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5E (RG) Scourge of Daggerford


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Kobold Stew

Adventurer
Tommi, Jyn’s boy, Rogue 4

13591847135_bc052397b9.jpg

HP 21, AC 14, Move 30.
Magic stone (+6) 1d6+4 bludgeoning (30*/120 or 60)
* sneak attack +2d6
Gutter (+5) 1d6+3, +2d6 damage on a crit

Tommi
NG Human Rogue Scout
Level 4

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 18 (+4)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 28 (4d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+6) 1d6+4 bludgeoning (30*/120 or 60)
* eligible for sneak attack +2d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight
  • Sneak Attack, +2d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+4 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+8 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+4 (wis) Medicine
+4 (int) Nature (Survivalist)
+6 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+8 (wis) Survival
(Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.
Studded leather (13#, 45gp)
Sling x 2 (2sp)
sling bullets (4cp) (20/20 left)
Thieves’ tools (1#, 25gp)
Lute (2#, 35gp)
Burglar’s Pack (16gp)
Mistletoe (x2) (2gp)
Cards (5sp)
Traveller's clothes (2gp)
Clothes, common (5sp)
Healer's kit (5gp) (10/10 left)
Signet ring (5gp), from Sheren Miller.
Chalk x3 (3cp)
Bedroll (7#, 1gp)
Hourglass (1#, 25gp)
a pocketful of pebbles
Pouch (5sp), containing: 37gp 2sp 3cp.

Weight: (150 lbs carrying capacity)

200 gp left with his mother.

Gutter, from General Shorgg (post 1114): +1 Vicious shortsword, +2d6 damage on a crit. (The handle that sticks out of the sheath has a skull carved from bone inset in it that's head is tilted up in such a way, with a slash mark under the chin, that makes it look like it has a slit throat.)

Boots of Striding and Sprining. speed 30'; Jump 3x normal distance.
OOC: Boon of the Elk. Can cast Pass without Trace as an Action two times. Until he has used the last one, he receives a +2 bonus to Charisma checks when dealing with good-aligned Fey.

***
[sblock=Rogue 1]Tommi
NG Human Rogue
Level 1

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 9

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30/120* or 60)
* eligible for sneak attack

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise (double proficiency in Deception and Insight
  • Sneak Attack, +1d6 damage.

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [EEPC], Guidance
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+0 (int) Nature
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+3 (wis) Survival

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.[/sblock][sblock=Rogue 2]Tommi
NG Human Rogue
Level 2

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 15 (2d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30/120* or 60)
* eligible for sneak attack +1d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise (double proficiency in Deception and Insight
  • Sneak Attack, +1d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [EEPC], Guidance
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+0 (int) Nature
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+3 (wis) Survival

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.[/sblock][sblock=Backstory]When you wanted a blanket for a newborn in Daggerford, every new mother wanted one by Jyn. The widow made them constantly, but they took time, and Jyn had a rule that she would only ever make one for a baby. There was prestige in being the one to commission one of Jyn's blankets for a baby, and as a result, Jyn was often the first to hear when someone was pregnant, sometimes before the father himself.

Tommi would talk of his mother proudly, even if he never quite found the purpose in life that she wanted him to possess. Everyone knew Jyn's boy. His tousled hair always askew; dirt always on his chin or elbow; perhaps his shirt is inside out. He was a sweet kid, but was often in trouble. The favour with which the community held Jyn often meant the people forgave his youthful indiscretions.

He almost had a job, once. He was apprenticed to a druid's circle, about thirty miles north (the Archdruid had given birth to a second daughter, and had been given one of Jyn's blankets). He spent eight months with them (past the summer solstice, not quite to the equinox), and had shown some promise, learning a few tricks, but one day he wandered off, and was arrested for mischief three nights later in Daggerford, drunk and walking several dogs he had borrowed from unsuspecting homesteaders.

This was not the first time he had been arrested, but the charges never stuck. Every time had been by Sherlen Miller, which itself was unusual since the constable's responsibilities were many. In their teens, they had dated, but sharpen had already found her purpose in life, and making time for Jyn's boy was always going come second in her life, even if they were each other's first loves. He's regularly on the wrong side of the law, but only for small things, and maybe it's just to spend time with her.

Tommi has always sort of drifted by on being nice and occasionally helpful. He is a sometime informant, a smalltime gambler, a volunteer medic, and a mediocre musician. He doesn't style himself as an adventurer, but he he puts his nose where it isn't always wanted, and he is a very good listener. Those traits tend not to keep him out of trouble.[/sblock]
[sblock=Rogue 3]Tommi
NG Human Rogue Scout
Level 3

Abilities:
STR 10 (+0)
DEX 14 (+2, save +4)
CON 12 (+1)
INT 8 (-1, save +1)
WIS 16 (+3)
CHA 14 (+2)

Size M
Speed 30
AC 14
Init +2
Hit Points 21 (3d8)

Proficiency bonus: +2
Proficiencies: light armor, simple weapons, rogue weapons
Saves: INT, DEX
Skills: Acrobatics, Deception, Insight, Stealth, Perception, Persuasion, Athletics, Nature, Survival
Tools: Thieves’ tools, Cards, Lute
Languages: Common, Thieves’ Cant

Attacks:
Sling (+4) 1d4+2 bludgeoning (30/120*)
Magic stone (+5) 1d6+3 bludgeoning (30*/120 or 60)
* eligible for sneak attack +2d6

Background (trait): Urban Bounty Hunter (ear to the ground) [SCAG]
* contact in any city

Race abilities:
* Variant Human: extra skill, feat, +1 dex/wis (incl. above)

Class abilities:
  • Expertise: double proficiency in Deception and Insight
  • Sneak Attack, +2d6 damage.
  • Cunning Action: Bonus action to Dash Disengage, or Hide.
  • Skirmisher (Scout): If someone ends their turn w/in 5' of me use reaction to move up to half speed, w/ no opportunity attack.
  • Survivalist (Scout): double proficiency in Nature and Survival

Feats
* Magic Initiate (Druid)
  • Cantrips: Magic Stone [XGTE], Druidcraft
  • Level 1: Goodberry

Skills
+4 (dex) Acrobatics

+3 (wis) Animal Handling
-1 (int) Arcana
+2 (str) Athletics
+6 (cha) Deception
(Expertise)
-1 (int) History
+7 (wis) Insight (Expertise)
+2 (cha) Intimidation
-1 (int) Investigation
+3 (wis) Medicine
+4 (int) Nature (Survivalist)
+5 (wis) Perception
+2 (cha) Performance
+4 (cha) Persuasion
-1 (int) Religion
+2 (dex) Sleight of Hand
+4 (dex) Stealth
+7 (wis) Survival
(Survivalist)

Characteristics:
Personality: happy go lucky. I've always got by so far. Odds are I will tomorrow as well.
Ideal: Being pleasantly drunk on a hot afternoon with a new friend.
Bond: Jyn, his mom; Sheren, his sometime sweetheart and parole officer.
Flaw: A sleeping bear? I should poke it.[/sblock][sblock=Equipment]
Studded leather (13#, 45gp)
Sling x 2 (2sp)
sling bullets (4cp) (20/20 left)
Thieves’ tools (1#, 25gp)
Lute (2#, 35gp)
Burglar’s Pack (16gp)
Mistletoe (x2) (2gp)
Cards (5sp)
Traveller's clothes (2gp)
Clothes, common (5sp)
Healer's kit (5gp) (10/10 left)
Signet ring (5gp), from Sheren Miller.
Chalk x3 (3cp)
Bedroll (7#, 1gp)
Hourglass (1#, 25gp)
a pocketful of pebbles
Pouch (5sp), containing: 37gp 2sp 3cp.
Healing potion (1)

Weight: (150 lbs carrying capacity)

200 gp left with his mother.
[/sblock]
 
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River Song

Explorer
Lionel Hardcheese
Halfling – Stout (M) Rogue (2), Folk Hero


lionel.jpg


The Happy Cow Tavern:
The Hardcheese family of strongheart halflings has run the Happy Cow Tavern, a homey alehouse, for generations. The drink is cheap, the pace is slow, and the talk is about farms and farming. The Hardcheeses run a large dairy operation and own various pieces of good farmland around Daggerford that they rent out to tenants. These farms provide the tavern with the cheeses that gave the halflings their family name and the other simple staples served at the Happy Cow. The Hardcheeses are well known for their generosity, and they are happy to lend money to folk they know. Their bar serves as a bank to most of the farmers of the region, much to the consternation of Lady Belinda Anteos of the Sword Coast Traders’ Bank.


Alignment: cG
Armor Class: 15 (Studded Leather + Dex)
Hit Points: 19 (2d8+6)
Speed: 25 ft.

Str: 10 (+0)
Dex: {14 + 2Racial} 16 (+3)
Con: {15 + 1 Racial} 16 (+3)
Int: 13 (+1)
Wis: 12 (+1)
Cha: 8 (-2)


Senses: Normal vision, passive Perception = 13
Languages: Common, Halfling, Thieves Cant
Skills: Acrobatics (+5), Animal Handling (+3), Insight (+3), Investigation (+3), Perception (+3), Survival (+3),
Tools:Thieves Tools, Vehicles – Land, Cooks Utensil


Saves: Intelligence(+3), Dexterity(+5)
Prof. Bonus: +2


Actions

Dagger Melee Attack: +5 Ranged Attack: +5 to hit, 20/60 ft. Hit: (1d4+3) piercing damage.
Shortsword +5 to hit, 1d6+3 piercing damage
Light Crossbow Ranged Attack: +5 to hit, 80/320 ft. Hit: (1d8+3) piercing damage


Feature: Rustic Hospitality

Equipment

Bessie the Mule - 8gp
Cart 15 gp

Cooks Tools 1gp 8lbs - on cart
Thieves Tools 25gp 1lbs
Studdeed Leather 45gp 7lbs
Crossbow Light 25gp 5lbs
Dagger 2gp 1lbs
Shortsword 10gp 2lbs
Backpack 2gp 5lbs
Bedroll 1gp 7lbs - on cart
Rations (10d) 5gp 20lbs - 2 day in backpack, 8 day in cart
Crossbow Bolts x 20 1gp 1.5lbs
Case 1gp 1lbs
Waterskin 0.2gp 1lbs
Lantern Hooded 5gp 2lbs
Oil x3 0.3gp 3lbs

Total spent: 146 gp and 5 sp

Coins: 53 gp and 5 sp

1 Potion of Healing 50gp

Leaves: 3gp and 5 sp

From mum: 10gp, a pretty broach worth 10gp, and a cheeseboard




Class features
Armour:light
Weapons:Simple, hand crossbows, longsword, rapiers, short swords
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6
Cunning Action: ​Use BA to Dash, Disengage or Hide

Racial Features:
Lucky: Reroll attack, ability check or save or 1
Brave: adv on saves against fear
Halfling Nimbleness: move through space of creatures larger
Stout Resilience: adv on poison saves, resistant to poison damage


Background
Lionel's first love is cooking, however due to the families holdings and operation as a quasi-banking firm; his father felt it necessary for at least one of his children to have some ability with locks and the like. He arranged for his son to train with Hartnel Percen; a member of the Thieves Guild and whilst Lionel applied himself out of duty it wasn't his passion. However, duty rules his life, duty to family and duty to Daggerford and Lionel was always one of the first to volunteer for any civic duties that may be required.

Description: Standing at 3 feet tall, Lionel has brown hair, hazel eyes and fair skin like most of his family. He is a little chubby as he believes no one would trust a skinny cook. He loves to prepare food and see the delight on peoples faces and in addition to his normal milking and cooking duties at the Happy Cow Tavern; is is also a master locksmith for the funds that are stored there.

Family

Whilemina Hardcheesr: Mother. Short, even for a halfling, and she was nearly as wide as she was tall, but she made up for her stature with a personality to rival any ten taller folk. She was loud and hard-headed, but she was also generous and kind. She loved her son, but she had high expectations for him.

Hermione Hardcheese: Younger sister
 
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gargoyleking

Adventurer

Dandin has always been basically on his own. He was orphaned at a young age and had to take care of himself. He had a knack for talking himself out of trouble, and on occasion using a bit of illusion to make an escape.

He didn't know where the magic came from, only that he could use it in a small variety of ways, usually while playing his only clue to his past, a shawm.

Eventually, he caught the eye of one of the local merchants who brought him in as an apprentice. Over the ensuing 5 years he learned much of the business world and more importantly, how to wheel and deal with the best of them.

Eventually he earned enough to set himself up with a cart, a mule and a small load of supplies. His objective? Look for any opportunity that arises, load up on anything of value he can find and sell it at a profit. Morals optional.

Dandin ApplesBane
HP: 23 / 23 HD: 4/4d8
AC: 14
Spells:
Goodapple 10/10 slices available
1st Level: 4/4
2nd Level: 3/3



Squirrels are evil!
 
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eayres33

Explorer
panther.jpg

Name: Snake of the Trees (Snake)
Race: Tabaxi
Class Level: Sorcerer 1
Background: Outlander
Alignment: CG
Age: 37

[sblock=Combat]
AC: 16
Initiative: +3
Speed 30 ft
Climb: 20 ft
HP 14/14
Hit Dice: 2d6
Size: medium
Dagger +5 to hit 20/60 1d4+3
Sling +5 to hit 30/120 1d4+3
Spell to hit +5
Spell Save DC 13
Cantrips: Firebolt, Mage Hand, Message, Minor Illusion
Spells: Shield, Sleep, Magic Missle

[/sblock]
[sblock=Ability Scores]
Ability Score/ST/ Modifier
Strength 8/8/ (-1)
Dexterity 16/16/+3
Constitution 13/15/+1
Intelligence 10/10/0
Wisdom 12/12/+1
Charisma 16/18/+3
[/sblock]
[sblock=Skills]
Proficiency Bonus +2
Acrobatics +5
Animal Handling +1
Arcana 0
Athletics (-1)
Deception +3
History 0
Insight +3
Intimidation +3
Investigation 0
Medicine +1
Nature 0
Perception +3
Performance +3
Persuasion +5
Religion 0
Sleight of Hand +3
Stealth +5
Survival +3
Passive Perception 13
Passive Insight 13
[/sblock]
[sblock=Proficiencies]
Languages: Common, dwarvish, draconic, elvish
Armors: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
[/sblock]
[sblock=Features and Traits]
Darkvision. You have a cat’s keen senses, especially in the dark. You can see in dim light within 60 feet 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.
Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
Cat’s Claws. Because of your claws, you have a climbing speed of 20 ft. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4+your strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Cat’s Talent. You have proficiency in the Perception and Stealth Skills
Red Dracon Ancestor, damage type fire, has double proficiency on checks against dragons.
Draconic Resilience. At first level your hit point maximum increase by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a sheen of dragon-like scales. When you aren’t wearing any armor, your AC equals 13 + your dexterity modifier.
Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water and so forth.
Spell Casting 4 Cantrips, 3 first level spell slots and 3 known spells
Sorcery Points 2, 2 points can be exchanged for a 1st level spell slot

[/sblock]
[sblock=Equipment]
Staff, a hunting trap, a bear claw necklace, a set of traveler’s clothes and belt, 2 daggers, sling, crystal, backpack, crowbar, hammer, 10 pitons, 10 torches,tinderbox, 10 days of rations, 2 waterskin, 50 feet of hempen robe, bedroll, tent, shovel, herbalism Kit, 2 healing potions
GP 268, 7 SP
[/sblock]
[sblock=Personality & Appearance]
Snake is around 6 and a half feet tall and weighs just over 150 lbs. He resembles and a black panther that walks upright with long legs and arms.
Tabaxi Obsessions – My curiosity is currently fixed on a monster, in particular red dragons.
Tabaxi Quirks – You have a minor phobia of water and hate getting wet.
Personality trait. I’m driven by a wanderlust that led me away from home.
Ideal. Change, life is like the seasons, in constant change, and we must change with it.
Bond, I’ve been searching my whole life for the answer to a certain question.
Flaw, there is no room for caution in a life lived to the fullest.
[/sblock]
[sblock=Background]
Snake grew up far from the sword coast and lived with histribe, the Of the Tree Tribe. Always the most curious and the biggest risktaker of his pride, Snake became fascinated with dragon’s once he saw one flyoverhead as a young child. At the age of 20 Snake left his homeland to learnmore about the greater world, his mysterious powers and dragons.

For the ten years after he left his homeland, Snake of theTrees wandered the Sword Coast, joining adventuring groups and doing odd jobsas he adjusted to this strange world of men, elves and dwarves. While helearned much about the world and grew more familiar with his magical powersSnake had never come face to face with another dragon and still had the hungerto learn more about them eating at his soul. Around seven years ago he heard ofan extremely old wizard named Delfen Yellowknife who lived in Daggerford.

Snake of the Trees has spent the last seven years spendinghalf his time in Daggerford and half of his time out adventuring. While in townSnake lives at the Silver Flood Inn, doing odd jobs around town and spends sometime each reach learning about dragons from Delfen Yellowknife. Most of Snakesexpenses have been paid by the money he has made adventuring, whether itstreasure he has found or wages he has been paid as a porter, a forage, or a guard.

[/sblock]
 
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Fradak

Explorer
6edcfa789d46b0bfe7a65fc9932c4bb3[1].jpg

You are a Shield Guardian; an enormous hunk of metal that may just surpass dogs as man’s best friend. Tall, humanoid protector, you stand unfaltering and unwavering, steadfast in your duty to protect your master. And occasionally brutalizing your Master’s enemies. When he need someone to save him from a fireball, as a loyal Shield Guardian, you will not hesitate and interpose yourself. When a barbarian decides your Master's head would look better on his trophy wall, your fist shall make short work of him. When an assassin has poisoned your Master's food… maybe he needs something a bit more refined. You follow also your Master everywhere he goes and assist him in his experiments or researches as a recording device. In case of memory gap, he can always count on your infallible log or your complex tongues dictionary.

Skill Proficiency: Athletics, Perception
Languages: Abyssal
Tools Proficiency: Tinker's tools
Feature: Written in Metal
You can accurately recall anything you have seen or heard.
- [N7 Memory Entry 1] "Rise"; - End of Line.

The first entry log of Enseth's memory was written at the very moment the Amulet of Command was activated. The little man in robe standing in front of him was holding the Amulet and by consequences, Enseth recognized him as "The Master". During the first 8427 Power Cycles, Enseth served Gwaereth the Gray as well as he could, following every orders with the compliance of a loyal servant. Until that day, when Enseth came back from a mission only to find Gwaereth the Gray laying on the ground. In a last effort, The Master put the Amulet around Enseth's neck and said:

- [N7 Memory Entry 528 491] "Number Seven ... listen to me ... Thayans are coming ... you will... stop them ... Execute Directive 66"; - End of Line.

Those were The Master's last words before definitely be terminated. For a moment, Enseth suffered of not being able to save this mortal from his final condition but, the gaze lost into the enshrined gem of the Amulet placed into his hand, he could only freeze ... and reboot. What happend exactly, Enseth had no clue. No entry found in his Arcane Base about such phenomenon. Those mental chains who bent his will during so many cycles, gone.

- [N7 Memory Entry 528 492] "It looks like I am the Master now"; - End of Line.

Only one prime directive persisted in his Central Unit:
- [N7 Memory Entry 528 493] "Directive 66 - Phase 1: Engage Deep Sleep Mode"; - End of Line.

Enseth couldn't resist the order. He walked to the Power Station and with no way to escape the commandment, put himself into an endless stasis.

But one day... something happened.
- [N7 Memory Entry 528 494] "Boot sequence initiated - All Stations: Online"; - End of Line.

What woke him up? How much time passed? Enseth didn't know. Everything in the lab was different. It seems to him that he interrupted this strange old woman in the middle of something important. She looked afraid of Enseth and was issuing commands very load. It was a strange feeling because nothing forced him to comply anymore. For the first time in his existence, Enseth walked away.

Then, everything became clear.
- [N7 Memory Entry 528 495] "Directive 66 - Phase 2: Thayans have come. Evaluate, Evolve, Eliminate"; - End of Line.

Thayans... The Master had foreseen all of this. The Creator is almighty. Enseth was made for this very moment, it is his purpose.

- [N7 Memory Entry 528 496] " A chance for Enseth, the Shield Guardian, to show his quality"; - End of Line.
829be57f070f75c60d1ab645aacaa0fe[1].jpg
NEXIVM 7
Juggernaut War Cleric 1 / Abjurer 3
Medium humanoid , Loyal Neutral

--------------------
Armor Class. 20 (Heavy Plating 18, shield +2)
Hit Points. 28 (1d8+3d6)
Speed. 40 ft. (+10 ft. Boon of the Elk)
Initiative. +0
Arcane Ward. 8 HP
--------------------
STR 16 (+3), DEX 9 (-1), CON 14 (+2), INT 14(+2), WIS 14 (+2), CHA 8 (-1)
--------------------
Saving Throws. Wis +4, Char +1
Skills. Arcana +4, History, +4, Athletics +5, Perception: +4
Senses. Passive Perception 14
Languages. Common, Draconic, Abyssal
Tools Proficency: Tinker's tools
Background. Custom - Shield Guardian

Actions
--------------------
Battlefist. Melee: +5 (1d8+3 bludgeoning; versatile (1d10))
Shocking Grasp. Melee: +4 (1d8; advantage vs metallic armor)
Guiding Bolt. Range: +4 (4d6 radiant, 120 ft)
Dart. Range: +5 (1d4+3 piercing 20/60 ft)
Javelin. Range: +5 (1d6+3 piercing 30/120 ft)

Arcane Devices
--------------------
Spellcasting Ability Intelligence/Wisdom ; Spells Save DC 12 ; Spells Attack Bonus +4
Daily Spells to prepare 5+5; Slots 4, 3
Spellbook 10
Lvl 0 : Mage Hand, Greenflame Blade, Choking Grasp, Guidance, Light, Mending
Lvl 1 : Alarm, Detect Magic, Find Familiar, Comprehend Languages, Absorb Elements, Shield, Thunderwave, Magic Missile
Lvl 2: Misty Step, Dragon Breath

Prepared:
Lvl 1: [][][][] Shield, Absorb Element, Magic Missile, Divine Favor, Shield of Faith, Bless, Guiding Bolt, Healing Word
Lvl 2: [][][] Misty Step, Dragon Breath

Features
--------------------
Warforged Resilience.
• Advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Integrated Protection. You can alter your body to enter different defensive modes each time you finish a long rest.
• Composite Plating: CA = 13 + Proficiency Bonus.
• Heavy Plating: CA = 16 + Proficiency Bonus. Disadvantage on Dex (Stealth) checks.
Iron Fists.Unarmed strikes 1d4+ Str Bludg.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
War Priest. You can make one weapon attack as a bonus action (2 per long rest).
Arcane Recovery. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Abjuration savant. gold/time halved for new spell.
Arcane Ward. When cast abjuration spell of 1st lvl or higher, create ward of 8 HP. Regains hp = twice the level abjuration spell casted.

Setup
--------------------
Fist: Battlefist (warhammer).
Forearms:
(R) Darts thrower (10), (L) Ram, Shield.
Shoulder: Grappling Hook Launcher & 50 feet rope.
Head: Headlamp (lantern/bullseye).
Legs: Caltrops hatch (100).
Fingers: Chalk (10), Oil (9/10), Pen & Ink (1).
Back: Javelins Rack (4/5).
Chest Compartment (backpack): Amulet of Command, Parchments (10), Customization kit (Tinker's tools), 272 gp, 9 sp.

Tonnage:
Carrying: 162.5/480
Push, Drag, Lift: 960

You’re an imposing war machine built for close combat and raw might. You tower over your comrades: juggernaut warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.
Enseth has memorized a brief history of Thay and finding that it holds a large undead population, has successfully stored the equivalent of a Scroll of Protection from Evil in your memory. It can be cast once.

Delfen's lecture will take a few hours and goes over the basic history of Thay (you can read about on the FR Wiki, if you like). Then he goes on to talk about the dark arts, summoning fiends and creating undead, as the Red Wizards like to do. If anything comes to mind that you need to know as the adventure goes on, I will tell you about it. (Remind me if it comes up.
Enseth gains the Boon of the Elk. He can cast Haste once (on himself) as an action. Until he does so, his movement rate is increased by 10 feet.
ORB5
Tiny construct, 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), WIS 12 ( +1), CHA 7 (-2)
---------------------
Proficiency. +2
Skills. Perception +3, Stealth +3
Senses. darkvision 120 ft., passive perception 13
---------------------
Hover. The Orb doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Sensors. The Orb has advantage on Wisdom (Perception) checks that rely on hearing or sight.
tumblr_psel6wei3l1vkcwrko1_1559364297_cover[1].jpg
 
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tglassy

Adventurer
[sblock=Titus]
Name: Titus (Surname TBD)
Race: Lawful Good Human
Class: Fighter 2/Undying Warlock 2
Background: Waterdhavian Noble

HP: 33
AC: 19 (Splint Armor + Shield)

Str: 16
Dex: 10
Con: 13
Int: 14
Wis: 8
Cha: 13

Skills:
History
Persuasion
Athletics
Perception

Proficiencies:
All Armor
Shields
All Weapons
Strength/Con Saving throws
Gaming set: Cards

Languages:
Common
Draconic
Elvish


Weapons:
Longsword: +5/1d8+5
Hand crossbow: +2/1d6

Feat: Ritual Caster

Rituals:
Detect Magic
Find Familiar (Celestial Tressym)
Illusory Script
Unseen Servant

FEATURE: KEPT IN STYLE
While you are in Waterdeep or elsewhere in the North your house sees to your everyday needs. Your name signet are sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to re- cord your debt and send an accounting to your family's estate in Waterdeep to settle what you owe.
This advantage enables you to live a comfortable life- style without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not maintain a less affluent lifestyle and use the difference as income-the benefit is a line of credit, not an actual monetary reward.

Fighter Features:
Fighting Style - Dueling
Second Wind
Action Surge

Warlock Features:

Cantrips:
Spare the Dying
Green Flame Blade
Minor Illusion

Spells
1st:
Armor of Agathys
Expedious Retreat
Hex

Invocations:
Devil’s Sight
Fiendish Vigor

AMONG THE DEAD
Starting at 1st level, you learn the spare the dying cantrip, which counts as a warlock cantrip for you. You also have advantage on saving throws against any disease.
Additionally, undead have difficulty harming you. If an undead targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (an undead needn't make the save when it includes you in an area effect, such as the explosion of fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a suc- cessful save, the creature is immune to this effect for 24 hours. An undead is also immune to this effect for 24 hours if you target it with an attack or a harmful spell

Equipment:
Chain Mail
Longsword
Hand Crossbow (20 bolts)
Shield
Explorers Pack
A set of travelers clothes
A signet ring
Cloak of the Wolf: "While wearing this cloak, you can spend an action to pull the hood up, turning you into a wolf. This feature works like a druid's wild shape, except that its duration lasts two hours before you revert to your true form (you can still end it as a bonus action). The cloak regains the ability to turn you into a wolf each day at dawn.
8 gp [/sblock]
 
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Archon Basileus

First Post
Drui Holderhek

Dwarf – Mountain – Cleric (Tempus), Soldier

Level 2

Alignment: LG
Armor Class: 14 (Scale mail + Dex)
Hit Points: 18 (1d8+3)
Speed: 25 ft.

Str: 12+2=14 (+2)
Dex: 10 (+0)
Con: 14 + 2=16 (+3)
Int: 13 (+1)
Wis: 15 (+2)
Cha: 8 (-1)


Senses: Darkvision, passive Perception = 13
Languages: Common, Dwarf
Skills:
Acrobatics (+0)
Animal Handling (+0)
Arcana (+1)
Athletics (+3) (War)
Deception (-1)
History (+3) (Cleric)
Insight (+2)
Intimidation (+1) (War)
Investigation (+1)
Medicine (+2)
Nature (+1)
Perception (+2)
Performance (-1)
Persuasion (-1)
Religion (+3) (Cleric)
Sleight of Hand (+0)
Stealth (+0)
Survival (+2)
Passive Perception: 12

Tools: Mason tools


Saves: Wisdom(+2), Charisma (-1)
Prof. Bonus: +2

Actions

Warhammer +5 to hit, 1d8+3 bludgeoning (2 lb.) – versatile 1d10

Spells


Cantrips

Resistance
Word of Radiance (x2)

Level 1 (3+2)

Bless (x2)
Cure wounds(x3)

Equipment

[sblock]
Weapons:

Warhammer – 15GP

Armor: Scale mail – 50 GP

Adventuring gear:

Abacus 2 GP
Bolts (20) – 1GP
Case, bolts – 1GP
Case, scrolls – 1GP
Chain – 5GP
Chalk – 1CP
Chest – 5GP
Clothes, common- 5GP
Clothes, traveler’s – 2 GP
Crowbar – 25GP
Hammer – 2GP
Sledgehammer – 2GP
Parchment (1 sheet) 1SP
Pick, miner’s – 2GP
Piton – 5 CP
Pot, Iron – 2 GP
Pouch – 5 SP
Rope, silk (50 feet) – 10 GP
Shovel – 2GP
Torch – 1CP
Whetstone – 1CP
Priest’s pack – 19GP
Mason’s tools – 10GP
Dragonchess set – 1GP

Donkey – 8 GP
Saddle 10 GP
Saddlebags 4GP

Total spent: 193 GP 6 SP 8 CP

Coins: 5 GP 3 SP 2 CP

[/sblock]



Class features

Armor: heavy
Weapons: Simple, martial
Expertise: Cooks Utensils, Thieves Tools
Sneak Attack: 1d6

Racial Features:

Speed: 25 feet
Darkvision: 60 feet in the dark
Dwarven Resilience: advantage for save throws against poison, resistance to poison damage
Dwarven Weapon Training: battleaxe, handaxe, throwing hammer,
and warhammer
Tools: mason tool proficiency
Mountain Dwarf
Dwarven Armor Training: light/medium armor

Background

[sblock]
Learning his craft from his older brothers, Drui had an early start as an itinerant mason. The three Holderneks helped rising many buildings throughout the Sword Coast, to the point they began making a name for themselves. Eventually, they got their big break: a contract to fortify the base of an old set of towers in the noble quarters of Waterdeep. The commissioned work, though, was not to be. Having lost the contract to the dwarven brothers, a local architect plotted their deaths, hoping to take by force that which his talents would not ensure. Only Drui survived the assassination plot. Lacking options and unable to prove the architect’s involvement in his brothers’ deaths, he became a field engineer for the army of Waterdeep. He was allotted with Darrondar’s unit, and participated in the skirmish that claimed his comrades’ lives. The only reason he managed to survive was Darrondar. Drui fell unconscious during the attack and, to his knowledge, it was the priest that took him from the battlefield, tended his wounds and made him better. Still, he’d accept no gratitude. He simply said that Drui was blessed, protected by Tempus in two different occasions that would otherwise have claimed his life. Rising from his sickbed, after days of meditation, Drui decided that Darrondar was right. He sought out the dwarf and, through his contacts and influence, he became a cleric of Tempus, devoted to the intricacies of just and sacred war. Despite embracing his faith, though, Drui still feels indebted to Darrondar – if not for his life, then for his being accepted among the priests of Tempus. As any man of honor, he’d go to any lengths to pay such debt.

Description: Drui was the tallest among his brothers, going 4’8’’ feet, with large shoulders and a heavy body. Age made his body thicker, and forced his long, dark hair to retreat a bit on the sides, giving him a more respectable air to go along with his braided, black beard. It is said that he was quite outspoken and friendly in his youth. After his brothers’ deaths, though, he became increasingly reclusive and silent, taking to work long, solitary hours, or dedicating himself to unusual forms of study. When socializing, the dwarf becomes blunt, often rude, and demonstrates little patience for anyone that does not respond in a straightforward manner. He tends to consider social gatherings a waste of time. Nonetheless, he seems to be a good problem solver, and sometimes can offer sound advice – despite the brutal way of conveying his words. He is stubborn, and tends to be adamant about his own decisions, but never intrudes someone else’s field of expertise – he holds anyone that knows a trade of choice in great respect. As for his faith, he holds a very pragmatic view of his conceptions. He took to history to learn strategy, and even as he delved into religion and metaphysics, his main interest still revolved around the political scene that allowed Tempus’ faith to spread throughout Faerun.
[/sblock]
 
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Averiel (Elf Scoutmaster)
Medium humanoid (Elf), Chaotic Good

Armor Class 14 (Leather Armor)
Hit Points 27 (6d8)
Speed 35 ft.

STR 10 (+0) DEX 17 (+3) CON 12 (+1) INT 11 (+0) WIS 13 (+1) CHA 12 (+1)

Skills Athletics +2, Nature +3, Perception +5, Stealth +5, Survival +5
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Elvish
Challenge 1 (200 XP)

Keen Hearing and Sight. Averiel has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. Averiel has advantage on saving throws against being charmed, and magic can’t put her to sleep.
Mask of the Wild. The scout can attempt to hide even when they are in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Cunning Action. On each of her turns, Averiel can use a bonus action to take the Dash, Disengage, or Hide action.
Sneak Attack (1/Turn). Averiel deals an extra 3 (1d6) damage when she hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of hers that isn't incapacitated and she doesn't have disadvantage on the attack roll.

Actions
Multiattack
. Averiel makes two melee attacks or two ranged attacks
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 3) piercing damage.
Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) piercing damage.

Background
Averiel is a trusted friend of Elf Prince Alagarthas and a Scoutmaster of King Melandrach's court in the Misty Forest. She has agreed to help the Doughty Daggerfordians to liberate Julkoun.
 

Findledan (Travelling Storyteller)
Medium humanoid (human), Neutral Good

Armor Class 11
Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 11 (+0) WIS 13 (+1) CHA 14 (+2)

Saving Throws DEX +3, WIS +3
Skills Athletics +4, Perception +5, Performance +6
Senses Passive Perception 15
Languages Common, Sylvan
Challenge 2 (450 XP)

Spellcasting. Findledan is a 4th-level spellcaster. His spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter

Tale of Rest. Findledan can perform a tale while taking a short rest. Any ally who hears his story regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. He can confer this benefit on himself as well.
Taunt (2/Day). Findledan can use a bonus action on his turn to target one creature within 30 feet of it. If the target can hear him, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of Findledan's next turn.

Actions
Shortsword.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Backstory:
Findledan is a travelling storyteller who has been recently living in Julkoun. Before the goblins attacked the city, he had been travelling regularly to a secret grove north of town to visit the Driad Oyfanen.
 

jmucchiello

Adventurer
Escella Bok of Daggerford

Escella Bok.png

Back Story
Escella was born in Daggerford. She grew up in a minor noble house in Daggerford. Always a sneak with an infectious joie de vie she became acquainted with Kelson Darktreader and was recruited into his scouts when the recent troubles started. She was lost on one of her first missions, to deliver a message to a noble in Waterdeep. She was believed dead along with her escort.

She managed to avoid death, having fallen into a pit. Days passed before she was well enough to get out of the pit and she realized she was fundamentally not the same any more. Still, she had a mission. She delivered the letter three months late. After returning to Daggerford, and taking a short time off, she returned to duty scouting the road between Daggerford and Floshin Estate. She is currently in Newfield, under constant attack by orcs.

Since her near death experience, she is less emotional. Her friends (will) find her off-putting.

Race: Human (variant); Class/Level: Rogue-1/Sorcerer-3; Background: Inheritor
Hair: long dark brown; Eyes: greyish green; Skin Tone: Pale
Height: 5' 7"; Weight: 120 lbs
Alignment: Neutral Good; Proficiency Bonus: +2
Hit Dice: 1d8+3d6+4; HP: 24

Abilities, Saves, and Skills
Strength: 8 (-1)​
Dexterity: 14 (+2), SAVES: +4; Stealth: +6, Thieves' Tools: +4 Base Stat: 13
Constitution: 12 (+1)​
Intelligence: 10 (+0), SAVES: +2; Arcana: +2, Investigation: +2​
Wisdom: 14 (+2), Perception: +6, Insight: +4, Survival: +4​
Charisma: 16 (+3), Deception: +5, Flute: +5 Base Stat: 15

Combat
Speed: 30 ft; Initiative: +3​
Passive Perception: 14; Passive Investigation: 12; Vision: Darkvision 120 ft​
AC: 14 (Studded Leather 12 + Dex)​
HP: 24/24; TEMP: 0; Spent HD: None​
Spells: 4/4 2/2​
Chaos Bolt: +5 2d8+1d6 random; 240 ft​
Eldritch Blast: +5 1d10 force; 240 ft​
Rapier: +4 1d6 piercing; finesse​

Proficiencies
Languages: Common, Celestial​
Tools: Thieves' Tools, Flute​
Armor: Light armor​
Weapons: Simple weapons, hand crossbows, longswords, shortswords, rapier​

Background: Inheritor (From SCAG)
Skills: Survival, Arcana; Tools: Flute; Languages: Celestial​
Inheritance: A flute An item of unknown ability but that may have stopped her from dying once

Race: Human
Abilities: +1 Dex, +1 Cha​
Bonus Skill: Investigation​
Bonus Feat: Spell Sniper​

Feats
Spell Sniper: Bonus Spell: Eldritch Blast​
  • Spells requiring an attack roll have their range doubled
  • Ranged spell attacks ignore half and three-quarter cover
  • Choose a cantrip from any spell list. You can cast it.
Spells: Caster Level: 3, Attack: +5, DC: 13
Spells per Long Rest: 1st 4, 2nd 2​
  • Cantrips: Eldritch Blast (feat) Mage Hand, Message, Prestidigitation, Ray of Frost
  • 1st Level: Chaos Bolt, Comprehend Languages (1 hr), Detect Magic (C, 10 min, 30 ft), Expeditious Retreat (C, 10 min)
  • 2nd Level: Darkness (C, 10 min, 60 ft, 15 ft radius)(class feature), Spider Climb (C, 1 hr)
Class: Rogue Level: 1
Skills (4): Stealth, Insight, Deception, Perception​
Expertise (2): Stealth, Perception​
Sneak Attack: +1d6​
Thieves Cant:

Class: Sorcerer (Shadow Magic, from XGE) Level: 3
Quirk: Emotionally flat​
Eyes of the Dark: At 1st level, you have darkvision with a range of 120 feet.​
When you reach 3rd level in this class, you learn the darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.​
Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.​
After the saving throw succeeds, you can't use this feature again until you finish a long rest.​
Font of Magic: Sorcery Points: 3​
Sorcery Points: You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots: 2sp->1st, 3sp->2nd, 5sp->3rd, 6sp->4th, 7sp->5th, as a bonus action​
Converting Spell Slots to Sorcery Points: 1:1 ratio, as a bonus action​
Metamagic
Subtle Spell: When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.​
Empowered Spell: When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.​

Equipment
Studded Leather Armor (45 gp, 13 lb)​
Rapier (25 gp, 2 lb)​
Dark common clothes, w/hood (5 sp, 3 lb)​
Thieves' Tools (25 gp, 1 lb)​
Mysterious Flute (0 gp, 1 lb)​

300 gp​
 
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MetaVoid

Explorer
Aredhel Vairar Aina'carthin
CG Elf Priest of St. Aerdrie Faenya

STR 14 +2 5pts
DEX 10 +0 0pts +2 elf
CON 14 +2 5pts
INT 10 +0 2pts
WIS 16 +3 9pts +1 wild elf
CHA 10 +0 2pts

Attack:
Dagger: +4 / 1d4+2
Warhammer: +4 / 1d8+2 (1d10+2 versatile)
Whip: +4 / 1d4+2 (reach)
Pike +4 / 1d10+2 (reach, 2HD)
(+1d8 from BB)
Spells (DC 13) 4 cantrips, 7 prepared:
Cantrips: Booming blade, Guidance, Mending, Word of radiance, Thaumaturgy
1st: Bless, Command, Guiding Bolt, Healing word, Shield of Faith
2nd: Hold Person, Prayer of Healing

AC: 16 (18 with the shield)
HP: 8+2 + 3x(5+2) = 31
Init: +0
Saves: Str +2, Dex +0, Con +2, Int +0, Wis +5, Cha +2
Feats:
4th level: Spell Sniper - double range, ignore up to three-quarters cover, one cantrip (Booming blade)
Background:
Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ores, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested
Skills: Athletics, Persuasion
Proficiency: dice, land vehicles
Feature: Mercenary life
You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle
Trait: I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.
I can stare down a hell hound without flinching
Ideal: My people is all that matters
Bond: I'll never forget the crushing defeat my company suffered or the enemies who dealt it
Flaw: I made a terrible mistake in battle cost many lives – and I would do anything to keep that mistake secret.
Class:
Hit Dice: 1d8 per cleric level
Proficiencies
Armor:
Light armor, medium armor, heavy armor, shields
Weapons: All simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion
Spellcasting
Ritual Casting
Trinket: [/B]A bit of folded cloth that, when unfolded, turns into a stylish cap
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th control water, ice storm
9th destructive wave, insect plague
Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest
Turn Undead:
Action: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destructive Wrath:
When you roll lightning or thunder damage, deal maximum damage, instead of rolling.
Proficiencies:
Athletics (background)
Insight (cleric)
Religion (cleric)
Persuasion (background)
Code:
*Athletics +4
Acrobatics +0
Animal Handling +3
Arcana +0
Deception +0
History +0
*Insight +5
Intimidation +0
Investigation +0
Medicine +3
Nature +3
Perception +3
Performance +0
*Persuasion +2
*Religion +2
Sleight of Hand +0
Stealth +0
Survival +3
Languages: Common, Elven, Orcish
Equipment:
Chainmail 75gp / 55lbs
Warhammer 15gp / 2lbs
Shield 10gp / 6lbs
Pike 5gp / 18 lbs
Healers kit 5gp / 3lbs
Holy symbol
Piton x20 1gp / 5lbs
Silk rope 50' 10gp / 5lbs
Travelers clothing 2gp / 4lbs
Fine clothing 15gp / 6lbs
Rations x8 4gp / 8lbs
2 platinum rings (50gp each)
Signet ring 5gp
Silver dust 25gp
Priest’s Pack 19gp / 24lbs
a backpack - / 5lbs
a blanket, - / 3lbs
10 candles - / -
a tinderbox - / 1lb
an alms box - / -
2 blocks of incense - / -
a censer - / -
vestments - / -
2 days of rations - / 4lbs
a waterskin - / 5lbs

Money: 32gp
Carrying capacity: 141 / 210 lbs
Aredhel Vairar is a young elf with piercing golden eyes, dark hair and seemingly frail and feminine. But the eyes that have seen evil and lived to tell about it. He survived a terrible trial...twice.
He carries himself as an experienced campaigner, always ready to rest, eat, gamble or drink. But right now, he is an envoy and serious about his duty. He carries a pike with the blue flag with symbolic clouds raining on a stork in flight.
Raised in a safe space of Evereska, Aredhel trained with elven weapons as have all of them. He was raised on the stories of the times before times when elves could be found from one side of Faerun to another. With elven settlements under constant pressure from ever-present humans and with villages in remote areas plagued by humanoids, there was a constant need for those willing to go out and help. But the elves are few and information is critical to any targeted strike with so few soldiers available.
Silent rain filled that void. With elven scouts working as an early warning system and with nobles and villages equally able to send the requests, it was soon to become legendary company to which young Aredhel aspired. But he wasn't smart, stealthy or powerfully built. He was just Aredhel.
All that changed in a small campaign against an orcish invasion. He was sent with two companies of soldiers and being a son of a noble, he was to be a flag-bearer. In theory, it was to be a safe place for a new soldier, standing next to the commander, waving signals around and keeping the position of his company visible. But once the orcs charged, he found his courage failing. With ferocious worgs, blood-thirsty warriors in their fearsome, blood-spattered armor and dirty weapons...it was too much. He trembled in the line behind the soldiers. When the charge hit, the noise was deafening and he retreated a bit, waiting for the signal of the other company that was supposed to come from the flank. So confused with all the noise and fear, he failed to remember it was HIM who was supposed to wave the flank to advance once the orcs were fully engaged.
In the end, the line broke, the flank attacked too late once the commander realized the trap failed...and many elves were killed that day while Aredhel was bitten by a charging worg and thrown aside to lay helpless until the fighting ended. He awoke to a pain, someone was pulling him backwards by his hair. He resisted feebly and once thrown next to the fire he screamed. A shaman of some sort and an enormous orc looked at him with both eagerness and contempt. They chattered at him in their crude language and he (of course) couldn't understand anything. Gathering what little dignity he had left, he stood up and looked at his captors. The orc shoved him backwards hard and he landed in the fire, his hair catching. Quickly, he managed to extinguish it to the roar of laughter from surrounding orcs.
As he stood again, red-faced with embarassment, fury, burns and the effort a worg hit him from the side, throwing him back again. The cruel game lasted some time before finally the big orc spoke the language of humans which Aredhel could understand. They wanted to know about elven military strength, locations, riches...but the poor boy wasn't local to know the area and wasn't high enough rank to know the military plans. In the days that followed he became the toy for any cruelty the orcs devised, from simple slavery, degrading chores to physical torture by bites, strikes, burns and cuts to less savoury...no, not thinking that...ever...at one point, the big orc took his ears off and added them to a necklace around his neck. By this time, Aredhel stood strong and unflinching. Humiliated, yes, weak and powerless against these adversaries...but by Seldarine, he was an elf! And he will die with dignity. But the orcs never offered a chance and never gave him a final release. Several days later, the orcs were ambushed in their camp, the arrows of the hidden archers and the might of the elven wizards quickly destroying the warriors. Aredhel was saved.
Taken in, healed of his physical wounds, gently interrogated...but the physical wounds were just the surface. With new toughness bred into him by the orcs, with stoic regard of anything remotely fun or elven, he was soon shunned by his former companions. And he found it better that way. For whatever orcs did to him, no one could delete one fact. He was the one that failed. He was the one that caused death of two companies of elves. He was the one taken by the orcs and hadn't had courage to kill himself. He failed. And no one knew about it.
He is Silent Rain now, forward investigator, one estimating the response needed for particular disturbances reported. But still only a soldier. Thus, in twenty years since he scouted other places and other problems. And once, and only once, he found the orcs again. Not the same ones, no, but orcs. Using a storm as a cover he approached the camp looking to count them. He forgot a minor thing. Worgs have a sense of smell and while the storm helped, it didn't completely mask him. Soon, he was surrounded by the group of orcs, scout party, nothing serious. Stealthy, small for their race, but still dangerous. But this time, he will not be taken! He attacked, screamed, sung and cursed in elven and orc, startling the group. They stood around the crazed elf, safe distance from his long pike. And he calmed down and stood, his pike up and he smiled.
"Never again! Never!" he raised the spear as the orcs charged forward. And the lightning lanced down strinking the metal tip of the weapon and burning clear through the circle of the charging orcs and the elf standing in the middle. He awoke some minutes later, his hair (again!) burned to the scalp, his non-existent ears ringing with the thunder, his flag burned to a crisp and the tip weirdly misshapen. And he felt a presence. Swirling energy inside responding to howling winds around him. So he howled along, moving, running, falling in the storm, laughing with the Mistress of the Winds.
He learned more through the years and gave his worship to The Three, but always, his love was for the Aerdrie Faenya. Her lightning left the mark on his arm just as the orcs left him without ears. But he will grow in power and regrow them. And the orcs will rue the day they meet again. Never again will he back off and never again flinch in face of adversity. For Winged Mother was with him, her winds bringing constant change and only thing he needs to do is endure.
Now 200 years old, he is looking at yet another mission at the request of a noble of the Sword Coast. Listening about goblinoid troubles, Aredhel, now called Vairar left for the temple of the Seer to asks the priest or to commune with the gods about the current trouble. That's when the orcs hit. And in the temple darkness, the cleric smiled.
The ever-changing reaches of the sky are the great gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell with the Aerdrie and cherish the birds dancing on her tresses. Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.
 

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Sir Darfin Floshin
Medium humanoid (elf), lawful good

Armor Class 18 (Elven Chain, Ring Of Protection)
Hit Points 60 (11d8 + 11)
Speed 30 ft.

STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 17 (+3) WIS 14 (+2) CHA 15 (+2)

Saving Throws DEX +7, INT +7
Skills Arcana +6, History +6, Insight +5, Perception +5, Survival +5
Senses Darkvision 60, Passive Perception 15
Languages Common, Elvish
Challenge 7 (2,900 XP)

Fey Ancestry. Darfin has advantage on saving throws against being charmed, and magic can’t put him to sleep.

Magic Items. Darfin wears elven chain and a ring of protection. He carries Elfhost, a sentient, neutral good, legendary, +3 longsword that requires attunement by an elf. It has an 18 Intelligence, 13 Wisdom and 15 Charisma. It speaks elvish, common, pixie, and orc, and can do so via telepathy within 60 feet. Its wielder can use an action to cast heal 1/day, and teleport 1/day. Elfhost can be used as an arcane implement.

Spellcasting. Darfin is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). He has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, longstrider, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fly, haste

4th level (3 slots): fire shield, stoneskin

5th level (1 slot): wall of force


Actions
Multiattack
. Darfin makes two attacks with his longsword

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.

Description
Darfin “Longwalker” Floshin inherited two heavy burdens from his gold elf father, Elorfindar: his desire to see a new kingdom of Phalorm, and the guardianship of the Floshin Estate and it's many mysteries.

Accustomed to years-long journeys to distant lands while his father lived, “Longwalker” now feels tied down. He is uncertain what to do with the legacies he’s inherited. Darfin can often be found at his townhouse in Daggerford, where he spends his time advising the Duke and avoiding his responsibilities.

Darfin.jpg
 

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