstone

  17. fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

    Human Mage of High Sorcery Abjuration Wizard


    AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
    Senses (passive): Perception 9, Insight 9, Investigation 17
    Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
    Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
    Arcane Recovery
    : 2 spell levels per LR | Arcane Ward: 14/14 HP


    “My words,” | ‘My thoughts,’ | My actions...


    Fairla hears Artanis's call to Modri and sees the now Dragonell-less Captain Vanse ahead of them. 'How can I slow him down?' she wonders. She considers casting Hold Person again, but notices that he's standing of the ledge of a 20 foot wall. 'That'd do it,' Fairla thinks as she runs over to him.

    When she gets past Captain Vanse, she readies herself and rams her shoulder into his side, augmenting her shove with telekinetic force. It feels like crashing into a brick wall, but with the added boost of her psychic powers, she sends Captain Vanse tumbling over the edge and falling on his face down near Lanal and Arlo.

    OOC

    Action: Attempt to shove Captain Vanse towards Z19 --> Failed

    Bonus Action: Telekinetic push --> Success! Vanse moves to Z19, takes 9 falling damage, and falls prone.

    Movement: From AA18, up the stairs, and down the wall to X17

    Reaction: Casting Shield, if attacked, (AC would be 20)

    Object Interaction:

    Continuing Effects:
    Grease on 10 foot square centered on Y-Z21-22 (difficult terrain and DC 15 Dex save when enter else fall prone)
    Mage Armor (current AC is 15)

    Spells

    Spellcasting

    Modifier (Int): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Fire Bolt
    2. Light
    3. Mage Hand
    4. Mending
    5. Prestidigitation

    1st-Level
    2/4 Spell Slots

    1. ( ) Absorb Elements
    2. ( ) Alarm [R]
    3. (P) Comprehend Languages [R]
    4. ( ) Detect Magic [R]
    5. ( ) Feather Fall
    6. ( ) Floating Disk [R]
    7. (p) Grease
    8. (p) Mage Armor
    9. (p) Magic Missile
    10. (P) Shield
    11. ( ) Unseen Servant [R]

    2nd-Level
    1/3 Spell Slots

    1. (p) Detect Thoughts [c]
    2. (p) Hold Person [c]
    3. (p) Invisibility [c]
    4. (P) Lesser Restoration
    5. (p) Misty Step

    3rd-Level
    2 Spell Slots

    1. (p) Counterspell
    2. (p) Dispel Magic
    3. ( ) Tiny Hut [R]

    Stat Block

    %5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
    Actions:
    Attacks:
    Firebolt (120 ft.) +7 2d10 Fire
    Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
    Spells:
    You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have of the appropriate level.

    Bonus Actions:
    Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

    Reactions:
    Shield: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    Feats:
    Initiate of High Sorcery
    Adept of the White Robes
    Linguist
    Telekinetic

    Inventory

    Gp: 52 Sp: 4 Cp: 4

    Equipped

    1. Bag of Holding
    2. Clothes, Common
    3. Healer's Kit
    4. Orb
    5. Quarterstaff
    6. Robes
    7. Spellbook

    Bag of Holding

    1. Abacus
    2. Backpack
    3. Ball Bearings (bag of 1000)
    4. Bedroll
    5. Bell
    6. Blanket
    7. Block and Tackle
    8. Book
    9. Bottle, Glass
    10. Bucket
    11. Candle
    12. Case, Map or Scroll
    13. Clothes, Fine
    14. Clothes, Traveler's
    15. Crowbar
    16. Fishing Tackle
    17. Flask
    18. Grappling Hook
    19. Hammer
    20. Hammer, Sledge
    21. Healer's Kit
    22. Ink Pen
    23. Ink, Black
    24. Ink, Blue
    25. Lantern, Hooded
    26. Little Bag of Sand
    27. Manacles
    28. Mess Kit
    29. Oil (flask)
    30. Parchment (sheet)
    31. Perfume (vial)
    32. Pick, Miner's
    33. Piton
    34. Pouch
    35. Rations (1 day)
    36. Rope, Hempen (50 ft.)
    37. Rope, Silk (50 ft.)
    38. Sack
    39. Scale, Merchant's
    40. Sealing Wax
    41. Shovel
    42. Signal Whistle
    43. Small Knife
    44. Soap
    45. Spikes, Iron
    46. String (10 ft.)
    47. Tent, Two-Person
    48. Tinderbox
    49. Vial
    50. Waterskin
    51. Wine, Common (pitcher) + pitcher
    52. Wine, Fine (bottle)

    Riding Horse

    1. Bit and Bridle
    2. Riding Saddle
    3. Saddlebags
    4. Feed (10 days)
  18. Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

    AC:
    HP:
    Speed:

    17
    49/49
    30 ft.

    Strength:
    Dexterity:
    Constitution:

    15
    10
    14

    (+2)
    (+0)
    (+2)

    Intelligence:
    Wisdom:
    Charisma:

    12
    10
    18

    (+1)
    (+0)
    (+4)

    Languages
    Combat Proficiencies
    Tool Proficiencies

      Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

    Mulan felt relief at the warm reception despite her tardiness. She bowed to Eilonwy and to Aurora. "Hello, Princess Eilonwy. It is a pleasure to meet you as well," she said. "And thank you, Princess Aurora for the kind welcome." 'I guess I made it just in time,' she thought.

    "'Mulan' would be fine," she said to Moana. "I also answer to 'treacherous snake.'" She grinned at her self-effacing joke.

    Having listened to Merida's description of the two quests, she said in response, "When you put it that way, how could I refuse? I would be honored to join you in this aquatic quest to save the world."

    OOC

    Action:
    Bonus Action:
    Movement:
    Reaction:
    Object Interaction:

    Spells

    Spellcasting

    Modifier (Cha): +4
    Spell Attack: +7
    Save DC: 15

    Cantrips

    1. Create Bonfire
    2. Green-Flame Blade

    2nd-Level

    1. Armor of Agathys*
    2. Blur(c)
    3. Find Familiar*(R)
    4. Shield
    5. Suggestion(c)

    Stats

    [b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
    Fa Mulan
    Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

    AC 17 HP 49 Speed 30ft

    Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

    Attacks
    Jian (Slashing/5) +8 1d8+5(1d10+5)
    Dagger (Piercing/20/60) +5 1d4+2
    Handaxe (Slashing/20/60) +5 1d6+2
    Longbow (Piercing/150/600) +3 1d6
    Unarmed Strike (Bl./5) +5 1d6(1d8)

    Fighter Features
    Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

    Warlock Features
    Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

    Soldier Feature
    Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

    Half-Elf Features
    Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

    Links: Sheet | Application

    Inventory

    Gp: 23 Sp: 9 Cp: 5

    Equipped

    1. Splint
    2. Clothes, common
    3. Dagger
    4. Handaxe (2)
    5. Longbow
    6. Jian (Longsword), +1
    7. Lucky cricket (Arcane focus)
    8. Signal Whistle
    9. Quiver (20 arrows)

    Backpack

    1. Ball bearings (bag of 1000)
    2. Bedroll
    3. Bell
    4. Blanket
    5. Candle
    6. Case, map or scroll
    7. Clothes, fine
    8. Crowbar
    9. Dice set
    10. Grappling hook
    11. Hammer
    12. Healer's kit
    13. Lantern, hooded
    14. Mess Kit
    15. Oil (10 flasks)
    16. Perfume (vial)
    17. Piton (10)
    18. Rations (10 days)
    19. Rope, hempen (50 ft.)
    20. Sack
    21. Shovel
    22. Soap
    23. Spikes, Iron
    24. String (10 ft.)
    25. Tent, two-person
    26. Tinderbox
    27. Waterskin

    Khan (Draft Horse)

    1. Bit and bridle
    2. Saddle, military
    3. Saddlebags
    4. Feed (10 days)
  19. 11 hours ago, artsmythe said:

    OOC, where did your characters study and train?

    In my mind, Mulan is doing this mission instead of what happened in Mulan 2, so she's pretty much only done her training in the imperial army. I picture her warlock abilities more as an extension of that training or the result of her ancestors watching over her than as something she learned separately by studying. Tbh the only reason I made her a warlock to begin with was so she could have Mushu as a pact of the chain familiar.

    I've already spent almost all of Mulan's starting gold, so she'll have to wait to learn any new spells.

    54 minutes ago, Ayeba said:

    If it wasn't for the lack of water flavor, I'd take Find Steed. :p

    In greek mythology, there are amphibious horses called hippocampi, a potential option if Moana did want to learn Find Steed at some point.

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