[sblock=Background]Personality Trait: I'm driven by a wanderlust that led me away from home. Ideal: Destiny. Nothing and no one can steer me away from my higher calling. Bond: I idolize heroes of the old tales and measure my deeds against theirs. Flaw: Once someone questions my courage, I never back down no matter how dangerous the situation.
Forty years ago, a young woman left her tribe on the icy tundra of Icewind Dale and set out on a vision quest. The old magic sang to her and she journeyed wherever it led, even when it sent her to the soft lands of the south. She journeyed to the city they call Neverwinter, and there her travels ended. She met a man, not a tribesman, a city dweller. And not a warrior, a fisherman. But we cannot control the desires of our hearts, and so in Neverwinter she stayed. She wed the fisherman and bore his child, but she never forgot her homeland or her tribe.
The fisherman's son was a fisherman, too. Shrewd, but unimposing, he made a fine business man in this city of stone streets and stone buildings. His mother mourned for what was not, and longed for a child to follow in her footsteps, one she could teach the songs of her people. But no such child came. In time the fisherman's son married a woman like himself, soft from city living, and they provided for their family not with courage and strength, but with their minds and their ink pens.
Then, the child Evelyn was born to the fisherman's son and his wife. She grew quickly, strong like the spring shoots that must take hold before the snows return. Evelyn's grandmother watched over her and smiled a secret smile. The girl child was strong of body, but stronger of spirit. Her tutors despaired and declared her unteachable, even as her grandmother sang to her of the north and her blood. She learned much at her grandmother's knee. The old magic was not for her, she would be no shaman. But still the north ran in her blood, strong and fierce. She would be a warrior.
For some time, she tried to be her father's daughter. She worked the boats and learned the songs of the water, but even these proved too weak to quench the need that drove her. Unable to face the quiet life of the city or the sea, she strapped on her blade and found herself work that would take her away from Neverwinter and into the wilderness to the east - into adventure.[/sblock]
[sblock=Appearance]Ms. Evelyn Fisher is a barely leashed tigress of a woman. At first glance, she might seem as any other young lady of Neverwinter. She is fairly attractive, with close cropped blonde hair, intense dark eyes and an athletic build. But nothing so overly remarkable that she would stand out amid the crowds of the city if you were to observe her standing in front of you. Do not be deceived, however. When she moves, her true power and grace shine through. Hidden muscles bunching and sliding underneath a plain blouse and trousers reveal the elegant killing machine concealed within.[/sblock]
Total Hit Points: 20
Speed: 25 ft
Armor Class: 15 = 11 [Leather] +4 [Dex]
Initiative modifier: 4 = +4 [Dex]
Str save: +4 = +2 [Prof] +2 [Str]
Dex save: +6 = +2 [Prof] +4 [Dex]
Con save: +2 = +2 [Con]
Int save: -2 = -2 [Int]
Wis save: +2 = +2 [Wis]
Cha save: -3 = -3 [Cha]
Languages: Common, Dwarvish, Goblin, Halfling
Short sword x2 [1d6+4, 2 lb, finesse, light, underwater, piercing]
Short bow [1d6+4, 2 lb., two-handed, piercing]
2/2 per day
Two-Weapon Fighting: When you two-weapon fight, add ability modifier to damage of second attack.
Lucky: Reroll attack, ability check or saving throw on a natural 1, must use new roll.
Brave: Advantage on saving throws against being frightened.
Halfling Nimbleness: Move through space of a creature that is a size larger than you.
Stout Resilience: Advantage on poison saving throws, resistant to poison damage.
You can recall the general layout of terrain, settlements, and other features around you. You can also find food and fresh water for yourself and up to five others each day, provided that the land offeres barriers, small game, water, and so forth.
[sblock=Favored Enemies; Humans, Goblins]
You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
You ignore difficult terrain.
You have advantage on initiative rolls.
On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
When traveling for an hour or more difficult terrain doesn’t slow your group’s travel.
When traveling for an hour or more your group can’t become lost except by magical means.
When traveling for an hour or more even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
When traveling for an hour or more if you are traveling alone, you can move stealthily at a normal pace. When traveling for an hour or more when you forage, you find twice as much food as you normally would.
When traveling for an hour or more while tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Favorite Scheme: I put on new identities like clothes
Feature: False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Hellish Resistance: Resistance to Fire
Winged: You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet. This trait replaces the Infernal Legacy trait.
Dark One's Blessing:
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
Mask of Many Faces
Sarcasm and Insults are my weapons of choice.
I lie about almost everything, even when there's no good reason to.
Aspiration. I'm determined to make something of myself. (Any)
Something important was taken from me, and I aim to steal it back.
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Any simple weapon
An arcane focus - An obsidian rod with silver runes etched into it.
A dungeoneer’s pack
Any simple weapon
A Disguise Kit
A Deck of Marked Cards
Jax was an orphan. From a young age, he heard a voice in his head when he was along and in the dark. It called his name, knew things about him. He was afraid of it when he was younger, but he learned how to ignore it as he grew.
He was found by the man who called himself Glasstaff when he was a teenager. Glasstaff saw potential in him, letting him join the Redbrands as a con man.
Jax' job was to infiltrate and gather information. He was good at it. He had an entire identity he could put on, "Jacque", a well respected traveling merchant. Jacque was well liked, he could go anywhere and people paid attention to him. He used this influence to get the Redbrand in to various towns, helping them know who and where to strike, who to influence, and when they couldn't intimidate someone, Jacque would charm them.
He was smart, smarter than most of Glasstaff's lackeys. Glasstaff would even tease that one day, he would take Jax on as an apprentice.
That day never came. Before Phandelvar, while Jacque was working some merchants, someone outed him. His identity blown, nobody would talk to him. Glasstaff was less than pleased. In fact, he was so not pleased, he kicked Jax out of the group, telling him he was never going to make him an apprentice. The argument got heated, and Glasstaff blasted Jax out a window.
As Jax lay, dying, he heard the voice. It offered him power. Influence. Revenge. All it wanted was service.
Jax said ok.
Instantly, he disappeared, and his world became fire. It scorched through him, burning him from within. He felt it behind his eyes, in his veins. He screamed, or at least, he thinks he did.
When he came to, when the screaming and the pain stopped, he almost didn't realize what had happened, but he had been changed. His entire body was different, transformed. His teeth were sharper than they used to be, and his eyes were catlike. He cast no shadow, and had small horns cresting the top of his head.
And he was elsewhere. When he got to the nearest town, he found he had been gone for months, and Glasstaff and the Redbrands had moved to a new town, Phandelvar.
The new Tiefling grinned as fire played over his hand. He would have his revenge. [/sblock]
Human (M) Cleric of Lathander 2 (Life),
Variant Human, Noble.
Personal Goal: (Noble background)
Civilize Phandalin -- You were born to a noble family displaced from their lands by the eruption of Mount Hotenow. In the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin, which orcs sacked five centuries ago. Clearly, what Phandalin needs now is a civilizing influence—someone to take the reins and bring law and order. Someone like you.
You’re not the only one with such ideas. A knight named Sildar Hallwinter recently set out for Phandalin in the company of a dwarf named Gundren Rockseeker. They plan to reclaim an ancient mine and restore Phandalin to a civilized center of wealth and prosperity. Since your goals align, Hallwinter should be willing to assist you.
Alignment: NG Armor Class: 14 Hit Points: 19 (2d8+6) Speed 30 ft.
Senses: Normal vision, passive Perception = 13 Languages: Common, Celestial, infernal Skills: History (+3), Insight (+5), Medicine (+5), Persuassion (+4), Religion (+3), Tools:Playing Cards
Saves: Wisdom(+5), Charisma(+4)
Prof. Bonus: +2
Dagger Melee Attack: +6 Ranged Attack: +6 to hit, 20/60 ft. Hit: (1d4+4) piercing damage.
Cantrip: Produce Flame Ranged spell Attack: +5 to hit, Range: 30ft., Hit: (1d8) FIRE, 1 action, V&S, instantaneous
Feature: Position and Privilege Feat: HEALER: - use healers kit to stabilise it regains 1HP
- As ACTION can restore 1d6+4 HP to a creature + hit points equal to the creatures maximum number of Hit Dice. Once per SR.
Sold all starting equipment with the exception of the explorers pack
10 d Rat
Purse with 10 Silver
Holy Symbol - Amulet
Class features Armour:All and Shield Weapons:Simple Spellcasting: Spell DC 13, Slots: 1st level (3) Cantrips: Light, Sacred Flame, Guidance Prepared Spells: Bless, Cure Wounds, Healing word, Detect magic (R), Detect Poison and Disease (R), Sanctuary, Create or Destroy Water Ritual Caster Life Domain: 1st level or higher healing spells restore and additional (2+spell level) Hitpoints Channel Divinity 1/ SR or LR
- Turn undead: 30ft Range, Wis save or be Turned for 1 min
- Preserve Life: As Action: choose any creature within 30ft. Divide 10pt amongst them, no more than 1/2 HP
Background Born to privilege the man known as Brother Lantern seemed destined to bring nothing but shame to his family. Where his brothers were large, broad men he was slight and slender. Where they were blood thirsty warriors he loved to heal and respected the sanctity of life. He was sent to become a priest and to get him out of the eye of other nobles, but now a solution had presented. They could honor their obligation to Sildar Hallwinter and he would either make a man of their son or their he would be no more.
Description: Brother Lantern is a slender man of average height, still quite young he hasn't quite filled out, he wears travel worn fine clothes and is blond and fair like the bulk of his family. He carries a large pack with healers kits and always has one in his pouch at his side.
Salazar is tall for a half-elf at just over six feet and has a muscular build weighing in at just over 200 lbs. He has a sharp featured yet youthful face, with a burn scar staring at the base of his neck and running down to his foot. It has caused him to loss some of his mobility but none of his strength.
Salazar wears a smile almost everywhere he goes along with his chain mail and black traveling cloak.
AC 18 (chain mail, shield)
Flail +5 to hit, range 5ft, 1d8+3 bludgeoning
Javelin +5 to hit, range 30/120ft, 1d6+3 piercing [/sblock]
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools, Smith tools, Land vehicles
Languages Common, Elvish, Dwarvish [/sblock]
Divine Sense – As an action, you can open your awareness to detect strong evil or powerful good. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 ft of you that is not behind total cover. You know the type of any being whose presence you sense but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desectrated, as with the hallow spell.
You can use the feature a number of times equal to 1+ your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands – your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total of hit points equal to your Paladin level x5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize on poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single lay on hands, expending hit points separetly for each one.
Darkvision-You can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Fey Ancestry-You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Rustic Hospitality-since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Dueling Fighting Style - When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Divine Smite - Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or fiend.
Spell Casting - Three spells known, (1/2 Paladin level plus charisma modifier) DC = 12 to hit =4, 2 1st level slots
Bless, Heroism, Shield of Faith
Defining event – I stood alone against a terrible monster.
Personality Trait – When I set my mind to something, I follow through no matter what gets in my way.
Ideal-Destiny. Nothing and no one can steer me away from my higher calling.
Bond – I worked the land, I love the land, and I will protect the land
Flaw –I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. [/sblock]
[sblock=Equipment Flail, Shield with Holy symbol on the front, 5 javelins, chain mail, explorers pack (backpack, bedroll, mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin and 50 ft of hempen rope, smiths tools, a shovel an iron pot, a set of common clothes and a belt pouch, 10 GP, 0 SP,0 CP [/sblock]
Salazar was born and raised a poor only child in the town of Thundertree. His father was a wood elf who decided to settle in Thundertree where he met Salazar’s mother. Sadly Salazar’s father was killed in a bar fight before he was able to marry Jackalyn but after she had become pregnant. Salazar endured a childhood of bullying disrespect but over time he overcame the judgment of the town by his affability and skill.
At a young age Salazar began to train as an apprentice black smith and happily served his master until Mount Hotenow erupted and cast the surviving inhabitants of Thundertree as refugees. Salazar risked his life dragging the body of his master from the flames and ashes suffering burns along the left side of his body.
Salazar has dreamt of returning to Thundertree and driving off the Dragon and Zombies that have taken residence there. Salazar knows he is destined to bring glory back to Thundertree and he will do it by will alone if need be.
Background: Word from Daran Edermath is that there's a new gang of bandits calling themselves the Rdbands starting up operations around Phandalin. Unfortunately for the Redbands, the Phandalin area is already claimed & is currently paid up as far as "protection" goes.
So Roy (and others?) gets sent down to Phandalin to deliver the message.
When Roy arrives he finds the situations worse than expected. Seems the gangs drawn the ire of a Paladin, a Ranger, & there's even rumors they're working with a dragon. ("great" thinks Roy, "more of those cultists....") And one of the guys he'll be working with has some personal issues with the bandits strong enough to have led him to turning himself into a tiefling.
extra set of dark common clothes, including a hood,
Belt pouch with 15gp,
gaming cards & a set of dice,
Hand crossbow + 20 bolts,
several bottles of strong booze*
some misc equipment*
*things I need to buy with that 15gp....
Roy typically makes his living as an enforcer for the local thieves guild, though he's not adverse to some burglary, tomb robbing, mercenary work, etc....
He learned of the Phandalin job when Daran Edermath contacted the Guild concerning an increase in banditry in the area.
He was tapped as the Guilds "Diplomatic Envoy". He's to relay the message to the Redbands that they're operating in already claimed territory. Their choices are simple. Leave or join the Guild. Either way they owe the Guild restitution.
Roy's fire magic is not a readily known fact. He & a partner were involved in a smash & grab job some time back. One of the things Roy grabbed turned out to be a magical amulet that burst into flame, badly burning him, & searing its' imprint into the palm of his hand. In the process some of the magic seems to have gotten stuck in him.
Roys' since discovered that he has the ability to produce a variety of fire based effects.
"Yeah, it hurt like Hell. Makes me a pretty good arsonist now though."
6'2", caucasion, brawny male human, brown eyes (except when using his fire magic, then they glow like embers),
Shaven head, burns up right hand & arm with circular scars on the palm of his hand.
And for a big guy who wears chainmail? He's surprisingly agile.