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Scarlet Citadel: Redtower


bwatford

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Ingyrd Moondancer - Bearfolk Druidspacer.png

 



Arik’s usage of Northern had given Ingyrd a small smile. Though she didn’t like to admit it, she appreciated being reminded of her tribe, and was glad, at least for now, Arik was still here. If they decided to travel together, she would enjoy breaking that shell he had built around him. 
 

Ingyrd took the chair Elendris offered willingly, slumping into it with little grace or tact. She took a swig of her ale as the Scáthsidhe spoke. “I agree,” Ingyrd responded gruffly. “Strength in numbers is a fact that even nature upholds in its own way. I wouldn’t mind recruiting a few other skilled prospectors as well.”

 

When Elendris called out Arik behind her, she turned her head and saw him slinking behind her, trying to look as small as he could. The old bearkin sighed, wishing he would own his presence, but didn’t know him well enough to understand it. She pulled out a chair for him and indicated it to him before speaking. “Come now, big fellah, take your seat. I can’t speak for you.” She turned to look back at Elendris to respond to her question. “Arik is with me as much as you are,” she sighed. “We met in the Caravan, but I’m not sure of his plans yet. How about it, Arik? Are you also interested in delving into the Scarlet Citadel?”

 



Mechanics

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___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Character Sheet

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Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and 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 druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

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___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.32 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 4
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.32 lbs.


 

 

 

 

Edited by foxtrot636
Typos (see edit history)
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Arik Lostcub - Bearfolk Barbarianspacer.png



"Am I interested? As in, do I want to? Hell no, but the world loves to look at 'what we want' and pisses all over it." Arik thought to himself. He wasn't interested in going, but he felt like he'd gone and obligated himself already, so he nodded his consent to Moondancer's proposal after he sat down in the offered chair. "I will go with you, Moondancer." It wouldn't be true to say he hadn't thought about this yet, because Elendris had made her rounds during the trip to Redtower, asking about more or less exactly that. He hadn't made a commitment one way or another, in the sort of way people often put off choices as though they could be put aside indefinitely. But of course things were never so easy and Arik had gone and made a decision. 

He followed Elendris' gaze to Jandar Chergoba, who was still there despite having been rebuffed, at least temporarily. Then he watched her question the woman at the bar about the man. Arik wasn't dumb by any stretch but he had totally forgotten that he could pick anyone's brain about Jandar. "Dammit, I was ready to follow the guy if everyone else did. You're a damn idiot, Lostcub." He chided himself internally, snuffling a bit. He thought he smelled a mouse but it was the Ratfolk smell left over from when Bloodnut was sitting at the bar. Arik looked away before the little ratfolk saw him. He looked back to Elendris and Moondancer. The former was intriguing because of her novelty and undeniable charm, but ultimately Arik didn't trust her. Moondancer on the other hand, was a bona fide elder, so he instinctively trusted her to make decisions. She reminded him of the elders he'd lost, although like usual, that nostalgia was bittersweet. Even though Elendris had initiated the discussion, he turned to his kinswoman and asked "So will it just be us, or will we try to find more help?"

 



Mechanics

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___________________________________________________

Main Hand: Nordmansch Greataxe
Off Hand: Nordmansch Greataxe

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

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Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

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___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 10
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Scarlet Citadel Redtower

 

"She had mentioned potentially joining up together," Ingyrd said casually to Jandar.

 

"Indeed" Jandar said as he eyed the woman at the bar, barely taking note when Ingyrd dismissed his sales pitch and moved on.

 

Robin said dryly. "Here is my offer; one gold piece when we leave for the Citadel, and one when we arrive back here."

 

 

Jandar slowly turned back to the paladin and simply replied "That is but the wages of an artisan, not the wages of a man who puts his life in danger." glancing once more back over his shoulder before continuing the negotiation "Two gold now, and two gold when we get back?" he countered.

 

 

When food arrived at the table, Elendris tipped a silver, and held out another. "That man who calls himself Jandar, he has called into doubt the map this inn displays. Pray tell, what kind of reputation does that man have? Also, who would you recommend I visit if I wanted to learn of the Scarlet Citadel and what lies within?"

 

The server nodded politely and spoke in a low voice, almost a whisper "Jandar is a homeless urchin, he didn't use to be that way. They say he was once a monk of some order. He is a symbol of how one's life can change so drastically. To be honest he is probably trying to earn coin for a meal, if I'm honest." she then shifted her attitude and raised her voice as she responded to the other questions "Konrad of Runkelstad is the man you want to talk to about the Citadel, he lives in the L-shaped home that sprawls over the generous lot next to the southwest road out of Redtower. Retired battlemage that one, his last assignment came from a group of noble thrill seekers from Cronepisht, looking to conquer the Scarlet Citadel. So, he's been out there. Although that was long while back."

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:21 pm

 

Konrad Runkelstad's home is depicted on the Redtower map as location R12.
Redtower - Library - Myth-Weavers


Combat/Conditions Tracker

 
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Characters Status

 

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ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

Active Maps

 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



Ingyrd nodded to Arik’s question. “Yes, I would like more. From what I’ve heard, this is very dangerous, so we could use all the help we can get.” Her voice growled a bit when speaking of danger, an inflection probably only Arik picked up on, indicating Ingyrd believed the warnings. Arik might think her reasons for following through with this quest were very important to her if she was commuted despite the danger. 
 

Ingyrd looked around the room, hoping to catch the eye of someone who might be overhearing their conversation, interested in their plans.

 

When the server explained Jandar’s background, Ingyrd’s old heart grew soft for a moment. She slipped the server a couple silver and lowered her voice. “Would you please get him a plate of food and cup of ale?” She looked at Arik and Elendris and shrugged. “Perhaps with some meat in his belly he’ll be more honest.” Her explanation for her charity was weak; she honestly just hated to see the starvation of the unfortunate.
 



Mechanics

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___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Character Sheet

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Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and 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 druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

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___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Sherman Fleece "Bloodnut" - Ratfolk Roguespacer.png



As the scene played out, Sherman observed. It did seem this group wasn’t foolish after all. It was good that they didn’t trust this strange. Despite his appearance, he could have been leading them into an ambush. As he listened on he overheard the server’s response about Konrad of Runkelstad. That would be his choice if he had a vote.


 

He supposed it was time. If he waited any longer they might find themselves another with his skills and he couldn’t afford to let that happen. He finished his mead and popped the last bit of cheese in his mouth before hopping down from the stool. He collected his belongings, making sure everything was in place and nothing was missing, then walked over to the table where the forming group seemed to be gathering. 


 

“If you are looking to explore the Scarlet Citadel, as foolish as this desire seems to be, I would be of great assistance,” he interjected into the conversation. He eyed Jandar briefly and cringed a little inside as the man bartered his first offer down in half. He must be worse off than Sherman thought. “It would be wise to consider all options if you are truly looking for a guide and delving into the depths of the unknown.”


 

He looked up at the faces looking at him, “I am Bloodnut. I am a skilled swordsmen and have a keen eye for identifying traps and ambushes." the last part being directed at Jandar. He may not been actually trying to decieve them but there was something just not right about the fellow. After all, who lets themselves stay that dirty. He made sure to position himself a good distance away from the man.

 

"Are you need in of another swordsman and skilled adventurer?”



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

Sherman Fleece "Bloodnut"
Ratfolk Rogue 1

___________________________________________________
STATS

Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.

Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature  Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.

Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

___________________________________________________
CLASS FEATURES

Expertise: (perception, thieves' tools) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: (1d6) Beginning 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 the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.

 

Equipment

___________________________________________________

General Inventory (64.84 lbs.)

Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black Ink

Quill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.


 

 

Edited by BigBear (see edit history)
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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Robin listened to Jandar's answer and counter-offer.

Hmmm... A little too rich, even for my blood.

 

He smiled at the man.

"Let me think about it while I consult with my companions. Please excuse me."  he said, with a nod from his head after collecting his Dragonchess Set. 

 

Just at that moment, the food that Ingyrd had ordered for the pauper arrived and was served on the table that Robin had sat at. Jandar quickly sat down and started enjoying that unexpected lunch, his eyes gleaming with delight.

 

I was about to do the same, but someone beat me to it it would seem... Poor, unfortunate creature. he thought, glancing back at Jandar with an internal sigh.

 

No matter what his final decision would be, and whether or not he would hire Jandar as a guide, Robin promised himself to give the man a golden coin before leaving the inn.

 

Ingyrd's invitation to join the ongoing discussion with Elendris was still fresh in Robin's ears. Besides, he had come to develop a certain esteem for the old bearfolk; during the few interactions the knight had had with her, she had seemed wise... Benevolent and wise; two of Robin's favorite qualitites. 

 

Forming a group with the Shadow Fey was of course an entirely different matter, as Robin was not certain he could trust her. But his options were limited; so why not grasp this opportunity to join forces with others, especially since he knew them, albeit a little, from the caravan?

 

Besides Ingyrd, the other bearfolk, and now the ratfolk, had both expressed an interest. The tall bearfolk was probably effective in combat, while the ratfolk seemed stealthy. Both could make for powerful allies while aventuring in the Citadel.

 

Having taken his leave from Jandar, Robin slowly approached the group.

"A good day to you all"  he said. "It seems we were all travelling with the caravan. I understand you are discussing the possibility of forming a party to explore the Scarlet Citadel, yes?"

He paused.

"If that is the case, I would be delighted to join. I am skilled with a sword and gifted for negotiations." he added.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, 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.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

 

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



Two other adventuring types approached the table, introducing themselves. One was Hawkwood, who Ingyrd had gotten to know passably well while traveling in the caravan. He was a well spoken young lad, mayhap a bit heavy on flattery and pride, but Ingyrd had sensed no ill intentions from the man so far. She was glad he decided to join them. The other, a ratfolk of all things. Ingyrd had thought she had seen one during their trip with the caravan, but they had not interacted before now. This one, who introduced himself as Bloodnut, was an oddity. Most ratfolk that Ingyrd had met were shadowy types, that preferred to hide out of sight and stayed close with their own. This one, however, was proudly in the open and, as far as Ingyrd could tell, the cleanest of the group, especially considering they had just arrived after a decently long trip. 

 

"Now things are starting to come together," she thought to herself, glad to have a few more at the table. Ingyrd nodded to empty chairs before offering them a seat. "Well, sit down you two, I'm not getting any younger," she said in good humor. "I take it Miss Elendris spoke to you on the trip out this way also?" Ingyrd was glad the Scáthsidhe had put the legwork in during the trip; it made this sort of thing much easier to get rolling. Ingyrd made a mental note to thank the girl in private, but for now they had work to do. "So, you two are swordsmen," she indicated to Bloodnut and Hawkwood. "And I think we can all guess what Arik can do with that large axe he carries around with him." She gave Arik a wink of encouragement to share his own skills if he wanted. "And I've spent my retirement learning the basics of natural magics."  She sang a line of song in Northern (Arik might recognize this as a line from an old folk love song) and waved her hand towards Hawkwood. A flurry of rose petals began to gently flutter down onto his head and shoulders. She thought the red contrasted nicely with his golden mane of hair. "I'm still learning, but I can also heal modest wounds and turn the natural world into my ally."



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Bite the Archer
Bonus Action: None
Move: 30 feet up the bank of the road to engage the archer.
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and 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 druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Not bad, not bad at all... She will be a powerful ally.

Robin gave the bearfolk a respecful nod.

"That was most impressive, Lady Ingyrd." he told her. 

"I too can heal wounds, with my bare hands... They say it is a Heavenly gift for those pure at heart.he added. "And indeed, the refining of the soul is an endless struggle..." 

He paused.

"My hands can also cure someone of diseases or poison." he added, unable to resist the urge to tell more about his own skills.

 

The knight paused again.

"I have to ask, Lady Ingyrd; were you the kind soul that offered a meal to that unfortunate man Jandar?he asked the bearfolk.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, 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.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

 

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

 

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Arik Lostcub - Bearfolk Barbarianspacer.png



At the explanation of Jandar Chergoba's past, Arik scowled. Part of him rated the smelly, bare-chested man even lower for throwing a presumably respectable life away. A gentler part of him said it might not be so simple; there might be more to the story, and furthermore that he should try to be more understanding. Both parts of him agreed to drop the subject when Bloodnut approached, and offered his services. Arik had only met one Ratfolk before. Scabpricker had been an odd fellow indeed. But Arik couldn't judge him yet... But that wouldn't prevent the young bearfolk from being guarded and wary.

"Not my choice." He growled in reply. "Ask them." He jerked his head towards Moondancer and Elendris next to him. One more man joined the table, which was now pretty crowded. He was good-looking, at least as far as Arik could judge about non-furred folk (which wasn't much), and had been skeptical of Jandar Chergoba's offer, which actually gave the Elfmarked a small boost in Arik's esteem). Arik mentally shrugged nonetheless when it seemed everyone who wanted in was being allowed in on the action. He couldn't really complain, since Moondancer had not only allowed him to come but invited him.

At Moondancer's insinuation, Arik tensed at suddenly being stared at. He lifted the axe just below the head and pantomimed a small swinging motion, accentuating it with a flat "Chop. Chop." He was good for other things too, but he let Moondancer carry on. Her song managed to draw a small, sad smile from his face. There and gone in a flash, but it had been there. "Grandpa sung that to grandma a lot. Mom also liked it-" he cut his thoughts off sharp. "Focus." He patiently waited for everyone to finish talking before piping up. "I think the mage is going to be a much better bet than this guy."

 



Mechanics

 

___________________________________________________

Main Hand:
Off Hand: 

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

___________________________________________________
STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

___________________________________________________
CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

 

___________________________________________________

General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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Elendris Vessicari - Shadow Elf Warlockspacer.png



 

Elendris observed the approach of the ratfolk and the elfmarked with satisfaction. All her life, she had felt powerless among the Scáthsidhe, for she had been from a disgraced house. But here, away from her homeland, those invisible shackles - the disdain and disregard from her peers - no longer bound her. Some emotion stirred inside her. Perhaps she could build something from this humble beginning. Elendris intended to prove that hers was the voice most worth heeding among the five. It would take much effort to keep them alive and gain their respect, but five could achieve much that Elendris alone could not. 


"I welcome your joining as well, both of you." said Elendris, offering a small smile. She considered briefly how much to divulge about herself, for revealing her own weaknesses scraped against her very nature. But it was necessary. "As for myself, I have some talent in blade and magic. My eyes are sensitive though, and do not take well to the bright light of day. I have heard that underground miners have similar problems when they return to the surface after a long digging excursions." 

 

Then Elendris sat back, enjoying her food and drink, content to let others do most of the talking. If she needed to, she could interject. 

 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Elendris Vessicari - Scáthsidhe (Shadow Fey) Warlock (Hexblade)

___________________________________________________
STATS

Str 11 (+0) Dex 16 (+3) Con 12 (+1) Int 10 (+0) Wis 10 (+0) Cha 16 (+3)
HP 9/9 HD 1d8 AC 16 (leather, shield) Speed 30 ft.

Passive Perception 12 Initiative +3
Vision: 60' darkvision, sunlight sensitivity*
DM Inspiration Yes
Languages Common, Elvish, Umbral
Background Far Traveler Feature  All Eyes On You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
 

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Eldritch Blast (range 120) +5 attack, 1d10 force damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Deception +5, Insight +2, Perception +2, Performance +5, Stealth +5
Weapons All weapons
Armor Light, medium, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision. Accustomed to twilit forests and the night sky, 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.

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. The Common word for this meditation is "trance." 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.

 

Path of Shadows (3/day). When in darkness, dim light, or a shadow large enough to cover your body, you can cast the misty step spell. You can use this ability a number of times per day equal to your Charisma modifier (minimum 1), and you regain all expended uses when you finish a long rest. Charisma is your spellcasting ability for this spell.

 

Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in bright sunlight.

 

Traveler in Darkness. You have advantage on any Intelligence (Arcana) check to learn about a particular fey road or shadow road and how it functions.

___________________________________________________
CLASS FEATURES

Hexblade's Curse (1/1 per rest)

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
 

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.

Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.

If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

 

You can’t use this feature again until you finish a short or long rest.

 

Hex Warrior

At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

 

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the

 

Equipment

 

___________________________________________________

General Inventory (82.5 lbs.)

Rapier - 2 lbs.
Arcane Focus (crystal) - 1 lb.
Leather Armor - 10 lbs.
3 x Daggers - 3 lbs.
Shield - 6 lbs.
Pouch - 1 lb.

Dungeoneer's Pack -61.5 lbs.

a Backpack

a Crowbar

a Hammer

10 pitons

10 torches

a Tinderbox

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 5
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 165 lbs. (15 x STR)

Current Weight: 82.7 lbs.

Spells

  

Warlock Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

Cantrips

Eldritch Blast [120 ft.]
Minor Illusion [30 ft.][C]


1st Level (1/1 slot per rest)

Cause Fear [60 ft.][C]

Shield [Reaction]


 

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Scarlet Citadel Redtower

 

As the group introduced themselves to each other and continued to discuss venturing out to the Citadel, a slender dwarf came by their table as he was exiting the establishment.  Leaning in just enough to inconspicuously whisper "The merchants will take advantage of you here."

The dwarf then began to whistle to himself as he made his way outside, the rough hewn wooden door closing behind him.

 


OOC Scene Notes


 TorsdayWednesday, the 8th of Low SummerMay @ 1:28 pm

 


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Characters Status

 

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ARIK LOSTCUB
Hit Points: 15/15
Hit Dice: 1/1
Special: Resistance (cold)

Bear Hug: 3/3 *L
Rage: 2/2 *L

Spell Slots 1st Level 1/1 (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

ELENDRIS VESSICARI
Hit Points: 9/9
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Hexblade's Curse: 1/1 *S

Path of Darkness: 3/3 *L
Spell Slots 1st Level 1/1 *S (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

INGYRD MOONDANCER
Hit Points: 10/10
Hit Dice: 1/1
Special: Fey Ancestry, Sunlight Sensitivity

Stalwart Will: 1/1 *S

Spell Slots 1st Level 2/2 *L (ATK +5 DC 13)
DM Inspiration: 1/1

________________________________

 

SHERMAN FLEECE "BLOODNUT"
Hit Points: 10/10
Hit Dice: 1/1
DM Inspiration: 1/1

________________________________

 

SIR ROBIN HAWKWOOD
Hit Points: 12/12
Hit Dice: 1/1

Special: Fey Ancestry

Divine Sense: 4/4 *L
Lay On Hands: 5/5 *L
DM Inspiration: 1/1

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Sir Robin Hawkwood - Elfmarked Paladinspacer.png



Take advantage of us? Why would he bother telling us that?

The dwarf had approached the little group and it suddenly occurred to Robin that he might be trying to take advantage of them.

After all, he could be a pickpocket... Indeed, some dwarves were said to be quite dexterous.

In doubt, Robin quickly checked his purse, hoping it was still there.

 



Mechanics

 

___________________________________________________

Main Hand: Rapier
Off Hand: Empty

___________________________________________________

Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

 

Sir Robin Hawkwood - Elfmarked Paladin 1 

___________________________________________________
STATS

Str 16 (-3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 10 (+0) Cha 16 (+3)
HP 12/12 HD 1d10 AC 18 (chain mail, shield) Speed 30 ft. 

Passive Perception 12 Initiative -1
Vision Darkvision 60 ft.
DM Inspiration Yes
Languages Common, Elvish, Draconic, Celestial
Background Noble Feature Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

___________________________________________________
WEAPONS

Longsword +5 attack, 1d8+3 slashing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Wisdom +2, Charisma +5 
Skills Athletics +5, Deception +5, History +3, Insight +2, Perception +2, Persuasion +5
Gaming Sets Dragonchess +5
Weapons All weapons
Armor All, shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Darkvision: Thanks to your elf blood, 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.

 

Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.

___________________________________________________
CLASS FEATURES

Divine Sense (4/day)

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

 

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

 

Lay on Hands (5/5 per day)

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.

 

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

 

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

 

This feature has no effect on undead and constructs.

Equipment

 

___________________________________________________

General Inventory (148.5 lbs.)

Chainmail - 55 lbs.

Shield (with emblem) - 6 lbs.

Pouch - 1lb.

Longsword - 3 lbs.

Dagger - 1 lb.

Set of Fine Clothes - 6 lbs.

Signet Ring

Scroll of Pedigree

6 x Rations - 12 lbs.

Waterskin - 5 lbs.

Amulet (holy symbol) -

Dragonchess Set - 0.5 lb.

Explorer's Pack - 59 lbs.

a Backpack

a Bedroll

a Mess kit

a Tinderbox

10 torches

10 days of Rations

a Waterskin

50 feet of Hempen rope


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 15
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 240 lbs. (15 x STR)

Current Weight: 148.84 lbs.

Spells

  

Paladin Spells
___________________________________________________
Spell Save DC: 13
Spell Attack Mod: +5

 

No spells yet

 


 

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Ingyrd Moondancer - Bearfolk Druidspacer.png



"I too can heal wounds, with my bare hands... They say it is a Heavenly gift for those pure at heart." - Hawkwood

Ingyrd suppressed a laugh as Hawkwood couldn't help but praise himself. "Pure of heart, indeed," she thought to herself. But if Ingyrd was being honest with herself, there were a lot of worse traits than pride. At least he had come to the table and sought to join them.

 

"As for myself, I have some talent in blade and magic. My eyes are sensitive though, and do not take well to the bright light of day." - Elendris

Ingyrd was very interested in this comment. The implications of it were puzzling. Nature usually had a way of imparting improvements to a species over generations, based on its competition and habitat. If Elendris' people had grown sensitive to bright light, they must spend nearly their entire lives in darkness. These Shadow Realms must be very dark indeed. The elder bearkin shivered, remembering the tales that her own people came from there. 

"I have to ask, Lady Ingyrd; were you the kind soul that offered a meal to that unfortunate man Jandar?" - Hawkwood

The old bearkin waved away the comment, as if waving away a fly. "Yes, but it was more to keep him busy for a bit," she lied with a snort through her snout. "He needed to take a break from the hard sell until we had a moment to meet and discuss and decide if we were interested in his offer." She didn't have any real belief that anyone at the table had any real desire to take him up on it.

 

"I think the mage is going to be a much better bet than this guy." - Arik

Ingyrd nodded along with the younger bearkin, in complete agreement. "This Konrad of Runkelstad does live in town and seems to know a bit about the Citadel,she said with a shrug. "We could find him this afternoon and be ready to hit the road by first light tomorrow..." Ingyrd knew she was being a little pushy, but she couldn't help this part of her nature. They had a good lead for good information, and then could get an early start. It was a good omen for their excursion. 

 

"The merchants will take advantage of you here." - Random Dwarf

The comment by the passerby took Ingyrd a little off guard. This was something they should expect in such a town as Redtower. It made Ingyrd wonder what had happened to the dwarf to make him want to share this fact so aggressively. Mayhap he was merchant himself, trying to intice new customers? Ingyrd decided to look for the dwarf after meeting with the retired battlemage. 



Mechanics

 

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: None
Bonus Action: None
Move: None
Manipulate: None

Character Sheet

 

Ingyrd Moondancer
Bearfolk (Purifier) Druid 1

___________________________________________________
STATS

Str 16 (+3) Dex 8 (-1) Con 14 (+2) Int 12 (+1) Wis 16 (+3) Cha 8 (-1)
HP 10/10 HD 1d8 AC 12/14 (natural/shield) Speed 30 ft.

Passive Perception 15 Initiative -1
DM Inspiration No
Languages Common, Druidic, Elvish, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, Settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

___________________________________________________
WEAPONS

Bite +5 attack, 1d6+3 piercing damage
Quarterstaff +5 attack, 1d6/1d8+3 bludgeoning damage

Spear +5 attack (range 20/60), 1d6/1d8+3 piercing damage

Thorn Whip +5 attack (range 30), 1d6 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Intelligence +3, Wisdom +5 
Skills Animal Handling +5, Insight +5, Nature +3, Perception +5, Survival +5
Tools Herbalism Kit +5
Weapons Club, Dagger, Javelin, Mace, Quarterstaff, Scimitar, Sickle, Sling, Spear
Armor Light, Medium, Shields

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Bite: Your powerful jaws are natural weapons, which you can use to make unarmed strikes. If it hits, you deal 1d6 + your Strength modifier piercing damage.
Natural Armor: Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Nature's Gift: You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability score for it.
Stalwart Will: When you make an Intelligence, Wisdom, or Charisma saving throw, you can roll a d4 and add the result to your total. You can do this after the roll but before any effects occur. Once you use this feature, you can’t use it again until you finish a short or long rest.

___________________________________________________
CLASS FEATURES

Druidic: You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message⁠. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Spellcasting:

Drawing on the divine essence of Nature itself, you can cast Spells to shape that essence to your will. See the general rules of Spellcasting and the druid spell list.

Cantrips:
At 1st Level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.

Preparing and Casting Spells
The Druid table shows how many Spell Slots you have to cast your druid Spells of 1st Level and higher. To cast one of these druid 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.

You prepare the list of druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells⁠ equal to your Wisdom modifier + your druid level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells⁠.

You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of druid spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability:
Wisdom is your Spellcasting ability for your druid Spells, since your magic draws upon your devotion and 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 druid spell you cast and when making an Attack roll with one.

Spell save DC (13) = 8 + your proficiency bonus (2) + your Wisdom modifier (3)
Spell attack modifier (5) = your proficiency bonus (2) + your Wisdom modifier (3)

[Ritual Casting:
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus:
You can use a Druidic focus as a Spellcasting focus for your druid Spells.

 

Equipment

 

___________________________________________________

Equipment Readied (18.00 lbs.)

Travel Clothes (4 lbs., torso)

Ash Shield (6 lbs., back)

Oak Staff (4 lbs., main hand)

Spear (3 lbs., slung on left shoulder)

Pouch (1 lb., belt)

 - Chalk x 10 (0 lbs.)

 - Money

___________________________________________________

Equipment Stored (60.00 lbs.)

 

Backpack (5 lbs.)

Bedroll (5 lbs.)

Mess Kit (1 lb.)

Torch x 10 (10 lbs.)

Rations x 10 (20 lbs.)

Tinderbox (1 lb.)

Rope, Hempen x 50 ft. (10 lbs.)

Waterskin (5 lbs.)

Herbalism Kit (3 lbs.)

 


Coin Purse (0.28 lbs.)
Platinum: 0
Gold: 12
Electrum: 0
Silver: 2
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (15 x STR x 2)

Current Weight: 78.28 lbs.


 

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Sherman Fleece "Bloodnut" - Ratfolk Roguespacer.png



It seems a group was forming quickly. Luckily he had seen most of them all about the caravan. So he knew none of them were locals. Locals were dangerous. He pulled up a chair and listened to the conversation, it seemed as though Ingrid was taking the lead. “Why shouldn’t she?” He thought to himself. “She is the oldest, deserved of the most respect.” Ingrid was also claiming to be an expert in nature. Perhaps she would be a good tool to use in finding part of the cure for his sister. He would have to find time to bring it up to her at a later date when he knew he could trust her.

 

The handsome human called himself Robin. With blond hair, and a sharp look to his face he boasted that he was able to heal as well, but also cure diseases. He would come in handy for sure. He seemed the type that could take care of himself in combat. He would make good use of this.

 

The other bearfolk was being called Arik. He had the look of a fighter through and through. But not one of skill like the human, but of brute force. Yet another good opportunity for him. If this beast of a bearfolk couldn’t protect him, he doubted anything could.

 

Elendris walked over and sat with the group while finishing her meal. She spoke briefly and exposed a weakness of herself. That was very odd. She didn’t seem like the careless type at all. Perhaps she was comfortable with the others around her, perhaps they met more often than he thought during the caravan ride. He should go down this line of thought though. Just keep it simple and the truth will reveal itself in time.

 

While going over the many possibilities this group could have, a dwarf came by and stated that the merchants would take advantage of us and promptly left. Of course, it was silly. Everyone knew that adventurers always paid premium prices unless they had a tongue of silver that was. He didn’t have a tongue of silver and he knew it. So he budgeted for the price hikes. He dismissed the dwarf and returned his attention to the conversation at hand.

 

“I don’t suppose anyone would disagree with heading out there in the morning, would they? The day is passing us by and I would like to take a bath and wash the dirt from the day’s travels off.” He said. Those keen of eye could notice some minor dust on his armor but other than that he looked like he had just taken a bath. Those not keen of eye were flummoxed.



Mechanics

___________________________________________________

Main Hand: Empty
Off Hand: Empty

___________________________________________________

Action: Your action.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

Sherman Fleece "Bloodnut"
Ratfolk Rogue 1

___________________________________________________
STATS

Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.

Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature  Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

___________________________________________________
WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

___________________________________________________
PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

___________________________________________________
FEATS 

 

___________________________________________________
RACIAL FEATURES

Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.

Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

___________________________________________________
CLASS FEATURES

Expertise: (perception, thieves' tools) At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Sneak Attack: (1d6) Beginning 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 the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.

 

Equipment

___________________________________________________

General Inventory (64.84 lbs.)

Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black Ink

Quill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 16
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.


 

 

 

Edited by BigBear (see edit history)
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Arik Lostcub - Bearfolk Barbarianspacer.png



The way the dwarf made his comment and left was somehow jarring. Arik had to remind himself what the conversation was about, so sudden and unrelated was the interruption. He saw he had a majority with Bloodnut and Moondancer agreeing with his proposal, and so saw no reason to not get moving, and get this expedition started if they were going to. Then Bloodnut threw him for a loop by talking about a bath. The jaded Bearfolk  scoffed. He was three times as dirty as Bloodnut and he wouldn't have taken a bath for another day at least. "A bath? Is that some kind of joke? You're clean as a whistle. Let's just go." He looked about at his other new companions, hoping to find support there. He had a hard time believing they'd stand for such a silly delay. He idly wondered if Bloodnut thought being around Jandar Chergoba's filth had migrated to him. He chided himself for missing the opportunity to slip that one in like he had earlier. He stood up, trying to prompt the rest of the party to go too.

Arik also wondered if the mage would want compensation himself, but declined to bring that up. "It doesn't really change anything. We can pool our resources if need be but hopefully we can convince him to give up the information freely."

 



Mechanics

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Main Hand:
Off Hand:

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Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Character Sheet

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Arik Lostcub - Bearfolk (Grizzlehide) Barbarian 1 

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STATS

Str 16 (+3) Dex 12 (+1) Con 16 (+3) Int 10 (+1) Wis 12 (+1) Cha 8 (-1)
HP 15/15 Resistances: Cold HD 1d12 AC 14 (unarmored defense) Speed 30 ft. 

Passive Perception 11 Initiative +1
DM Inspiration Yes
Languages Common, Darakhul, Northern
Background Outlander Feature  Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people per day, provided the land offers berries, small game, water, and so forth.

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WEAPONS

Nordmansch Greataxe +5 attack, 1d12+3 slashing damage
Bite +5 attack, 1d6+3 piercing damage
Bear Hug* (3/day) +5 attack, 4 bludgeoning damage plus target is grappled.

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PROFICIENCIES

Proficiency +2 Saving Throws Strength +5, Constitution +5 
Skills Athletics +5, Stealth +3, Nature +2, Perception +3, Survival +3, Intimidation +1
Instruments Drums +3
Weapons All
Armor Light, medium

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FEATS 

 

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RACIAL FEATURES

Natural Armor. Your hide is thick and tough, granting you a natural AC of 13 + your Dexterity modifier.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Bear Hug (3/day). When you take the Attack action, you can make an unarmed strike as a bonus action. If you hit, you can grapple the target in addition to dealing damage to it. You can use this ability a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses when you finish a long rest.

Thick Coat. You are resistant to cold damage.

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CLASS FEATURES

Rage (2/day)
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

 

Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

 

Equipment

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General Inventory (86 lbs.)

Nordmansch Greataxe - 10 lbs.

4 x Javelins - 8 lbs.

2 x Handaxes - 4 lbs.

Hunting Trap - 25 lbs.

8 x Torches - 8 lbs.
10 x Rations - 20 lbs.

Tinderbox - 1 lb.
Waterskin - 5 lbs.

Backpack - 5 lbs.
 


Coin Purse (0.2 lbs.)
Platinum: 0
Gold: 9
Electrum: 0
Silver: 6
Copper: 0

 

Encumbrance

Max Load: 480 lbs. (30 x STR (powerful build))

Current Weight: 86.2 lbs.

 

 

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