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<blockquote data-quote="Morrus" data-source="post: 6706096" data-attributes="member: 1"><p><strong>Originally posted by Whir:</strong></p><p></p><p>This character requires the Player's Handbook and is therefor <strong>not basic</strong>. This character <strong>requires</strong> the Elemental Evil player's guide. This character is, to my knowledge, <strong>legal for Adventure League play</strong>.</p><p> </p><p>Ahnric “Wet Feet” Delinn</p><p>BACKGROUND (SAILOR — Feature: Ship’s Passage)</p><p></p><p>Ahnric was born with sea blood, his sailor father would comment when someone asked about the lad’s strange skin and perpetual moistened state. Being the son of a sailor, Ahnric was often under the light supervision of his port-tethered mother and two flighty older sisters. He reveled in the tales his father told of the sea and felt its calling more strongly ever year.</p><p> </p><p>When he was old enough, Ahnric took up a job with local fishers. His unique abilities made him popular with crabbers and clam divers and for a time he was paid well for his services, keeping his mother and sisters well above the wages of an average sailing man’s. During this time his sorcerous blood manifested and he learned how to control water and flames to great effect at his work and small emergencies at port.</p><p> </p><p> </p><p>After a one long day in the ocean, Ahnric came home to the news that the ship his father crewed had been attacked and sunk by raiders. Tears still streaming, somewhat unseen, down his face, he ran to the naval office and begged to be allowed to join the navy. Still too young, they turn him away. After that, for nearly a year, he begged every ship’s crew and captain for a job aboard their ship, and searched for more information on the raiders that sunk his father’s.</p><p></p><p>Now of age and two years at sea, Ahnric sails on the Pearly Princess, a merchant marine ship captained by a strong-willed half-elven woman named Diara Greenbeard. He is still searching for the raider captain Curmush Jawcracker to avenge his father’s death.</p><p></p><p>Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale.</p><p>Ideal: The sea is freedom—the freedom to go anywhere and do anything.</p><p>Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.</p><p>Flaw: I can’t help but pocket loose coins and other trinkets I come across.</p><p> </p><p>1st level Water Genasi Sorcerer</p><p>Medium Male Humanoid</p><p>Proficiency Bonus +2</p><p>Armor Class 11</p><p>Saves Constitution, Charisma</p><p>Hit Points 9 (1d6+3)</p><p>Speed 30 ft.; swim 30 ft.</p><p>Sense</p><p>Str 8 (-1) Dex 12 (+1) Con 16 (+3)</p><p>Int 10 (+0) Wis 14 (+2) Cha 15 (+2)</p><p>Alignment Chaotic good</p><p>Languages Common, Primordial</p><p> </p><p>TRAITS</p><p>Sorcerous Origin (Wild Magic)</p><p>Acid Resistance</p><p>Amphibious</p><p>Call to the Wave</p><p> </p><p>SKILLS</p><p>Arcana (+2), Athletics (+1), Perception (+4), Persuasion (+4)</p><p> </p><p>PROFICIENCIES</p><p>Navigator’s Tools, Vehicles (water)</p><p> </p><p>ACTIONS</p><p>Melee Attack— Dagger: +3 to hit (reach 5 ft; one creature).</p><p>Hit: 1d4+1 piercing damage</p><p>Ranged Attack— Light Crossbow: +3 to hit (range 80/320 ft; one creature).</p><p>Hit: 1d8+1 piercing damage</p><p>Ranged Spell Attack— Ray of Frost: +4 to hit (range 60 ft; one creature).</p><p>Hit: 1d8 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn.</p><p> </p><p>SPELLS</p><p>Spell Save DC 12</p><p>Cantrips:</p><p>Blade Ward; Control Flames; Ray of Frost; Shape Water</p><p>Prepared Spells: (1st level, 2 per day) Mage Armor; Ice Knife</p><p> </p><p>EQUIPMENT</p><p>(2) dagger, light crossbow, case ((20) crossbow bolt), arcane focus (orb), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), belaying pin, (50’) silk rope, common clothes, pouch, a glass orb filled with moving smoke</p><p> </p><p>DESCRIPTION</p><p>Ahrnic stands shorter than most of his mates, but is tough as nails and works through the driving rain of a sea squall without hesitation or complaint. His dark green skin seems to continually shed water and his black hair shimmers against the sun as though damp from a recent swim.</p><p> </p><p>Ahnric keeps his clothing simple but durable to persevere under the demanding lifestyle of a sailor at sea. He keeps a nice set of clothes for evening at port, but swims nude (or in a loincloth depending on company). His arcane orb is in a pouch on his belt at all times and a dagger in his boot while on shore. He uses his smoky orb to break the ice with strangers put off by his appearance.</p><p> </p><p> </p></blockquote><p></p>
[QUOTE="Morrus, post: 6706096, member: 1"] [b]Originally posted by Whir:[/b] This character requires the Player's Handbook and is therefor [b]not basic[/b]. This character [b]requires[/b] the Elemental Evil player's guide. This character is, to my knowledge, [b]legal for Adventure League play[/b]. Ahnric “Wet Feet” Delinn BACKGROUND (SAILOR — Feature: Ship’s Passage) Ahnric was born with sea blood, his sailor father would comment when someone asked about the lad’s strange skin and perpetual moistened state. Being the son of a sailor, Ahnric was often under the light supervision of his port-tethered mother and two flighty older sisters. He reveled in the tales his father told of the sea and felt its calling more strongly ever year. When he was old enough, Ahnric took up a job with local fishers. His unique abilities made him popular with crabbers and clam divers and for a time he was paid well for his services, keeping his mother and sisters well above the wages of an average sailing man’s. During this time his sorcerous blood manifested and he learned how to control water and flames to great effect at his work and small emergencies at port. After a one long day in the ocean, Ahnric came home to the news that the ship his father crewed had been attacked and sunk by raiders. Tears still streaming, somewhat unseen, down his face, he ran to the naval office and begged to be allowed to join the navy. Still too young, they turn him away. After that, for nearly a year, he begged every ship’s crew and captain for a job aboard their ship, and searched for more information on the raiders that sunk his father’s. Now of age and two years at sea, Ahnric sails on the Pearly Princess, a merchant marine ship captained by a strong-willed half-elven woman named Diara Greenbeard. He is still searching for the raider captain Curmush Jawcracker to avenge his father’s death. Personality Traits: I enjoy sailing into new ports and making new friends over a flagon of ale. Ideal: The sea is freedom—the freedom to go anywhere and do anything. Bond: Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. Flaw: I can’t help but pocket loose coins and other trinkets I come across. 1st level Water Genasi Sorcerer Medium Male Humanoid Proficiency Bonus +2 Armor Class 11 Saves Constitution, Charisma Hit Points 9 (1d6+3) Speed 30 ft.; swim 30 ft. Sense Str 8 (-1) Dex 12 (+1) Con 16 (+3) Int 10 (+0) Wis 14 (+2) Cha 15 (+2) Alignment Chaotic good Languages Common, Primordial TRAITS Sorcerous Origin (Wild Magic) Acid Resistance Amphibious Call to the Wave SKILLS Arcana (+2), Athletics (+1), Perception (+4), Persuasion (+4) PROFICIENCIES Navigator’s Tools, Vehicles (water) ACTIONS Melee Attack— Dagger: +3 to hit (reach 5 ft; one creature). Hit: 1d4+1 piercing damage Ranged Attack— Light Crossbow: +3 to hit (range 80/320 ft; one creature). Hit: 1d8+1 piercing damage Ranged Spell Attack— Ray of Frost: +4 to hit (range 60 ft; one creature). Hit: 1d8 cold damage and the target’s speed is reduced by 10 feet until the start of your next turn. SPELLS Spell Save DC 12 Cantrips: Blade Ward; Control Flames; Ray of Frost; Shape Water Prepared Spells: (1st level, 2 per day) Mage Armor; Ice Knife EQUIPMENT (2) dagger, light crossbow, case ((20) crossbow bolt), arcane focus (orb), explorer’s pack (backpack, bedroll, mess kit, tinderbox, (10) torch, (10) day's ration, waterskin, (50') hempen rope), belaying pin, (50’) silk rope, common clothes, pouch, a glass orb filled with moving smoke DESCRIPTION Ahrnic stands shorter than most of his mates, but is tough as nails and works through the driving rain of a sea squall without hesitation or complaint. His dark green skin seems to continually shed water and his black hair shimmers against the sun as though damp from a recent swim. Ahnric keeps his clothing simple but durable to persevere under the demanding lifestyle of a sailor at sea. He keeps a nice set of clothes for evening at port, but swims nude (or in a loincloth depending on company). His arcane orb is in a pouch on his belt at all times and a dagger in his boot while on shore. He uses his smoky orb to break the ice with strangers put off by his appearance. [/QUOTE]
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