Jump to content

Sk贸grinn, Eladrin Entropist Sorcerer Warlock


Recommended Posts


Chainbreaker and Vordani Freerunner


"You look at these mountains and think you see the soul of your people.

The paths and roads hewn out by great chiefs before you were born,

carved out with blood, forged with fire, bound together with steel.

Good. Look at my face. What do you think you're fighting now?"


Medium humanoid female (Eladrin), chaotic good

Armor Class 13 (16 mage armor)

Hit Points 31 ( 6 + 4d8 + 5 )
Speed 30' ft.

Senses darkvision, passive perception 60' ft.

Languages Common, Elvish, Aglorionian, Vordani

Proficiency Bonus +3



Proficiency Bonus: +3

Strength 8 (-1)
Save -1
Athletics -1

Dexterity 16 (+3) 
Save +3 
Acrobatics +3 | Sleight of Hand +3 | Stealth +6

Constitution 12 (+1)
Save +4
No skills associated.

Intelligence 13 (+1)
Save +1 
Arcana +7(E) | History +4 | Investigation +1 | Nature +1 | Religion +1

Wisdom 8 (-1)
Save -1
Animal Handling +0 | Insight -1 | Medicine -1 | Perception +2 | Survival -1

Charisma 18 (+4) 
Save +7 
Deception +7 | Intimidation +4 | Performance +7 | Persuasion +4

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



  • Tools Forgery, Alchemist (Trance)
  • Weapons Daggers, darts, slings, quarterstaffs, light crossbows, Shortsword (Trance) 
  • Armors None

Sorcerer Origin: Entropist | Touch of Entropy | Entropic Aura

Otherworldly Patron (Fathomless) | Tentacle of the Deep | Gift of the Sea | Eldritch Invocations | Pact Boon

Darkvision | Keen Senses | Fey Ancestry | Trance | Fey Step

Skill Expert




  • Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Quarterstaff +2 to hit for (1d6-1/1d8-1) bludgeoning damage. | Simple, versatile


  • Eldritch Blast +8 to hit for (1d10) force damage. | Ranged (120) | 2 attacks
  • Ray of Frost +8 to hit for (2d8) cold damage. | Ranged (60)


  • Tentacle of the Deep +7 to hit for (1d8+4) cold damage. | Reach 10 ft.



SPELL SLOTS 2/2 (1st), 2/2 (2nd) Pact

  • Sorcerer - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 2
  • Warlock - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 5

CANTRIPS (Sorcerer)

Mind SliverMinor Illusion | Shape Water | Sword Burst

CANTRIPS (Warlock)

Eldritch BlastRay of Frost | Mending 

FIRST LEVEL (Sorcerer)

Magic Missile | Shield (R)


Armor of Agathys| Illusory Script | Hex (B)(C) | Mage Armor (at-will)


Hold Person (C)Cloud of Daggers (C)

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




  • Weight: 82 lbs. / 120 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (--- lbs.)

Copper: 0 | Silver: 7 | Gold: 310 | Obsidian: 0 | Platinum: 0

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


Equipped items can be retrieved with a manipulate item interaction.

  • Armor (8 lbs.) Traveler's Clothes - 4 lbs. | Fine Clothes - 4 lbs.
  • Weapons (8 lbs.) +1 Wand of the War Mage - 2 lbs. | Dagger - 1 lb. | Quarterstaff - 4 lbs.  
  • Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Darkstone Amulet - 3 lbs. | Healer's Kit - 3 lbs. | Whitestone Talisman


Stored items can be retrieved with an action.

  • In Backpack (31 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (10) Rations - 10 lbs. | Tinderbox - 1lb. | (10) Torches - 10 lbs. | (50gp) Lead Ink - 5 lbs. | (10) Sheets of Parchment | (3) ink pens | (2) Bottles of Ink
  • Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Hempen Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs.


  • At Home x

15gp - fine clothes

50gp - lead ink

1gp - (10) parchment

0.3gp - (3) ink pens

2gp - (2) ink bottles

100gp - Darkstone Amulet

50gp - Alchemist's Supplies

10gp - Shortsword

* Denotes magic item (see below)






+1 Ebrin War Rod

Darkstone Amulet



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

Skogrinn is an arresting and well-dressed woman of obvious Elven descent. An impressive set of Vordani slave tattoos, eleven white tusks, have been chiseled into her ageless face. A ritual performed by chieftains of the White Mammoth Clan and other Vordani, slaves and other property of the chiefs are marked with a red-hot chisel and ink whenever their ownership changes. If true, the placement and care taken for the placement of the tattoo tells a remarkable story as to the length of her enslavement and her position and role in the clan.

With a more detailed inspection, it is difficult to place the age of this particular Elf. While she possesses the eternal youth inherent to all Elvenkind, her style of clothes and hair seem out of place. The red cloak she wears is in remarkable condition, albeit dated and out-of-fashion. Historians might recognize the design and threading as one commonly worn by the original Redcloaks, and if real, an antique heirloom. Gold and fine jewelry add a certain prestige to her appearance, although even these bear an uncanny resemblance to the opulent military medals of the Ebrin Dynasty. Taken together, this incongruity reveals a startling fashion statement and an additional chapter to her story.

A conversation with Skogrinn reveals herself to be soft-spoken and an attentive listener; albeit one who is a little behind the times. It is evident that she has a stubborn distaste for the Vordani, but has an equally strong taste for adventure and novelty.

Arcanists know that it is possible to understand qualities of how a spellcaster has studied and honed their craft by their movements and methods. For example, a shadow wizard may spend hours pondering the dark and bitter reflections of a dying forest or studying the dying remains of fiery embers. These reflections on the real world can be seen in the weaving of their iconic spells mimicking shadowy vines and fireballs. It is a deceptive, but gentle magic that accepts the inevitability of death. In comparison, Skogrinn's magic techniques has the distinct impression of violently rejecting natural laws like death. It rends and tears apart reality and removes objects from death and decay. It is a power that exists solely to bring violent change to the natural order and a textbook example of a magic corrupting the world.



Vordan Freerunner
Source Custom

  • Personality Traits: I pepper my speech with archaic and old colloquialisms that show my age.
    I would rather make a new friend than a new enemy.
  • Ideals: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
  • Bonds: Someone I loved died because of I mistake I made. That will never happen again.
  • Flaws: I have a tell that reveals when I'm lying.
    Skogrinn's fingers fidget. An arcanist may recognize the movements as similar to those used for illusion spells.

Background Feature: Adventurer Guild Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other adventurers. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, caravan masters, and like-minded individuals who can deliver messages for you.


"Path Through the Mountain" by Scott Buckley

The Eladrin have a belief: a life without four seasons is a life wasted. There are moments when one feels happy and joyous, generous and forgiving, dour and sad, or even eager and excitable. Experiencing and carving your way through all these seasons is the path to a fulfilling life. Sitting in quiet meditation, Skogrinn used the age-old tradition of ritualistic trance to skim through four centuries of memories.

Eladrin are not known to be particularly affable creatures, making a more striking impression to the other lineages with the level of their detachment than their beauty. Although, their near-immortal lifespan contributes to a dim sense of time for their people as a whole, there is a remarkable lack of social structure between Eladrin themselves. Nearly all Eladrin travel the world alone; and on the rare occasion two Eladrin happen to meet and procreate, they will raise the child for 20 years before leaving them on their own to apprentice in a nearby village or town. These new adults are then expected to make their own way in the world, with no expectation of ever meeting again. This practice teaches all adults the harshest and most important lesson of the changing seasons and the bonds that Eladrin forge.

Skogrinn was a winter fey born on the frozen foothills of the Vordan mountains. Food and shelter were always difficult to find in the rural north thanks to half a century of neglect by the Wyltammer Regency. The neighboring Vordani did not make life easier either, especially when they scoured the village for those magically gifted. Thankfully, the family easily passed themselves off as Elves and did not attract attention from the priesthood. She never understood how they managed this until Skogrinn received her final gifts and presents from her parents on her 20th nameday: an amulet of braided metal thread holding a single, radiant crystal of light. This talisman, they claimed, would protect her and her future family if she would form a pact with it.

Uncertain, and unwilling to part from her parents, a young Skogrinn tried to delay the pact ritual. However, her parents adhered to tradition and departed the next day; although not before teaching her the ritual necessary to form the pact. Sulking, the Eladrin did not form the pact for a full year, but that was enough time for a magefinder priest to catch her scent.

As a young, magic-tainted Eladrin, she was an excellent trophy and the villagers soon offered up as tribute to the White Mammoth chieftain in return for peace. Her few remaining possessions and personal gifts were divided between the villagers, including the talisman that would have protected her. This unfortunate series of events did introduce Skogrinn to an Elf sorcerer pseudonymously named Kochbez, who provided her informal training in the arcane arts until his death. Thus apprenticed to a sorcerer and a Vordani slave, the young Eladrin absorbed as much knowledge as she could while waiting for any opportunity to escape.

With such a difficult century as the foundation for her formative years, the other seasons did not come easily to Skogrinn. However, the catalyst for a new season came when King Talenar I began his campaigns against the Vordani tribes. As one of many slaves freed by the King's armies, she eagerly joined the Ebrin Dynasty in their war to free slaves and to defend against the northern barbarians. A memory of a shattered iron chain and the iron sting of blood rose unbidden to her mind. It is still disturbing how easily she succumbed to revenge and destruction when offered that choice. She returned to her home village in hopes of reclaiming any keepsakes, and annihilated her hometown with entropic magic. The only piece that remained was the talisman. While these events helped her bring an end to a century-long problem of hers, it did not help ease her regrets. The shame and regret she felt on her twentieth naming hadn't disappeared with time, but only submerged and buried beneath the passing of centuries. It's not a pleasant memory, but they are a good reminder for Skogrinn not to lose sight of herself in anger.

Curiously, the talisman did give her some solace. During her trances, an entity would call out to her and offer advice or directions on what to do. Although initially suspicious, the entity did help her develop magic to make her stronger. Even more importantly, it guided her to the town of Gorso, where she could finally lay to rest the remains of her mentor, Kochbez. There, she met his children, a Half-Elven mercenary band. They were working humbly as hired guards to protect traveling merchants from monsters. However, as the adventuring party grew older, they couldn't help but look on with envy at the older merchants who retired to live in the cities as guildmasters. Seeing an opportunity, the first Adventurer's Guild was established using the elder adventurer's knowledge of monster migrations and breeding grounds to preemptively remove threats against merchants and trade. Business and trade flourished, and the guild spread its influence to later be incorporated into the greater alliance of city guilds. Skogrinn offered some advice and history lessons to the party, but chiefly worked as a clerk where she mastered the paperwork and seals necessary for travel between cities.

The Azennar dynasty brought an age of unprecedented peace and unity to the kingdom. The inclusion of new people previously considered monsters and the friction that change caused taught her much about generosity towards others and the forgiveness of ancient hatreds. It was almost enough for her to overcome her hatred of the Vordani, until Grand Chief Jonarr and the White Mammoth Clan invaded. The talisman in the entity did not contact her for many decades, but appeared mysteriously one day to command her to personally collect and destroy as many black crystals as possible. Suspicious of the veracity of the vision, she used her contacts in the adventurer's guild to investigate and soon received many reports of a rare mineral with a disturbing history: dark crystal.

Investigation of the material revealed it to be possibly connected to the Dark Star, and a priority alert was soon issued to all adventurers. Naturally, Skogrinn also joined on many quests to find and destroy the material; but there were many more who harvested or smuggled the material for less noble purposes. This shadow war between the law and smugglers was excellent training and helped Skogrinn develop her skills; just in time for her to contribute to the great Vordani invasion.

Unlike in her youth, the ancient Eladrin made significant contributions to the kingdom's war effort. She spent many decades after the truce was signed to liberate and smuggle Vordani slaves captured in the war. It was from this time that the name of Skogrinn of Gorso, chainbreaker and Vordani freerunner, came to be known through tale and song; and the most likely reason the adventuring company invited her to join them. Recent news coming from the town of Gorso have been distressing, and warrant a careful investigation. It is her hope that this adventurer company would be a good way of restoring proper rule in the region and to keep the entropist faction in check.

Opening her eyes, Skogrinn's pale blue eyes stared into the mirror to see her swirling golden hair fading into an autumnal ochre. Affability, generosity, and trust came easily to her now and using these memories would help her make friends. The entity in the talisman had given her a new vision and advised her to seek help in Ornabyr. Judging from her past experience, she knows she ignores its advice at the peril of herself and her friends in Gorso.

Edited by Algiedi (see edit history)
Link to comment
Share on other sites


Skogrinn Eladrin Sorcerer 1 / Warlock 4

AC: 16 (Mage Armor) | HP: 31/31 | Initiative: +3 | Passive Perception: 12 
Spell Slots: 1st 2/2, 2nd 2/2 | Spell Attack: +8 | Spell DC: 16

Sorcery Points: 0/0 | Fey Step: 3/3 | Talisman: 3/3 | DM Inspiration: 1/1

Post goes here.


thoughts in italics




Main Hand: Empty
Off Hand: Empty

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





Edited by Algiedi (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...

No worries. Once you change the picture, while still editting, hold down the control key and right click on the image. Then choose edit image. There you can adjust the size of it and at the bottom is a bar the says left center right. Click on right and it will align your picture on the right.

Edited by Draidden (see edit history)
Link to comment
Share on other sites

  • Create New...