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(RG) Scourge of Daggerford
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<blockquote data-quote="jmucchiello" data-source="post: 7915608" data-attributes="member: 813"><p><span style="font-size: 22px"><strong>Escella Bok of Daggerford</strong></span></p><p></p><p>[ATTACH=full]118276[/ATTACH]</p><p><strong><span style="font-size: 18px">Back Story</span></strong></p><p>Escella was born in Daggerford. She grew up in a minor noble house in Daggerford. Always a sneak with an infectious <em>joie de vie</em> 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.</p><p></p><p>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.</p><p></p><p>Since her near death experience, she is less emotional. Her friends (will) find her off-putting.</p><p></p><p><strong>Race:</strong> Human (variant); <strong>Class/Level:</strong> Rogue-1/Sorcerer-5; <strong>Background:</strong> Inheritor</p><p><strong>Hair:</strong> long dark brown; <strong>Eyes:</strong> greyish green; <strong>Skin Tone:</strong> Pale</p><p><strong>Height:</strong> 5' 7"; <strong>Weight:</strong> 120 lbs</p><p><strong>Alignment:</strong> Neutral Good; <strong>Proficiency Bonus:</strong> +3</p><p><strong>Hit Dice:</strong> 1d8+5d6+5; <strong>HP:</strong> 33</p><p></p><p><strong><span style="font-size: 18px">Abilities, Saves, and Skills</span></strong></p><p style="margin-left: 20px"><strong>Strength:</strong> 8 (-1)</p> <p style="margin-left: 20px"><strong>Dexterity:</strong> 14 (+2), <strong>SAVES:</strong> +5; <strong>Stealth:</strong> +8, <strong>Thieves' Tools:</strong> +5, <em>Base Stat: 13</em></p> <p style="margin-left: 20px"><strong>Constitution:</strong> 12 (+1)</p> <p style="margin-left: 20px"><strong>Intelligence:</strong> 10 (+0), <strong>SAVES:</strong> +3; <strong>Arcana:</strong> +3, <strong>Investigation:</strong> +3</p> <p style="margin-left: 20px"><strong>Wisdom:</strong> 14 (+2), <strong>Perception:</strong> +8, <strong>Insight:</strong> +5, <strong>Survival:</strong> +5</p> <p style="margin-left: 20px"><strong>Charisma:</strong> 16 (+3), <strong>Deception:</strong> +6, <strong>Flute:</strong> +6, <em>Base Stat: 15</em></p><p></p><p><strong><span style="font-size: 18px">Combat</span></strong></p><p style="margin-left: 20px"><strong>Speed:</strong> 30 ft; <strong>Initiative:</strong> +3</p> <p style="margin-left: 20px"><strong>Passive Perception:</strong> 18; <strong>Passive Investigation:</strong> 13; <strong>Vision:</strong> Darkvision 120 ft</p> <p style="margin-left: 20px"><strong>AC:</strong> 14 (Studded Leather 12 + Dex)</p> <p style="margin-left: 20px"><strong>HP:</strong> 33/33; <strong>TEMP:</strong> 0; <strong>Spent HD:</strong> None</p> <p style="margin-left: 20px"><strong>Sorcery Points:</strong> 5</p> <p style="margin-left: 20px"><strong>Spells:</strong> 4/4 3/3 2/2</p> <p style="margin-left: 20px"><strong>Chaos Bolt:</strong> +6 2d8+LEVELd6 random; 240 ft</p> <p style="margin-left: 20px"><strong>Eldritch Blast:</strong> +8 1d10+3 force x2; 240 ft</p> <p style="margin-left: 20px"><strong>Rapier:</strong> +6 1d6+2 piercing; finesse</p><p></p><p><strong><span style="font-size: 18px">Proficiencies</span></strong></p><p style="margin-left: 20px"><strong>Languages:</strong> Common, Celestial</p> <p style="margin-left: 20px"><strong>Tools:</strong> Thieves' Tools, Flute</p> <p style="margin-left: 20px"><strong>Armor:</strong> Light armor</p> <p style="margin-left: 20px"><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, shortswords, rapier</p><p></p><p><strong><span style="font-size: 18px">Background:</span></strong> Inheritor (From SCAG)</p><p style="margin-left: 20px"><strong>Skills:</strong> Survival, Arcana; <strong>Tools:</strong> Flute; <strong>Languages:</strong> Celestial</p> <p style="margin-left: 20px"><strong>Inheritance:</strong> A flute [ispoiler]An item of unknown ability but that may have stopped her from dying once[/ispoiler]</p><p></p><p><strong><span style="font-size: 18px">Race:</span></strong> Human</p><p style="margin-left: 20px"><strong>Abilities:</strong> +1 Dex, +1 Cha</p> <p style="margin-left: 20px"><strong>Bonus Skill:</strong> Investigation</p> <p style="margin-left: 20px"><strong>Bonus Feat:</strong> Spell Sniper</p><p></p><p><strong><span style="font-size: 18px">Feats</span></strong></p><p style="margin-left: 20px"><strong>Spell Sniper:</strong> <em>Bonus Spell:</em> Eldritch Blast</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Spells requiring an attack roll have their range doubled</li> <li data-xf-list-type="ul">Ranged spell attacks ignore half and three-quarter cover</li> <li data-xf-list-type="ul">Choose a cantrip from any spell list. You can cast it.</li> </ul> <p style="margin-left: 20px"><strong>Eldritch Adept:</strong> Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.</p> <p style="margin-left: 20px"><em>Agonizing Blast:</em> When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.</p><p></p><p></p><p><strong><span style="font-size: 18px">Spells:</span></strong> Caster Level: 5, Attack: +6, DC: 13</p><p style="margin-left: 20px"><strong>Spells per Long Rest:</strong> <em>1st</em> 4, <em>2nd</em> 3, <em>3rd</em> 2</p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul"><em>Cantrips:</em> Chill Touch, Eldritch Blast (feat), Mage Hand, Message, Prestidigitation, Ray of Frost</li> <li data-xf-list-type="ul"><em>1st Level:</em> Chaos Bolt, Comprehend Languages (1 hr), Detect Magic (C, 10 min, 30 ft), Expeditious Retreat (C, 10 min)</li> <li data-xf-list-type="ul"><em>2nd Level:</em> Darkness (C, 10 min, 60 ft, 15 ft radius)(class feature), Spider Climb (C, 1 hr)</li> <li data-xf-list-type="ul"><em>3rd Level:</em> Counterspell (R, 60 ft)</li> </ul><p><strong><span style="font-size: 18px">Class</span>:</strong> Rogue <strong>Level:</strong> 1</p><p style="margin-left: 20px"><strong>Skills (4):</strong> Stealth, Insight, Deception, Perception</p> <p style="margin-left: 20px"><strong>Languages:</strong> Thieves Cant</p> <p style="margin-left: 20px"><strong>Expertise (2):</strong> Stealth, Perception</p> <p style="margin-left: 20px"><strong>Sneak Attack:</strong> +1d6</p><p></p><p><strong><span style="font-size: 18px">Class</span>:</strong> Sorcerer (Shadow Magic, from XGE) <strong>Level:</strong> 5</p><p style="margin-left: 20px"><strong>Quirk:</strong> Emotionally flat</p> <p style="margin-left: 20px"><strong>Eyes of the Dark:</strong> At 1st level, you have darkvision with a range of 120 feet.</p> <p style="margin-left: 20px">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.</p> <p style="margin-left: 20px"><strong>Strength of the Grave:</strong> 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.</p> <p style="margin-left: 20px">After the saving throw succeeds, you can't use this feature again until you finish a long rest.</p> <p style="margin-left: 20px"><strong>Font of Magic:</strong> <em>Sorcery Points:</em> 5</p> <p style="margin-left: 20px"><strong>Sorcery Points:</strong> 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.</p> <p style="margin-left: 20px"><strong>Flexible Casting:</strong> 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.</p> <p style="margin-left: 20px"><strong>Creating Spell Slots:</strong> 2sp->1st, 3sp->2nd, 5sp->3rd, 6sp->4th, 7sp->5th, as a bonus action</p> <p style="margin-left: 20px"><strong>Converting Spell Slots to Sorcery Points:</strong> 1:1 ratio, as a bonus action</p> <p style="margin-left: 20px"><strong>Metamagic</strong></p> <p style="margin-left: 20px"><strong>Subtle Spell:</strong> When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.</p> <p style="margin-left: 20px"><strong>Empowered Spell:</strong> 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.</p><p></p><p style="margin-left: 20px"><strong>Magical Guidance: </strong> You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.</p><p></p><p><strong><span style="font-size: 18px">Equipment</span></strong></p><p style="margin-left: 20px">Studded Leather Armor (13 lb)</p> <p style="margin-left: 20px">Rapier (2 lb)</p> <p style="margin-left: 20px">Dark common clothes, w/hood (3 lb)</p> <p style="margin-left: 20px">Thieves' Tools (1 lb)</p> <p style="margin-left: 20px">Mysterious Flute (1 lb)</p> <p style="margin-left: 20px">Can be used as a spell focus. When used to cast Eldritch Blast, add +2 to the attack roll.</p><p></p><p style="margin-left: 20px">300 gp</p> <p style="margin-left: 20px">silk sack of 400 gold (including five harbour moons)</p></blockquote><p></p>
[QUOTE="jmucchiello, post: 7915608, member: 813"] [SIZE=6][B]Escella Bok of Daggerford[/B][/SIZE] [ATTACH type="full" alt="Escella Bok.png"]118276[/ATTACH] [B][SIZE=5]Back Story[/SIZE][/B] Escella was born in Daggerford. She grew up in a minor noble house in Daggerford. Always a sneak with an infectious [I]joie de vie[/I] 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. [B]Race:[/B] Human (variant); [B]Class/Level:[/B] Rogue-1/Sorcerer-5; [B]Background:[/B] Inheritor [B]Hair:[/B] long dark brown; [B]Eyes:[/B] greyish green; [B]Skin Tone:[/B] Pale [B]Height:[/B] 5' 7"; [B]Weight:[/B] 120 lbs [B]Alignment:[/B] Neutral Good; [B]Proficiency Bonus:[/B] +3 [B]Hit Dice:[/B] 1d8+5d6+5; [B]HP:[/B] 33 [B][SIZE=5]Abilities, Saves, and Skills[/SIZE][/B] [INDENT][B]Strength:[/B] 8 (-1)[/INDENT] [INDENT][B]Dexterity:[/B] 14 (+2), [B]SAVES:[/B] +5; [B]Stealth:[/B] +8, [B]Thieves' Tools:[/B] +5, [I]Base Stat: 13[/I][/INDENT] [INDENT][B]Constitution:[/B] 12 (+1)[/INDENT] [INDENT][B]Intelligence:[/B] 10 (+0), [B]SAVES:[/B] +3; [B]Arcana:[/B] +3, [B]Investigation:[/B] +3[/INDENT] [INDENT][B]Wisdom:[/B] 14 (+2), [B]Perception:[/B] +8, [B]Insight:[/B] +5, [B]Survival:[/B] +5[/INDENT] [INDENT][B]Charisma:[/B] 16 (+3), [B]Deception:[/B] +6, [B]Flute:[/B] +6, [I]Base Stat: 15[/I][/INDENT] [B][SIZE=5]Combat[/SIZE][/B] [INDENT][B]Speed:[/B] 30 ft; [B]Initiative:[/B] +3[/INDENT] [INDENT][B]Passive Perception:[/B] 18; [B]Passive Investigation:[/B] 13; [B]Vision:[/B] Darkvision 120 ft[/INDENT] [INDENT][B]AC:[/B] 14 (Studded Leather 12 + Dex)[/INDENT] [INDENT][B]HP:[/B] 33/33; [B]TEMP:[/B] 0; [B]Spent HD:[/B] None[/INDENT] [INDENT][B]Sorcery Points:[/B] 5[/INDENT] [INDENT][B]Spells:[/B] 4/4 3/3 2/2[/INDENT] [INDENT][B]Chaos Bolt:[/B] +6 2d8+LEVELd6 random; 240 ft[/INDENT] [INDENT][B]Eldritch Blast:[/B] +8 1d10+3 force x2; 240 ft[/INDENT] [INDENT][B]Rapier:[/B] +6 1d6+2 piercing; finesse[/INDENT] [B][SIZE=5]Proficiencies[/SIZE][/B] [INDENT][B]Languages:[/B] Common, Celestial[/INDENT] [INDENT][B]Tools:[/B] Thieves' Tools, Flute[/INDENT] [INDENT][B]Armor:[/B] Light armor[/INDENT] [INDENT][B]Weapons:[/B] Simple weapons, hand crossbows, longswords, shortswords, rapier[/INDENT] [B][SIZE=5]Background:[/SIZE][/B] Inheritor (From SCAG) [INDENT][B]Skills:[/B] Survival, Arcana; [B]Tools:[/B] Flute; [B]Languages:[/B] Celestial[/INDENT] [INDENT][B]Inheritance:[/B] A flute [ispoiler]An item of unknown ability but that may have stopped her from dying once[/ispoiler][/INDENT] [B][SIZE=5]Race:[/SIZE][/B] Human [INDENT][B]Abilities:[/B] +1 Dex, +1 Cha[/INDENT] [INDENT][B]Bonus Skill:[/B] Investigation[/INDENT] [INDENT][B]Bonus Feat:[/B] Spell Sniper[/INDENT] [B][SIZE=5]Feats[/SIZE][/B] [INDENT][B]Spell Sniper:[/B] [I]Bonus Spell:[/I] Eldritch Blast[/INDENT] [INDENT][LIST] [*]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. [/LIST][/INDENT] [INDENT][B]Eldritch Adept:[/B] Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.[/INDENT] [INDENT][I]Agonizing Blast:[/I] When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.[/INDENT] [B][SIZE=5]Spells:[/SIZE][/B] Caster Level: 5, Attack: +6, DC: 13 [INDENT][B]Spells per Long Rest:[/B] [I]1st[/I] 4, [I]2nd[/I] 3, [I]3rd[/I] 2[/INDENT] [INDENT][LIST] [*][I]Cantrips:[/I] Chill Touch, Eldritch Blast (feat), Mage Hand, Message, Prestidigitation, Ray of Frost [*][I]1st Level:[/I] Chaos Bolt, Comprehend Languages (1 hr), Detect Magic (C, 10 min, 30 ft), Expeditious Retreat (C, 10 min) [*][I]2nd Level:[/I] Darkness (C, 10 min, 60 ft, 15 ft radius)(class feature), Spider Climb (C, 1 hr) [*][I]3rd Level:[/I] Counterspell (R, 60 ft) [/LIST][/INDENT] [B][SIZE=5]Class[/SIZE]:[/B] Rogue [B]Level:[/B] 1 [INDENT][B]Skills (4):[/B] Stealth, Insight, Deception, Perception[/INDENT] [INDENT][B]Languages:[/B] Thieves Cant[/INDENT] [INDENT][B]Expertise (2):[/B] Stealth, Perception[/INDENT] [INDENT][B]Sneak Attack:[/B] +1d6[/INDENT] [B][SIZE=5]Class[/SIZE]:[/B] Sorcerer (Shadow Magic, from XGE) [B]Level:[/B] 5 [INDENT][B]Quirk:[/B] Emotionally flat[/INDENT] [INDENT][B]Eyes of the Dark:[/B] At 1st level, you have darkvision with a range of 120 feet.[/INDENT] [INDENT]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.[/INDENT] [INDENT][B]Strength of the Grave:[/B] 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.[/INDENT] [INDENT]After the saving throw succeeds, you can't use this feature again until you finish a long rest.[/INDENT] [INDENT][B]Font of Magic:[/B] [I]Sorcery Points:[/I] 5[/INDENT] [INDENT][B]Sorcery Points:[/B] 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.[/INDENT] [INDENT][B]Flexible Casting:[/B] 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.[/INDENT] [INDENT][B]Creating Spell Slots:[/B] 2sp->1st, 3sp->2nd, 5sp->3rd, 6sp->4th, 7sp->5th, as a bonus action[/INDENT] [INDENT][B]Converting Spell Slots to Sorcery Points:[/B] 1:1 ratio, as a bonus action[/INDENT] [INDENT][B]Metamagic[/B][/INDENT] [INDENT][B]Subtle Spell:[/B] When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.[/INDENT] [INDENT][B]Empowered Spell:[/B] 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.[/INDENT] [INDENT][B]Magical Guidance: [/B] You can tap into your inner wellspring of magic to try to conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.[/INDENT] [B][SIZE=5]Equipment[/SIZE][/B] [INDENT]Studded Leather Armor (13 lb)[/INDENT] [INDENT]Rapier (2 lb)[/INDENT] [INDENT]Dark common clothes, w/hood (3 lb)[/INDENT] [INDENT]Thieves' Tools (1 lb)[/INDENT] [INDENT]Mysterious Flute (1 lb)[/INDENT] [INDENT]Can be used as a spell focus. When used to cast Eldritch Blast, add +2 to the attack roll.[/INDENT] [INDENT]300 gp[/INDENT] [INDENT]silk sack of 400 gold (including five harbour moons)[/INDENT] [/QUOTE]
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