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Keryn Donnathlascen, Elven Fencer


PureChance

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Name: Keryn Donnathlascen
Race: Moon Elf
Class: Rogue (Swashbuckler)
Background: Courtier
- Background Feat: Magic Initiate (Wizard)
Pronouns: Male - He/Him/His
Alignment: Lawful Neutral
Deity: Corellon
Faction: Lord's Alliance
Lifestyle: Wealthy
Region of Origin: Baldur's Gate
Source: PHB+SCAG

Description: A tall arrogant moon elf stands before you with haughty air. He slowly and meticulously removes his pristine white gloves finger by slender finger, cerulean eyes not deigning to glance at you. His sleek raven hair is tied back in a low ponytail, showing off high cheekbones and aquiline nose with perfect porcelain skin. He wears flexible dark leathers beneath his ultramarine gown, and from his belt hangs an immaculate silvered rapier, with intricate filigree across its guard. He stretches the time to your duel out indeterminably, before finally drawing his sword with a whisper, and turning to face you across the red carpet. "They say it takes 10,000 hours to master a skill. I do not believe this true. It takes far, far longer than your human lives stretch to truly master any skill - all you do is scratch the surface. I shall demonstrate your failings, and you will withdraw your objection," he states with cold certainty.

Past is Prologue: Keryn Donnathlascen was denied his rightful heritage - or so he believes. His parents should have taken him to Evermeet at the fall of Myth Drannor, and yet here he still lingers amongst the ruins of the Sword Coast and not even a Lord to show for it. The fabled City of Spells lies in ruins, infested with fiends, goblinoids and undead. Obsessed with the past and perfection, Keryn saw only one way to resolve matters - he would devote his considerable existence to re-establishing order within Faerun. Order, for him, started from the top with a strong ruling hand to guide the masses in unity. The Lord's Alliance he saw as a noble faction trying to do just that, and so he dedicated himself to its service. Whilst there were some bad apples within the barrel, these could be excised at a later date, once things were under control.

In his spare time, he followed his obsession with the history of Myth Drannor, its glory an age he never really lived in but longed to emulate. He styled himself as an Akh'Velahrn, a warrior of the fabled army of Myth Drannor, and later an armathor of the Coronal Guard. Having never actually lived there, and with his research into Myth Drannor coloured by his own biases, he largely decided what this meant himself. None-the-less, he became a well renowned fencer and duellist within Baldur's Gate, known to settle his differences with those who disagreed by blade as often as word (although rarely to the death).

When Elturgard fractured from the Lord's Alliance, this was clearly a blow to his vision of a re-established elven kingdom. However, fortune smiled upon him when Kreeg invited Duke Ravengard to visit, and despite not being the loudest proponent of the common born Duke, Keryn finagled himself into the delegation hoping to find a way to bring Elturgard back into the fold...

Adventure Hook: Member of Duke Ravengard's entourage

 

Edited by PureChance (see edit history)
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token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 24/24 () | HD: 3/3 | Speed: 30 ft. | Initiative: +5 (Dex&Cha)
Senses: Passive Perception 12, Insight 14, Investigation 10. Darkvision 60ft.
Str: 10 (+0) | Dex: 17 (+3) | Con: 14 (+2) | Int: 10 (+0) | Wis: 10 (+0) | Cha: 14 (+2)
Languages: Common, Elven, Chondathan, Illuskan, Draconic, Thieves' Cant


 

 

 

OOC

Action: -

Bonus Action: —

Movement: -

Reaction: Absorb Elements if triggered

Object Interaction: -

Actions & Resources

Actions:

Rapier . Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage.

Booming Blade . Melee Weapon Attack: +1d8 Thunder damage if creature moves.

Dagger [2] . Thrown/Melee Weapon Attack: +5 to hit, ranged 20/60 ft., one target. Hit: 1d4 + 3 piercing damage.

Shortbow . Ranged Weapon Attack: +5 to hit, ranged 80/320 ft., one target. Hit: 1d6 + 3 piercing damage.

 

Bonus Actions:

Cunning Action . 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.

Steady Aim . You give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

 

Reactions:

Absorb Elements 1/1

 

Class Features:

Sneak Attack . Once per turn, you can deal an extra [2d6] 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. [You also gain an additional way to use your Sneak Attack; ... you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll]

Fancy Footwork . During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

Edited by PureChance (see edit history)
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Love the Myth Drannor inclusions, love the hook to sneak into Ravengard's entourage, and love the attitude, the 10,000 hours quote in particular. He's full of flavor and he's fun, and I'm looking forward to seeing him in action. Question: does he trust the Harpers? They were created to recreate Myth Drannor, but they don't seem like they'd vibe with Keryn.

Solid choices on the Magic Initiate, and plenty of Realms-accurate languages to boot! Nothing more to comment; you're approved.

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I've had a wee read around the Harpers, and I think you're probably on the money there. Keryn wouldn't trust or particularly like them, largely because they don't seem to have an accountable presence; the work through vague behind the scenes agents and in manipulative manners rather than actually providing strong leadership, and Keryn is a believer in the necessity of a strong leadership to create a pleasant society for citizens (many of whom don't know what's best for them in his mind). So he wouldn't trust them, because he doesn't actually know their motivations, nor does he trust them to actually know their organisations motivations - they've been told to flap the butterflies wings here believing it will improve things, but the requester could have nay number of reasons for starting that nudge, and they don't even know who that is.

His recreation of Myth Drannor would have a (elven) coronal, alongside (elven) majors - those who know best - creating a daycare-esque utopia for those within the city to pursue whatever art or enjoyment they wish.

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  • 4 weeks later...
  • 4 months later...
Posted (edited)

Level 3 Gains

HP: +7 (5 Average, 2 Con)

Class Features:

  • Sneak Attack 1d6>2d6,
  • Roguish Archetype (Swashbuckler)
  • Steady Aim - At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Archetype Features:

  • Fancy Footwork - When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
  • Rakish Audacity - Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
Edited by PureChance (see edit history)
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