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Rogues' Gallery Witcher: Mother of Monsters
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<blockquote data-quote="Steve Gorak" data-source="post: 6653897" data-attributes="member: 15132"><p><strong>Name:</strong> Ethian</p><p><strong>Sex:</strong> Male</p><p><strong>Race:</strong> Human</p><p><strong>Class/Level:</strong> Druid 3</p><p><strong>Alignment:</strong> Neutral</p><p><strong>Size:</strong> Medium</p><p><strong>Type (Subtype):</strong> Humanoid (Human)</p><p><strong>Init:</strong> +3</p><p><strong>Passive Perception:</strong> 16</p><p></p><p><strong>DEFENSE </strong></p><p><strong>AC:</strong> 18 (+4 turtleshell breastplate, +2 shield, +2 dex)</p><p><strong>HP:</strong> 33 (1d8 +3 con, level 3)</p><p><strong>Saves:</strong> Intelligence & Wisdom</p><p><strong>Special Defenses:</strong> none</p><p></p><p><strong>OFFENSE</strong></p><p><strong>Speed:</strong> 30ft</p><p><strong>Melee:</strong> Dagger +5 Attack, 1d4+2 damage Piercing</p><p><strong>Melee:</strong> Scimitar +5 Attack, 1d6+2 damage slashing</p><p><strong>Ranged:</strong> Sling +5 Attack, 1d4+3 damage bludgeoning, range 30/120</p><p></p><p><strong>Special Attacks:</strong> 2 cantrips, spells (level):slots - (0):2, (1):4, (2):2 </p><p></p><p>Cantrips:</p><p>(0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range</p><p>(0) Druidcraft VS, inst duration, 30 ft range: 5ft cube harmless sensory effect, light or snuff up to a small campfire, predict weather for 24h, instantly make a flower blossom , a seed pod open, or a leaf bud bloom.</p><p></p><p>Spells normally prepared (wisdom modifier + level = 7)</p><p></p><p>(1) shield VS 1 reaction when hit, 1 round duration, +5 to AC, protects against magic missiles</p><p></p><p>(1) hex V S M (petrified eye of a newt), concentration up to 1h, you deal an extra 1d6 necrotic damage to the target whenever you hit it with </p><p>an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.</p><p>If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.</p><p></p><p>(1) goodberry VSM (a sprig o f mistletoe). up to 10 berries appear in you hand. they last 24h. heal 1hp/berry and 1 berry provides nourishment for 24h.</p><p></p><p>(1)Faerie Fire V, concentration up to 1 min. 60 ft range. each object in 20 ft cube is outlined in dim light (10 ft radius). Creatures too if they fail a dex saving throw. Attacks against outlined creatures and items have advantage if attackers can see, and affected creatures can't benefit from being invisible.</p><p></p><p>(2) Spiritual weapon V,S 60ft range, 1 min duration. 1d8+spellcasting ability mod force damage after casting, bonus action to move 20 ft and attack on subsequent rounds</p><p></p><p>(2) Find steed VS, 10 min casting time. Dismiss steed as an action, comes back with full HP when spell is recast. Able to communicate telepathically with steed when within 1 mile. Int is 6. When mounted, can have spells that target me also affect steed. </p><p></p><p>(2) spike growth V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point), Concentration, up to 10 minutes</p><p>The ground in a 20-foot radius centered on a point </p><p>within range twists and sprouts hard spikes and thorns. </p><p>The area becomes difficult terrain for the duration. </p><p>When a creature moves into or within the area, it takes </p><p>2d4 piercing damage for every 5 feet it travels.</p><p>The transformation of the ground is camouflaged to </p><p>look natural. Any creature that can’t see the area at the </p><p>time the spell is cast must make a Wisdom (Perception) </p><p>check against your spell save DC to recognize the </p><p>terrain as hazardous before entering it</p><p></p><p></p><p><strong>STATISTICS</strong></p><p><strong>Str</strong> 12 (+1), <strong>Dex</strong> 16 (+3) , <strong>Con</strong> 16 (+3), <strong>Int</strong> 14 (+2), <strong>Wis</strong> 18 (+4), <strong>Cha</strong> 14 (+2)</p><p></p><p></p><p><strong>SKILLS</strong> Proficiencies in bold: 1 Human (perception), 2 druid (Survival, insight), 2 background (arcana, history)</p><p></p><p>Mod Attribute Name of Skill</p><p>+3 (dex) Acrobatics]</p><p>+4 (wis) Animal Handling</p><p><strong>+4 (int) Arcana</strong></p><p>+1 (str) Athletics</p><p>+2 (cha) Deception</p><p><strong>+4 (int) History</strong></p><p><strong>+6 (wis) Insight </strong></p><p>+2 (int) Investigation</p><p>+4 (wis) Medicine</p><p>+2 (int) Nature</p><p><strong>+6 (wis) Perception</strong></p><p>+2 (cha) Performance</p><p>+2 (cha) Persuasion</p><p>+2 (int) Religion</p><p>+3 (dex) Sleight of Hand</p><p>+3 (dex) Stealth</p><p><strong>+6 (wis) Survival</strong></p><p></p><p>Tools: Herbalism kit</p><p></p><p></p><p><strong>RACE FEATURES</strong> </p><p><strong>Skill Versatility:</strong> proficient in one skill of your choice (perception)</p><p><strong>Languages:</strong> Human: common + 1 another, Druid: druidic, Sage: 2 languages</p><p>Common, Elder Speech (Elven), druidic, Nilfgaardian, Skellige.</p><p><strong>Feat:</strong> Magic without borders: can cast spells from other lists. Get a spelbook and spells are limited to spellbook guidelines (6 level 1 + 4 additional spells, 2/additional levels).</p><p>Level 1</p><p>- hex</p><p>- find familiar</p><p>- disguise self</p><p>- identify</p><p>- Unseen servant</p><p>- shield</p><p></p><p>level 2:</p><p>- Find steed</p><p>- Invisibility </p><p>- Misty step</p><p>- Spiritual weapon V,S 60ft range, 1 min duration. 1d8+spellcasting ability mod force damage after casting, bonus action to move 20 ft and attack on subsequent rounds</p><p></p><p></p><p><strong>BACKGROUND </strong> Sage/Noble</p><p><strong>Feature: </strong> Position of privilege</p><p><strong>Skill Proficiencies:</strong> Arcana, History </p><p><strong>Proficiencies:</strong> 2 languages</p><p></p><p></p><p><strong>Traits:</strong> I’m willing to listen to every side of an argument before I make my own judgment</p><p><strong>Ideal:</strong> The path to power and self-improvement is through knowledge. </p><p><strong>Bond:</strong> 1) I will avenge the destruction of my tree of life. 2) I am committed to helping the elves and the elder races in re-establishing the balance in the world.</p><p><strong>Flaw:</strong> I’d risk too much to uncover a lost bit of knowledge.</p><p></p><p><strong>CLASS FEATURES</strong></p><p><strong>- Spellcasting:</strong> Wisdomis your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 14. Your attack bonus when you make an attack with a spell is +6. </p><p></p><p><strong>Shapechange:</strong> you can use your action to magically assume the shape o f a beast that you have </p><p>seen before. You can use this feature twice. You regain expended uses w hen you finish a short or long rest.</p><p>You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use o f this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die</p><p></p><p><strong>Circe of the moon:</strong></p><p>Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level o f the spell slot expended.</p><p>Circle forms: You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 </p><p></p><p><strong>Proficiencies</strong> </p><p>Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) </p><p></p><p>Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears </p><p>Tools: Herbalism kit</p><p></p><p><strong>Gear: </strong></p><p>a wooden shield</p><p>a scimitar</p><p>Turtle shell breastplate (AC 14 + max 2 dex)</p><p>an explorer’s pack, </p><p>a druidic focus (Yew wand)</p><p></p><p>A bottle of black ink, a quill, </p><p>a small knife, </p><p>a letter from a dead colleague po sing a question you have not yet been able to answer, </p><p>a set of common clothes</p><p>a belt pouch containing money</p><p>Signet ring (worn on string around neck)</p><p>Scroll of pedigree</p><p></p><p>Also, as backup, kept in belt pouch:</p><p>A bit of fleece (minor illusion), kept in belt pouch</p><p>seven sharp thorns (spike growth)</p><p>petrified eye of a newt (hex)</p><p>a sprig o f mistletoe (goodberry)</p><p></p><p>10 goodberries (from previous night casting)</p><p></p><p>sling</p><p>20 sling bullets</p><p>1 dagger</p><p></p><p></p><p><strong>Money: 12 gp, 5 sp, 9 cp</strong></p><p></p><p></p><p><strong>Physical Appearance:</strong></p><p>Ethian is a thin man, 5 feet tall, and weighs 160 pounds. He has pale skin, dark eyes and dark brown hair with a full beard.</p><p></p><p>[sblock=Backstory]</p><p>-Current age: 24</p><p></p><p>- Ethian was born to a noble family in the Kingdom of Northern Angren, once the seat of a powerful druid circle that fled south.</p><p></p><p>- When he was a ten, his family's castle and lands were conquered by Nilfgaardian troops as they were marching north. His father was killed and his injured mother fled with him. She managed to live long enough to bring him to Elrond the Crow, a druid that later became his mentor. Ethian's parents, keeping with the family's traditions, were believers in the old ways, and had kept close ties with the druids.</p><p></p><p>- Elrond the Crow brought Ethian to the Circle of Tagha Bough in the Posada region, where he spent many happy years living among the druids, becoming an acolyte himself. </p><p></p><p>- This is when he was first contacted by his Elven great-great-great-great grandmother, Lady Thallasa. He had kept abreast of his family's history, and indeed, his noble human great-great-great-great grandfather had married an Elven noblewoman. Elven Bards still sing of the love between the two, since humans have forgotten the story, and the marriage was then heralded as the first Human-Elven alliance. The human husband died, and Lady Thallasa moved back to live with her people in Dol Blathanna as her own children and grand-children died.</p><p></p><p>- At first, he exchanged many letters with her, some being brought by crows, other by elven travelers. He met her in person when he was fourteen, when Lady Thalassa traveled to his druidic circle. He also visited her in Dol Blathanna on several occasions, and met with his elven kin. </p><p></p><p>- When he was eighteen, the Circle of Tagha Bough's was destroyed. He later learned thrhough his investigations that Nan the Hag, with the help of her two sisters, desecrated the his Tree of Life. His mentor, along with many druid companions died. The few that didn't fled to the wilderness, most becoming mad. </p><p></p><p>- Not knowing what to do, he traveled to Dol Blathanna. Lady Thalassa felt that a young human should be around other humans, so she arranged for him to study with the Conclave of Mages based in Ban Ard (Kaedwen). He perfected his understanding of arcane magics, of history and his family's legacy, while still studying the old druidic ways. </p><p></p><p>-He remained there until the age of 24, when he received a letter from Lady Thalassa asking for his help in accompanying Odvara Kringen to the elves of Dol Blathanna.</p><p>[/sblock]</p><p></p><p></p><p><strong>Owl Familiar</strong> name: Grey</p><p>[sblock=Grey]</p><p>Tiny beast, unaligned</p><p>Armor Class 11</p><p>Hit Points 1 (1d4 - 1)</p><p>Speed 5 ft., fly 60 ft.</p><p>STR 3 (-4), DEX 13 (+1) CON 8 (-1) INT 2 (-4) WIS12 (+1) CHA 7 (-2)</p><p>Skills Perception +3, Stealth +3</p><p>Senses darkvision 120 ft., passive Perception 13</p><p>Languages —</p><p>Challenge 0 (10 XP)</p><p></p><p>Flyby.The owl provokes no opportunity attacks when it flies out of an enemy’s reach.</p><p>Keen Sight.The owl has advantage on Wisdom (Perception) checks that rely on sight.</p><p></p><p>Actions</p><p>Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. </p><p>Hit: 1 slashing damage.</p><p>[/sblock]</p><p></p><p><strong>Elk Steed</strong> name: Valarian</p><p>[sblock=Valarian]</p><p>Large beast, unaligned</p><p>Armor Class 11</p><p>Hit Points 19 (3d10 + 3)</p><p>Speed 60 ft.</p><p>STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 6 (-2) WIS 12 (+1) CHA 7 (-2)</p><p> </p><p>Senses passive Perception 11 </p><p>Languages —</p><p>Challenge 1/2 (100 XP)</p><p></p><p>Trampling Charge. If the elk moves at least 20 feet straight </p><p>toward a creature right before hitting it with a hooves attack, </p><p>the target must succeed on a DC 14 Strength saving throw or </p><p>be knocked prone. If the target is prone, the elk can take a </p><p>bonus action to make another attack with its hooves against </p><p>the target.</p><p></p><p>Actions</p><p>Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 6653897, member: 15132"] [B]Name:[/B] Ethian [B]Sex:[/B] Male [B]Race:[/B] Human [B]Class/Level:[/B] Druid 3 [B]Alignment:[/B] Neutral [B]Size:[/B] Medium [B]Type (Subtype):[/B] Humanoid (Human) [B]Init:[/B] +3 [B]Passive Perception:[/B] 16 [B]DEFENSE [/B] [B]AC:[/B] 18 (+4 turtleshell breastplate, +2 shield, +2 dex) [B]HP:[/B] 33 (1d8 +3 con, level 3) [B]Saves:[/B] Intelligence & Wisdom [B]Special Defenses:[/B] none [B]OFFENSE[/B] [B]Speed:[/B] 30ft [B]Melee:[/B] Dagger +5 Attack, 1d4+2 damage Piercing [B]Melee:[/B] Scimitar +5 Attack, 1d6+2 damage slashing [B]Ranged:[/B] Sling +5 Attack, 1d4+3 damage bludgeoning, range 30/120 [B]Special Attacks:[/B] 2 cantrips, spells (level):slots - (0):2, (1):4, (2):2 Cantrips: (0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range (0) Druidcraft VS, inst duration, 30 ft range: 5ft cube harmless sensory effect, light or snuff up to a small campfire, predict weather for 24h, instantly make a flower blossom , a seed pod open, or a leaf bud bloom. Spells normally prepared (wisdom modifier + level = 7) (1) shield VS 1 reaction when hit, 1 round duration, +5 to AC, protects against magic missiles (1) hex V S M (petrified eye of a newt), concentration up to 1h, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. (1) goodberry VSM (a sprig o f mistletoe). up to 10 berries appear in you hand. they last 24h. heal 1hp/berry and 1 berry provides nourishment for 24h. (1)Faerie Fire V, concentration up to 1 min. 60 ft range. each object in 20 ft cube is outlined in dim light (10 ft radius). Creatures too if they fail a dex saving throw. Attacks against outlined creatures and items have advantage if attackers can see, and affected creatures can't benefit from being invisible. (2) Spiritual weapon V,S 60ft range, 1 min duration. 1d8+spellcasting ability mod force damage after casting, bonus action to move 20 ft and attack on subsequent rounds (2) Find steed VS, 10 min casting time. Dismiss steed as an action, comes back with full HP when spell is recast. Able to communicate telepathically with steed when within 1 mile. Int is 6. When mounted, can have spells that target me also affect steed. (2) spike growth V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point), Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it [B]STATISTICS[/B] [B]Str[/B] 12 (+1), [B]Dex[/B] 16 (+3) , [B]Con[/B] 16 (+3), [B]Int[/B] 14 (+2), [B]Wis[/B] 18 (+4), [B]Cha[/B] 14 (+2) [B]SKILLS[/B] Proficiencies in bold: 1 Human (perception), 2 druid (Survival, insight), 2 background (arcana, history) Mod Attribute Name of Skill +3 (dex) Acrobatics] +4 (wis) Animal Handling [b]+4 (int) Arcana[/b] +1 (str) Athletics +2 (cha) Deception [b]+4 (int) History[/b] [b]+6 (wis) Insight [/b] +2 (int) Investigation +4 (wis) Medicine +2 (int) Nature [B]+6 (wis) Perception[/B] +2 (cha) Performance +2 (cha) Persuasion +2 (int) Religion +3 (dex) Sleight of Hand +3 (dex) Stealth [b]+6 (wis) Survival[/b] Tools: Herbalism kit [B]RACE FEATURES[/B] [B]Skill Versatility:[/B] proficient in one skill of your choice (perception) [B]Languages:[/B] Human: common + 1 another, Druid: druidic, Sage: 2 languages Common, Elder Speech (Elven), druidic, Nilfgaardian, Skellige. [B]Feat:[/B] Magic without borders: can cast spells from other lists. Get a spelbook and spells are limited to spellbook guidelines (6 level 1 + 4 additional spells, 2/additional levels). Level 1 - hex - find familiar - disguise self - identify - Unseen servant - shield level 2: - Find steed - Invisibility - Misty step - Spiritual weapon V,S 60ft range, 1 min duration. 1d8+spellcasting ability mod force damage after casting, bonus action to move 20 ft and attack on subsequent rounds [B]BACKGROUND [/B] Sage/Noble [B]Feature: [/B] Position of privilege [B]Skill Proficiencies:[/B] Arcana, History [B]Proficiencies:[/B] 2 languages [B]Traits:[/B] I’m willing to listen to every side of an argument before I make my own judgment [B]Ideal:[/B] The path to power and self-improvement is through knowledge. [B]Bond:[/B] 1) I will avenge the destruction of my tree of life. 2) I am committed to helping the elves and the elder races in re-establishing the balance in the world. [B]Flaw:[/B] I’d risk too much to uncover a lost bit of knowledge. [B]CLASS FEATURES[/B] [B]- Spellcasting:[/B] Wisdomis your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 14. Your attack bonus when you make an attack with a spell is +6. [B]Shapechange:[/B] you can use your action to magically assume the shape o f a beast that you have seen before. You can use this feature twice. You regain expended uses w hen you finish a short or long rest. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use o f this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die [B]Circe of the moon:[/B] Combat Wild Shape: When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level o f the spell slot expended. Circle forms: You can use your Wild Shape to transform into a beast with a challenge rating as high as 1 [B]Proficiencies[/B] Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit [B]Gear: [/B] a wooden shield a scimitar Turtle shell breastplate (AC 14 + max 2 dex) an explorer’s pack, a druidic focus (Yew wand) A bottle of black ink, a quill, a small knife, a letter from a dead colleague po sing a question you have not yet been able to answer, a set of common clothes a belt pouch containing money Signet ring (worn on string around neck) Scroll of pedigree Also, as backup, kept in belt pouch: A bit of fleece (minor illusion), kept in belt pouch seven sharp thorns (spike growth) petrified eye of a newt (hex) a sprig o f mistletoe (goodberry) 10 goodberries (from previous night casting) sling 20 sling bullets 1 dagger [B]Money: 12 gp, 5 sp, 9 cp[/B] [B]Physical Appearance:[/B] Ethian is a thin man, 5 feet tall, and weighs 160 pounds. He has pale skin, dark eyes and dark brown hair with a full beard. [sblock=Backstory] -Current age: 24 - Ethian was born to a noble family in the Kingdom of Northern Angren, once the seat of a powerful druid circle that fled south. - When he was a ten, his family's castle and lands were conquered by Nilfgaardian troops as they were marching north. His father was killed and his injured mother fled with him. She managed to live long enough to bring him to Elrond the Crow, a druid that later became his mentor. Ethian's parents, keeping with the family's traditions, were believers in the old ways, and had kept close ties with the druids. - Elrond the Crow brought Ethian to the Circle of Tagha Bough in the Posada region, where he spent many happy years living among the druids, becoming an acolyte himself. - This is when he was first contacted by his Elven great-great-great-great grandmother, Lady Thallasa. He had kept abreast of his family's history, and indeed, his noble human great-great-great-great grandfather had married an Elven noblewoman. Elven Bards still sing of the love between the two, since humans have forgotten the story, and the marriage was then heralded as the first Human-Elven alliance. The human husband died, and Lady Thallasa moved back to live with her people in Dol Blathanna as her own children and grand-children died. - At first, he exchanged many letters with her, some being brought by crows, other by elven travelers. He met her in person when he was fourteen, when Lady Thalassa traveled to his druidic circle. He also visited her in Dol Blathanna on several occasions, and met with his elven kin. - When he was eighteen, the Circle of Tagha Bough's was destroyed. He later learned thrhough his investigations that Nan the Hag, with the help of her two sisters, desecrated the his Tree of Life. His mentor, along with many druid companions died. The few that didn't fled to the wilderness, most becoming mad. - Not knowing what to do, he traveled to Dol Blathanna. Lady Thalassa felt that a young human should be around other humans, so she arranged for him to study with the Conclave of Mages based in Ban Ard (Kaedwen). He perfected his understanding of arcane magics, of history and his family's legacy, while still studying the old druidic ways. -He remained there until the age of 24, when he received a letter from Lady Thalassa asking for his help in accompanying Odvara Kringen to the elves of Dol Blathanna. [/sblock] [b]Owl Familiar[/b] name: Grey [sblock=Grey] Tiny beast, unaligned Armor Class 11 Hit Points 1 (1d4 - 1) Speed 5 ft., fly 60 ft. STR 3 (-4), DEX 13 (+1) CON 8 (-1) INT 2 (-4) WIS12 (+1) CHA 7 (-2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Flyby.The owl provokes no opportunity attacks when it flies out of an enemy’s reach. Keen Sight.The owl has advantage on Wisdom (Perception) checks that rely on sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. [/sblock] [b]Elk Steed[/b] name: Valarian [sblock=Valarian] Large beast, unaligned Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft. STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 6 (-2) WIS 12 (+1) CHA 7 (-2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Trampling Charge. If the elk moves at least 20 feet straight toward a creature right before hitting it with a hooves attack, the target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the elk can take a bonus action to make another attack with its hooves against the target. Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. [/sblock] [/QUOTE]
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