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  1. Picture Background Derek's early years were shaped under the vast skies that stretch above Korvosa, where he grew up in a family of skilled falconers. His connection to the birds and the freedom they represented sparked a deep desire in him to one day fly as they did. The tales of the Sable Company Marines, with their majestic hippogriffs, fueled his dreams, and he aspired to join their ranks, drawn by the promise of protecting his city from the skies. Derek's life took a dramatic turn with the mysterious disappearance of his niece, Mira, during a bustling city festival. Mira had been a joyful presence in Derek's life, and he had often stepped in to help his sister by taking care of her. Her disappearance devastated him, transforming his aspirations into a dual quest: to serve Korvosa and to uncover what happened to the girl he loved like a daughter. Driven by a deep-seated resolve, Derek worked tirelessly to develop his skills in tracking, survival, and combat, ultimately earning his place among the Sable Company Marines. In pursuit of the skills necessary to join the Sable Company Marines, Derek's dedication led him to cross paths with Sergeant Lorcan Blackthorn, a gruff and sometimes vulgar veteran of the Marines. Lorcan, known for his unorthodox methods and formidable combat prowess, became a mentor to Derek, teaching him not only the ways of combat but also the harsh truths of sacrifice. Tragically, Lorcan's life was claimed in the line of duty under mysterious circumstances that left more questions than answers. In his final moments, unbeknownst to anyone, Lorcan’s spirit made a pact with the supernatural, seeking a way to continue his duty beyond death. His spirit chose Derek as its vessel, merging with Derek's hand in a spectral bond. Although he has not yet earned the right to partner with a hippogriff, he is determined to do so, seeing this as the next step in fulfilling his promise to protect the city - and perhaps a way to better search for Mira. As he stands on the cusp of earning his wings, every mission Derek undertakes through the streets and atop the Great Tower doubles as an opportunity to gather clues about Mira’s fate. His vigilance has made him a respected figure among his peers, though some worry that his personal mission might cloud his judgment or lead him into danger from which he cannot return. To Derek, however, the search for Mira is inseparable from his duty. It is not just a promise to his family but a vow to himself to fight against the darkness within the city he calls home. With each day, he remains hopeful, driven by the memories of Mira's laughter and the possibility that somewhere in Korvosa, answers await him. This commitment shapes Derek's every decision, and as he moves closer to flying with the Sable Company's hippogriffs, he knows that the skies might soon offer him a new vantage point in his relentless quest for the truth. Appearance Derek Steelwind is a rugged and imposing figure, embodying the resilience and tenacity of a seasoned ranger. Standing tall, his physique is a testament to years of rigorous training and outdoor life, giving him an almost statuesque quality. His face is weather-beaten, marked by a pronounced jawline that lends him a determined, almost stern appearance. A noticeable scar runs across his right cheek - a remnant of a past skirmish in the darker corners of Korvosa, adding a touch of menace to his already formidable presence. His hair is dark and thick, often pushed back by the wind, which seems to follow him as he moves. Derek sports a full beard, meticulously groomed, that frames his strong facial features, enhancing his serious and focused demeanor. His piercing eyes, sharp and observant, miss nothing - a crucial trait for someone constantly on the lookout for danger and clues in the pursuit of his missing niece. Derek is clad in the dark leather armor of the Sable Company Marines, functional yet bearing the distinctive emblem of the unit, symbolizing his allegiance and readiness to protect Korvosa from any threat. Although he has not yet earned the right to ride a hippogriff, his posture and the way he carries his lance suggest a man ready to take to the skies. Derek's presence in Korvosa is both a warning to those who threaten the peace and a symbol of hope to those who believe in the city’s potential for good. With every vigilant scan of the horizon, he is a man on a mission, driven by a deep personal vow that fuels his every action. Stats I'll put this in a MW sheet if selected Derek Steelwind Human ranger (sable company marine, urban ranger) 1 (Pathfinder Campaign Setting: Inner Sea Combat 43, Pathfinder RPG Advanced Player's Guide 129) CG Medium humanoid (human) Init +2; Senses Perception +6 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 12 (1d10+2) Fort +4, Ref +4, Will +3 -------------------- Offense -------------------- Speed 30 ft. Melee lance +5 (1d8+6/×3) Ranged shortbow +3 (1d6/×3) Space 5 ft.; Reach 5 ft. (10 ft. with lance) Special Attacks favored enemy (humans +2) -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 10, Wis 14, Cha 10 Base Atk +1; CMB +5; CMD 17 Feats Furious Focus[APG], Mounted Combat, Power Attack Traits missing son or daughter Skills Disable Device +2, Handle Animal +1, Intimidate +4, Knowledge (geography) +4, Knowledge (local) +4, Perception +6, Ride +4, Stealth +4, Survival +6, Swim +6 Languages Common SQ track +1, wild empathy +1 Other Gear lamellar (leather) armor[UC], arrows (20), lance, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 40 gp -------------------- Special Abilities -------------------- Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes. Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn. Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Track +1 Add the listed bonus to Survival checks made to track. Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. note: traded two traits for a feat, as allowed in character creation rules. Homebase Derek trains and lives at the Elgin Military Academy, within the Great Tower.
  2. WIP Slim Thri-kreen Warlock 5 Medium monstrosity, chaotic good Astral Drifter Armor Class 15 Hit Points 38 (5d8+10) Speed 30 ft. Age 93 STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 12 (+1), CHA 16 (+3) Feats Spell Sniper Background Feat Magic Initiate Cleric Saving Throws Wis +4, Cha +6 Skills Arcana +3, Insight +4, Intimidation +6, Religion +3 Senses darkvision 120 ft., passive Perception 11 Languages Common, Elvish, Undercommon Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest. Chameleon Carapace. While you're not wearing armor, your carapace provides you a base Armor Class of 13 + your Dexterity modifier. You can also use an action to change the color of your carapace to match the color and texture of your surroundings, giving you advantage on Dexterity (Stealth) checks made to hide in those surroundings. Divine Contact. You encountered a deity in your journeys. Though this encouter was brief, they imparted some bit of cosmic lore or secrets to you. Work with your DM to determine what this was. You can note it alongside your Divine Contact above. You gain the Magic Initiate feat, and must choose the cleric class for it. Genie's Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao) Invocations. Devil's Sight - You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Grasp of Hadar - Once on each of your turns when you hit a creature with your eldritch blast, you can move that creature in a straight line 10 feet closer to yourself. Repelling Blast - When you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Longevity. You are 20d6 years older than you actually appear, due to your extensive time spent in the ageless Astral Sea. Sanctuary Vessel. When you use the Bottled Respite feature to enter your Genie's Vessel, you can now choose up to five willing creatures visible to and within 30 feet of you. The chosen creatures are pulled into the vessel with you. You can use a bonus action to eject any creatures from the vessel. Everyone is ejected if you leave, if you die, or if the vessel is destroyed. Additionally, anyone, including yourself, who stays in the vessel for at least 10 minutes gains the benefits of completing a short rest. You all can add your proficiency bonus to the number of hit points they regain by spending Hit Dice as part of a short rest there. Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. These secondary arms can manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property. Sleepless. You do not need sleep and can remain conscious during a long rest. However, you must still refrain from strenuous activity to gain the benefit of the rest. Thri-kreen Telepathy. Without magical aide, you can't speak the non-thri-kreen languages you know. Instead, you use telepathy to convey your thoughts. You can magically transmit your thoughts mentally to willing creatures you can see within 120 feet of yourself. A contacted creature doesn't need to share a language with you to understand your thoughts, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action needed). Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 1 bludgeoning damage. Equipment wand of the pact keeper, +1, Genie's Vessel (Ring), Magic - Spell Attack +6(+7Wand of the Pact Keeper) Spell Save DC 14(15Wand of the Pact Keeper) Spell Slots 2/Short Rest Cantrips Eldritch BlastEldritch Blast cantrip evocation Casting Time: 1 action Range: 120 feet Target: A creature within range Components: V S Duration: Instantaneous Classes: Warlock A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. +6 2 1d10 Force Damage beams Fire BoltFire Bolt cantrip evocation Casting Time: 1 action Range: 120 feet Target: A creature or object within range Components: V S Duration: Instantaneous Classes: Sorcerer, Wizard You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).*** +6 2d10 Fire Damage GuidanceGuidance cantrip divination Casting Time: 1 action Range: Touch Target: One willing creature Components: V S Duration: Up to 1 minute Classes: Cleric, Druid You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.** MendingMending cantrip transmutation Casting Time: 1 minute Range: Touch Target: A single break or tear in an object you touch Components: V S M (Two lodestones) Duration: Instantaneous Classes: Bard, Cleric, Druid, Sorcerer, Wizard This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.** Mind SliverMind Sliver Source: Tasha's Cauldron of Everything Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. At Higher Levels. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).* DC 14 Int 2d6 Psychic Minor IllusionMinor Illusion cantrip illusion Casting Time: 1 action Range: 30 feet Target: See text Components: S M (A bit of fleece) Duration: 1 minute Classes: Bard, Sorcerer, Warlock, Wizard You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.* PrestidigitationPrestidigitation cantrip transmutation Casting Time: 1 action Range: 10 feet Target: See text Components: V S Duration: Up to 1 hour Classes: Bard, Sorcerer, Warlock, Wizard This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Sacred FlameSacred Flame cantrip evocation Casting Time: 1 action Range: 60 feet Target: A creature that you can see within range Components: V S Duration: Instantaneous Classes: Cleric Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.* DC 14 Dex 2d8 Radiant Toll the DeadToll the Dead Source: Xanathar's Guide to Everything Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12). DC 14 Wis 2d8/2d12 Necrotic Available Spells 1st HexHex Source: Player's Handbook 1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. 1d6 Necrotic with spell attack 1st Unseen ServantUnseen Servant 1 conjuration Casting Time: 1 action Range: 60 feet Target: An unoccupied space on the ground within range Components: V S M (A piece of string and a bit of wood) Duration: 1 hour Classes: Bard, Warlock, Wizard This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends. 2nd Hold PersonHold Person 2 enchantment Casting Time: 1 action Range: 60 feet Target: A humanoid that you can see within range Components: V S M (A small, straight piece of iron) Duration: Up to 1 minute Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. DC 14 Wis 2nd Misty StepMisty Step 2 conjuration Casting Time: 1 bonus action Range: Self Target: Self Components: V Duration: Instantaneous Classes: Sorcerer, Warlock, Wizard Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. 3rd Enemies AboundEnemies Abound Source: Xanathar's Guide to Everything 3rd-level enchantment Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. DC 14 Int 3rd Hunger of HadarHunger Of Hadar Source: Player's Handbook 3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it. Start 2d6 Cold/End DC 14 Dex or 2d6 Acid 1/long Rest Healing WordHealing Word 1 evocation Casting Time: 1 bonus action Range: 60 feet Target: A creature of your choice that you can see within range Components: V Duration: Instantaneous Classes: Bard, Cleric, Druid A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.** Book of Shadows* Magic Initiate** Spell Sniper***
  3. Name: Lionel Tresk AL: Lawful STR: 15 weight +150, doors 1-3 INT: 8 WIS: 17 +1 to perception checks DEX: 7 -1 to missle fire CHR: 10 4 max hirelings CON: 12 prob of ressu survival: 75%, survive spells: 80% Class: Cleric of LAW Race: Human Level: 3 (priest) XP: 5,000 PR: Wisdom 17 (+10%) XP Next Level: 6000 AC: 4 HP: 10 Languages: Common Sex: male Age: 23 Height: 6'1 Weight: 250 Move: 9" Encumbrance: 780 Image Here Abilities: Cleric vs. the Undead.Priest (3) T Skeleton 5 Zombie 7 Ghoul 9 wight 11 wraith Can only use blunt weapons and all armors and shields Saving Throws: Death ray or posion: 11 All Wands including Polymorph and Paralyzation: 12 Stone: 14 Dragon Breath: 16 Staves and spells: 15 Attack chart to hit: ac 2: 17 ac 3:16 ac4: 15 ac5: 14 ac6: 13 ac7: 12 ac8: 11 ac9" 10 Combat chart Mace 1d6 Sling 1d4 Range: Short 4", Medium 8", Long 12" Spells Prepared ( 2/day): cure light wounds cure light wounds Treasure: None Equipment: chainmail armor Shield wooden holy symbol mace sling with rocks backpack 6 torches 1 week of standard rations 50' rope 1 water skin Description: Young male bald head with blue eyes, formerly had brown hair. Dressed in chainmail with his holy symbol of law Background: Lionel grew up on a farm. Farming is all he knew. He came from a family of 8 and he was the 2nd son. His brother died when their family horse kicked him in the head, so Lionel was in charge in case his dad was not there. He learned farm work and looking after his family. However the calling of faith led him more. He loved listening to Father Mulchahy at the church of Law. Eventually he asked permission to leave the farm and join the church. His pappy was unhappy and disowned him. Lionel learned the ways of a cleric and in his last adventure he was the only survivor. After finishing his training, he began to over eat and drink. The guilt consumed him for not looking after his flock. Then there came a message that the there have been disappearances in the town of Downhaven. So after kicking the habit of drinking and will work on his weight he ventured to the town to see what he can do.
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