Hidden 5 yrs ago 5 yrs ago Post by Joshua Tamashii
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Joshua Tamashii

Member Seen 37 min ago

General


Name:
Elaranna Moonwave

Race:
Water Genasi

Class:
Monk

Alignment:
Neutral

Size:
Medium

Background:
Hermit

Languages:
Common, Primordial, Sylvan

Stats


Strength:
8
Dexterity:
15
Constitution:
17
Intelligence:
13
Wisdom:
14
Charisma:
12

HP:
11
AC:
14
Speed:
30/Swim 30

Skills and Saves


Saves:
Strength(P):
1
Dexterity(P):
4
Constitution:
3
Intelligence:
1
Wisdom:
2
Charisma:
1

Skills:
Acrobatics(P):
4
Animal Handling:
2
Arcana:
1
Athletics:
-1
Deception:
1
History:
1
Insight(P):
4
Intimidation:
1
Investigation:
1
Medicine(P):
4
Nature:
1
Perception:
2
Performance:
1
Persuasion:
1
Religion(P):
3
Sleight of Hand:
2
Stealth:
2
Survival:
2

Tools:
Herbalism Kit, Painter's Supplies

Abilities


Unarmored Defense:
AC is 10+Dex Mod+ Wis Mod when not wearing armor or wearing a shield.

Martial Arts:
When Unarmed or wielding Monk Weapons gain the following benefits:
-Use Dex instead of Str for attack and damage rolls involving unarmed strikes and monk weapons.
-Roll a different die when determining unarmed damage. Current die: 1d4
-Can make an unarmed strike after an attack using a monk weapon or none as a bonus action.

Discovery:
As a Hermit, you have made some sort of discovery. What it is, no body but the DM knows.

Acid Resistance:
Resistance to Acid

Amphibious:
Can breathe Air and Water

Call of the Wave:
Know the Shape Water cantrip. At third level, gain the ability to cast Create or Destroy Water spell at second level once per long rest. Use Constitution as the spell casting ability.
Equipment


Money:
5gp

Scroll case stuffed with scrolls containing notes on my studies.

Winter Blanket

Set of common clothes

Herbalism Kit

Quarterstaff:
1d6/1d8 Bludgeoning weapon with versatile.

Darts x10:
1d4 piercing finesse thrown weapon. Range of 20-60 feet.

Explorer's Pack:
Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 feet of hempen rope.

History


Elaranna was born some twenty odd years ago in the lands of Beoley, daughter to a single human mother and some genie aligned with the plane of water who happened to be passing by and took a fleeting fancy with the woman. When she was born, the weather was exceptionally rainy that day, more so then usual for that region, as if heralding the birth of the genasi child. Growing up in such a poor and unlucky region of the land of Krioka, Elaranna was forced to resort of lying, cheating, and stealing in order to survive. She was on the run as often as she was not and her unique appearance made staying low in one place to hard. To make matters worse, when she was only the ripe age of six, her mother abandoned her, finding herself unable to take care of a child who was so hard to keep hidden and cared for at the same time.

As such, Elaranna was forced to fend for herself. She was a clever and often times charming child though, getting what she needed through guile and charm. When that failed, she resorted to street smarts and her uncanny sense of poise. While she was living on the streets during this time, she made several friends and allies among the children who lived on the streets by themselves, often working on their own but also coming together when it was mutually beneficial to them.

Come eleven years of age, Elaranna's life changed for the better. A traveling party of adventurers, going on one last, small but decently paying quest, happened to be passing through the town she was living in at the time. The group was six strong and one of them was an elderly human monk. When Elaranna approached the group with several friends, fortune finally smiled on them as the adventurers, for one reason or another, all took an interest in each of the children. After they completed the task they had set out to do, each of the adventurers took one of the children and made them an apprentice. In Eleranna's case she got Delwin Stonefist, the monk, as her master. Recognizing her nature as a Genasi but also seeing the potential and sensing the strong amount of life energy or Ki inside of her.

Taking her away from Beoley to islands of Tumunzah, where he provided her with a modest but much safer lifestyle, providing her with what she would need in order to survive but usually not more then that. After making sure she was properly fed and healthy enough to begin, Delwin would put Elaranna on a strict training regiment, training her in the ways of the martial arts, starting with the basics of the basics and learning what she was good at and what she was not. Seeing that her life on the streets had left her with very little strength but more then enough flexibility, balance, and stamina to make up for it, he focused on her strong points. While training her, he would also bring her along on his travels, using them to teach her various things and also come up with small tasks and tests for her to do. Elaranna thrilled was thrilled by the challenges and took to them with vigor, sometimes succeeding, sometimes failing, and sometimes both when she completed the task but not in the way he had intended or with less effort due to using something to her advantage, though in the latter case he praised her cleverness as well.

Sadly, due to his advanced age, Delwin only lived for another ten years before passing peacefully in his sleep. Now alone but still filled with a sense of wanderlust, Elaranna set out and continued her studies, using scrolls her sensei had given her before his passing, trying to master her finally lessons she had been meant to learn before graduating. One year on, she is still mastering the last lessons her sensei had wanted to teach her. Now, she finds herself in a right place, at a right time, with an adventure she never thought of just around the corner, calling to her.

Inspiration:
1
Hidden 5 yrs ago Post by Joshua Tamashii
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Avatar of Joshua Tamashii

Joshua Tamashii

Member Seen 37 min ago

General


Name:
Ander the Feyblessed

Race:
Human

Class:
Warlock 1 (The Archfey)

Alignment:
Chaotic Neutral

Size:
Medium

Background:

Languages:
Common, Sylvan

Stats


Strength:
10
Dexterity:
15
Constitution:
13
Intelligence:
12
Wisdom:
13
Charisma:
18

HP:
9
AC:
13
Speed:
30

Skills and Saves


Saves:
Strength:
0
Dexterity:
2
Constitution:
1
Intelligence:
1
Wisdom(P):
3
Charisma(P):
6

Skills:
Acrobatics:
2
Animal Handling:
1
Arcana(P):
3
Athletics:
0
Deception(P):
6
History:
1
Insight:
1
Intimidation:
4
Investigation:
1
Medicine:
1
Nature:
1
Perception:
1
Performance:
4
Persuasion:
4
Religion:
1
Sleight of Hand(P):
4
Stealth(P):
4
Survival:
1

Tools:
Disguise Kit, Forgery Tools

Abilities


False Identity: Ander has an second identity, complete with contacts, documentations, and disguises that allow him to assume that persona. Additionally, he can forge documents, including official papers and personal letters, so long as he has seen an example of the paper or the handwriting he is copying beforehand.

Fey Presence: Your Fey patron gift you with the ability to project a fearful and beguiling presence. As an action, all creatures within a 10 foot cube must make a Wisdom saving throw against your warlock spell save DC. All creatures who fail are charmed or frightened by you, as chosen by you, until the end of your next turn. You gain this ability after you finish a short or long rest.

Equipment


A set of fine clothes

Tools for Sleight of Hand cons

Spear:
1d6/1d8 piercing weapon with versatile and thrown (range 20/60)

Light crossbow:
1d8 piercing damage ranged weapon with loading and two-handed. Range 80/320. Ammo: Bolt sx20

Dagger x2
1d4 piercing weapons with finesse, light and thrown (range 20/60)

Leather Armor:
AC = 11 + Dex Mod

Scholar's Pack:
Backpack, A book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife

Money:
15gp

Spells


Spell Save DC:
14
Spell Attack Modifier:
6

Cantrips:

Eldritch Blast:
Evocation cantrip with Verbal and Somatic components. A beam spell with a 120 foot range that deals 1d10 damage to a target on a successful ranged spell attack. You gain one additional beam at the 5th, 11th, and 17th levels respectively. These beams can target a single creature or multiple creatures, making a separate attack roll for each beam regardless.

Minor Illusion:
Illusion cantrip with Somatic components and requiring a bit of fleece to cast. You create a sound or object within 30 feet of you that lasts for 1 minute. If you make a sound, the volume can range from a whisper to a scream and it can be anything from a voice to an animal's cry to the sound of an instrument or anything else you choose. The Sound can continue for the whole minute or you can change the sound at different times before the spells end. If you create an object, it can only be the image of an object that can occupy a 5 foot cube. The image does not give off any sound, light, smell, or other sensory effects. Likewise, it does not react to any physical interaction, as objects simply pass right through it. A successful Investigation check against the spell save DC allows one to discern that the sound or object is an illusion, cause it to become faint to the creature that made the successful check.

1st level:

Charm Person:
Enchantment spell requiring Verbal and Somatic components. You attempt to charm a humanoid that you can see within 30 feet of you. The humanoid makes a Wisdom saving throw against the spell, with advantage if it's actively fighting you or your allies. If it fails the saving throw, it it friendly towards you until the spell ends due to it's hour long time limit coming up, harm being dealt to the creature from you or your companions, or you dismiss it. After the charm ends, the creature knows it was charmed by you. If the spell is cast at a level beyond the first, it can charm one additional creature per spell level above the first. The creatures must be within 30 feet of each other at the time of casting.

Sleep:
Enchantment spell requiring Verbal and Somatic components and a pinch of fine sand, rose petals, or a cricket. This spell sends a number of creature to sleep, equal to a number of hit points determined by rolling 5d8. Creatures within a 20 feet of a spot you choose within 90 feet. Each creature within the area, starting with the one with the lowest hit points, fall asleep until a creature's hit points exceed the number rolled. When a creature falls asleep, you move onto the creature with the next lowest hit points. Creatures remain asleep until the spell ends, they take damage, or someone takes an action to wake them up. Undead and creatures immune to charm are unaffected by this spell. For each spell level beyond the first, add 2d8 to the roll to determine how many creatures will be put to sleep.

History


Ander was born in Beoly twenty years ago to a prostitute mother and an unknown father who had been one of her clients. As a result of his mother's profession, Ander almost didn't make it into the word but through some stroke of fortune, his life was not ended before it began. However, his life was far from comfy, as his mother was neglectful and more often then not, he was left to fend for himself when others in his place at his age would be cared for by their mothers.

As a result of this neglectful upbringing, Ander eventually just left home when he was seven, as he often did better fending for himself on the streets then he did staying at home. While on the streets, he witnessed several displays of magic from those who knew at least a little of it and used it to their advantage in the rough streets that comprised the cities of Beoly. These displays drew forth a passion, if not an obsession, with learning the ways of magic and mastering them for himself. But first, he had to survive.

Being nothing remarkable, Ander eventually gathered himself a small group of other children who had either left their home or been abandoned, rallying them together to accomplish things they would not be able to accomplish on their own. Ander was the unquestioned leader of this group, his natural charisma coming through as he kept everyone in line and put a stop to any arguments that broke out.

Eventually, his groups luck changed for the better when they were spotted by a group of adventurers who where passing through for one last job. Ander was the one who took the lead when the adventurers approached his group and was the one who managed to convince them to take him and his friends along. Ander in particular negotiated his apprenticeship under the wizened human wizard who simply went by Arjindal.

Ander's apprenticeship was not a good one. His master and him, despite Ander's best efforts, clashed very often and Ander never got the grasp of learning spells through books. His master showed enough patience to keep Ander around his tower for two years before eventually dismissing him as a failure. Ander, taking what he could, didn't give up his pursuit and spent years researching and eventually coming across the means of earning himself magical powers through a pact. He was careful in his research, quickly dismissing the possibility of making a pact with a fiend or a great old one, as even in his obsession he would not want anything to do with them. He also dismissed making a contract with a being of the Shadowfell for the same reason. Celestials didn't interest him as he viewed them as being too distant and unwilling to help those who were worse off. Bonding with a weapon was also out of the question as he had no skills in the martial arts and felt no attachment to them.

That left him with the Feywild and he found he liked what he found out about the realm more then the other options presented to him. So, he went through the ritual required to at least contact a denizen of the Feywild and request an audience with one of it's more powerful residents. It would not be until many night later when he had a dream where he met Hyrsam, the Prince of Fools. Ander recognized that despite the Prince's jovial and nonsensical way of going about things, he had a keen mind and a deep desire. The two eventually formed a pact, Hyrsam granting Ander the arcane power he had so desired while Ander would work for Hyrsam and try to follow any orders he was given by the Archfey.

In the years since, Ander has made a living conning people and separating their coins from their purses with his rather charming magical abilities and the occasional assistance from his Pact Master. The two particularly favor nobles and due to their efforts, more then a few have woken up with a purse full of coins missing and sometimes other possessions, just as jewels and their clothing. They have also worked to usurp a few, usually the more corrupt, turning their friends against the nobles during a time that they needed said friends.

He is now journeying around in search of the next target, hoping that his next adventure is big and grand and might make an actual difference.
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