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Current A little bit better every day.

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"Ummm, yeah I remember now. I suppose the townsfolk also need to know about this, and you could tell them. You were there for the event, you're a knight of Stormhelm, so they should listen to you."

"Yeah, and we won't want to wander around, us farmers. Old Fergy would be really interested, too, I think. Who knows what happened to his son, maybe the same horrific thing."
I found it, but I feel rather stupid :p

Standard Array
STR 10, DEX 12, CON 8
INT 16, WIS 14/+4, CHA 15/+4

Variant Human
+1 INT, +1 CHA
Skill: insight
Feat: observant (+1 WIS, lip reading, +5 passive perception/investigation)

Warlock 1
HD: 8
W&A: simple weapons, martial weapons, light armors, medium armors
Saving Throws: WIS, CHA
Skills: arcana, investigation

cantrips: mage hand, mind sliver
level 1 spells: comprehend languages, shield
spell slots: 1x1

arcane focus
explorer's pack: backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin, 50 feet of hempen rope strapped to the side of the backpack
leather armor
quarterstaff: +0, 1d6 B / 1d8 B
handaxe: +0, 1d6 S, throw 20/60
two daggers: +1, 1d4+1 P, throw 20/60

Patron: Hexblade

Hexblade's Curse /rest
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
:( I can't find the file currently, but I hope I can soon.
"That's a wise question. I think I'm going to gather them first thing tomorrow, and tell them what happened, they should know to be very, very cautious. Also, the ..."

The farmer interrupted Kyle before he could continue his reasoning. "Kinda necessary, this. My girl knows, and she'll tell the others sooner than later. Better a priest tell them, than they rely on a kid's fertile fantasy, as Willow's got a ... vivid imagination."

The priest nodded a few times in agreement. "True enough, Patrick. Better be an adult." He then turned towards Sir Shane. "Do you have a plan now, friend?"
What else do you need from me to start the game?
"Well, they call him Elaine's grandfather, but of course he is not." explained the priest. "When she arrived in town, the old man took her under his wings, and taught her how to be a really good hunter. She could hunt before, no doubt, but Fergy has it in his blood. His father, grandfather, great-grandfather, all hunters to the bone."

Patrick continued. "So when his son disappeared, he 'adopted' a daughter, so to say. All those ideas of adventure gotten into his head, that lad, and wanted to meet dragons and whatnot. Poor kid."
Patrick let out a little, involuntary laugh. "Here??? No, not here. In Barleytown, there's this Elaine, old Fergy, and there was Malcolm. You can find them in town, or on the trail."

Kyle nodded several times, but had nothing to add this time.
Probably not the pact, nothing that specific. I suppose they feel something's up with her, but leave it at that.

The younger brother, who disappeared, the older brother who's the family's (the parents', actually) main focus and hope. That's the immediate family. I'd like an aunt or grandmother, who's emotionally more mature, and she can talk to her; maybe even about the pact eventually.

Fiorenza Cappellini is my character's name, she's 19. The younger brother's Pietro, 15, older brother's Alfonso, 22.
The priest looked at the farmer. "I never really had a chat with her, just a few practical sentences, greetings, and such. I think her parents were outsiders in Stormhelm, from the sea." Patrick just shrugged and continued eating.

"There were some others on the ship they arrived with. If my memory serves well, that ship barely survived a terrible calamity."
Mechanically, she is close to being ready. I think she's the daughter of a rather insignificant noble, who couldn't do much to effectively look for the lost offspring. She got more and more desperate as the days, then weeks flew by, then one day, just before falling asleep, she had a vision. That's when she got the offer from the patron, which she readily accepted.
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