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[5E] YP: Sunless Citadel
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<blockquote data-quote="EarlyBird" data-source="post: 7231006" data-attributes="member: 6899077"><p><strong>The Doctor is in (please deposit $.05)</strong></p><p></p><p style="text-align: center">[ATTACH]88817[/ATTACH]</p><p></p><p>[sblock=Dr. Davonshaw]</p><p>Race: Human (variant)</p><p>Class/Level: Bard 1</p><p>Alignment: Lawful Neutral</p><p>Size: Medium</p><p>Type (Subtype): Humanoid (human)</p><p>Init: +2</p><p>Speed: 30ft</p><p>Senses: Passive Perception: 11</p><p>Languages Common, Draconic, Celestial</p><p>Background: Hermit</p><p>Ispiration: none</p><p></p><p>STATISTICS</p><p>Str 08 (-1), Dex 14 (+2) , Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 16 (+3)</p><p></p><p>AC: 13 (leather, dex)</p><p>HP: 09 (1d8 +1)</p><p>Prof. Bonus +2</p><p>Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, and shortswords </p><p>Tools: Herbalist kit, Flute, Lyre, Delcimer Drum</p><p>Feats: Healer</p><p>Saves: CHA +5, DEX +4</p><p>Special Defenses: none</p><p></p><p>Combat:</p><p>MELEE: dagger +4 Attack, 1d4+2 piercing, (light, finesee, range:20/60)</p><p></p><p>Skills:</p><p>+2 (dex) Acrobatics</p><p>+1 (wis) Animal Handling</p><p>+3 (int) Arcana*</p><p>-1 (str) Athletics</p><p>+3 (cha) Deception</p><p>+3 (int) History*</p><p>+1 (wis) Insight</p><p>+3 (cha) Intimidation</p><p>+3 (int) Investigation*</p><p>+3 (wis) Medicine*</p><p>+3 (int) Nature*</p><p>+1 (wis) Perception</p><p>+3 (cha) Performance</p><p>+3 (cha) Persuasion</p><p>+3 (int) Religion*</p><p>+2 (dex) Sleight of Hand</p><p>+2 (dex) Stealth</p><p>+1 (wis) Survival</p><p>* proficient</p><p></p><p>Racial:</p><p>+1 DEX, +1 CHA</p><p>Size: Medium</p><p>Speed: 30 feet</p><p>Bonus Skill: Player's choice</p><p>Bonus Feat: Player's choice</p><p>Languages: Common, plus one</p><p></p><p>Hermit:</p><p>Skills: Medicine and Religion</p><p>Tools: Herbalism Kit</p><p>Languages: One additional </p><p>Feature: Discovery - Through long studies of old Celestian text, Dr. Davonshaw learned how the human body works. The works were written by priests as they communed with other worldly powers about the secerts of life. He now has a thoery of how anatomy helps with the healing process that knowing how the bosy heals itself will lead to greater healing of spells and potions.</p><p></p><p>Bard:</p><p>-Bardic Inspiration(d6): 3/long rest</p><p> -Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die.</p><p> -Once within the next 10 minutes they may roll the die and add the result to one ability check, attack roll, or save.</p><p> -A creature may have only one Bardic Dice at a time.</p><p> -The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails.</p><p> -Once used the die is lost, whether a success or failure.</p><p>-Spellcasting:</p><p> -Cantrips: dancing lights, mending</p><p> -Spells Known: healing word, sleep, heroism, unseen servant</p><p> -Spell save DC13</p><p> -Spell attack +5</p><p> -Ritual Casting</p><p> -Spellcasting Focus: musical instrument</p><p></p><p>Combat Gear: </p><p>Leather armor</p><p>daggers (x2)</p><p></p><p>Other Gear:</p><p>flute</p><p>scrollcase - full of notes</p><p>winter blanket</p><p>common clothes</p><p>herbalist kit</p><p>healer's kit</p><p>Backpack</p><p>-bedroll</p><p>-2 costumes</p><p>-5 candles</p><p>-5 days of rations</p><p>-waterskin</p><p>-disguise kit</p><p></p><p>Treasure:</p><p>GP: 00 SP: 00 CP: 00</p><p></p><p>Carrying Capacity: 120 lbs</p><p>Push/Drag/Lift: 240 lbs</p><p>Climb: 15' Swim: 15'</p><p>Long Jump: 8' & 4'</p><p>High Jump: 2' & 1'</p><p>Hold Breath: 2 minutes</p><p></p><p>Personality: </p><p>Trait: I'm confident in my own abilities and do what I can to instill confidience in others.</p><p>Trait: If somoone is in trouble, I'm always ready to lend help.</p><p>Ideal: The world is in need of new ideas and bold action.</p><p>Bond: I will do anything to prove myself superior to my hated rival. (Dr. Juila Whitegill)</p><p>Flaw: I'd risk too much to uncover a lost bit of knowledge.</p><p>Flaw: I overlook obvious solutions in favor of complicated ones.</p><p></p><p>Sex: Male</p><p>Height: 6'-0"</p><p>Weight: 182lbs</p><p>Hair Color: Dark brown, worn long as he hasn't had time to cut it</p><p>Facial Haor: beard clipped close due to it getting in the way</p><p>Eye Color: dark blue, almost black</p><p>Skin Tone: pale from months spent indoors/underground</p><p>Scars/Tattoos: small scar on hand due to scalpel cut in his early practicing</p><p>Description: Davonshaw is a handsome man, but rarely cleans himself up enough to show it. He has blood on his clothes almost constantly and the smell of decay and death follow him. His nose in a book either reading or drawing anatomy lead to him not being the life of the party.</p><p></p><p>Notes:[/sblock]</p><p></p><p>Still working on background with DeJoker, needless to say it will end with him captured by goblins in The Sunless Citadel.</p></blockquote><p></p>
[QUOTE="EarlyBird, post: 7231006, member: 6899077"] [b]The Doctor is in (please deposit $.05)[/b] [CENTER][ATTACH=CONFIG]88817._xfImport[/ATTACH][/CENTER] [sblock=Dr. Davonshaw] Race: Human (variant) Class/Level: Bard 1 Alignment: Lawful Neutral Size: Medium Type (Subtype): Humanoid (human) Init: +2 Speed: 30ft Senses: Passive Perception: 11 Languages Common, Draconic, Celestial Background: Hermit Ispiration: none STATISTICS Str 08 (-1), Dex 14 (+2) , Con 12 (+1), Int 13 (+1), Wis 12 (+1), Cha 16 (+3) AC: 13 (leather, dex) HP: 09 (1d8 +1) Prof. Bonus +2 Proficiencies: Light armor, all simple weapons plus hand crossbow, longsword, rapier, and shortswords Tools: Herbalist kit, Flute, Lyre, Delcimer Drum Feats: Healer Saves: CHA +5, DEX +4 Special Defenses: none Combat: MELEE: dagger +4 Attack, 1d4+2 piercing, (light, finesee, range:20/60) Skills: +2 (dex) Acrobatics +1 (wis) Animal Handling +3 (int) Arcana* -1 (str) Athletics +3 (cha) Deception +3 (int) History* +1 (wis) Insight +3 (cha) Intimidation +3 (int) Investigation* +3 (wis) Medicine* +3 (int) Nature* +1 (wis) Perception +3 (cha) Performance +3 (cha) Persuasion +3 (int) Religion* +2 (dex) Sleight of Hand +2 (dex) Stealth +1 (wis) Survival * proficient Racial: +1 DEX, +1 CHA Size: Medium Speed: 30 feet Bonus Skill: Player's choice Bonus Feat: Player's choice Languages: Common, plus one Hermit: Skills: Medicine and Religion Tools: Herbalism Kit Languages: One additional Feature: Discovery - Through long studies of old Celestian text, Dr. Davonshaw learned how the human body works. The works were written by priests as they communed with other worldly powers about the secerts of life. He now has a thoery of how anatomy helps with the healing process that knowing how the bosy heals itself will lead to greater healing of spells and potions. Bard: -Bardic Inspiration(d6): 3/long rest -Target one creature (other than yourself), within 60 feet, and use a bonus action (on your turn) to give them one Bardic Inspiration die. -Once within the next 10 minutes they may roll the die and add the result to one ability check, attack roll, or save. -A creature may have only one Bardic Dice at a time. -The Bardic Dice may be rolled after rolling the check/attack, but must be rolled before knowing if the current result succeeds or fails. -Once used the die is lost, whether a success or failure. -Spellcasting: -Cantrips: dancing lights, mending -Spells Known: healing word, sleep, heroism, unseen servant -Spell save DC13 -Spell attack +5 -Ritual Casting -Spellcasting Focus: musical instrument Combat Gear: Leather armor daggers (x2) Other Gear: flute scrollcase - full of notes winter blanket common clothes herbalist kit healer's kit Backpack -bedroll -2 costumes -5 candles -5 days of rations -waterskin -disguise kit Treasure: GP: 00 SP: 00 CP: 00 Carrying Capacity: 120 lbs Push/Drag/Lift: 240 lbs Climb: 15' Swim: 15' Long Jump: 8' & 4' High Jump: 2' & 1' Hold Breath: 2 minutes Personality: Trait: I'm confident in my own abilities and do what I can to instill confidience in others. Trait: If somoone is in trouble, I'm always ready to lend help. Ideal: The world is in need of new ideas and bold action. Bond: I will do anything to prove myself superior to my hated rival. (Dr. Juila Whitegill) Flaw: I'd risk too much to uncover a lost bit of knowledge. Flaw: I overlook obvious solutions in favor of complicated ones. Sex: Male Height: 6'-0" Weight: 182lbs Hair Color: Dark brown, worn long as he hasn't had time to cut it Facial Haor: beard clipped close due to it getting in the way Eye Color: dark blue, almost black Skin Tone: pale from months spent indoors/underground Scars/Tattoos: small scar on hand due to scalpel cut in his early practicing Description: Davonshaw is a handsome man, but rarely cleans himself up enough to show it. He has blood on his clothes almost constantly and the smell of decay and death follow him. His nose in a book either reading or drawing anatomy lead to him not being the life of the party. Notes:[/sblock] Still working on background with DeJoker, needless to say it will end with him captured by goblins in The Sunless Citadel. [/QUOTE]
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