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Valagar Ravenmane - Kagonesti Elf, Hunter Scout


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Valagar Ravenmane

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Theme Song: Son of the Wolf

Actor: Anthony Howell

Details

Race: Elf (Kagonesti)

Class: Ranger (Hunter) 4/Rogue (Scout) 4

Background: Nomad

Alignment: True Neutral

Deity: Chislev


Age: 196 (17th of Summer Run, 236 AC)

Height & Weight: 4'9" & 101 lbs

Build: Lean

Eye, Hair & Skin: Grey, Dark Brown, Tan

Birthplace: Elderwild Wood, Southern Ergoth

Ability Scores
Strength: 13 (+1) Dexterity: 18 (+4) Constitution: 13 (+1)
Intelligence: 13 (+1) Wisdom: 16 (+3) Charisma: 8 (-1)
Proficiencies & Languages

Proficiency Bonus: +3


Strength: Athletics +4

Dexterity: Acrobatics +7, Stealth +10

Intelligence: Arcana +1, History +1, Investigation +1, Nature +7, Religion +1

Wisdom: Animal Handling +6, Insight +6, Medicine +3, Perception +9, Survival +9

Charisma: Deception -1, Intimidation -1, Performance -1, Persuasion -1


Tools: Thieves' Tools, Herbalism Kit

Weapons: Simple Weapons, Martial Weapons

Armour: Light Armour, Medium Armour, Shields


Languages: Common, Elven, Ogre, Draconic, Thieves' Cant

Features & Feats

Lineage Features

Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.


Background Feature

At Home In The Wild: The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you.


Ranger Features

Favoured Enemy (Ogres, Draconians): You have advantage on Wisdom (Survival) checks to track your favoured enemies, as well as on Intelligence checks to recall information about them.

Natural Explorer (Forests): When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favoured terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Fighting Style (Archery): You gain a +2 bonus to attack rolls you make with ranged weapons.

Primeval Awareness: You can use your action and expend one ranger spell slot to focus your awareness on the region around you. For 1 minute per level of the spell slot you expend, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favoured terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number.

Conclave Feature (Hunter - Horde Breaker): Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.


Rogue Features

Expertise (Stealth, Perception): Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack (2d6): 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.

Thieves' Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action: 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.

Archetype Feature (Scout - Skirmisher): You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Archetype Feature (Scout - Survivalist): You gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Steady Aim: As a bonus action, 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.


Feats

Elven Accuracy: +1 Wisdom; whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Piercer: +1 Dexterity; once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll; when you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Sharpshooter: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls; your ranged weapon attacks ignore half and three-quarters cover; before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Spellcasting

Spell Save DC: 14

Spell Attack Modifier: +6

Spellcasting Focus (2nd Level): You can use a druidic focus as a spellcasting focus for your ranger spells.


Spells Known: 3

Spell Slots per Level: 1st - 3


Spells

1st - Hunter's Mark1st-level Divination

Casting Time: 1 bonus action
Range: 90 feet
Components: Verbal
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
, Speak with Animals1st-level Divination (Ritual)

Casting Time: 1 action
Range: Self
Components: Verbal, Somatic
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM’s discretion.
, Hail of Thorns1st-level Conjuration

Casting Time: 1 bonus action
Range: Self
Components: Verbal
Duration: Concentration, up to 1 minute

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Combat & Exploration

Saving Throws: Strength +4, Dexterity +7, Constitution +1, Intelligence +1, Wisdom +3, Charisma -1

Health: 75

Armour Class: 16

Initiative: +4

Hit Dice: 4D10/4D8


Longbow: +9 to Hit | 1D8+4/6 Piercing Damage | Ammunition, Range (150/600), Heavy, Two-Handed

Rapier: +7 to Hit | 1D8+4 Piercing Damage | Finesse

Dagger: +7 to Hit | 1D4+4 Piercing Damage | Finesse, Light


Passive Perception: 19

Passive Insight: 16

Movement Speed: 35 ft

Overland Movement: 3.5 miles per hour

Equipment

Encumbrance: 115/195 lbs

Wealth: 5 Steel


Kagonesti Forest ShroudAttuned

This cloak appears to be made of autumnal leaves woven together. While you wear this cloak, you have advantage on Dexterity (Stealth) checks, and you can use a bonus action to magically teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet of yourself. You then have advantage on the next attack roll you make before the end of the turn. Once this bonus action is used, it can't be used again until the next dawn.

Bracers of ArcheryAttuned

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons

Studded Leather Armour: 13 lbs

Daggers x4: 4 lbs

Longbow: 2 lbs

Quiver of 20 Arrows x2: 2 lbs

Rapier: 2 lbs

Explorer's Pack: 59 lbs

Thieves' Tools: 1 lbs

Herbalism Kit: 3 lbs

Hunting Trap: 25 lbs

Common Clothes: 3 lbs

Pouch: 1 lbs

Druidic Focus - Sprig of Holly

A small article of jewellery that is distinct to your tribe

Trinket - A single caltrop made of bone

 

Edited by Maester1216 (see edit history)
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Posted (edited)
Personality Traits

Attentive - I am quiet and reserved, but observant. Nothing escapes my attention.

Resourceful - I accomplish my tasks efficiently, using as few resources as possible.

Wild-Hearted - Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day.

Ideals

Neutral - Nature must not be despoiled by encroaching civilization; my tribe and its ways must be protected and shielded from outside influence.

Bonds

My Tribe - I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled.

Retribution - Ogres destroyed territory valuable to my tribe, killing many and stealing away with some of my people. I will not know rest until I have found my kin, and made the Ogres - and their allies - pay for what they've done.

Flaws

Suspicious - Unfamiliar people and surroundings put me on edge.

Uncouth - My lack of worldliness often proves my undoing in social, commercial, and hostile situations.


Appearance

WIP


Personality Expanded

WIP


5-Minute Background

- Born into the Red Wolf, a clan of Kagonesti nomads that ranged the length and breadth of the Elderwild Woods and its bawn, Valagar (named Duskwing at his Life Gift) is the middle of three children born to the scouts Syldan and Ashara. The tribe was rarely settled in a place over long, following game and other resources much as their ancestors had since the Age of Dreams. Valagar and his kin would seasonally travel south into the Plains of Tothen and Harkun Bay, north into the Foghaven Vale, and even occasionally east across the River of the Dead to the Creaking Trees that marked the forest's southern borders. Syldan and Ashara's duties demanded they range far ahead of the tribe to scout for enemies and opportunities, necessitating that their children be left in the care of Ashara's family for extended periods of time (Syldan's tribe was slaughtered by Ogres when he was a young child, and he was adopted into the Red Wolf in turn). After Ashara's death in an unfortunate hunting accident in 272 AC, Syldan would spend more and more time apart from his family as grief wracked his soul.

- Riagon, Valagar's grandfather and a member of the tribe's council of elders, grew particularly fond of the boy and took Valagar under his wing. A veteran ranger who saved the Red Wolf in their darkest hour during the Cataclysm, he imparted a great deal of woodcraft and the secrets of the wild lands onto his grandson. Already nimble and quick of wit at a young age, Valagar took these lessons to heart and dedicated himself to the path of the ranger. Riagon also exposed his grandson to the precepts of the goddess Chislev, worship and principles that have guided Valagar ever since.

- Valagar put these skills to good use during his Rite of Majority in 297 AC, for he resolved to prove himself just as great a scout and hunter as his parents and grandfather. He was quick to pick up the trail of a rather large buck and followed its tracks towards the foothills of the Last Gaard Mountains, only to be disheartened when he spied an ogre eating his quarry. This disappointment quickly turned to elation as Valagar came to understand the fullness of the opportunity before him. Firing an arrow into the ogre's back to drive the creature into a rage, Valagar drew the ogre into the forest; by way of traps and hidden strikes did he whittle the ogre down, always slinking back into the undergrowth whenever his quarry spied him. The process took over half a day and nearly cost Valagar his life at a few perilous junctures, but with patience and focus was the ogre finally brought down. Valagar returned to his clan triumphant, earning his new name and a sobriquet in turn - Ravenmane, for the ease by which he wore the forest's shadows. A single bone caltrop remained at the end of the ordeal, and Valagar has kept it as a trinket ever since.

- Life would move apace for Valagar over the next fifty-odd years. He ranged and hunted for the Red Wolf, and - after one of the more militant elders became Pathfinder - began participating in raids against the Stonefists and other ogre tribes of the mountains. Overtime Valagar grew into an observant and resourceful woodsman as well as a masterful archer, as well as a staunch follower of the World Mother's philosophies; his disdain for the ogres stemmed as much from their disregard for the bounty of nature as their intrusion on elven lands. This sentiment would soon coalesce into a general distrust for outsiders, such as the Knights of Solamnia serving at Castle Eastwatch. Even still the years had proven productive to Valagar, and he seemed poised to serve and protect the Red Wolf just as Riagon had in his time.

- The Time of Dragons changed all that. The Red Wolf were fortunate enough to evade enslavement by the Silvanesti and Qualinesti who had fled the advance of the Dragonarmies, but were hard-pressed between the elves and the ogres, the latter emboldened with support by the White Dragonarmy. The clan became increasingly territorial during these dark years, fiercely defending claimed territory and launching intermittent raids against any they perceived as outsiders. As ever Valagar was at the fore during these battles, though the invading elves proved far more cunning foes than the ogres; the scar running across his face was earned during this time, courtesy of a Silvanesti knight.

- With the War of the Lance over, the White Dragonarmy withdrawn and the ogres in disarray, it was hoped by many that the Red Wolf would rally the Kagonesti and drive out the oppressors in Qualimori and Silvamori to reclaim their home. Riagon's ascension to the position of Pathfinder in 358 AC following the former's untimely death all but guaranteed that in Valagar's mind... but the war of liberation never came. Instead Riagon sought detente with those who had conquered and enslaved so many of their kin, with the end goal of the Elderwild Woods becoming a haven for all elves, not simply the Kagonesti. Valagar could not countenance this insult to his home nor this betrayal by his grandfather; though he would not abandon the Red Wolf, Valagar renounced his grandfather well-past Riagon's death in 381 AC. Still Riagon's diplomatic efforts bore some fruit - many of the Kagonesti were freed from bondage, with many more being freed over the twenty years Riagon served as Pathfinder. In time the realm of Ergonest would spring within the forests of Ergoth, in no small part due to Riagon's work.

- More trials and tribulations would follow Valagar as the Age of Despair gave way to the Age of Mortals. The Red Wolf fought tooth and claw against the Dragon Overlord Gellidus and his followers, but not even they could hold back the icy tide. Valagar and his clan withdrew from their ancestral lands with the other surviving elves and made for the Isle of Cristyne. Valagar would spend the next eight years on Cristyne aiding the exiled elves, scouting the Fey Wood and clearing out evil creatures that had taken residence therein (including the forces of Sylvyana the Ghoul Queen when she arose). Ever his gaze was turned towards Southern Ergoth however, and in 430 AC Lady Merathanos and those who wished to return to the Elderwild launched their expedition; Valagar and the Red Wolf - minus his immediate family, who had scattered after reaching Cristyne - were amongst those who joined this expedition.

- In the two years since their arrival the expedition has slowly but surely been making progress in reclaiming the Elderwild Woods for the Elves, with Valagar and his clanmates boldly and ferociously striking at those of Frost's followers who yet remained. A daring raid by ogres laid waste to much of the expedition's reclaimed land however and saw captives taken, Red Wolf among them. Resolving to save his people and make the ogres pay Valagar stole into ogre lands and terrorized the foul creatures for weeks. Soon enough he had picked up the captives trail to the mainland and followed suite, but in pursuing them Valagar has begun to slowly peel back the layers of a conspiracy that could threaten the whole of Ansalon...

Goals

- Valagar's goals are pretty straightforward. Beyond finding and freeing the elves captured by the Takhisian ogres and punishing those party to their suffering, he wants to reclaim his people's ancestral lands and essential pick up where the Red Wolf left off before the War of the Lance. That may require negotiating borders with the Silvanesti and Qualinesti, but Valagar would sooner fight than talk with such invaders. He has no care for the politics of Gilthas Pathfinder or the war to reclaim Qualinost.

- Valagar has a very myopic, closed off worldview defined by isolationism for the Kagonesti (or at least his tribe) and distrust of outsiders. I want to see Valagar overcome this worldview while still remaining true to the traditions and principles of his people and faith. This may prompt a shift in his views of the elves in the Age of Mortals; will he journey back to Cristyne or Southern Ergoth? Take up the fight in Qualinost? Or perhaps journey into Khur to join with Inath-Wakenti?

Secrets

- Known: The ogres are being aided by a covert support network that commands a great deal of both wealth and influence. How else could an ogre warband with dozens of captive elves draw so little attention as it moves through western Ansalon? Clearly the Cult of Takhisis has powerful agents in Solamnia and abroad, but Valagar has seen no more than a small part of this network.

- Unknown: Unknown to all save Valagar's sister Laena, Riagon was the one behind his predecessor's death. This wasn't a naked power grab however, but rather a necessary sacrifice to save the spirit of his clan. Beginning with his aggressive policy against the ogres, the War of Lance had finally unmoored the Red Wolf; Riagon had seen the signs of Chislev's displeasure and rightly feared the clan falling under the sway of Sargonnas and becoming Dark Elves. The loss of his beloved wife Iolanna was the final nail in that proverbial coffin; he could not countenance the clan failling to darkness, and so orchestrated the previous Pathfinder's death so he might take the reigns of power and steer the Red Wolf back onto the ways of the World Mother.

NPC's

Laena

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Valagar's older sister and the eldest of Syldan and Ashara's children (born 150 AC). Currently resides in the Fey Wood on Cristyne with her husband and children, where she serves in the druid circle that has arisen there and aids in the reconstruction of Baleph. Her relationship with her brothers has always been loving and supportive, even as she bemoans Valagar's self-imposed exile and Eradril's capricious wanderings. To her mind the Kagonesti must move on if the wounds of the past are to heal and guarantee their future on Ansalon. Valagar disagrees with this view, believing that only by preserving Kagonesti tradition and righting the wrongs of the past can their people survive the Age of Mortals.

A thoughtful person by nature, no view is truly alien to Laena; even the most irrational ideas are forged by experience she reasons. When she disagrees with someone, she can see the events and personal concerns shaping their position. Laena firmly believes that trading experiences and perspectives and introducing new ideas is a crucial step in changing people for the better. Finding common ground between two opposing forces and seeding it with the potential for agreement has always been amongst her greatest sources of joy.

Eradril

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Valagar's younger brother and the youngest of Syldan and Ashara's children (born 251 AC). Currently fighting against the Knights of Neraka and Goblins that have occupied Qualinost, where he has taken up the Ancient's Oath in service to Habbakuk. Valagar and Eradril's relationship has always been rocky - Eradril has an unspoken jealousy of Valagar and strove to be his better, then later to forge his own path out from beneath Valagar's shadow. Valagar had hoped for Eradril to follow in his footsteps as a ranger for the Red Wolf, but has been sorely disappointed by Eradril's skill and manner in that regard. Still, he commends Eradril for his desire to push back the dark from Qualinost, even if he does not approve of him consorting with Qualinesti.

Eradril the quintessential competitor and a brave, stalwart hero. Constantly searching for new challenges to overcome, new adversaries to wrestle, new causes to fight for and protect, he lives for the chance to slay the monster and fulfill the quest. Without the thrill of striving against others amd himself, life quickly becomes dull and meaningless.

Narn Deathflame

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A rare Ogre Magi formerly in service to the Dictator of Daltigoth, Narn also serves Takhisis as a Warlock to augment his magical prowess. He earned the name Deathflame after reducing scores of rivals to ash with spellfire. It was Narn who lead the scouring of the elven settlements on Southern Ergoth, aided by a member of the Red Wolf who had fallen under the sway of Sargonnas many years prior. The blood of such elven captives will prove useful to all manner of dark rituals, and in that Narn has seen the pathway to advancing himself in the Dragon Queen's eyes. Over the last few weeks however Narn has been made aware of a lone elf following his trail from Southern Ergoth, but the ogre is unconcerned; this is no foe to be fought, but a gnat to be crushed.

Narn seeks to conquer all who oppose him, destroying them if possible. His worldview is defined by those who bow to him and those who are burned away because they didn't. To Narn, all exists at and for his pleasure. He plays people off each other, like chess pieces on a board, with no consideration for anyone's needs but his own. He take what he want without regard, and he destroys those weaker than himself for his own amusement.

Mannerisms & Quirks

- Fletching and bowmaking are two of Valagar's greatest passions, and he takes great pride in the work he's done over the years. A few of these weapons are still in use amongst the Red Wolf - a testament to the efficacy of their build.

- Valagar prefers to let instinct guide his actions, seeking familiarity with his inner self rather than distance. Only by accepting one's nature can one truly grow, otherwise one grows calcified and arthritic under the weight of self-imposed restrictions.

- Valagar has a complicated relationship with cities and civilization. In contrast to many Chislevites he bears no great ill-will to civilization as a force; all things must live according to their forms and place in life's grand circle, and even civilization is natural because it is the form of so many on Ansalon. All things disrupt the world, simply by interacting with it; however, doing so deliberately and grossly is an attack on all things within the world, at which Valagar must pick up his bow. All that said Valagar simply loathes the environment of cities, finding the smells abhorrent, space confining and inhabitants stultified and stupefied.

Edited by Maester1216 (see edit history)
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Attributes

Points: 31


Strength: 13 (5 Points)

Dexterity: 15 (9 Points)

Constitution: 13 (5 Points)

Intelligence: 13 (5 Points)

Wisdom: 14 (7 Points)

Charisma: 8 (0 Points)

Racial Modifiers: Dexterity +2, Wisdom +1


Ability Score Increases/Feats

Level 1 Feat: Elven Accuracy (+1 Wisdom)

Level 4: Piercer (+1 Dexterity)

Level 8: Sharpshooter


HP at Level 1: 11

Level 2: 11

Level 3: 11

Level 4: 7

Level 5: 9

Level 6: 9

Level 7: 9

Level 8: 8

Edited by Maester1216 (see edit history)
Name
Health at Level 2
12
1d5+7 5
Health at Level 3
12
1d5+7 5
Health at Level 4
8
1d5+7 1
Health at Level 5
12
1d5+7 5
Health at Level 6
12
1d5+7 5
Health at Level 7
12
1d5+7 5
Health at Level 8
10
1d5+7 3
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@codexgigas,

Out of curiosity, what rank of magical item would a Lesser Dragonlance be worth? Working off the artifact listed in Treasury of Dragons, maybe something like...

Dragonlance, Lesser

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a Dragon with this weapon, the Dragon takes an extra 1d6 force damage, and any Dragon of your choice that you can see within 10 feet of you can immediately use its reaction to make a melee attack.

((that last part about giving a dragon a reaction could even be dropped to.))

((EDIT: Upon learning that Dragon Slayer is a thing, we could keep the 3d6 force damage but drop the reaction for dragons in visible range. So maybe something more like...))

Dragonlance, Lesser

Weapon (Lance or Pike), Attuned

You gain a +1 bonus to attack and damage rolls with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 force damage. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Edited by Maester1216 (see edit history)
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@Maester1216 “Lesser Dragonlances” were a thing in previous editions, but they were pikes. Since 5E makes them the same item as the mounted Dragonlance, I want to keep them as Legendary items.

That said, I would be willing to let any martial melee weapon have the Dragon Slayer properties, not just swords. So if you want your character to have a Dragon Slayer lance or another pole arm, go right ahead.

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4 hours ago, Maester1216 said:

If that's the case yeah, I'll take a Dragonslayer Longsword as Zhareth's Rare magical item.

And for an Uncommon item, would Adamantine Plate Armour be appropriate?

That would actually be a really good one. Wizards were draining magic items for power for a lot of the recent history, so low-level magic items are quite scarce. The fact that adamantine plate isn’t magical would make it easier for a PC to have acquired.

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Valagar's coming along well, though I have pivoted a bit in terms of Wondrous Items.

For the Rare Item, could I take a Kagonesti Forest Shroud? That gives Advantage on Stealth checks and a daily teleport.

And for the Uncommon Item, how about Bracers of Archery? Standard fair of +2 damage with longbows and shortbows.

Edited by Maester1216 (see edit history)
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12 hours ago, Maester1216 said:

Valagar's coming along well, though I have pivoted a bit in terms of Wondrous Items.

For the Rare Item, could I take a Kagonesti Forest Shroud? That gives Advantage on Stealth checks and a daily teleport.

And for the Uncommon Item, how about Bracers of Archery? Standard fair of +2 damage with longbows and shortbows.

Both of those items are fine.

One thing to consider as you keep working on your background is the unique state of the elves at this point in the setting. The traditional nations of Qualinesti and Silvanesti are occupied and most elves are in exile. Gilthas Pathfinder, Speaker of the Sun and Stars, has unified large portions of the Silvanesti, Qualinesti, and Kagonesti in the united elven nation of Inath-Wakenti. Groups of Kagonesti and Qualinesti are waging a guerrilla war against the Knights of Neraka and goblins occupying Qualinesti. Finally, a faction of Kagonesti and exiles from Silvanesti and Qualinesti are creating independent communities in Southern Ergoth and see little need to become part of a larger elven struggle.

Because of how the campaign is going to progress, it would be important to understand Valagar's current view on the state of the elves and his hopes for their future.

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Posted (edited)

My thinking exactly. The Southern Ergoth elves represent the ones previously on the island of Cristyne correct? Returned to reclaim their homeland from the Ogres and Walrus-Men who had served the late Dragon Overlord Gellidus?

On a related note, Kagonesti are or aren’t still enslaved to the other elves groups?

Edited by Maester1216 (see edit history)
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7 minutes ago, Maester1216 said:

My thinking exactly. The Southern Ergoth elves represent the ones previously on the island of Cristyne correct? Returned to reclaim their homeland from the Ogres and Walrus-Men who had served the late Dragon Overlord Gellidus?

That's correct. There are still elves on Cristyne as well. Both groups don't see themselves as part of the larger struggle of Gilthas' United Elven Nations.

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