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Old_Skuul

Old_Skuul

  

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class.

If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier.

Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.

The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.
:
 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true.

At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland.

Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.
:
 1 |
 Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, 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. | Sneak AttackBeginning 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 this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table.
 
| Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | 
UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded.

When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on).
 
| Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit
range 80/320
 
|
 Belt Dagger1d4 piercing +6 to hit
range 20/60ft thrown
| TraitsHope - By recovering the past I can make things better in the present.

Despair - I shall never find the information that I need for my quest

Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing.

Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them.


 

"A woman in danger?" asks Dandi. As Amdiran scouts ahead he looks at Orn and Léofwyn, "Do we have time to wait?" His curiosity will not let him wait until Amdiran returns.

OOC

He will follow Amdiran and try to stay behind him 25ft just using his natural quietness (Passive Stealth 18) He will stop when Amdiran stops, move when Amdiran moves. Since a "trap" was mentioned, from his rearward vantage point he will focus his attention on making sure Amdiran is not ambushedDandi Perception. If he is unable to follow Amdiran or loses him he will return to or stay with the others.

 

Old_Skuul

Old_Skuul

  

image.png.03909d1595567e8c347ac86a95a69c1d.png

Dandifred(Dandi) Puddifoot Hobbit Treasure Hunter 2/Scholar 1


AC: 15HP: 21/21Initiative: +4Passive Perception: 11Insight: 11Speed: 25 ft
Inspiration: NShadow: 0 | Hands of a HealerYou know how to treat wounds and illness and poison. You have a pool of healing tricks and techniques that replenishes when you take a short rest. You have one Healing Die (1d8) per level in the Scholar class.

If you can touch a creature, you may expend one Healing Die per action, instantly granting them hit points equal to 1d8 + your Wisdom modifier, up to their maximum. If instead you tend the creature for at least 10 minutes, binding their wounds, treating them with herbs and poultices, and offering soothing words, then you may multiply the 1d8 by your proficiency modifier, then add your Wisdom modifier.

Alternatively, you can spend a Healing Die to cure one disease, neutralize one poison, or remove one condition affecting a single target. Conditions are removed instantly, but poisons and diseases require the creature to take a long rest before they are removed.

The types of conditions you can cure are limited when you first gain this feature. You can remove the Frightened, Paralyzed, Stunned, or Unconscious conditions. At 9th level you can cure other conditions as a physician.
:
 1 | News From AfarYou know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of your knowledge is obscure and you do not explain how you know the things you do to others - it is enough that what you know is true.

At the start of each adventuring phase or after spending time in a sanctuary, the Loremaster should inform you of one or two events of importance occurring somewhere in Wilderland.

Scholars always know a little bit about everything and the Loremaster should regularly give you rumors or information based on your appropriate Passive ability checks. For more clarity you can always make an active ability check to learn more about a person, place, or event. Once per Adventuring Phase you can add +5 to one of these active ability checks.
:
 1 |
 Tongues of Many PeopleYou know a little of many languages. You can hold a simple conversation in any of the tongues of Men or Elves, and a few common phrases in the tongues of the other peoples - enough to offer a greeting, shout a warning, or insult someone. | Cunning ActionStarting at 2nd level, 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. | Sneak AttackBeginning 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 this extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Treasure Hunter table.
 
| Hobbit NimblenessYou can move through the space of any creature who is at least one size larger than yours. | 
UnobtrusiveYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. | Lore of the LostWhile you have not found that which you seek, you have come across much lost lore concerning other issues. You know tidbits of lore, hints of where lost kingdoms lie, ruins lay buried and relics have been discarded.

When you hear about a new region or ruin for the first time, you probably know at least a bit of lore about it and where you can likely find even more information (such as a song known to minstrels of a particular region, an old book in a library in Rivendell, Goblin cave paintings in the Misty Mountains and so on).
 
| Broadsword1d8 slashing +6 to hit| Short Bow1d6 piercing +6 to hit
range 80/320
 
|
 Belt Dagger1d4 piercing +6 to hit
range 20/60ft thrown
| TraitsHope - By recovering the past I can make things better in the present.

Despair - I shall never find the information that I need for my quest

Distinctive Quality - Curious. You have a natural curiosity, especially for things that are missing.

Specialty - Elven-lore. A good amount of your quest is tied to the Elves and you have learned much about them.


 

"A woman in danger?" asks Dandi. As Amdiran scouts ahead he looks at Orn and Léofwyn, "Do we have time to wait?" His curiosity will not let him wait until Amdiran returns.

OOC

He will follow Amdiran and try to stay behind him 25ft just using his natural quietness (Passive Stealth 18) He will stop when Amdiran stops, move when Amdiran moves. Since a "trap" was mentioned, from his rearward vantage point he will focus his attention on making sure Amdiran is not ambushedDandi Perception. If he is unable to follow Amdiran or loses him he will return to or stay with the others.

 

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