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Book One: The Scouring of Gate Pass | Act Two: Retrieving the Case


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spacer.pngBronn the Salvor (Mountain Dwarf Artificer)


AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator
Blade of the Resistance: 1/1
Powered Steps: +5' speed
Dampening Field: Advantage on Dex(Stealth)
Defensive Field: 2/2 (Guardian armor only)


Having taken his fill of what passed for food and drink here, Bronn stood, cigar in mouth trailing smoke, thinking.  He held is hands out but low, where Baen, the bronze mechanical Aurumvorax that he'd imbued with life, idly walked back and forth.  He gestured, and the creature crept onto his mailed forearm and settled down, flat and un-moving, looking very much like some sort of decoration on his armor.  He grunted and moved his arm fluidly, miming the action he'd use to lift a purse from a stranger.  The much practiced movement felt natural to him and he grunted again.

He cast his eyes toward the room where Anne had gone with Iymbryl and he frowned. The captain had done a fair job so far in this mess they were in, but his head was full of rocks when it came to that lass.  More so even than her shifty father - an ironic thought, considering the theft Bronn himself was about to commit, but he didn't go around pretending he was something he wasn't.  Or maybe he did, but at least he was honest crook.  Belfyr bustled around looking mighty pleased, making Bronn wonder if he ought to take the time to brew some poison or caustics while they were waiting.  Probably not enough time.  He grunted to the half-elf.

"You cooking up anything good?"


Mechanics

___________________________________________________

Main Hand: Jeweler's Pick
Off Hand: Shield

___________________________________________________

Action:
Bonus Action:
Move:
Manipulate:

___________________________________________________

 

   
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Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

Anne's words did little to alleviate the doubt that had been festering inside of him, but at the very least it had helped calmed him down. He looked up at her. Anne was probably right, though she didn't know it. Iymbryl really didn't have any idea what happiness was anymore. He'd spent ages chasing nothing but his revenge. He had spent ten years in Gate Pass. He had come to love the city, but if he died today, Anne would probably be the only person who would mourn his passing. "Thanks Anne. I'm fine now, and I appreciate it." He paused as he considered her words in his mind. Anne knew that poem with Mary Hume didn't exactly end well, didn't she? But even that was a step forward in the right direction he supposed. "And you know I've been to more bars in the city than you have, right? I just prefer the places that sell drinks that don't taste like hippogriff piss."

When she mentioned Bronn wanting to kill him, the guard captain actually paused in the process of standing up to look at her. The Dwarf had known her for a long time. He wasn't what Iymbryl would call the best role model, but he looked out for her. His face scrunched up in confusion at the notion. Bronn might be over protective, but of all people, he should at least know any rumors between him and Anne were pure fantasy. 

He finished standing up and shook his head, as he gave her the best smile he could manage. "You don't give Bronn enough credit. I think he and I are on good enough terms he wouldn't try to kill me over a rumor..." Not that he wanted to test that theory, since the Dwarf tended to favor poison and acid so much it had put him on alchemy watchlist. "I'm pretty sure he wouldn't anyway."

"But we should get back to the others." He put a hand on her shoulder and gave a light squeeze. "Thank you. And I'm sorry about all of that. Let's go get this case, shall we?" He didn't have a clue what the others would have decided while they were gone, but he'd just have to do his best to protect who he could.



Mechanics

Main Hand: Empty
Off Hand: Shield


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

Spells

Cantrips:
Minor Illusion (Shape Shadows)

1st Level:
Cure Wounds, Command, Disguise Self, Shield of Faith

2nd Level:
Invisibility (Shape Shadows)

     

 

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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


"I don't think you appreciate Bronn's fondness for me."  Anne leaned into him as they walked back to the group, her chuckle was light.  She was still terrified, still nervous about what to do, still confused about how she was in the middle of all of this.  But the sorcerer stood tall, carrying her false confidence, and walked back to the team preparing a small feast with scraps from an empty kitchen.

"So, it's been brought to my attention that perhaps I am not the best one to distract."  The half-orc looked to Olvyn.  "Seems like you, with your vast love of this place, would be better."  She glanced at Iymbryl.  "Safer...it would be safer if you were the distraction."  Anne then looked to Diogenes.  "So, Belfyr is going to put out a spread.  Bronn and Olvyn will mingle.  Me and Iym will hide.  Where..."  She looked around the room.  "Where can we hide and still let us watch what's happening?"   



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

Features DarkvisionYou 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.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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Book One: The Scouring of Gate Pass Act Two: Retrieving the Case

Diogenes shrugs his shoulders at Anne, and motions to the small kitchen that seems to also be where people pick up their food to eat in their rooms.  "I'm not sure there is a place to hide and see everything.  You may have to pick one or the other during this part of the trap."  

 

Diogenes let the group finalize their plans before he put his teacup in the sink.  "I will make sure the others are informed that there will be an actual dinner this evening.  I will also prepare my formal request for a duel.  I will have both things delivered.  I think Shealis might find it weird if I invite her to dinner and a duel.  I will be in my quarters while you finish prepping the meal should you need me.  All rooms are in the rectangular flat building on the grounds.  My room is the third door on the left.  Shealis is at the very end of the hall."  

He leaves the group on the bottom floor of the tower, in the kitchen with their plans mostly made.  As Belfyr becomes a whirling dervish in the kitchen, the aromas that come with his skillset begin to fill the air.  Fire stoked, pots boiling, and something roasting...you are reminded what a hot meal smells like.  In what seems like a short amount of time but is really close to about half of an hour, Diogenes makes his way back into the room.

"Everything is in motion, and hungry people should be here soon."

 

 

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Olvyn Tallindor - Human Cleric (Grave)https://i.ibb.co/sVDd7y5/human-wizard-small.jpg


AC: 16 | HP: 21/21 | Initiative: +0 | Passive Perception: 13 | Spell Slots: 1st 4/4 2nd 2/2 (+5, DC 13) | Channel Divinity: 1/1 | Concentration: None

 

Olvyn's eyes kept stock of Iymbryl and Yveran's brief departure though he made no move to follow. There was something more to the elven captain than he was letting on, something he was sure his young, naive daughter did not yet see. Something that maybe their good captain was even keeping from himself.

 

Olvyn had met more than his share of soldiers in his time. Some fed themselves on duty and order. Others feasted on the power and the pain they could inflict on others. And then there were those few that truly saw it as their calling to serve and help in the betterment of the city. While not every trainee knows which camp they belong to when they join the guard, the politics and dynamics of the organization forces you to choose a side in order to advance in rank. The elder Tallindor was once an excellent judge of character and could usually peg which group an individual belonged to with a few exchanged pleasantries. A gallant can be anticipated, a bully redirected, a martyr sacrificed. Which camp Captain Iymbryl truly belonged to Olvyn was still not sure though and that troubled him. And until his true colors were determined, Olvyn had great concerns over the influence the captain's friendship seemed to have with his daughter.

 

For now though, they had a mission to play out. Turning to the bustling Belfyr, Olvyn made his way over to offer his assistance.

"As you say Chef. I may not be a culinary artiste but I did more than a few shifts in the penitentiary kitchen. I shall fetch the water. Master Bronn would you mind starting the fire? And I suppose I had best change my attire lest I be recognized at an inconvenient time. Luckily a former companion of mine was able to help secure me something to help with that during the chaos of the Ragesian's initial assault." Reaching into his pack, the former necromancer pulled out a ratty looking leather cap. Making a great show of donning the headpiece, the old man's appearance shifted as soon as he did so. His face became more angular, his ears more pointed, his hair darkened from their silvery grey and his clothes took on a more rustic, street worn quality. Soon standing before Belfyr was no longer Olvyn Tallindor but an elderly elf looking several decades the senior of Belfyr and Iymbryl. 

 

(Elven) "Handy little curio, is it not? Perhaps this new face will win me a bit more favor with our sylvan brethern." Switching back to Common, the  transformed gentleman goes back about his work of assisting Belfyr in laying out the trap for their quarry. (Common) "Where was I? Ah yes, water and eggplants. Right away good sir."

 



Mechanics

Main Hand: Empty
Off Hand: Shield


Bonus Action: None
Move: None
Manipulate: None

Action: Use Disguise Self to look like an elderly elf.

     

 

 

Name
Perception (For post below)
13
1d20+3 10
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Belfyr - Half-Elf Ranger8daae369607892fa793b818b437f9a62.jpg


AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1

 

In many ways, Belfyr's self-drawn conclusion to prepare a meal was something he'd intended to do regardless of what plan the group decided upon. It had been days since he'd had a proper meal and it was becoming a reality that unless he made it, none would come to him serendipitously. But it was more than that - the meal and what it took to put it together- and that part was something Belfyr feared would be lost forever soon.

 

Life was a chaotic bundle of ethereal strands that one could not ever pretend to control. Two nights ago, he'd had enough control in his own world to take the night off and venture off to a card game. From there, nothing had been as it seemed. A week from now, he may come to find that his choice was the only one he could have made that led him to surviving the attack or he may soon realize that such a diversion had left him with an early demise. That truth was not what worried him -it never truly had- but it was the confrontation of consequences that routinely caused him to lament the potentials of his what-ifs. 

 

What if he'd loved another? What if he'd found solace after he'd lost her? What if he didn't hate everything he was and stood for because of it?

 

Food was a distraction. A delicious, gluttoned, sloth-inducing, distraction. And Belfyr was good at it. He chopped vegetables before unceremoniously dropping them in the boiling pot to soften. Making traditional food from his heritage was a love letter he never truly had to sign and send. It just was. He could share it with others and when the plates were empty and the dinner moved to after meal imbibement, then the facade too would fade. It was the perfect kind of love; one that held no commitment beyond the time spent preparing and enjoying it. Belfyr scooped the paste of the tomatoes out of his pestle bowl and mixed it with the salted pork he'd found in the pantry. None of this was a true rendition, but they were a reasonable substitution. 

 

Belfyr smiled. One blessing of bringing traditional meals to a mixed city such as Gate Pass was that only so many of his eaters would even know the difference. He looked about and knew that his audience here numbered less than three, perhaps even less than that. He took the offered help from Bronn and Olyvn, but in reality the meal was simple enough. He knew everyone was just looking to not grow idle hands. 

 

Plated, the meal was a stuffed eggplant with a hearty helping of pork, leeks, and garlic. A drizzle of tomato paste and oil cut the salted pork as best it could and the char on the eggplant was enough to keep everything intact long enough to get through a few bites -he hoped- before falling apart in a gooey mess. He knew -and perhaps others might too- that the eggplant was not the important part of the meal. It was the stuffing that carried the load of flavor and would serve as something worthy of what had become a loathsome few days. 

 

When the half-elf looked up, it was as if seeing some of his companions for the first time in hours. He'd been cordial to his assistance, but he'd been oblivious to Anne and Iymbryl since escaping the pantry, and he'd not even noticed their host had left and returned. 

 

"Serve it, before it gets cold." He grunted before pushing plates away from him in faux anger. 



Mechanics

Main Hand: Quarterstaff
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.

Bookkeeping

Full Statblock

BelfyrHalf-Elf Ranger (Swarmkeeper) 3 NG

AC 15 HP 20 Speed 30 ftft

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

Attacks
Longbow
Quarterstaff

Half-Elf Features:
Darkvision
Fey Ancestry: Adv on saving throws vs charmed,
Magic can’t put you to sleep.
Skill Versatility: Persuasion, Survival
Ranger Features
Favored Foe: Tasha's pg 57
Natural Explorer:
Fighting Style: Defense +1 to AC when worn
Spellcasting
Ranger Archetype: Swarmkeeper
Gathered Swarm
Swarmkeeper Magic: bonus Mage Hand, Faerie Fire
Primeval Awareness: PHB

 

 

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Longbow
o Quiver w/20 arrows
o Common Clothes
o Studded Leather
o Quarterstaff

 

o Herbalism Kit
o Mess Kit
o Cooking Utensils

Spell Casting

Spell Save DC: 10
Spell Attack Mod: +2
Spells Known: 
Spell Slots: 1st 3/3 2nd 0/0


Cantrips

Mage Hand

 

1st Level

Faerie Fire

Cure Wounds

Goodberry

Hunter's Mark

 

2nd Level

 

 

 

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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


She didn't realize she was hungry and hadn't noticed her stomach was empty.  Anne was unaware, at least, until the scent of salted pork and roasted eggplant tickled her nostrils.  "Belfyr...you can cook?  Like...really cook?"  Her voice was laced with surprise.  The man had joked about how to prepare the perfect broth or rack of ribs at the card table, but she had always assumed it was some odd distraction technique.

Before any of the students arrived, Anne slipped her hand under a plate and raised it in thanks to the chef.  She then motioned her head to the hall toward the dueling grounds.  "Iym, we should hide d-ere, ri-scht?  Or in the broom closet by the door drooms?"  Words were quickly being swallowed by the deliciousness being shoved into her mouth.  

The half-orc then glanced at Bronn.  A minty tingle began to itch behind the brow of the dwarf.  __We can stay connected this way.  Let me know if this chick comes alone or with company.  And if you get that pouch.__  She paused a moment then continued.  __If you need help, let me know that too.__  Anne waited for her hiding partner to decide where to go and was quick to fall in line as she devoured the final bite of her first meal in what felt like forever.

"It was delicious Bel!  Thank you!"



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

Features DarkvisionYou 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.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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spacer.pngBronn the Salvor (Mountain Dwarf Artificer)


AC: 18 | HP: 24/24 | Initiative: +2+2 Dex | Passive Perception: 10Darkvision 60' |Spell Slots: 1st 3/3 | Concentration: None | NotesCurrent arcane armor: Infiltrator
Blade of the Resistance: 1/1
Powered Steps: +5' speed
Dampening Field: Advantage on Dex(Stealth)
Defensive Field: 2/2 (Guardian armor only)


Unsurprisingly, there was no help to be had from their host - he was used to it, given Torrent's general lack of usefulness - but maybe Diogenes was saving up his spells for the duel.  Of course, Torrent had saved Bronn's life at least once, so maybe this wouldn't end up in disaster either.  Standing idly wasn't something that he generally cared for, and he was already on his way to get a fire going when Olvyn issued his decree.  He gave the man a dark look which went unnoticed, and he continued his way over to the stove with only minor grumbling.

The brick was good but he guessed the chimney ought have been a bit taller for the initial draft was less than ideal.  He looked upwards to where it likely went, imagining it from the outside, some ideas forming about how it might be improved.  Useless, of course, but he couldn't help it.  Before long he had a hot fire going, properly banked for whatever cooking Belfyr had in mind.

Afterword, he pulled an oversized cloak from his pack and shrugged into it, pulling up the hood to cover his head.  It wasn't the best disguise in the world, but it covered his distinctive armor and hid the color of his hair.  Nothing to be done about the beard, but hopefully the elves couldn't tell one dwarf from another.  That done, he wasn't shy about eating again and was pleasantly surprised with the result of Belfyr's efforts - well crafted, which was something he appreciated for itself, outside of the taste.

When Anne's voice came into his mind he didn't startle, having learned to recognize the peculiar feeling that came behind his eyes when she was about to do that.  He glanced in her direction, glad she wasn't going to be in the room when this whole thing went down.  She was easy to recognize, for sure, but it was a fairly dicey gambit they were running here and it might not go well.  Better she was somewhere under cover to better react, and it didn't hurt that Iymbryll would be with her.

__Good idea, Anne.  I'll keep thinking toward you so you know what's what, mebbe you let the others know so we can move like a team.__

He flexed his fingers again and shook them out, hoping he wasn't too rusty for this kind of work.  Truth be told it had been a while since he'd purloined anything off of someone, preferring these days to use the skill for street magician tricks or cheating at cards.


Mechanics

___________________________________________________

Main Hand: Jeweler's Pick
Off Hand: Shield

___________________________________________________

Action:
Bonus Action:
Move:
Manipulate:

___________________________________________________

 

   
     
Name
Perception
16
1d20 16
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spacer.png


Book One: The Scouring of Gate Pass Act Two: Retrieving the Case

It did not take long before whatever students came in were left.  Two young women and three men wearing similar-colored novice robes entered the room.  The delight in their eyes was wonderous when they saw the spread before them.   They ran hungrily to the table as only a teenage person can do.  For those with any ability to judge the talent of a mage, it is pretty clear these students probably can't light a candle with their level of training yet.  Meanwhile, Diogenes waited patiently at the door until all the students had grabbed their plates. 

 

Just as he was about to step forward an absolutely stunning elf enters the room.  Her long blonde hair flows down to almost the floor, and her sharp green eyes scan the room like a cat.  She immediately turns to Diogenes and hands him a slip of paper that is folded in half.  "Accepted. You are finished fool." She spits the sentence at him, in a way that completely defies her looks.  You start to think maybe Diogenes undersold their dislike for each other, as eyes the man hungry for their final meeting.  

 

Then as if nothing had happened, she walks towards the food and begins making herself a plate.  Though she does seem to be leaving the meat alone.  

 

 

Show Active Maps

Currently Not In Use!!!

 
Make A perception check. Lymbryl has advantage 

DC 10

The elven woman appears unarmed in the traditional sense.  She clearly has a spell component pouch hanging from her belt.

DC 15

The elven woman appears unarmed in the traditional sense.  She clearly has a spell component pouch hanging from her belt.  You get the sense that she is incredibly dangerous and looks much like a tensed snake before it attacks.

DC 20

The elven woman appears unarmed in the traditional sense.  She clearly has a spell component pouch hanging from her belt.  You get the sense that she is incredibly dangerous and looks much like a tensed snake before it attacks.  For those who can see beyond the obvious, the woman carries herself much like other Shahalesti spies.

 

 

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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


Iymbryl led them from the kitchen and out of sight, but they were able to watch the arrival of students and the woman marked for theft.  Anne's eyes narrowed, measuring the elven female.  Her connection to Bronn bristled with information.

__The pouch is on her belt.  But be careful, she looks dangerous, as dangerous as the elf we met last night.__  She paused, realizing her concern was evident.  __Don't be too risky.  If you can't get it Diogenes can cancel the duel.__  

Anne had zero concept of how a mage duel worked and did not know if he could cancel it, but Bronn's safety was more important than the rules.  Before slipping further into the tower, she glanced at Belfyr and then Olvyn.  Or, more accurately, the man Olvyn pretended to be.  She shook her head, a silent laugh at a memory.

"He's infuriating.  He refuses to call me by the name I prefer.  Basically ignores that fact I'm an adult."  The half-orc tried to keep her voice down as they walked in the shadows.  "When I was a kid, he forced me to open massive books, about gods only knows what, and stare at the pages.  Had me act as his assistant with his 'tests'."  Her nose wrinkled at the thought.  "The smell of pickles still turns my stomach."

They had made it far enough from the group she could no longer hear praises to the chef.  "He...he put his ideas...no.  He put himself before me, and it cost me the only family I had, it cost me a full childhood."  She stopped and looked to Iymbryl, shaking her head once more.  "But for all of that...for everything I hate him for.  We did have good moments.  When I was little, he would read me Pewtercup's poems and change his face and voice to make me laugh.  Before he was arrested...before he raised a war against the city...I would fall to sleep giggling.  I didn't know how twisted he was, he was just my dad.  But after that night...I only ever cried myself to sleep."  She glanced over her shoulder from where they had come.  "He doesn't understand what he took from me, but I forget we had good times.  I mean...not like what you had.  Your dad was a real dad.  It's unfair, really.  You shouldn't have to had lost yours while Olvyn still gets to live.  It'd be better if it were swapped.  I could probably forgive him if he were dead, and just focus on the few good memories."

Anne reached up and took the cloth from behind his collar.  It was still cold to the touch.  "Are you feeling better?  You had me worried before."



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

Features DarkvisionYou 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.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

Name
Perception
22
1d20+3 19
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Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

The plan was in motion now. Iymbryl could feel every hair on his body standing on edge as he waited for Anne's reports. Every once in a while he had to remind himself to breathe. They made their way to the stairwell where they could be hidden but close enough to respond should it be called for. He'd been too nervous to eat, but the smells reminded him of...home.

Iymbryl nodded along with Anne as she complained about her father. This was more what he was used to. She shared a lot about her life with him over the years. Sometimes over a bottle of wine when he was trying to giver her a little more of a refined palate, other times when he had to carry her home from bars because she was too drunk to even stumble. It had been a bonding moment for them. He still remembered with perfect clarity when she'd asked him about his own father. He'd felt the heat and rage rise within him at the memory; the message of how his father had been murdered when a single mad man had tried to seize control of the council. He'd only told her half truths, but it was enough to lead Anne to what he wanted to know without giving away what had really happened.

Anne's commentary made his chuckle. "I believe they call that reading Anne. And for all the terrible things Olvyn has done, that was probably one of the few decent ones." It was the idea of Olvyn forcing a child to help with his necromancy that really made Iymbryl's blood boil. He could still remember the shock of meeting Anne's 'nannies' for the first time. He'd managed to keep his composure then, but he had been truly disturbed by how normal it seemed to Anne.

Even thinking about all of this was starting to stoke a renewed fire in the pit of Iymbryl's stomach. He was silent for a long moment. The words were all there, but as he considered them, he honestly couldn't figure out which to use. It would be easy enough to damn Olvyn for the monster he was, the guard captain was certainly vindicated in any complaints he had. But those words wouldn't help Anne. For the time being, Olvyn was back in her life, like a knife stabbed into a festering wound. He understood how she felt. The hate was so hard to let go of. But it was easy to see how it was eating her up inside. He wouldn't admit it, but it was probably doing even worse to him. "You were a child Anne. No one would have expected you to know or understand." He put an arm around her as they sat on the steps and whispered conspiratorially. "And now you are an adult..." His amber eyes trailed up from the ground to look at her. Suddenly he was perhaps aware of why she thought Bronn might want to kill him... He removed his arm and scooted a bit to the side, feigning as though he was trying to see what was going on. "...and you know how to look out for yourself."

It was all he could do to keep a modicum of poise as she so casually wished for something he'd secretly been thinking to himself everyday for years. It made him feel vindicated and yet at the same time, his heart ached for Anne. Even the idea of saying that he wished one of his own parents dead seemed...impossible. He'd almost forgotten about the cloth until he felt the warmth of her hand on the back of his neck. He put his hand on top of hers and smiled. "I am. And I'm sorry for worrying you." He paused for a moment and looked her square in the eye. "Despite whatever good and bad he has brought to your life...You still turned into such an amazing person, not everyone can do that by themselves. He might not have the right to be proud, but he'd have to be a fool not to be impressed." A wry smile crept over his face. "And I suppose if you want me to kill him when this is all over, I could do that for you." It was a thing he'd said to her dozens, probably hundreds of times in jest when the two of them got on the topic of Olvyn, though perhaps for the first time, the words felt a bit more hollow to Iymbryl.

"Honestly, I'm just excited to be there when he finds out about the tattoo. Or that awful lute player with the gross hair you hung out with for a while...what was their name?"
 



Mechanics

Main Hand: Empty
Off Hand: Shield


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

Spells

Cantrips:
Minor Illusion (Shape Shadows)

1st Level:
Cure Wounds, Command, Disguise Self, Shield of Faith

2nd Level:
Invisibility (Shape Shadows)

     

 

Name
Perception
9
1d20+3 6
perception (advantage)
13
1d20+3 10
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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/  S3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


Her hand waved off the concept of reading as a joke and sat down beside him.  The chatter of students was only an echo that carried up the stone stairwell, a mild hum underlying the conversation.  Anne's mind wandered, as it often did, to what it would have been like to have been enrolled in the academy.  Would she have been a star student, rivaling the best mages?  Would she still have found art as a creative outlet?  Would she have followed her father into the necromancy?  It didn't matter now, it never really mattered, but the young sorcerer couldn't help but wonder what would have been.

Iymbryl's embrace was warm and welcomed.  The conversation of Olvyn was always one that layered her with a bit of melancholy.  His hug was a reminder that everything that had happened shouldn't be dwelt on.  And as he pulled away to try to glance down the stairs, and continued to speak, Anne was certain he was trying to shake loose the cobwebs of the past.  It was a bit harder now, with the spider who weaved those webs so present in her life.  "Thanks, but I'm no different than anyone else.  I had Dot and Cheese, and the others to take care of me.  I survived.  As anyone would.  Nothing special about it."  There was no quiver in her voice, no doubt in the tone.  She was not devaluing herself, simply stating what she felt was truth.  "But...it is sweet of you to say."  Her lips curled into a smile as she met his gaze.

"First of all, that was like four years ago.  You can't seriously still be using Reggie against me.  And besides, he had a beautiful voice, sang to me all the time."  She laughed, and a snort quickly followed.  "His lyrics were terrible though.  'As green as the mold on my bread, her skin called to me.'  And that's just one I remember.  He was a disaster."  Her braids tickled her cheeks and neck as she shook her head, dismissing the memory.

Anne followed his gaze down the steps.  "Can you see anything?"  She bit her upper lip, cautious to ask him to confirm what she saw.  "The woman he's dueling, Shealis...you catch a glimpse of her?  There was something about the way she held herself, I didn't like it."  Her brow scrunched, knowing she had pieces of a puzzle but had no idea how to fit them together.  "It was like the elf from last night, but more guarded.  Like...a constant awareness of...not being watched but needing to put on a show in case someone was."  Air pushed out of her nose in frustration.  "I've seen you do it before too, but not nearly as uptight as that woman or as scary as the guy.  I haven't seen it on every elf...but it's...I don't know.  It's like it's something that's been practiced."



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

Features DarkvisionYou 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.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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Iymbryl Darcassan - Shahalesti Paladin https://i.pinimg.com/564x/19/cc/f5/19ccf52461370b5a820a83760ba0a075.jpg


AC: 17 (chainshirt & shield) | HP: 25/25 | Initiative: +2 | Passive Perception: 13 (60ft Darkvision) | Spell Slots: 1st 3/3 (+5, DC 13) | Lay on Hands: 15/15 | Leadership Performance 3/3 

He was half tempted to enumerate the number of stories where the most evil of villains had been given similar upbringings. But in retrospect, that would only make Anne more self conscience of her unorthodox upbringing and cause her to worry. Despite it all, she was a good person. Perhaps a bit too cavalier when it came to the law at times, but no one was perfect.

"Ah yes, Reginald. I'd quite forgotten his name. Those were some of the most cringeworthy lyrics I'd ever heard. I'm certain Shahalesti poets everywhere were turning in their graves when he took the stage." Iymbryl visibly shuddered as he remembered some of the more...creative liberties he took with both description and pronunciation. "I had half a mind to bring him in for attempted murder of the Elven language." 

He leaned a bit further, but the majority of the room was still out of sight. He'd only caught the barest of glimpses of Shaelis as she entered. When Anne began to describe what she had seen, Iymbryl could feel the blood in his veins turn to ice. He had already suspected Shaelis was a spy, but the fact that even Anne had noticed any sort of consistency between him and Shaelis after one glace said a great deal. 

"I am originally from Shahalesti. I suspect she is too." He paused long enough to consider how to weave his comments to where he wanted her to go without actually saying anything untrue. As always, the most common tactic he liked to employ was simply stating a truth and letting people draw their own conclusions. "There is a concept among the Shahalesti. It is called mentsu. I'm not sure if you're familiar with the word, since it has no actual translation into common. Mentsu is sort of like...playing the part that is expected of you while in public. Everything is political to the Shahalesti, or can be. So there is a constant need to be aware of both your actions and how you are perceived." He turned to look back at Anne, with a bit of a smirk. "It is what makes my earlier outburst seem all the worse to me. Most Shahalesti only ever drop that act in private, or around those they have absolute trust in. If you notice it less in me, that is probably because over my years in Gate Pass, I've been trying to break myself of the habit. But it is engrained in us from a very young age. Like the expression: Old habits die hard." And there it was, valgari mot, the art of hiding the truth with another truth. He remembered his first few days of training it had seemed so...dishonest. And yet it was the skill his instructors had said would be his greatest weapon. And indeed it had.

He let out a short sigh. "Have you heard anything from the others yet?" It was frustrating to not be able to see what was going on, but the risk of her spotting him was simply too great. Iymbryl was certain Larion would have made a report to Shaelis. For now, he would simply need to trust the others would, and could make the plan a success.

"What do you think of all of this? The Resistance, Ragesia, and the Shahalesti? I'll be honest, I find myself very torn by the current state of things. Shahalesti isn't a bad place, nor are the people. Though I think it would be hard to convince you otherwise after the last few Elves you've met." His thoughts drifted to the murderous celestial. He understood the need for such beings to be the embodiment of absolutes. But even with Ragesia raining fire and death upon the city, he had to believe an entire people couldn't be evil...could they? "I still think Shahalesti could be an ally to Gate Pass. But this interaction worries me. Can the Resistance really save the city alone? The Gate Pass needs all the aid it can if we're to resist Ragesia. And why would they even do such a thing? Even if Coaltongue himself was imprisoned in the dungeon of the city, you'd think there would be some manner of negotiation instead of just outright attack." This was one of the main reasons Iymbryl appreciated his position in the guard. The rules were always clear and easy to follow.

 



Mechanics

Main Hand: Empty
Off Hand: Shield


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

Spells

Cantrips:
Minor Illusion (Shape Shadows)

1st Level:
Cure Wounds, Command, Disguise Self, Shield of Faith

2nd Level:
Invisibility (Shape Shadows)

     

 

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 Yveran "Anne" Tallindor - Half-Orc Sorcererspacer.png


AC: 12 | HP: 20/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 3/  S3 | Spell Slots: 1st 4/4 2nd 1/2 | DM Inspiration: 1/1


She turned her body to let her back rest against the wall, and her knees bent allowing her feet to share the same step, pushing up lightly against Iymbryl.  "I know what it is to put on a face for others."  Anne didn't say it aloud, it was too hard to say aloud, but she always portrayed a confidence that was not her own.  She was doing it now.  "I didn't realize it was something one could be taught, I..."  The words trailed off, not wanting to say she learned it from trial and error with the citizens of the city.  Half-orcs were accepted in some parts of town, but Olvyn didn't establish their home in that part of town. And where the Tallindor home was, was surrounded by those who hated what her father had done to their neighborhood.  The battle he waged was not contained to their manor alone.  Anne was acutely aware that their hatred of Olvyn was passed on to her.  And so, through practice and repeated failures, the preteen Anne learned to pretend and display what others needed to see.

Her eyes blinked away the thoughts and nudged her friend with her foot.  "I'll take it as a compliment that you dropped your nendsu in front of me.  You must have absolute trust in me."  Anne laughed lightly, teasing him.  He asked about the others and she shook her head.  "Nothing yet, but give them time.  I don't link with Bronn as much as I do you, it's not as easy, so he's probably focusing on the task at hand.  I let him know where her pouch hung and how dangerous she seemed to me.  Though now...knowing that all Shahelsti are taught that, maybe she isn't as bad as I thought."  She took a deep breath.  Patience was not one of her skills.  It had gotten her into trouble more times than not, but she contained her energy as best she could, sitting on her hands to plant herself still.

Anne looked over to Iymbryl while he spoke of his people.  Her lips frowned at the edges, echoed by the shadow that floated across her eyes, her gaze fell to her knees.  "I...I can't forget what I felt, or how it reminded me of..."  She couldn't bring herself to say it again, she didn't need to remind him what she said last night.  "It's your home, so I know you want to believe in them.  And maybe if there weren't more like me in this city an alliance would be possible.  But I just don't see how.  And for Ragesia's rationale, I don't think you have to look further than Olvyn to understand.  If a single man thinks he can take a city, simply because he believes his way is right, it isn't hard to believe an entire nation would."   Her head tilted back to rest against the stonework, allowing her to peer up at the stairs above.  "Besides, Gate's Pass is literally a place to pass between.  I doubt they even want here, they want what's beyond.  But if they can...gods...both sides want nothing to do with me.  Ragesia hates magic, Shahelesti hate half-orcs.  I am the actual worst thing to be right now."  It hadn't occurred to her till that moment, but it was the truth.  Gate's Pass was her home simply because nowhere else could be.  Iymbryl's and Bronn's looks of concern suddenly made more sense.  They had realized it long before she had.  She was the party's greatest risk, and she now realized they would get themselves killed trying to protect her.

"After this...I should go home.  I don't know what the Resistance has planned, I hope it works, but I'm...it's too dangerous for you guys to keep me around."  Her gaze was focused on the ceiling, not wanting to see his reaction to the truth.



Mechanics

Main Hand: Empty
Off Hand: Empty


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

Bookkeeping

Full Statblock

Yveran "Anne" Tallindor
Half-Orc Aberrant Mind Sorcerer 3


Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16

HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft


Passive Perception 13 Initiative +2

Languages Common, Elvish & Goblin
Background Untamed Youth

DaggerFinesse, light, thrown (range 20/60) +4 attack, 1d4+2 piercing


Proficiency +2 Saving Throws Constitution & Charisma
Skills Acrobatics, Intimidation, Perception & Persuasion
Tools Painter's Tools
Instruments None
Weapons Daggers, darts, slings, quarterstaffs, light crossbows
Armor None

Features DarkvisionYou 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.Hunter's IntuitionWhen you make a Wisdom (Perception) or Wisdom (Survival) check, you can roll a d4 and add the number rolled to the ability check.Finder's MagicYou can cast the hunter’s mark spell with this trait. Starting at 3rd level, you can also cast the locate object spell with it. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest. Wisdom is your spellcasting ability for these spells.Spells of the MarkIf you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your spellcasting class.

1st: Faerie Fire, Longstrider
2nd: Locate Animals or Plants, Locate Object
3rd: Clairvoyance, Speak with Plants
4th: Divination, Locate Creature
5th: Commune with Nature
SpellcastingAn event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Slots
The Sorcerer table shows how many spell slots you have to cast your sorcerer spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your sorcerer spells.
Origin: Aberrant MindPsionic Spells
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Psionic Spells
Sorcerer Level Spells
1st Arms of Hadar, Dissonant Whispers, Mind Sliver
3rd Calm Emotions, Detect Thoughts
5th Hunger of Hadar, Sending
7th Evard's Black Tentacles, Summon Aberration
9th Rary's Telepathic Bond, Telekinesis
Telepathic SpeechStarting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.
Font of Magic (3)At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Creating Spell Slots
Spell Slot Level Sorcery Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Metamagic: Careful & EmpoweredAt 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Light Crossbow
o Quiver w/20 bolts
o Common Clothes
o 2 Daggers
o Staff (Arcane Focus)

Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
o Painter's Supplies
ToiletriesIncludes a small sack, soap, mirror, brush, lotion, toothbrush, toothpaste, and a washcloth.

Spell Casting

Spell Save DC: 13
Spell Attack Mod: +5
Spells Known: 4+2+2
Spell Slots: 1st 4/4 2nd 1/2


Cantrips

Acid Splash

Infestation

Mage Hand

Mind Sliver

Prestidigitation

 

1st Level

Arms of Haddar

Dissonant Whispers

Faerie Fire

Ice Knife

 

2nd Level

Calm Emotions

Detect Thoughts

Shatter

Web

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Belfyr - Half-Elf Ranger8daae369607892fa793b818b437f9a62.jpg


AC: 15 | HP: 20/20 | HD: 3/3d10 | Initiative: +3 | Gathered Swarm | Favored Foe | Spell Slots: 1st 3/3 2nd -/- | DM Inspiration: 1/1

 

It did not take a divination magi to know that the work Belfyr had put into the meal had been as much about himself as it had been something productive for the allure of their plan. He'd been itching to do something normal for days now. He'd also been reminded constantly since serendipitously entering the back room of the closed inn for a card game that he was outmatched in every other way. His mental bearings had been as thin as traveling broth - he'd realized all too late- and he was being bombarded with the nag of it regularly now. 

 

He was no master spy hiding in Gate Pass awaiting some opportune time to plaster the Powers-That-Be of Shahalesti that he was something more than just a woodsman lightbearer. He was not the late-blooming betrothed left behind only to be destined to find his mate at the precise time that gave him the most social and mental satisfaction. He was an afterthought... or worse... a never was. 

 

The meal had been a touch of the real Belfyr. Or at least, the most real he'd felt in ages. The fact that it had been helpful was nothing more than a byproduct of one man's need to feel normalcy once more before being cast back out into the chaos of a burned city. If this was to be his last prepared meal, he did not want to disappoint... himself. He was his only audience for now. He dipped a ladle in the leftover cooking pot and took into the smells of what remained. It smelled divine, even if it wasn't his best. It was the best -he knew- that he could conjure up in such times. 

 

When the elven maiden entered, Belfyr's tastes wilted. She was everything about the Shahalesti that he'd grown to hate. He'd been almost empathetic to her when she was just a name and a purpose. The purpose had carried logic, at least. But seeing her -feeling as though he knew her- made him despise her. Belfyr's eyes danced to the cloaked dwarf for half a moment before returning to the food on the table. Belfyr knew he wanted to help now.

 

"This is a meal from my homeland. It has a few substitutes given the situation, but I think it still carries the notes most needed in these trying times. Thank you again, all of you, for giving me and members of my house a chance to hide here within your walls." Belfyr spat off the words in his most jovial tone. It was practiced and precise; he used gestures to each dish to help emphasize his point and grab her attention as best he could.



Mechanics

Main Hand: Quarterstaff
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.

Bookkeeping

Full Statblock

BelfyrHalf-Elf Ranger (Swarmkeeper) 3 NG

AC 15 HP 20 Speed 30 ftft

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

Attacks
Longbow
Quarterstaff

Half-Elf Features:
Darkvision
Fey Ancestry: Adv on saving throws vs charmed,
Magic can’t put you to sleep.
Skill Versatility: Persuasion, Survival
Ranger Features
Favored Foe: Tasha's pg 57
Natural Explorer:
Fighting Style: Defense +1 to AC when worn
Spellcasting
Ranger Archetype: Swarmkeeper
Gathered Swarm
Swarmkeeper Magic: bonus Mage Hand, Faerie Fire
Primeval Awareness: PHB

 

 

Equipment

Assets: 84 gp


Carried/Worn Total for Pack

o Longbow
o Quiver w/20 arrows
o Common Clothes
o Studded Leather
o Quarterstaff

 

o Herbalism Kit
o Mess Kit
o Cooking Utensils

Spell Casting

Spell Save DC: 10
Spell Attack Mod: +2
Spells Known: 
Spell Slots: 1st 3/3 2nd 0/0


Cantrips

Mage Hand

 

1st Level

Faerie Fire

Cure Wounds

Goodberry

Hunter's Mark

 

2nd Level

 

 

 

Name
Perception
24
1d20+4 20
Persuasion
7
1d20+3 4
Deception
13
1d20+1 12
Deception Adv
9
1d20+1 8
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