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Tabitha Fairchilde - Half-Elf Spy Scout Rogue


Glyph

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🏗️ This Application post is WiP 🏗️

Tabitha Fairchilde
Spy and infiltration specialist

Lineage, Background, Planned-Subclass Class
A Tasha's variant of the Half-Elf, Tabitha is a Spy, who's subclass will be Scout Rogue with a planned multiclass into Artificer.

 

Description
A redhead with stunning blue eyes, Tabitha is somewhat tall for a half-elf of her age. While her "feminine charms" are evident, her figure is a bit on the lithe side.

Due to the nature of her work, she tries to keep two different facets of her personality. While "on the job" she has a very charming and seductive personality and is always super pleasant and really interested in what you have to say. When she's not "on the job" she's as aloof and distant as can be to people who are strangers to her. Her conversation and talk are short and straight to the point and she would rather not have the inconvenience of company, except for rare occurrences or people (such as party members). Also, thanks to her profession, while her hair and eyes are somewhat striking features, Tabitha has the uncanny and fortunate ability to seem as unremarkable as possible. Her clothing is rather in descript and plain and she often wears a hood to cover her pointy ears and, when unable, would often wear her hair over them to cover them up.

 

Your Character’s Plot hook
Players should create characters connected to Krynn and, if possible, to one another. They should also each have a connection to a mutual friend named Ispin Greenshield. Ispin has recently passed away, and the characters are invited to his funeral in Vogler.

HumanRogue3.png.d88e777466580bea15b1dd9e9320cbf5.png
Ispin Greenshield (ISS-pin GREEN-shield)

   Before retiring to the village of Vogler, Ispin Greenshield traveled across Ansalon as a teacher, trader, and adventurer. Along the way, he forged friendships with each of the characters. Each character knows the following information about him:

  • Ispin was a good-natured human adventurer from Solamnia.
  • Ispin took his name from a distinctive green shield he found early in his adventuring career. He claimed the shield was magical, but it had no obvious magical properties.
  • The bighearted Ispin loved telling tall tales of his travels to anyone who would listen.
  • Ispin used to adventure with a human Knight of Solamnia named Becklin and a hill dwarf warrior named Cudgel. These two featured in many of Ispin's stories of fighting sea monsters and goblin raiders.
  • Ispin retired from traveling years ago, becoming a permanent resident of a little-known village in Solamnia called Vogler.

   The Meeting Ispin Greenshield table suggests a few ways characters might have come to know and likely respect Ispin. Players can elaborate on these connections however they'd like. Characters can use their relationship with Ispin to reinforce how they know one another.

Meeting Ispin Greenshield

d6 Experience
1 Ispin was a close friend of one of your parents. You've known him since you were a child.
2 You and Ispin defended a community from a notorious band of goblin raiders.
3 Ispin tracked you down to return something precious that a thief stole.
4 Ispin visited your homeland, bringing with him goods and stories from far-off lands. He taught you much about the world.
5 Ispin spent a season with your family and taught you swordplay, sailing, a language, or another skill.
6 You and Ispin once competed for the same person's affections, only to discover each other's friendship.

 

Past is Prologue
What’s your character’s backstory? Who are their family? Their friends? Their enemies? Why did they start adventuring? How did they reach level one? Please keep it to absolutely no more than the equivalent of two A4-sized sized sheets with 1-inch margins (25.4 mm), double-spaced, 12 pt. Times New Roman. I think I might have caused any college graduates to just suffer an aneurysm or triggered a PTSD episode with those criteria, but if you can’t pare it down to that . . . then it had better be really engaging reading.

   By NO means does it need to be two pages long! A couple of paragraphs is okay, too. The point is, write what gets across what you need to get across, but don’t write too much.

Truths, Rumours, and Lies
One true rumor that another accepted character will be allowed to have heard about your character. One false rumor that a second accepted character will be allowed to have heard about your character. One rumor that could be true or could be false (it’s up to you) that a third accepted character has heard about your character, and can choose to believe or disbelieve as they like.

Include at least two of the following in your application:

   Loyalties. You are either being courted by or are a recent initiate of a faction, an organization on the continent of Ansalon for numerous purposes. See below for faction information. Why did you join the Faction? Who acted as your mentor?

   Is Might Right? What is your character’s personal philosophy on power and authority? From where does this derive? How is it wielded best and worst? Is might right, and if not, what is?

   Deity. Dragonlance is a world where the gods had withdrawn, but now, they’re starting to reassert themselves—especially in the face of Takhisis’s looming threat. They live and die and are real beings. Almost everyone worships at least one god, most worship multiple gods or whole pantheons. Atheism is very rare, and often has divine consequences. Yet others are spiritual without worshiping a god. What is your character’s beliefs, and how do they guide your character?

   Music. Tell me what your character sounds like, musically. You can give me a specific composer, band, style of music, or motifs, but music plays a large part in the games I run. No one’s judging your taste in music here, and I’d be more than happy to help you if you want suggestions.

   Please provide up to three links to Youtube videos showcasing the music you’ve chosen. If you only mention a genre (“Classic Rock!” or “Rap”), that’s fine, too. You can be as general or specific as you like (“Jimi Hendrix’s Woodstock performance of the Star Spangled Banner”).

   I’m a composer and I know a bit of music theory, so you can even speak in those terms, too! (“She’s the character equivalent of a tritone.” or “He’s the living embodiment of the Andalusian cadence played in a tresillo rhythm.”)

   Impressions. Your impression of other characters. This will help us develop relationships before the game starts. However, this is obviously not required because, depending on how many people apply, this will become burdensome.

   Images. (Other than your Character) Tattoos; images of animal companions or familiars; clothing items; whatever you like, and however many you feel the need to post.

   Connections. One or more living family member(s) they could visit, and who knows them and would give them and their friends beds to sleep in and a hardy meal in their bellies. They’ll even direct nosy stalkers in the wrong direction for you as best they can. BUT! One enemy stalking the world that has a legitimate grievance against them and is out there, looking for them to right your character’s wrong. I can’t promise either or both of them will come into play.

Edited by Glyph (see edit history)
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Half-Elf (Tasha's variant) Lineage

Ability Scores
Using the variant attribute rules in Tasha's Cauldron of Everything, I modified my ability score increase to "Your Dexterity score increases by 2, and two other ability scores of your choice increase by 1".

Size: Medium
Speed: 30 ft.

Darkvision
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet o f you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.

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

Skill Versatility
You gain proficiency in two skills of your choice.

Languages
You can speak, read, and write Common, Elvish, and one other language that you and your DM agree is appropriate for your character.

Source: Player's Handbook, pg.39 and Tasha's Cauldron of Everything, pg.7

Edited by Glyph (see edit history)
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Mercenary Veteran Background


Skill Proficiencies: Athletics, Persuasion
Tool Proficiencies: Vehicles (land), one type of gaming set (cards)
Equipment: uniform of your company (traveler's clothes in quality), an insignia of your rank, a gaming set of your choice, and a pouch containing the remainder of your last wages (10 gp)

 

Feature: Mercenary Life

You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and feast halls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see "Practicing a Profession" under "Downtime Activities" in chapter 8 of the Player's Handbook).

 

Personality

  • I can stare down a hell hound without flinching.
  • I have a crude sense of humour.
     

Ideal

  • Responsibility - I do what I must and obey just authority. (Lawful)
     

Bond

  • Someone saved my life on the battlefield. To this day, I will never leave a friend behind.


Flaw

  • I’d rather eat my armor than admit when I’m wrong.

 

Source: Sword Coast Adventurer's Guide pg.152

Edited by Glyph (see edit history)
Name
Personality Trait 1
6
1d8 6
Personality Trait 2
7
1d8 7
Ideal
4
1d6 4
Bond
2
1d6 2
Ideal reroll (due to it being Evil)
2
1d6 2
Flaw
6
1d6 6
Personality Trait 1 roll (doesn't make sense for my character)
5
1d8 5
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Rogue (Scout) Class [1-3]
 

Level Proficiency
Bonus
Features Sneak
Attack
Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 > Expertise
> Sneak Attack
> Thieves' Cant
1d6
2nd +2 > Cunning Action 1d6
3rd +2

> Roguish Archtype
> Skirmisher
> Survivalist

2d6

 

Hit Points

Hit Dice: 1d8
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st
Total Rogue Hit Points: 16

 

Proficiencies

Armor: light armour
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from:

  • Acrobatics
  • Athletics
  • Deception
  • Insight
  • Intimidation
  • Investigation
  • Perception
  • Performance
  • Persuasion
  • Sleight of Hand
  • Stealth
     

Level 1 - Expertise

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

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

 

Level 1 - Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 

Level 1 - Thieves' Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
 

 

Level 2 - Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.
 

 

Level 3 - [Scout] Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.
 

 

Level 3 - [Scout] Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't
already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

 


 

 

Artificer Class [1-2]
 

Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
Cantrips
Known
1st 2nd 3rd 4th 5th
1st +2 > Magical Tinkering
> Spellcasting
2 2
2nd +2 > Infuse Item 4 2 2 2

 

Hit Points

Hit Dice: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
Total Artificer Hit Points: 9

 

Proficiencies gained through Multiclassing

Armor: light armour, medium armour, shields
Tools: Thieves' tools, Tinkerer's tools
 

Level 1 - Magical Tinkering

You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

 

Level 1 - Spellcasting

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)
You know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.


Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

 

Level 2 - Infuse Item

You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Edited by Glyph (see edit history)
Name
Rogue HP
16
2d8+11 3,2
Artificer HP
9
2d8 4,5
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Feats

Level 1 Bonus Feat

Skilled

You gain proficiency in any combination of three skills or tools of your choice.
Skills chosen are: Arcana, Acrobatics, Deception.

Source: Player's Handbook, pg.170

 

 

Level 4 Bonus Feat

Elven Accuracy

Prerequisite: Elf or half-elf

The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Source: Xanathar's Guide to Everything, pg.74

Edited by Glyph (see edit history)
Name
Trinket Roll
1
1d100 1
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🏗️ This Application post is WiP 🏗️

Inventory

 

Money

Money-1-Platinum.png.a243efa9b181d513a47da60b84da948c.png Money-2-Gold.png.32c2115a404fe7803a5ad37e123e917b.png Money-3-Silver.png.49fe3c608d4164a7eb392c3fe7cf1f3d.png Money-4-Copper.png.6e9d28c59b71052680bdfb7249b5ba73.png
0 75 0 0

 

Worn

  Name Armour Class (AC) Strength Stealth Source
image.png.47b1dbac5d36e23da9385ce062041438.png

Breastplate
Enhanced Defense infusion

15 + DEX
(+2 max)
Purchased
image.png.d06ec78a5f2f4bb4b7a06bc70a00baed.png Shield +2 Purchased

 

image.png.27c1b3389d39acef7a2bc0b498d71420.png Pouch containing 75gp Starting equipment (background)
image.png.0beec2159fae511dcae3f44456209663.png Ironclad Regiment uniform including a hood (traveler's clothes quality) Starting equipment (background)


Weapons

  Name Damage Traits Source
image.png.d06ec78a5f2f4bb4b7a06bc70a00baed.png Hand crossbow 1d6 P
  • Ammunition (range 30/120)
  • light
Repeating Shot infusion
Purchased
image.png.ee94addf3fd71c32e249f3fc03eda5a2.png Dagger 1d4 P
  • Finesse
  • Light
  • Thrown (20/60 ft.)
Starting equipment (class)
image.png.2874847f1a6d5cefc685889dd6c05b81.png Dagger 1d4 P
  • Finesse
  • Light
  • Thrown (20/60 ft.)
Starting equipment (class)
image.png.64a43bbed2c99e492b57fea04133a60b.png Shortsword 1d6 S
  • Finesse
  • Light
Starting equipment (class)


Instruments & Tools

image.png.9577db48d79f5d4b7e25e765dba8bde9.png Thieves tools Starting equipment (class)
image.png.30e7b96f793c0b71612bc6e778f93518.png Playing cards set Bought item


Other

image.png.2ede9a28cb49c9b6d36dbd91e1d3048e.png Burglar’s pack Starting equipment (class)
  image.png.3a9c0f96a3461e723f969012f9b711fe.png  Backpack
  image.png.f41b365845fc591ee4261633877292ae.png  Bag of 1,000 ball bearings
  image.png.ba7920b30ebb05999d44dd5970c2f6ac.png  10ft of string
  image.png.3e3459209f8bc8150134b7033e5d2f80.png  Bell
  image.png.0a385aae60d4f6ab0360628df0d62757.png  x5 candles
  image.png.d06ec78a5f2f4bb4b7a06bc70a00baed.png Crowbar
  image.png.f849af284abb0e6306e6401830faec3e.png  Hammer
  image.png.90b86565eb3bf852a7f4a2a789733c32.png  x10 pitons
  image.png.691dc7144af988c0c23a2b11d289d263.png  Hooded lantern
  image.png.373ff19efd81b2279c2512ef85248187.png  x2 flasks of oil
  image.png.59a8572572c6a3426efbd901c18f9441.png  x5 days' rations
  image.png.9c63fb9904fd9fd02e78ab4fda61b150.png  Tinderbox
  image.png.bba79a11a497b745f5c8227496426c36.png  Waterskin
image.png.85af79413a46bd1fd5f7c65730eb33b9.png 50ft hempen rope Starting equipment (class)
  Crowbar Sold at character creation

 

Trinket

image.png.831673a87c017affa4a43b64b051fd43.png A mummified goblin hand (01) (Player's Handbook pg.160)
[see previous post for roll]
Starting equipment (class)
Edited by Glyph
Added starting gold (see edit history)
Name
Starting Gold
560
(1d10*25)+510 2
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Spells known

Cantrips

  1. Mage HandMAGE HAND
    Conjuration cantrip

    Casting Time: 1 action
    Range: 30 feet
    Components: V, S
    Duration: 1 minute

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out o f a vial. You can move the hand up to 30 feet each time you use it.

    The hand can't attack, activate magic items, or carry more than 10 pounds.
  2. MessageMESSAGE
    Transmutation cantrip

    Casting Time: 1 action
    Range: 120 feet
    Components: V, S, M (a short piece of copper wire)
    Duration: 1 round

    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

    You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.


1st-Level

  1. Feather FallFEATHER FALL
    1st-level transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range: 60 feet
    Components: V, M (a small feather or p iece o f down)
    Duration: 1 minute

    Choose up to five falling creatures within range. A falling creature's rate o f descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
  2. JumpJUMP
    1st-level transmutation

    Casting Time: 1 action
    Range: Touch
    Components: V, S, M (a grasshopper’s hind leg)
    Duration: 1 minute

    You touch a creature. The creature’s jump distance is tripled until the spell ends.
  3. SanctuarySANCTUARY
    1st-level abjuration

    Casting Time: 1 bonus action
    Range: 30 feet
    Components: V, S, M (a small silver mirror)
    Duration: 1 minute

    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion o f a fireball.

    If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Edited by Glyph (see edit history)
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Profile.png.c6f3f15c98f76ec61422085d17a16ce7.png

Tabitha Fairchilde
Half-Elf Spy
Scout Rogue 1


HP 12/12 | AC 14


Senses:
60ft Darkvision
Passive Perception
13
Passive Insight 13
Passive Investigation 13


 

Actions/Narration

"Words"

Thoughts

 

OOC/Actions

For OOC comments or to elaborate actions

Edited by Glyph (see edit history)
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