Shadeus Posted November 25, 2023 Clone Share Posted November 25, 2023 (edited) Elberen Harrowdale AC: 12 (15) | Hit Points: 7/7 | Passive Perception: 10 | Init: +2 Arcane Recovery: 1/1 | Spells Slots: 1st: 1/2 | Skills-2 Athletics +2 Acrobatics +2 Sleight of Hand +4 Stealth +6 Arcana +6 History +6 Investigation +4 Nature +6 Religion +0 A. Handling +0 Insight +0 Medicine +0 Perception +0 Survival -1 Deception -1 Intimidation -1 Performance -1 Persuasion | SavesStrength: -2 Dexterity: +2 Constitution: +1 Intelligence: +6 Wisdom: +2 Charisma: -1 | FeaturesLanguages: Common Goblin, Giant, Elven Class Features: - Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Background Feature: ResearcherYou know and have met any number of powerful people across the land—and some of them might even remember you. You might be able to wrangle minor assistance from a major figure in the campaign, at the DM's discretion. Additionally, the common folk treat you with deference, and your heritage and the stories you tell might be good for a free meal or a place to sleep. Feats: Shadow TouchedYour exposure to the Shadowfell's magic has changed you, granting you the following benefits: - Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. - You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. | Spells PreparedCantrips: Fire bolt, Prestidigitation, Toll the Dead 1st-Level: detect magic, mage armor, magic missile, shield, sleep Eleberen says quietly, "Be careful. They said they are releasing some wolves!" The witch fishes into her pack and pulls out a torch to light it to see how she can help. Tabletop Elberen lights a torch this round. Edited November 25, 2023 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
omegoku Posted November 27, 2023 Clone Share Posted November 27, 2023 (edited) Eireann III - High Elf Rogue 1 HP: 3/10 | AC: 16 | Speed: 30ft | HD: 1d8/1d8 Perception: +5 | Saving Throws: Str +0 Dex +7 Con +2 Int +3 Wis +1 Cha +1 | Initiative: +5 StatisticsStr +0 Dex +5 Con +2 Int +1 Wis +1 Cha +1 Languages: Common, Elvish, Goblin, Dwarvish Attacks: -Rapier +7 Damage: 1d8+5 • Piercing, Finesse -Dagger +7 Damage: 1d4+5 • Piercing, Finesse, Thrown Range 20/60ft -Shortbow +7 Damage: 1d6+5 • Piercing, Ammuntion, Two Handed, Range 80/320ft | Equipment Worn: -Fine Clothes -Leather Armour -Signet Ring -Skin of Fine Wine -Waterskin Backpack: -Thieves' tools, Scroll of Pedigree, Bag of Ball Bearings, String (10ft), Bell, Candles (5) -Rations (5), Crowbar, Pitons (10), Hammer, Hooded Lantern, Flask of Oil (2), Tinderbox -Rope (50ft) -Bedroll Coins: 19gp | SkillsAcrobatics: +7* Arcana: +1 Athletics: +2* Animal Handling: +1 Deception: +1 History: +3* Intimidate: +1 Insight: +1 Investigate: +1 Medicine: +1 Nature: +1 Perception: +5** Performance: +1 Persuasion: +3* Religion: +1 Stealth: +9** Sleight of Hand: +7 Survival: +1 | AbilitiesKept in Style: While you are in cities nearby your house sees to your everyday needs. Your name and signet are sufficient to cover most of your expenses; the inns, taverns, and feasthalls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward. Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Expertise (Perception, Stealth): 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 (1d6): 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. Eireann pushes past Elberen and Gil to get inside the cave. His feet splashing as he hops over the downed goblin in the stream. He notices the goblin scrabbling to his left and took aim. He loosed the arrow, hoping to put a stop to its struggles. The goblins sudden slide fouled the elf's aim and his arrow struck stone. Move : Move up into the cave (see map). Action: Attack with Shortbow vs Pink Dot Edited November 27, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack 11 1d20+7 4 Damage 10 1d6+5 5 Link to comment Share on other sites More sharing options...
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