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PureChance

PureChance

token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 3/24 () | 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


 

Keryn breathes a sigh of relief as Gaerzil's magical darts strike the cultist unerringly, the man faltering and stumbling into the web of arcane energy Keryn had erected before slamming into the cobbled street, his eyes glazed over. Keryn didn't think he could take another hit. He leans over a tears a strip of cloth from the fallen fanatic's robes to first clean his rapier and then staunch the bleeding at his shoulder, casting a quick eye over the fellow for any obvious livery.

 

He then limps back through the gathering crowd to greet the Sergeant. He hopes this violence won't play poorly in front of the Flame for their caravan, but is politically aware enough to know it will. The city doesn't care for trouble, be it they who start it or they whom it finds the end result is the same - we'd rather it happen elsewhere. Best nip that in the bud however he could. "Keryn Donnathlascen, Courtier" he introduces himself with a hiss - talking proving more sore than he'd anticipated now the adrenaline was fading. "We were on business for Flame Daryn Falburn," - nothing wrong with a little name dropping even if it was stretching the truth - "when these cultists sprung from the crowd, presumably in an attempt to spread chaos and undermine our fine city's noble humanitarian projects aiding those displaced from Elturgard." He tried his best at a winning smile that came out more of a grimace. That nicely positioned them as both important residents and innocent victims of circumstance, as well as primed the guardsmen to take a pro refugee position rather than align themselves with cultists. At least, it was the best he could do in as few words as possible. The guard doesn't look entirely convinced. Well, if more is needed someone else will need to step up. He leans against a nearby wagon with unmasked relief, and should anyone go to mention the name Vollis is ready to do his level best to silence them with a glare.

 

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.

PureChance

PureChance

token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 3/24 () | 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


 

Keryn breathes a sigh of relief as Gaerzil's magical darts strike the cultist unerringly, the man faltering and stumbling into the web of arcane energy Keryn had erected before slamming into the cobbled street, his eyes glazed over. Keryn didn't think he could take another hit. He leans over a tears a strip of cloth from the fallen fanatic's robes to first clean his rapier and then staunch the bleeding at his shoulder, casting a quick eye over the fellow for any obvious livery.

 

He then limps back through the gathering crowd to greet the Sergeant. He hopes this violence won't play poorly in front of the Flame for their caravan, but is politically aware enough to know it will. The city doesn't care for trouble, be it they who start it or they whom it finds the end result is the same - we'd rather it happen elsewhere. Best nip that in the bud however he could. "Keryn Donnathlascen, Courtier" he introduces himself with a hiss - talking proving more sore than he'd anticipated now the adrenaline was fading. "We were on business for Flame Daryn Falburn," - nothing wrong with a little name dropping even if it was stretching the truth - "when these cultists sprung from the crowd, presumably in an attempt to spread chaos and undermine our fine city's noble humanitarian projects aiding those displaced from Elturgard." He tried his best at a winning smile that came out more of a grimace. That nicely positioned them as both important residents and innocent victims of circumstance, as well as primed the guardsmen to take a pro refugee position rather than align themselves with cultists. At least, it was the best he could do in as few words as possible. If more was needed, he wasn't sure he could offer it right now.

 

He leans against a nearby wagon with unmasked relief, and should anyone go to mention the name Vollis is ready to do his level best to silence them with a glare.

 

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.

PureChance

PureChance

token_1-2.png.787bd575645206ea3ebb0c28bcc2ce92.pngKeryn Donnathlascen

Moon Elf Rogue 


AC: 14 (Leather) | HP: 3/24 () | 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


 

Keryn breathes a sigh of relief as Gaerzil's magical darts strike the cultist unerringly, the man faltering and stumbling into the web of arcane energy Keryn had erected. He didn't think he could take another hit. He leans over a tears a strip of cloth from the fallen fanatic's robes to first clean his rapier and then staunch the bleeding at his shoulder, casting a quick eye over the fellow for any obvious livery.

 

 

 

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.

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