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Donan

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  1. Hoping I got everything and listing as completed. 🙂
  2.                                                                           Yarl                                                                      Escaped servant of the Jinn       Gender: Male Race: Gnoll (Civilised) Alignment: Chaotic Neutral    Class: Sorcerer 1 (Farseer) Background: Servant of the Jinn Passive Perception: 9 Passive Investigation: 11 Passive Insight: 11   Hit Points: 7 Hit Dice: 1d6 AC: 10 Initiative: +0 (Advantage) Size: Medium Speed: 30 feet ABILITIES & SKILLS Proficiency Bonus: +2 STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 13 (+1) 12 (+1) 8 (-1) 16 (+3) Save +3 Save +0 Save +2 Save +1 Save +1 Save +5 Athletics +3 Acrobatics +0 Sleight of Hand +0 Stealth +0   Arcana +3 History +3 Investigation +1 Nature +1 Religion +1 Animal Handling -1 Insight +1 Medicine -1 Perception -1 Survival -1   Deception +5 Intimidation +5 Performance +3 Persuasion +5 Bold denotes proficency.   PROFICIENCIES & ABILITIES PROFICIENCIES LANGUAGES CLASS ABILITIES RACIAL TRAITS FEATS Cartographer's tools Spear Shortbow Longbow Light crossbow Heavy crossbow Daggers Darts Slings Quarterstaffs  Southern Gnollish Auran Sorcerer Class Abilities Blood of the Seer (Advantage on initiative) Quickening (Can dodge as a bonus action up to Con modifier)           Darkvision Scent (Advantage on perception checks that rely on smell) Bully (Disadvantage against being frightened - considered doubly proficient when using intimidate on smaller creatures) Live to fight another day (+10 speed when using disengage) Obsequious (Considered double proficient in persuasion when dealing with bigger or more powerful targets)       ATTACKS WEAPON TO HIT DAMAGE PROPERTIES / (RANGE) Spear +5 1d6/1d8+3 Versatile, thrown Dagger +5 1d4 Light, finesse, thrown                           SPELLS Spell Slots: 2/2 (1st) Sorcerer - Spell Save DC: 13 Spell Attack Mod: +5 Spells Known:  CANTRIPS 1ST LEVEL 2ND LEVEL 3RD LEVEL Sorcerer Mage hand Message Light Mind sliver Sorcerer  Insightful manoeuvre*(B) Ice knife         4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL         8TH LEVEL 9TH LEVEL             * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   MONEY Copper: 0 Silver: 10 Gold:  Obsidian: 0 Platinum: 0 (10 Coins * .02 lbs. =  0.2lbs. Total Weight)   ENCUMBRANCE Weight:  73.02lbs. /  240lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None   EQUIPMENT READIED Equipped Items: (73 lbs.) Equipped items can be retrieved with a manipulate item interaction. ARMOR (0 lbs.) WEAPONS (5 lbs.) READIED ITEMS (0 lbs.)   Spear (3lb) Two daggers (2lb)     EQUIPMENT STORED Stored Items: (68 lbs.) Stored items can be retrieved with an action. IN BACKPACK (68 lbs.) STRAPPED TO BACKPACK (0 lbs.) AT HOME (-- lbs.) Flute (1lb) Fine clothes (6lb) Brass lamp (1lb) Arcane focus (Crystal, 1lb) Explorer's pack (59lb)       MAGIC ITEMS Magic Items: (0 lbs.)   NON-ATTUNED (0.0 lbs) ATTUNED 0/3 (0 lbs.)       CHARACTER OVERVIEW Appearance Age: 23 Height: 6 Weight:  210 lbs. Hair: N/A Eyes: Yellow Fur: Brown on the back, paler on his front     BACKGROUND Custom: Servant of the Jinn Personality Traits: Be careful what you wish for, particularly when an efreeti is the one granting the wish.   Ideals: Never again will I serve another. From now on I answer to no one.   Bonds: I still bear the scars of my captivity as a reminder of the danger I face.   Flaws: Rich people don't notice if a few of their things go missing.   Background Feature: Marked By The Jinn   Spending so long in the presence of the jinn or noble genies has left its mark on you. The mark isn't noticeable to most creatures, but genies and elementals sense that you have spent time at the courts of the jinn and are favourably disposed toward you when you first interact with them. Your affinity for jinn and geniekind also makes it easier for you to identify their influence on the world. You have advantage on Intelligence checks or saving throws to recognize items and magic created by genies and to see through their illusions and trickery.     Backstory Yarl learned very soon in his life that being born under good omens isn't always good for the person in question. Not when those good omens first cause anger and then draw in those of a greedy, ruthless nature. Sometimes Gnolls are born who are gifted with sight beyond the physical, able to read what might be and pluck at the strings of destiny. They have, however, all been female. At least, that's what is believed and is considered true. While several argued he should be drowned and his disgrace hidden, the existence of a seer was too valuable and the decision was finally made he be kept in seclusion and his visions and insight used in a way that would not reveal his existence except to a select few.    This might have been his life, but events took another course when one of those who had argued for his death took matters into her own hands and approached one of the powerful Jinn, Yvris, who while powerful was only a relatively minor lord of the Auran court. In return for him removing the shame from the Gnolls, he would be granted a seer of his own, a tool that would give him advantage over his rivals and allies alike. Driven by a desire for power and refusing to let such a chance as this slip him by, Yvris readily agreed and Yarl was delivered into his hands, the sands of the desert left to bury the bodies of the Gnolls who had guarded him, and the body of the one who was foolish enough to trust the cunning Jinn to risk leaving her alive.   And that's how Yarl grew up, held by Yvris and used to gain insights that would support his growing power and his tangle of schemes. At first the Gnoll tried to escape a number of times, but each ended in failure and he still bears the scars of the whippings he received as punishment. No one knew of his captivity and none cared to cross Yvris to try and free him. It would take a gradual effort over two decades that would finally lead to his escape. He began to realize that his master, while cunning and ruthless and cruel, lacked the visions that came to him, and if Yarl was careful enough, he could change minor details in his retellings. Not enough for Yvris to discover the deception, but just enough to leave knots in the political webs the Jinn enjoyed spinning. Knots became more and more tangled until the day when they became enough to draw the ire of a sultan of the Auran. He descended upon Yvris' court in a fury, throwing it into chaos as he demanded an explanation for the nuisances the lesser Jinn had caused him.   If Yarl hadn't been faster, he would have either died or being offered up to a much more powerful master. Instead he drew on his oracular abilities and fled in the midst of the disruption, heedless of anything but the drive to break free. Since his escape he has been cautious and done what he can to avoid notice, well aware that if Yvris still lives and has power that he'll be keenly seeking out the one who escaped him. Whether it's to be killed or caged again, Yarl has no intention of being found.    
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