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Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 1/1 (1st),

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Warlock)

Blade Ward | Eldritch Blast


FIRST LEVEL (Warlock)

Armor of Agathys | Beguiling Gift*

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Notes on Spells

 

Beguiling GiftBeguiling Gift
1st-level enchantment (hieroglyph)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () Leather Armor
  • Weapons () Light Crossbow | (2) Dagger |  
  • Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar
  • Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) |

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: I stretch the truth for the sake of a good story.
  • Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
  • Bonds: I’ll always remember my first ship.
  • Flaws: I can’t help but pocket loose coins and other trinkets I come across.

Background Feature: Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high.

Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 1/1 (1st),

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Warlock)

Blade Ward | Eldritch Blase


FIRST LEVEL (Warlock)

Armor of Agathys | Beguiling Gift*

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Notes on Spells

 

Beguiling GiftBeguiling Gift
1st-level enchantment (hieroglyph)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () Leather Armor
  • Weapons () Light Crossbow | (2) Dagger |  
  • Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar
  • Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) |

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: I stretch the truth for the sake of a good story.
  • Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
  • Bonds: I’ll always remember my first ship.
  • Flaws: I can’t help but pocket loose coins and other trinkets I come across.

Background Feature: Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high.

Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 1/1 (1st),

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Warlock)

Blade Ward | Eldritch Blase


FIRST LEVEL (Warlock)

Armor of Agathys | Beguiling Gift*

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Notes on Spells

 

Beguiling GiftBeguiling Gift
1st-level enchantment (hieroglyph)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () Leather Armor
  • Weapons () Light Crossbow | (2) Dagger |  
  • Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar
  • Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) |

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: I stretch the truth for the sake of a good story.
  • Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
  • Bonds: I’ll always remember my first ship.
  • Flaws: I can’t help but pocket loose coins and other trinkets I come across.

Background Feature: Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high.

Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 1/1 (1st),

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Warlock)

Blade Ward | Eldritch Blase


FIRST LEVEL (Warlock)

Armor of Agathys | Beguiling Gift*

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Notes on Spells

 

Beguiling GiftBeguiling Gift
1st-level enchantment (hieroglyph)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () Leather Armor
  • Weapons () Light Crossbow | (2) Dagger |  
  • Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar
  • Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) |

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: I stretch the truth for the sake of a good story.
  • Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
  • Bonds: I’ll always remember my first ship.
  • Flaws: I can’t help but pocket loose coins and other trinkets I come across.

Background Feature: Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high.

Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

WIP

 


CHARACTER THREAD TEMPLATE

 

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 1/1 (1st),

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Warlock)

Blade Ward | Eldritch Blase


FIRST LEVEL (Warlock)

Armor of Agathys | Beguiling Gift*

 

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

Notes on Spells

 

Beguiling GiftBeguiling Gift
1st-level enchantment (hieroglyph)

Casting Time: 1 action
Range: Touch
Components: S
Duration: Instantaneous

You implant a powerful suggestion into an item as you hand it to someone. If the person you hand it to accepts it willingly, they must make a successful Wisdom saving throw or use the object as it's meant to be used at their first opportunity: writing with a pen, consuming food or drink, wearing clothing, drawing a weapon, etc. After the first use, they're under no compulsion to continue using the object or even to keep it.

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH ()

Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0| Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED ()

Equipped items can be retrieved with a manipulate item interaction.

  • Armor () Leather Armor
  • Weapons () Light Crossbow | (2) Dagger |  
  • Readied Items () Spell Component Pouch | Quiver of bolts1 lb. | 

EQUIPMENT STORED ()

Stored items can be retrieved with an action.

  • In Dungeoneer's Backpack () Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox | (10) Pitons | Hammer | Crowbar
  • Strapped to Backpack () Waterskin - 5 lbs. | 50 ft Silk Rope | Lucky Charm (Bejeweled River Stone) |

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: I stretch the truth for the sake of a good story.
  • Ideals: Freedom. The sea is freedom—the freedom to go anywhere and do anything.
  • Bonds: I’ll always remember my first ship.
  • Flaws: I can’t help but pocket loose coins and other trinkets I come across.

Background Feature: Bad Reputation

No matter where you go, people are afraid of you due to your reputation. When you are in a settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

The best money has come from working as a porter for the Twilight Monastery. They don't ask a ton of questions and he doesn't either. Not being affiliated with them outside the work has led to a few hiccups in him getting paid as regularly or getting picked up for porter jobs. But the pay -when it does come through- is a like a honey bee high.

Something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

WIP

 


CHARACTER THREAD TEMPLATE

 

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small forest gnome, true neutral


Armor Class 

Hit Points 
Speed 25 ft, swim speed 40 ft


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 8 (-1)
Save
Athletics


Dexterity 14 (+2)
Save
Acrobatics +4 | Sleight of Hand | Stealth


Constitution 12 (+1)
Save
No skills associated.


Intelligence 12 (+1)
Save
Arcana +3| History | Investigation | Nature | Religion


Wisdom 14 (+1)
Save +3
Animal Handling | Insight | Medicine | Perception +3 | Survival


Charisma 15 (+2)
Save +4
Deception +4 | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Navigator's Tools, water vehicles
  • Instruments 
  • Weapons Simple
  • Armors Light

WARLOCK CLASS ABILITIES
Otherworldly Patron | Pact Magic | Breathe Underwater | Bad Reputation

 


RACIAL TRAITS
Darkvision | Gnome Cunning | Natural Illusionist | Speak with Small Beasts


FEATS
|

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* |  Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C)* | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use)Lacerate* | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)


FIRST LEVEL

Black Ribbons (C)* | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor |  Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak With Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


PIRATE
Source PHB


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

But something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

WIP

 


CHARACTER THREAD TEMPLATE

 

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


small gnome, true neutral


Armor Class 

Hit Points 
Speed 


Senses 

Languages common, gnomish,

Proficiency Bonus +2

 

ABILITIES & SKILLS
Proficiency Bonus: +2


Strength 
Save
Athletics


Dexterity
Save
Acrobatics | Sleight of Hand | Stealth


Constitution
Save
No skills associated.


Intelligence
Save
Arcana | History | Investigation | Nature | Religion


Wisdom
Save
Animal Handling | Insight | Medicine | Perception | Survival


Charisma
Save
Deception | Intimidation | Performance | Persuasion

 (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools 
  • Instruments 
  • Weapons 
  • Armors 

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS


WEAPONS

  •  
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  •  

 

SPELLS


SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Warlock- Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* |  Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C)* | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use)Lacerate* | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)


FIRST LEVEL

Black Ribbons (C)* | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor |  Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak With Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (0/3)

 

 

APPEARANCE


Age 63 | Height 4'1" | Weight 76 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


SOMETHING
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

The rivers of Greyhawk are filled with the commerce of the region. The natural order of things is that piracy trails commerce.

One such gang of ill-gotten gains stole from the wrong merchant prince of Greyhawk. When they got caught -and they all most certainly did- they were put into debtors prison in Greyhawk under the watchful eye of the merchant prince himself. His reach was far beyond what they could have imagined. Life was rough for them in the debtor's prison, made worse by the lackeys the man had placed there through his influence.

Eventually though, debts were paid enough for their release. With no more than two skills between the lot of them, they eventually returned to their old ways. But this time, they were smart enough to check their targets. When they were caught a second time, many of them were sent off to the mines. Armando among them.

For a decade, Armando worked as a rail cart attendant. His physical limitations made him a useless miner, but he had a few other talents that could render him worth his daily bread crumbs. The merchant prince had friends in the mines too, but Armando had learned his lesson the second time and cut ties with the old group. It only made his time in the mines more isolated. But he saw a light at the end of the tunnel, so to speak. He knew there were jobs for regular folk in town once debtor's life was over. Or so he imagined there would be for someone like him.

When his second stint was finished, Armando left the mines a free man. But free doesn't mean free, and memories don't magically get forgotten. Armando has been a Diamond Lake vagrant for the better part of four seasons. Splitting his time between keeping his head above water and avoiding his old gang. He's had a dozen different jobs in that time, but each time the old group even sniffs around he tends to bolt.

But something has changed recently. He can feel it in his weathered old bones. A deal he made in his youth has resurfaced. He first heard the voice in a bucket of rain water. Then again in a horse trough outside the stables. It's getting louder and he knows it might be time to give in; it can't be any worse than what he's been up to anyways.

Basil_Bottletop

Basil_Bottletop

WIP

 


CHARACTER THREAD TEMPLATE

 

Armando Railwalker

Former River Pirate of Greyhawk

image.png.3b07d466cd551a02d934e2061c7ed3d9.png

"You'sa ever heard the siren's song?"

 

Warlock 1


Medium humanoid female (River Elf), true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 10 (+0)
Save +1* 
Athletics +2**


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 12 (+1)
Save +2* 
No skills associated.


Intelligence 16 (+3)
Save +4* 
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


Wisdom 16 (+3)
Save +4* 
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


Charisma 20 (+5) 
Save +9* 
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS


WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS


SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* |  Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C)* | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use)Lacerate* | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)


FIRST LEVEL

Black Ribbons (C)* | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor |  Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak With Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

 

APPEARANCE


Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


SOMETHING
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

 

Basil_Bottletop

Basil_Bottletop

WIP

 


CHARACTER THREAD TEMPLATE

 

Andzelika Matylda Omazeiros

Co-Proprietor of The Elden Ring, Praetor Advisor

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"If you watch, and you listen, all secrets will be revealed."

 

BARD 5 / WIZARD 2


Medium humanoid female (River Elf), true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +3

 

ABILITIES & SKILLS
Proficiency Bonus: +3


Strength 10 (+0)
Save +1* 
Athletics +2**


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 12 (+1)
Save +2* 
No skills associated.


Intelligence 16 (+3)
Save +4* 
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


Wisdom 16 (+3)
Save +4* 
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


Charisma 20 (+5) 
Save +9* 
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 

PROFICIENCIES & ABILITIES


PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS


WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS


SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* |  Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C)* | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use)Lacerate* | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK
These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)


FIRST LEVEL

Black Ribbons (C)* | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor |  Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak With Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE


TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS


NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

 

APPEARANCE


Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


 

 

BACKGROUND


SOMETHING
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

 

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