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R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


Merida didn't know what to do to help Moana learn her spells, she was awful at learning spells herself, but reading over the book... "Lesser restoration?" Magic to help heal, she thought of her past of how the wisps were soles that knew what it meant to be whole and that wholeness of spirit was something that could lend itself to healing. The redhead, however, had now way to explain that in a way that could help with magical learning, but maybe, just maybe "they could".

Laying a hand on Moana she called upon the spirits to offer their guidance, and in her friend's head she knew there would be a chime, it wasn't words it wasn't knowledge, it was just an understanding of things that helped the pieces fit together.

Mechanics:

Cast guidance on Moana.

Statblock

[b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=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.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. 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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
Princess Merida of Dunbroch
Human Ranger 6 Chaotic Good

AC 16 HP 52 Speed 35ft

Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

Attacks
Longbow +1 +10 1d8+5
Rapier +7 1d8+4
Shortsword(Highland Dirk) +7 1d6+4



Background Folk Hero
- Rustic Hospitality

ASI & Feats +2 Dex
- Fey touched , Sharpshooter

Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

Class: Ranger
- Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

Subclass: Horizon Walker
Detect Portal , Planar Warrior

Stellar Blessing

 

 

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7 minutes ago, artsmythe said:

@igordragonian12, @Niven81, @WolfBirch -- maybe we should get a Bag of Holding, too, so that we can carry the Black Cauldron back with us? Maybe if we can pool our remaining gold together so we can do this?

I think Mickey can chip in 87gp.

Rapunzel's got 5 gp so not much of a chip in the bucket but sure.

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8 hours ago, artsmythe said:

@igordragonian12, @Niven81, @WolfBirch -- maybe we should get a Bag of Holding, too, so that we can carry the Black Cauldron back with us? Maybe if we can pool our remaining gold together so we can do this?

I think Mickey can chip in 87gp.

Try just asking Merlin first, before spending your gold.

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17 hours ago, artsmythe said:

@igordragonian12, @Niven81, @WolfBirch -- maybe we should get a Bag of Holding, too, so that we can carry the Black Cauldron back with us? Maybe if we can pool our remaining gold together so we can do this?

I think Mickey can chip in 87gp.

I think Eilonwy has 20 gp to pitch in. I wonder how the Black Cauldron would react with a bag of holding. Depends on how it works, but it might explode. That could be interesting.

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Mulan TokenFa Mulan Samurai Fighter 3; Hexblade Warlock 3

AC:
HP:
Speed:

17
49/49
30 ft.

Strength:
Dexterity:
Constitution:

15
10
14

(+2)
(+0)
(+2)

Intelligence:
Wisdom:
Charisma:

12
10
18

(+1)
(+0)
(+4)

Languages
Combat Proficiencies
Tool Proficiencies

  Second Wind (1d10+3) | Action Surge (1/1) | Fighting Spirit (3/3) | Hexblade's Curse (1/1) | Hex Warrior | Eldritch Invocations

(Presumably with Merida's encouragement, gold, and guidance,) Mulan approached the spellbook. Browsing the available spells, she settled on one that would give her allies all the strength of a raging fire. 'There's something strange about this type of magic,' Mulan consoled herself. 'I guess it's not the sort of thing you can just pick up right away.'

She turned to Merida and said, "Thank you, Merida, for your assistance. It doesn't look like I will be able to learn anything right now. Rest assured, I will pay you back when we return from the sea."

OOC

Action: Attempting to learn Bless w/ Charisma (spending 15 of her own Gp and borrowing 75 of Merida's) --> Failed
Bonus Action:
Movement:
Reaction:
Object Interaction:

Spells

Spellcasting

Modifier (Cha): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Create Bonfire
  2. Green-Flame Blade

2nd-Level

  1. Armor of Agathys*
  2. Blur(c)
  3. Find Familiar*(R)
  4. Shield
  5. Suggestion(c)

Stats

[b][url=/sheets/?id=2897775]Fa Mulan[/url][/b] [i]Human (Half-Elf) Fighter 3 / Warlock 3 6 NG[/i] [b]AC[/b] 17 [b]HP[/b] 49 [b]Speed[/b] 30ft [b]Str[/b] 15 (2) [b]Dex[/b] 10 (0) [b]Con[/b] 14 (2) [b]Wis[/b] 10 (0) [b]Int[/b] 12 (1) [b]Cha[/b] 18 (4) [b]Attacks[/b] [b]Jian (Slashing/5)[/b] +8 1d8+5(1d10+5) [b]Dagger (Piercing/20/60)[/b] +5 1d4+2 [b]Handaxe (Slashing/20/60)[/b] +5 1d6+2 [b]Longbow (Piercing/150/600)[/b] +3 1d6 [b]Unarmed Strike (Bl./5)[/b] +5 1d6(1d8) Fighter Features Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit Warlock Features Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain) Soldier Feature Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Half-Elf Features Darkvision (60 ft.) | Fey Ancestry | Skill Versatility
Fa Mulan
Human (Half-Elf) Fighter 3 / Warlock 3 6 NG

AC 17 HP 49 Speed 30ft

Str 15 (2) Dex 10 (0) Con 14 (2) Wis 10 (0) Int 12 (1) Cha 18 (4)

Attacks
Jian (Slashing/5) +8 1d8+5(1d10+5)
Dagger (Piercing/20/60) +5 1d4+2
Handaxe (Slashing/20/60) +5 1d6+2
Longbow (Piercing/150/600) +3 1d6
Unarmed Strike (Bl./5) +5 1d6(1d8)

Fighter Features
Fighting Style (Unarmed Fighting) | Second Wind | Action Surge | Martial Archetype (Samurai) | Bonus Proficiency | Fighting Spirit

Warlock Features
Otherworldly Patron (Hexblade) | Pact Magic | Expanded Spell List | Hexblade's Curse | Hex Warrior (Longsword) | Eldritch Invocations | Pact Boon (Pact of the Chain)

Soldier Feature
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Half-Elf Features
Darkvision (60 ft.) | Fey Ancestry | Skill Versatility

Links: Sheet | Application

Inventory

Gp: 8 Sp: 9 Cp: 5

Equipped

  1. Splint
  2. Clothes, common
  3. Dagger
  4. Handaxe (2)
  5. Longbow
  6. Jian (Longsword), +1
  7. Lucky cricket (Arcane focus)
  8. Signal Whistle
  9. Quiver (20 arrows)

Backpack

  1. Ball bearings (bag of 1000)
  2. Bedroll
  3. Bell
  4. Blanket
  5. Candle
  6. Case, map or scroll
  7. Clothes, fine
  8. Crowbar
  9. Dice set
  10. Grappling hook
  11. Hammer
  12. Healer's kit
  13. Lantern, hooded
  14. Mess Kit
  15. Oil (10 flasks)
  16. Perfume (vial)
  17. Piton (10)
  18. Rations (10 days)
  19. Rope, hempen (50 ft.)
  20. Sack
  21. Shovel
  22. Soap
  23. Spikes, Iron
  24. String (10 ft.)
  25. Tent, two-person
  26. Tinderbox
  27. Waterskin

Khan (Draft Horse)

  1. Bit and bridle
  2. Saddle, military
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
DC 11 Cha to learn Bless
6
1d20+4 2
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R.jpg.2ca289fdf72caaacb64a030887b89370.jpgPrincess Merida of DunBroch - Character Sheet | Application

AC: 18 |  HP: 52/52 |  PP: 19 |  Speed: 35ft |  Spells: Lvl I 4/4 , Lvl II 2/2 | Hunter's mark 0/1 | Misty Step 1/1


Merida couldn't help but smile, while she did want to see Mulan succeed, there was a part of her that was very relieved. "It's fine, now I won't be tha only one having to get some tutoring later?" She said beaming, then giving her new friend a slap on the back. "An maybe we can take some time to practice some weaponry, should the opportunity present."

Mechanics:

Guidance won't get her there.

Statblock

[b][url=/sheets/?id=2685197]Princess Merida of Dunbroch[/url][/b] [i][ooc=Human]Wildhunt Shifter[/ooc] Ranger 6 Chaotic Good[/i] [b]AC[/b] 16 [b]HP[/b] 52 [b]Speed[/b] 35ft [b]Str[/b] 12 (1) [b]Dex[/b] 18 (4) [b]Con[/b] 14 (2) [b]Wis[/b] 16 (3) [b]Int[/b] 8 (-1) [b]Cha[/b] 10 (0) [b]Attacks[/b] [b]Longbow +1[/b] +10 1d8+5 [b]Rapier[/b] +7 1d8+4 [b]Shortsword(Highland Dirk)[/b] +7 1d6+4 [b][/b] [b][/b] [b]Background[/b] Folk Hero - [ooc=Rustic Hospitality]Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.[/ooc] [b]ASI & Feats[/b] +2 Dex - [ooc=Fey touched]Misty step and Hunter's Mark free to cast 1/day, and added to spell list[/ooc], [ooc=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.[/ooc] [b]Race:[/b] Wispbound Human(Wildhunt Shifter) - [ooc=Ability Score Increase] Your Wisdom score increases by 2, Dexterity increase by 1[/ooc], [ooc=Darkvision]You have superior vision in dark and dim conditions. 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.[/ooc], [ooc=Natural Tracker]You have proficiency in the Survival skill.[/ooc], [ooc=Keen Senses]You have proficiency in the Perception skill.[/ooc]. [ooc=Wisping]As a bonus action, you can assume power from the will-o-wisps. Your eyes glow blue and a feint aura surrounds you as you are protected by fate. This transformation lasts for 1 minute, until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). While shifted, you have advantage on Wisdom checks. Once you shift, you can’t do so again until you finish a short or long rest[/ooc], [ooc=Mark the wisps]As a bonus action, you can mark one creature you can see within 10 feet of you. Until the end of your next long rest, your proficiency bonus is doubled for any ability check you make to find the marked creature, and you always know the location of that creature if it is within 60 feet of you. You can't use this trait again until you finish a short or long rest.[/ooc] [b]Class:[/b] Ranger - [ooc=Favored Foe]When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d6. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.[/ooc], [ooc=Canny]Choose one of your skill proficiencies(perception). Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice[/ooc], [ooc=Roving]Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.[/ooc], [ooc=Fighting style(Archery)]You gain a +2 bonus to attack rolls you make with ranged weapons.[/ooc], [ooc=Spellcasting]Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. Spell Slots The Ranger table shows how many spell slots you have to cast your ranger spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your ranger spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus (Optional) At 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.[/ooc], [ooc=Primal Awareness]You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Primal Awareness Spells Ranger Level Spell 3rd.... Speak with Animals 5th.... Beast Sense 9th.... Speak with Plants 13th.. Locate Creature 17th.. Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.[/ooc], [ooc=Extra Attack]Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.[/ooc] [b]Subclass:[/b] Horizon Walker [ooc=Detect Portal]At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, you detect the distance and direction to the closest planar portal within 1 mile of you. Once you use this feature, you can't use it again until you finish a short or long rest. See the "Planar Travel" section in chapter 2 of the Dungeon Master's Guide for examples of planar portals.[/ooc], [ooc=Planar Warrior] At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th level in this class, the extra damage increases to 2d8.[/ooc] [ooc=Stellar Blessing]While in a critical health state (below 50% HP) you may trigger stellar blessing through the following options no action required. You may use each option once per short or long rest: • If you miss with an attack roll, or miss with a saving throw, you can add 2d4 to the roll. • If you are being healed add your character level times 5 to the amount restored. • If you are about to be hit by an attack increase your AC by 5[/ooc]
Princess Merida of Dunbroch
Human Ranger 6 Chaotic Good

AC 16 HP 52 Speed 35ft

Str 12 (1) Dex 18 (4) Con 14 (2) Wis 16 (3) Int 8 (-1) Cha 10 (0)

Attacks
Longbow +1 +10 1d8+5
Rapier +7 1d8+4
Shortsword(Highland Dirk) +7 1d6+4



Background Folk Hero
- Rustic Hospitality

ASI & Feats +2 Dex
- Fey touched , Sharpshooter

Race: Wispbound Human(Wildhunt Shifter)
- Ability Score Increase , Darkvision , Natural Tracker , Keen Senses . Wisping , Mark the wisps

Class: Ranger
- Favored Foe , Canny , Roving , Fighting style(Archery) , Spellcasting , Primal Awareness , Extra Attack

Subclass: Horizon Walker
Detect Portal , Planar Warrior

Stellar Blessing

 

 

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In response to Aurora

Archimedes hummed as Aurora learned Identify "Identify, interesting choice, but a good spell to have on hand just in case you might come across something magical but you better ask Merlin for a pearl before you leave, it's required for the spell"

(technically you could have used your Wisdom spellcasting mod to get a better bonus but you still passed the roll anyhow)

 

In response to Fa Mulan

Archimedes puffed out when the Bless spell failed to be learned "oh Don't feel too bad, it takes some strong faith in the powers that be to be able to get that spell." He snickered "you should see some of the messes that occur when Merlin has to bargain with them."

 

 

 

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Mickey the Sorcerer's Apprentice -- Mouse (Lightfoot Halfling) Folk Hero SorcererMickeyv7.jpg.1716c1797c70f8627088f601a5486646.jpg


AC: 14 (17) | HP: 32/32 | Init: +4 | Speed: 25' | Jump: 30'| Prof. Bonus: +3 | Passive Perception: 9 | Passive Insight: 9 | Passive Investigation: 11 | STR: 10 (0) | DEX: 18 (+4) | CON: 13 (+1) | INT: 13 (+1) | WIS: 8 (-1) | CHA: 17 (+3) | Subclass: Wild Magic | Sorcery Points: 7 | Spellcasting Ability: CHA | Spell Save DC: 14 | Spell Attack Bonus: +6
Buffs: None | Debuffs: None | Advantages: Fear | Inspiration: 0 | Exhaustion: 0 |


"Oooohhh, that's a good one, Aurora. I never even heard of that spell! That will surely come in handy, you betcha', " the young apprentice exclaimed in quiet admiration.

Mickey then turned to the envoy from the Land of the Dragon. "Gee, I'm sorry that you couldn't learn that spell, um, Captain? Commander? I'm sorry, but I don't know how to address you."

After a beat, he then added, "Oh, uh, w-welcome aboard, by the way. I-I'm sorry. I didn't get a chance to introduce myself earlier. My name is Mickey, Mickey of Happy Valley. I'm studying to be a great sorcerer." The Mouse held out his gloved hand to Mulan in friendship.

 



Mechanics

OOC: n/a


Main Hand: Empty
Off Hand: Empty


Action: Mickey's action goes here.
Bonus Action: Mickey's bonus action goes here.
Move: Mickey's movement goes here.
Manipulate: Mickey's one free object interaction goes here.

     

 

 

 

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