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RedDingo

RedDingo

 

Caeius

Amnesiac Monk

 

spacer.png

 

"..."

 

Monk 3

Medium human, Lawful Good


Armor Class 16

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 40'


Senses .

Languages common, elvish, ???

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +3


Dexterity 16 (+3) 
Save +5
Acrobatics +5 | Sleight of Hand +3 | Stealth +3


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 16 (+3)
Save +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3


Charisma 10 (+0) 
Save +0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
Unarmored Defense | Martial Arts (1d4) | Ki | Unarmored Movement +10' | Monastic Tradition: Way of the Kensei | Deflect Missiles | Ki-Fueled Attack


WAY OF THE KENSEI SUBCLASS ABILITIES

Path of the Kensei | Kensei Weapons Longswords and Longbows | Agile Parry | Kensei's Shot | Way of the Brush


RACIAL TRAITS Human Variant
Ability Score Increase +1 Dex & Wis | Age | Size | Speed 30' | Languages | Feat | Skills


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.


SUPERNATURAL GIFTS

Heroic Destiny | Defy Death | Hard to Kill

 

KI ABILITIES

KI - 3/3 per short or long rest, DC 13

  • Flurry of Blows
  • Patient Defense
  • Step of the Wind

 

ATTACKS

WEAPONS

  • Longsword +5 to hit for (1d8/1d10+3) slashing damage
  • Unarmed Strike +5 to hit for (1d4+3) bludgeoning damage
  • Longbow +5 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (0 lbs.)
  • Readied Items (0 lbs.)

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (0 lbs.)
  • Strapped to Backpack (0 lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler proficiencies and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

He was found washed up on the shores of Nemca with just his clothes, weapons, and a peculiar flute. Trauma robbed him of his memories but his exotic clothing marked him as a foreigner from a distant land beyond even Xorthia. Eventually, he took up the name Caeius...

 

 

RedDingo

RedDingo

 

Caeius

Amnesiac Monk

 

spacer.png

 

"I'm afraid I do not understand..."

 

Monk 3

Medium human, Lawful Good


Armor Class 16

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 40'


Senses .

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +3


Dexterity 16 (+3) 
Save +5
Acrobatics +5 | Sleight of Hand +3 | Stealth +3


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 16 (+3)
Save +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +3


Charisma 10 (+0) 
Save +0
Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
Unarmored Defense | Martial Arts (1d4) | Ki | Unarmored Movement +10' | Monastic Tradition: Way of the Kensei | Deflect Missiles | Ki-Fueled Attack


WAY OF THE KENSEI SUBCLASS ABILITIES

Path of the Kensei | Kensei Weapons Longswords and Longbows | Agile Parry | Kensei's Shot | Way of the Brush


RACIAL TRAITS Human Variant
Ability Score Increase +1 Dex & Wis | Age | Size | Speed 30' | Languages | Feat | Skills


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.


SUPERNATURAL GIFTS

Heroic Destiny | Defy Death | Hard to Kill

 

KI ABILITIES

KI - 3/3 per short or long rest, DC 13

  • Flurry of Blows
  • Patient Defense
  • Step of the Wind

 

ATTACKS

WEAPONS

  • Longsword +5 to hit for (1d8/1d10+3) slashing damage
  • Longbow +5 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (0 lbs.)
  • Readied Items (0 lbs.)

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (0 lbs.)
  • Strapped to Backpack (0 lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler proficiencies and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

He was found washed up on the shores of Nemca with just his clothes, weapons, and a peculiar flute. Trauma robbed him of his memories but his exotic clothing marked him as a foreigner from a distant land beyond even Xorthia. Eventually, he took up the name Caius...

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xorthian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium human, Good


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 40'


Senses .

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +1


Dexterity 16 (+3) 
Save +5
Acrobatics +5** | Sleight of Hand +5** | Stealth +3


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 16 (+3)
Save +2* 
Animal Handling +5** | Insight +5 | Medicine +2 | Perception +5 | Survival +2


Charisma 10 (+0) 
Save +0
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
Unarmored Defense | Martial Arts (1d4) | Ki | Unarmored Movement +10' | Monastic Tradition: Way of the Kensei | Deflect Missiles | Ki-Fueled Attack


WAY OF THE KENSEI SUBCLASS ABILITIES

Path of the Kensei | Kensei Weapons Longswords and Longbows | Agile Parry | Kensei's Shot | Way of the Brush


RACIAL TRAITS Human Variant
Ability Score Increase +1 Dex & Wis | Age | Size | Speed 30' | Languages | Feat | Skills


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

 

KI ABILITIES

KI - 3/3 per short or long rest, DC 13

  • Flurry of Blows
  • Patient Defense
  • Step of the Wind

 

ATTACKS

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (0 lbs.)
  • Readied Items (0 lbs.)

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (0 lbs.)
  • Strapped to Backpack (0 lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler profs and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

Backstory Here

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xorthian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 40'


Senses .

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +1


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 15 (+2)
Save +2* 
Animal Handling +5** | Insight +4 | Medicine +2 | Perception +4 | Survival +2


Charisma 10 (+0) 
Save +0
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
Unarmored Defense | Martial Arts (1d4) | Ki | Unarmored Movement +10' | Monastic Tradition: Way of the Kensei | Deflect Missiles | Ki-Fueled Attack


WAY OF THE KENSEI SUBCLASS ABILITIES

Path of the Kensei | Kensei Weapons Longswords and Longbows | Agile Parry | Kensei's Shot | Way of the Brush


RACIAL TRAITS Human Variant
Ability Score Increase +1 Dex & Wis | Age | Size | Speed 30' | Languages | Feat | Skills


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

 

 

 

Weapons

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler profs and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

Backstory Here

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xorthian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 40'


Senses .

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +1


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 15 (+2)
Save +2* 
Animal Handling +5** | Insight +4 | Medicine +2 | Perception +4 | Survival +2


Charisma 10 (+0) 
Save +0
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

(E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils, Calligrapher's Supplies
  • Instruments OcarinaFlute
  • Weapons Simple, Shortswords, Longswords, Longbows
  • Armors

MONK CLASS ABILITIES
Unarmored Defense | Martial Arts (1d4) | Unarmored Movement +10' | Monastic Tradition: Way of the Kensai | Deflect Missiles | Ki-Fueled Attack


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.
|

 

 

 

Weapons

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0 lbs.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler profs and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

Backstory Here

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xhorthian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +1


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 15 (+2)
Save +2* 
Animal Handling +5** | Insight +4 | Medicine +2 | Perception +4 | Survival +2


Charisma 10 (+0) 
Save +0
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Cook's Utensils
  • Instruments 
  • Weapons Simple, Short Swords
  • Armors

Monk CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip

 


Feats

ChefTime and effort spent mastering the culinary arts has paid off. You gain the following benefits:

*Increase your Constitution or Wisdom score by 1, to a maximum of 20.

*You gain proficiency with cook’s utensils if you don’t already have it.

* As part of a short rest, you can cook special food, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

* With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus.

|

 

Weapons

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler profs and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

Backstory Here

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xhorthian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 12 (+1)
Save +3
Athletics +1


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 13 (+1)
Save +2* 
No skills associated.


Intelligence 13 (+1)
Save +1
Arcana +1 | History +1 | Investigation +1 | Nature +1 | Religion +1


Wisdom 15 (+2)
Save +2* 
Animal Handling +5** | Insight +4 | Medicine +2 | Perception +4 | Survival +2


Charisma 10 (+0) 
Save +0
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

Weapons

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)
 

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (0 lbs.)

  • Weight: 0 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (0.)

Copper: 0 | Silver: 0 | Gold: 0 | Obsidian: 0 | Platinum: 0

(0 Coins x .02 lbs. = 0 lbs. Total Weight)


EQUIPEMENT READIED (0 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (0 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (1/3)

Winged BootsWondrous item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

 

APPEARANCE

Age 20's? | Height 6' 1" | Weight 126 lbs. | Hair color | Eyes color | Complexion Fair


Appearance here

 

BACKGROUND

Amnesiac Outsider
Source Custom (Far Traveler profs and gear)


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: All Eyes on YouYour 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.


BACKSTORY

Backstory Here

 

RedDingo

RedDingo

 

Caeius

Amnesiac Xhorian Monk

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +1* 
Athletics +2**


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 12 (+1)
Save +2* 
No skills associated.


Intelligence 16 (+3)
Save +4* 
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


Wisdom 16 (+3)
Save +4* 
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


Charisma 20 (+5) 
Save +9* 
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* | Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use) Lacerate | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Black Ribbons (C) | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak with Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

 

APPEARANCE

Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.

 

"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.

 

The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.

 

The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.

 

BACKGROUND

ARBONESE EXILE
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.

 

For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.

 

The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.

 

For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.

 

The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.

 

Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.

 

She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.

 

The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.

 

Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.

 

Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.

 

While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!

 

Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.

 

Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.

 

Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.

 

RedDingo

RedDingo

 

Caeius

Co-Proprietor of The Elden Ring, Praetor Advisor

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

Monk 3

Medium humanoid , true nutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +1* 
Athletics +2**


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 12 (+1)
Save +2* 
No skills associated.


Intelligence 16 (+3)
Save +4* 
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


Wisdom 16 (+3)
Save +4* 
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


Charisma 20 (+5) 
Save +9* 
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* | Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use) Lacerate | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Black Ribbons (C) | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak with Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

 

APPEARANCE

Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.

 

"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.

 

The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.

 

The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.

 

BACKGROUND

ARBONESE EXILE
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.

 

For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.

 

The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.

 

For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.

 

The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.

 

Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.

 

She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.

 

The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.

 

Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.

 

Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.

 

While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!

 

Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.

 

Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.

 

Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.

 

RedDingo

RedDingo

 

Andzelika Matylda Omazeiros

Co-Proprietor of The Elden Ring, Praetor Advisor

 

spacer.png

 

"If you watch, and you listen, all secrets will be revealed."

 

BARD 5 / WIZARD 2

Medium humanoid female (River Elf), true neutral


Armor Class 13 (15 mage armor)

Hit Points 68 ( 6d8 + 2d6 + 8 )
Speed 35' ft.


Senses darkvision, passive perception 20' ft.

Languages common, dwarvish, elvish, void speech

Proficiency Bonus +3

 

ABILITIES & SKILLS 

Proficiency Bonus: +3

Strength 10 (+0)
Save +1* 
Athletics +2**


Dexterity 16 (+3) 
Save +7* 
Acrobatics +5** | Sleight of Hand +5** | Stealth +7**


Constitution 12 (+1)
Save +2* 
No skills associated.


Intelligence 16 (+3)
Save +4* 
Arcana +7** | History +5** | Investigation +7** | Nature +5** | Religion +5**


Wisdom 16 (+3)
Save +4* 
Animal Handling +5** | Insight +7** | Medicine +5** | Perception +10** (E) | Survival +7**


Charisma 20 (+5) 
Save +9* 
Deception +9** | Intimidation +9** | Performance +7 | Persuasion +12** (E)

* Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Calligrapher's 
  • Instruments Bagpipes, lutes, viols 
  • Weapons Daggers, darts, light crossbows, longbows, longswords, rapiers, shortbows, shortswords, slings, staves 
  • Armors Light

WIZARD CLASS ABILITIES
Arcane Recovery | Ritual Casting | Arcane Tradition (Void Savant) | Whispers of the Void


BARD CLASS ABILITIES
Bardic Inspiration (d8) | Jack of All Trades (+1) | Song of Rest (d6) | Magical Inspiration | Font of Inspiration | College of Criminology


RACIAL TRAITS
Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Cantrip


FEATS
Telepathic | ASI

 

WEAPONS

WEAPONS

  • +1 Elven Sexy Blade +7 to hit for (1d8+4) piercing, magic damage. | Finesse
  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Longbow +6 to hit for (1d8+3) piercing damage. | Ammunition, heavy, two-handed (150/600)

 

SPELLS

SPELL SLOTS 4/4 (1st), 3/3 (2nd), 3/3 (3rd), 1/1 (4th)

  • Bard - Spell Save DC: 16 | Spell Attack Mod: +8 | Spells Known: 8 + Detect Thoughts
  • Wizard - Spell Save DC: 14 | Spell Attack Mod: +6 | Spells Prepared: 5

CANTRIPS (Bard)

Clockwork Bolt* | Mending | Scribe*


CANTRIPS (Wizard)

Claws of Darkness (C)* | Green-Flame Blade | Silhouette (C)* | Word of Misfortune (C)


FIRST LEVEL (Bard)

Cure Wounds | Dissonant Whispers | Earworm Melody (C)* | Faerie Fire (C)


FIRST LEVEL (Wizard)

Black Ribbons (C) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)*


SECOND LEVEL (Bard)

Detect Thoughts (C) (1 Free Use) Lacerate | Suggestion (C)


THIRD LEVEL (Bard)
Mind Exchange (C)* | Throes of Ecstasy (C)*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

Black Ribbons (C) | Disguise Self | Disquieting Gaze* | Find Familiar (R) | Mage Armor | Insightful Maneuvers (B)* | Magic Missile | Shadow Armor (R)* | Speak with Inanimate Object*

* Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (54.08 lbs.)

  • Weight: 54.08 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (6.08 lbs.)

Copper: 0 | Silver: 1 | Gold: 203 | Obsidian: 100 | Platinum: 0

(304 Coins x .02 lbs. = 6.08 lbs. Total Weight)


EQUIPEMENT READIED (21 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (4 lbs.) Traveler's Clothes - 4 lbs.
  • Weapons (5 lbs.) +1 Elven Sexy Blade - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | +1 Elven Spell Cube*- 3 lbs. | Quiver of arrows 1 lb. | Healer's Kit - 3 lbs. | Find Familiar Spell Components (50gp) | Pearl (100gp) | Slither Spell Component (50gp) | Black Opal with crest (125gp) | Stone of Good Luck* | Rhytym Maker's Drum* - 3 lbs.

EQUIPMENT STORED (27 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Spellbook - 3 lbs | (10) Sheets of Parchment | (2) Scroll Cases - 2 lbs. | Bottle of Ink | Ink Pen | Vial of Perfume
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | Lute - 2 lbs.

EQUIPMENT NOT CARRIED (--)

  • At Home Viol - 1 lbs. | Bagpipes - 6 lbs. | Find Familiar Spell Components (50gp) | Chest - 25 lbs. | A Set of Fine Clothes - 6 lbs. | Lamp - 1 lbs. | (2) Flask of Oil - 2 lbs. | (5) Sheets of Paper | Sealing Wax | Soap

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

 


ATTUNED (3/3)

+1 Elven Spell Cube | +1 Rhytym Maker's Drum | Stone of Goodluck (Luckstone)

 

APPEARANCE

Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Ash Brown| Eyes Pale Blue | Complexion Fair


She stood before the mirror in her room above This is the Way, as she did every morning. Her pale blue eyes, the color of a frozen lake, stared back at her. Andzelika Matylda Omazeiros stood there wondering. Wondering when she would be able to afford an apartment and not a room. Wondering when her partner would realize they need to charge full price to every customer for their services. Wondering when she would stop focusing on Zobeck so she could bring answers to her family and prove to the River Court that there was something to investigate regarding her sister’s death. Wondering when the Void would open up all its mysteries to her.

 

"Ugh." She moaned to herself as her thin hands reached up to her face in frustration. Her bony fingers pushed through her long brown hair, the color of ash trees. Loose strands fell to the sides, but she pulled most of the mass of thick locks into a short braid before tying it at the nape of her neck, letting the tendrils of waves loose to fall upon her back or over her shoulder.

 

The scent of bacon, sausage, eggs, butter, bread, and cheese wafted through the floorboards, causing her nose to wrinkle. Matylda enjoyed all those items, but humans liked far heavier meals than she had ever been able to get used to. Her lithe frame spoke of her eating habits. Many small meals throughout the day, not two or three large ones. But she knew Sture would have her usual waiting, a simple piece of toast, a few slices of sausage and fresh fruit, along with a cup of hot tea.

 

The elven woman slipped on her customary olive green pants. The color and fit were uniquely hers, they draped loosely from her hips waving in the wind as she walked. So very different from the tight-fitted attire most women wore. Her black long-sleeved shirt, however, was a snug fit, revealing her curves, but the high-neck hid the valuables from prying eyes. Finally, before leaving for her morning meal, Matylda secured the silver clasp and chain to her ear. Although she had left the River Court, some traditions remained. This was one.

 

BACKGROUND

ARBONESE EXILE
Source Custom


  • Personality Traits: something
  • Ideals: something
  • Bonds: something
  • Flaws: something

Background Feature: something


BACKSTORY

Ulorian the First is an idiot and the Omazeiros family are cowards. It has been over 300 years since she has been to the River Court, but her opinion still holds and will tell any who ask.

 

For 130 years, Andzelika Matylda Omazeiros had lived in happy ignorant bliss. She played music and danced. Her laughter was contagious to whoever heard it and she flitted from gala to gala without a care in the world. But on her 131st birthday that all changed. Halina was found dead a few miles outside of town. Halina Stefcia Omazeiros, Matylda’s older sister, was found laying on a fey road, unable to be healed. The cause of her death was obvious, she had bled out. However, the clerics could not determine what caused the bleeding. There were no injuries to her body, yet the reports stated her head was cradled in a pool of her own sanguine fluid. The exodus of her life appeared to happen through her nose, ears, mouth, and eyes. The pinch that remained between her brow indicated she suffered through her last moments, but no answers could be provided to the family that loved her.

 

The youngest of the Omazeiros clan refused to accept what the healers stated. "There are some answers we may never have." It was unfathomable to Matylda that this was a valid response. She was even more infuriated that her parents and siblings buried Halina without demanding further investigations. The headstrong youth took the matter into her own hands.

 

For 15 years she kept a log of her findings. She visited the site where her sister was found, she interviewed those who discovered her and those who traveled the roads frequently. Matylda used her family’s influence to garner a meeting with their leader, pleading her case that more needed to be done. That there was an unknown threat to their borders. But the King simply thanked her for her concern and told her to leave it to the professionals who had found nothing.

 

The once sweet and innocent elven maiden became infuriated. Where her laughter had previously caused all others to join her delightful sound, now her sharp clipped words of admonishment caused all to leave her side. The King wanted it left to professionals, and so she would become one. After her meeting with the high court, Matylda announced she was leaving for the Free City of Zobeck to study Criminology. If those who were schooled in the elven city could not find the cause of her sister’s demise, she would seek knowledge from the humans and return to solve the crime with skills her people had forgotten.

 

Her family was shocked by the announcement. Their youngest was not only stating that the courts had failed Halina, but that humans would be able to offer her knowledge she could not gain in River Court. And even worse, leaving meant they would have to disown her, write her off as though she never existed. In less than 20 years her parents lost two of their four children, her brothers went from having two sisters to none. Matylda knew of the laws, but she hoped her family would be courageous enough to defy them. She was wrong, their status with their people meant more to them.

 

She slipped out in the middle of the night, knowing there would be no fond farewell. This was easier. A note was left on the kitchen table, promising she would return when she had answers.

 

The next 300 years found Matylda exactly where she said she would be, not that her family sought her out. Upon arriving in Zobeck, the headstrong elf entered Dorblythe University. After 15 years, she left the campus with four doctorates, Criminal Psychology, Criminology, Forensic Science, and Investigative Reporting. Her excessive knowledge on these topics led to her recruitment with the Praetors. To this day, she is still an advisor, keeping their identities secret. Nearly 100 years later, frustrated by her ineffectiveness with finding any further details on the curious end to her sister's life, Matylda decided to investigate a path towards magical answers. She studied at the Arcane Collegium, utilizing her existing degrees to gain acceptance into the Bardic Criminology degree path.

 

Throughout her years among the humans, Matylda had experienced many friendships and relationships. However, each ended over time with a feeling of disconnection. Her human companions aged and drifted away from her as she was unable to recognize the burden they felt in keeping up with her ageless youthfulness. They each still hold a place in her heart, and thinks of them with fondness, though a part of her is bitter their short lives prevented a more full relationship. It was early in her dalliance with Nancy that the River Court native met a fellow elf. The night the three of them spent together was memorable, and led to a friendship that has survived the test of time, but also established that romantic endeavors between them would never be.

 

Matylda and Lyyren found working together enjoyable, however, and joined forces through the Great Revolt, forging their bond in battle. Less than a year later they formed a business to service the community still recovering from their self-inflicted wounds. However, this did not prevent the bardic student from continuing her studies.

 

While working on a research paper in the City Archives, the elven student came upon a bit of curious information. A detail regarding the fey roads was barely a sidenote on a subject related to Zobeck, however, it piqued her curiosity. The location referenced was near where Halina was found. It may have been nothing, but this was the first time in over two centuries that she had something to go off of. Finally, she would be able to use her education in the field, for the purpose she had been studying!

 

Lyyren offered to travel with her, knowing the journey was long and potentially interacting with her family or the River Court could be problematic, but she insisted on going alone. Following her memory, Maty first returned to the place where Halina was found. Then, using her notes, she traced her way deep into the wood. Small markings, barely noticed sigils, all led her to an ancient ruin. All that remained was a small stone structure. Her head began to throb, her eyes blurred and blood began to trickle from her nose, but she persevered. Her determination was rewarded with a small tome covered in moss and mold. Cracking open the pages, the bardic student felt herself falling into the foreign script, consumed by it. She heard voices she couldn’t see, she could smell life and death, she could taste the blood pooling in her mouth.

 

Knowing she had found what caused her sister’s death, but unsure of what it was or what it meant, she took the book and ran. Matylda did not visit her family, she did not return to the River Court to show the King. Instead, she returned to Zobeck where she fervently poured over the new knowledge, hoping to unlock its mysteries. The event had changed her, though she would not admit it. The Arcane Collegium called her new interest the Void. She was told to destroy the tome and forget what she had seen. Refusing to do so, the elf was expelled, once again cast away.

 

Surprisingly, Lyyren stayed by her side, offering kind words while attempting to get the strong-willed woman to discard the studies on the Void. Over the last 65 years she has toiled away studying all she can on the Void, but the process has been painstakingly slow as the repercussions of the darkness are often mind-numbing. If not for her friendship with the fellow elf, she certainly would have lost her mind decades ago. Her familiar, Wrozka, reminds her of the dangers daily.

 

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