Jump to content

Edit History

PureChance

PureChance

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


 

The Aftermath of the Battle

Keryn nods slowly at the monks correction to his pronunciation, rolling the word around his mouth carefully. It was not an elven name, nor one in any language he recognised, but given Qan-Di's involvement he would treat it with respect. Otherwise he simply files away this information as neither relevant to their immediate situation, nor seemingly to his own goals for now.

 

What Came Before

Keryn sighs as they are denied discussion with the cultists who tried to kill them. No doubt there are infiltrators, and it is not a poor idea to isolate them, however clearly he is not one of those fool enough to throw his lot in with devils. He carefully notes their new guide's rivalry with Manip Hithlin - a tool perhaps for future use - and wonders if the infiltrating aspects could in fact be the very Flame that responded so rapidly. As they walk to the caravan, he gently props the far more affable Tradan on the subject of Benn, trying to ascertain if the dislike is born of rivalry, suspicion or simply mutual dislike. Hithlinn did seem both officious and coarse enough to engender the latter.

When they reach the caravan he speaks gently with Vasha initially, wary of teasing out any sore points alongside the story of her husband's past. The woman has had enough responsibility mounted her shoulders recently, and though she has risen to the occasion remarkably well for someone without the necessary years of training it takes but one straw to break the constructs back. It seems there is little to be gained from the recent past, though perhaps further back something may be found? When Io takes the lead in continuing the interrogation regarding Markus he is happy to yield to her expert tongue, figuring with at least half-elven blood she should be capable of some feats. Besides, the association had been made with the original party now and she will no longer be a stranger or Baldur's Gate, but a friend of the caravan by association. Much like the others of their party had been pulled into the Fist's confidence. He double checks whether either of Segren's parents are still alive before leaving, though suspects it unlikely with humans leading such pitiably short lives.

 

What Falls Out

As they pick their way around the crime scene, Keryn is careful to avoid disturbing both evidence and Velnar. He notes the wizard, Gaerzil, seems much more at home here in the city that he had out on the road. Perhaps the effect of being home? Maybe he could persuade the Tiefling that a healthier mind is the product of a healthier body, that morning calisthenics will stimulate his intellect as much as his muscle. Though he's already such little time available he probably can't spare dedicating any of it to projects other than the arcane. With Gaerzil taking the lead in investigation, aided ably by the bard, Keryn does his best to placate the City Watch instead; judging it difficult to offend Manip Fremantle he chooses to draw attention to their lack of affiliation with the Flaming Fist - stressing how they only have the city's best interests at heart - in an effort to build bridges.

He listens carefully to Gaerzils explanations, tilting his head curiously at the wordings on the wall. He recalls similar accusations being levelled at Segren by the creature formerly Vollis. "Devils live for a damnably long time," he muses aloud, "and humans do not. The fiend within Vollis spoke of more to come, and of killing traitors specifically. Now we see further messages of revenge. Could some ancestor of the Hall's have entered - knowingly or not - into a pact that has since been defaulted on? Clearly Elturel is not new to dealing with devils."

 

He raises a laconic eyebrow at Gaerzil's narrowing of the suspect pool. "On the subject of divine magic, with this being so recent would could perhaps seek out a practitioner still able to question Markus' soul before it departs? Though if he was asleep at the time of the attack as you say he may not be able to tell us much." He frowns, several lines marring his perfect skin. "I suppose the refugees will be keeping them busy as well. I don't suppose, Hravin, you might be able to replicate such a feat...? Otherwise I guess we should visit the widow."

 

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: 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


 

Before

Keryn nods slowly at the monks correction to his pronunciation, rolling the word around his mouth carefully. It was not an elven name, nor one in any language he recognised, but given Qan-Di's involvement he would treat it with respect. Otherwise he simply files away this information as neither relevant to their immediate situation, nor seemingly to his own goals for now.

 

What Came Before

Keryn sighs as they are denied discussion with the cultists who tried to kill them. No doubt there are infiltrators, and it is not a poor idea to isolate them, however clearly he is not one of those fool enough to throw his lot in with devils. He carefully notes their new guide's rivalry with Manip Hithlin - a tool perhaps for future use - and wonders if the infiltrating aspects could in fact be the very Flame that responded so rapidly. As they walk to the caravan, he gently props the far more affable Tradan on the subject of Benn, trying to ascertain if the dislike is born of rivalry, suspicion or simply mutual dislike. Hithlinn did seem both officious and coarse enough to engender the latter.

When they reach the caravan he speaks gently with Vasha initially, wary of teasing out any sore points alongside the story of her husband's past. The woman has had enough responsibility mounted her shoulders recently, and though she has risen to the occasion remarkably well for someone without the necessary years of training it takes but one straw to break the constructs back. It seems there is little to be gained from the recent past, though perhaps further back something may be found? When Io takes the lead in continuing the interrogation regarding Markus he is happy to yield to her expert tongue, figuring with at least half-elven blood she should be capable of some feats. Besides, the association had been made with the original party now and she will no longer be a stranger or Baldur's Gate, but a friend of the caravan by association. Much like the others of their party had been pulled into the Fist's confidence. He double checks whether either of Segren's parents are still alive before leaving, though suspects it unlikely with humans leading such pitiably short lives.

 

What Falls Out

As they pick their way around the crime scene, Keryn is careful to avoid disturbing both evidence and Velnar. He notes the wizard, Gaerzil, seems much more at home here in the city that he had out on the road. Perhaps the effect of being home? Maybe he could persuade the Tiefling that a healthier mind is the product of a healthier body, that morning calisthenics will stimulate his intellect as much as his muscle. Though he's already such little time available he probably can't spare dedicating any of it to projects other than the arcane. With Gaerzil taking the lead in investigation, aided ably by the bard, Keryn does his best to placate the City Watch instead; judging it difficult to offend Manip Fremantle he chooses to draw attention to their lack of affiliation with the Flaming Fist - stressing how they only have the city's best interests at heart - in an effort to build bridges.

He listens carefully to Gaerzils explanations, tilting his head curiously at the wordings on the wall. He recalls similar accusations being levelled at Segren by the creature formerly Vollis. "Devils live for a damnably long time," he muses aloud, "and humans do not. The fiend within Vollis spoke of more to come, and of killing traitors specifically. Now we see further messages of revenge. Could some ancestor of the Hall's have entered - knowingly or not - into a pact that has since been defaulted on? Clearly Elturel is not new to dealing with devils."

 

He raises a laconic eyebrow at Gaerzil's narrowing of the suspect pool. "On the subject of divine magic, with this being so recent would could perhaps seek out a practitioner still able to question Markus' soul before it departs? Though if he was asleep at the time of the attack as you say he may not be able to tell us much." He frowns, several lines marring his perfect skin. "I suppose the refugees will be keeping them busy as well. I don't suppose, Hravin, you might be able to replicate such a feat...? Otherwise I guess we should visit the widow."

 

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.

×
×
  • Create New...