Quentin Khad of
House Adarbrent
Alignment: Chaotic Good
Size: Medium
Type (Subtype): Humanoid (Water? Planar? Elemental?)
Init: +2
Passive Perception: 12
Hit points: 1D6 = [6] = 6 +2 = 8 0 level
Code:
Str: 14 (+2) 7pts (+1)
Dex: 14 (+2) 7pts (+4)
Con: 14 (+2) 4pts
Int: 8 (-1) 0pts
Wis: 11 (+0) 2pts
Cha: 14 (+2) 7pts (+1)
HP: 14
AC: 17
Melee:
Trident: +5 / 1d6+3
Dagger: +4 / 1d4+2
Ranged:
Trident: +5 /1d6+3 (20/60)
Dagger: +4 / 1d4+2 (20/60)
Crossbow: +4 / 1d8+2 (80/320, loading, two-handed)
Fighter:
Armor: Light Armor, Medium Armor, Heavy Armor, shields
Weapons: simple Weapons, martial Weapons
Tools: none
Skills: Choose two skills from Acrobatics,
Animal Handling, Athletics, History, Insight,
Intimidation, Perception, and Survival
Saving Throw: Strength, Constitution
Saves: Str +4, Dex +2, Con +4, Int -1, Wis 0, Cha +2
Starting Equipment:
Chain Mail
Scale Mail
Trident of Fish Control +1
Light Crossbow (20 bolts)
[sblock=Explorers pack]
A backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50' of hempen rope
[/sblock]
Second Wind: 1d10+1 hp as bonus action 1/short rest
Mariner Fighting Style:
As long as Quenting doesn't wear heavy armor or shield:
- gain climb speed
- gain swimm speed
- gain +1 AC
Feats:
[sblock=Inspiring Leader]
Spend 10 minutes to inspire up to six (including Quentin) friendly creatures who can understand you.
Gain 3 temp hp, until next rest
[/sblock]
Trinket: An ancient arrow of elven design
Traits: I enjoy sailing into new ports and making new friends over a flagon of ale. Always take friendly wager.
Ideal: The thing that keeps a ship together is mutual respect between captain and crew
Bond: Family, who is my father? My house’s alliance with noble family Moonstar must be sustained at all costs. Nothing is more important than the other members of my family.
Flaw: Family, if anyone is hurt or taken, Khad will go to the end of the seas to get them back or avenge them
Languages: Common, Primordial, Elven (with DMs permission)
Racial Abilities:
Swimming
Acid resistance
Call to the Wave.
- You know the shape water cantrip (see chapter 2).
- When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.
Background: Sailor
Skills: Athletics and Perception
Proficiencies: Navigators tools, water vehicles
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
Trinket (sailor): An indecipherable treasure map
Proficiencies: Animal Handling(fighter), Athletics (Sailor), Intimidation (fighter), Perception(Sailor)
[table="width: 500, class: grid, align: left"]
[tr][td]Skill[/td][td]Attribute[/td][td]Mod[/td][td]Proficiency[/td][td]Total[/td][/tr]
[tr][td]Acrobatics[/td][td]DEX[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]Animal Handling[/td][td]WIS[/td][td]+0[/td][td]+2[/td][td]+2[/td][/tr]
[tr][td]Arcana[/td][td]INT[/td] [td]-1[/td][td][/td][td]-1[/td][/tr]
[tr][td]Athletics[/td][td]STR[/td][td]+2[/td][td]+2[/td][td]+4[/td][/tr]
[tr][td]Deception[/td][td]CHA[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]History[/td][td]INT[/td][td]-1[/td][td][/td][td]-1[/td][/tr]
[tr][td]Insight[/td][td]WIS[/td][td]+0[/td][td][/td][td]+0[/td][/tr]
[tr][td]Intimidation[/td][td]CHA[/td][td]+2[/td][td]+2[/td][td]+4[/td][/tr]
[tr][td]Investigation[/td][td]INT[/td][td]-1[/td][td][/td][td]-1[/td][/tr]
[tr][td]Medicine[/td][td]WIS[/td][td]+0[/td][td][/td][td]+0[/td][/tr]
[tr][td]Nature[/td][td]INT[/td][td]-1[/td][td][/td][td]-1[/td][/tr]
[tr][td]Perception[/td][td]WIS[/td][td]+0[/td][td]+2[/td][td]+2[/td][/tr]
[tr][td]Performance[/td][td]CHA[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]Persuasion[/td][td]CHA[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]Religion[/td][td]INT[/td][td]-1[/td][td][/td][td]-1[/td][/tr]
[tr][td]Sleight of Hand[/td][td]DEX[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]Stealth[/td][td]DEX[/td][td]+2[/td][td][/td][td]+2[/td][/tr]
[tr][td]Survival[/td][td]WIS[/td][td]+0[/td][td][/td][td]+0[/td][/tr]
[/table]
[sblock="Shape water"]
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
[/sblock]
[sblock="Create / destroy water 1/day at 3rd level"]
1st-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
[/sblock]
[sblock="Image"]
View attachment 76911
[/sblock]
[sblock=Schools]
School of Combat: (1d20+2)[21]
School of the Arcane: (1d20+2)[9] (Overridden: Accepted)
School of the Divine: (1d20+10)[30]
School of Nature: (1d20+1)[9]
School of Skill: (1d20)[16]
School of the Immortal: (1d20)[8]
[/sblock]
[sblock="Description and History"]
Quentin looks like a half-elf, with slightly pointed ears, but his wide shoulders and powerful chest and slight sheen of his skin and emerald green eyes suggest Alu'Tel'Quessir rather then their land-bound cousins. In fact, his sire is a creature of otherworldly origin. Due to his origins, Quentin has some power over water and is capable of breathing both air and underwater as aquatic elves do. His hair is wild and cannot be tamed, whatever way it is forced into shape, soon it is all around his head again. He smells of fresh sea breeze even after bathing in pure water.
Quentin is the child of small indiscretion from Erestreen Moonstar, aunt of the current Patriarch before her marriage. While it is not strange that girls know men before wedding, having a child is generally frowned upon, especially if already betrothed. Quentin was taken into the family as family ward. His lineage cannot be officially confirmed due to marital ties of his mother to Moonstars, his strange blood helps with that since he doesn't look as the rest of the family. Anyhow, he is trusted as first mate on many a ship and is considered "good luck charm" by Adarbrent sailors due to the fact that ships he sails on survive even fiercest storms and were never sunk/capsized.
The nobles of Alabaster City "know" that one of the family sired him, usual suspects being Captains of the fleet or even Patriarch himself. As long as Erestreen is not mentioned, family lets the rumor fly.
I addition to any blessings Deep Sachelas chooses to grant him, Quentin is skilled in the arts of battle, trained by House warriors, sailors and elves in various styles in under various conditions. Wearing his mother-of-pearl half-plate, with trident and net, he is image of the waterborn noble at seas. Acccepted as leader of men and with subtle enough signs of his blood, he leads various expeditions to recover lost treasures and map what they can of the underwater realm. Ties of his birth make him common, if exotic, visitor to population of Alu'Tel'Quessir in Alabaster City harbor.
At one point, too many eyes turned his way and the Patriarch sent him to The Academy:
"You will do or die. (There is no try
) Succeed and you'll get your own ship. Fail and don't return."
House Adarbrent
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