Difference between revisions of "Osborne Leafcrop"

From RPGnet
Jump to: navigation, search
(Spellcasting)
(Spellcasting)
Line 156: Line 156:
 
*Spells in italics are ''Domain'' spells; these are always prepared, and don't count against the number of spells that can be prepared each day.  
 
*Spells in italics are ''Domain'' spells; these are always prepared, and don't count against the number of spells that can be prepared each day.  
 
*Spells marked as ''Ritual'' can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot.
 
*Spells marked as ''Ritual'' can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot.
*Rituals: ''Detect Magic, Detect Poison and Disease, Feign Death, Purify Food and Drink, Augury, Gentle Repose, Silence, Meld Into Stone, Water Walking''
+
*Rituals: ''Detect Magic, Detect Poison and Disease, Purify Food and Drink, Augury, Gentle Repose, Silence, Feign Death, Meld Into Stone, Water Walking''
 
*Spells requiring special components: ''Augury, Clairvoyance, Warding Bond''
 
*Spells requiring special components: ''Augury, Clairvoyance, Warding Bond''
 
*Spells requiring consumable components: ''Continual Flame, Glyph of Warding, Magic Circle, Revivify''
 
*Spells requiring consumable components: ''Continual Flame, Glyph of Warding, Magic Circle, Revivify''

Revision as of 15:50, 31 July 2015

A character in the POA_PBP Princes of the Apocalypse campaign.

Osborne Leafcrop

  • Class: L6 Cleric of Tymora (aka Lady Luck, Domain of Trickery)
  • Race: Lightfoot Halfling
  • Alignment: Neutral Good
  • Background: Folk Hero
  • Proficiency Bonus: +3
  • Experience: 18,500 / 23,000

Personality and History

They were preparing for a final, desperate, defence of Stone Bridge when Osborne arrived. They didn't question where the supplies had come from, they didn't have to. The symbol of the merchant company that had bled them dry, then abandoned them when the Water Cultists attacked, was marked on all the crates.

Osborne loves his status as a local hero, but still prefers to act more in the shadow, providing justice where the Law falls short.

  • Defining Event: I stole from a corrupt merchant to help the poor
  • Personality: I have a strong sense of fair play and always try to find the most equitable solution to arguments
  • Ideal: Fairness - if the law won’t get it done, I will
  • Bond: I protect those who cannot protect themselves
  • Flaw: I have trouble trusting my allies

Attributes

  • STR 08 (-1)
  • DEX 16 (+3)
  • CON 13 (+1)
  • INT 10 (+0)
  • WIS 17 (+3)
  • CHA 13 (+1)

Saves

(* = proficiency)

  • STR -1
  • DEX +3
  • CON +1
  • INT +0
  • WIS +6*
  • CHA +4*

Skills

  • Insight +6
  • Persuasion +4
  • Sleight of Hand +6
  • Stealth +6

Weapon and Tool Proficiencies

  • Forger’s Tools
  • Thieves’ Tools
  • Simple Weapons
  • Light and Medium Armour
  • Shields

Traits and Abilities

  • Racial Traits
    • Base Speed: 25ft
    • Lucky: reroll 1s (attack, ability, save). Must use reroll
    • Brave: Advantage versus fear saves
    • Size: Small
    • Nimble: can move through spaces occupied by Medium or larger folk FAQ
    • Lightfoot Stealth: can attempt to Hide when obscured by Medium or larger folk
    • Languages: Common, Halfling


  • Class Traits
    • Class Proficiencies: Common Weapons, Light Armour, Medium Armour, Shields
    • Blessing of the Trickster, grants another person Advantage on Dexterity (Stealth) checks. Duration one hour unless used again
    • Channel Divinity, 2 per short rest:
      • Invoke Duplicity: perfect illusion of self for one minute within 30'. Requires Concentration. As a bonus action, can move illusion 30’ to a max of 120’ away. Can cast from space of illusion, but must use own senses. If self and illusion are within 5’ of enemy, have Advantage on attack.
      • Cloak of Shadows: become invisible until end of next turn, broken if attack or cast.
      • Turn Undead: audible within 30’, Wisdom Save (can Dash, Dodge if trapped), lasts 1 minute unless damaged. Undead CR0.5 or less are destroyed


  • Background Traits
    • Rustic Hospitality: Can find a place to hide/rest/recuperate amongst commoners


  • Feats
    • Medium Armour Mastery
      • Maximum usable Dexterity bonus increased to +3
      • Medium armour does not impose Disadvantage on Stealth checks

Combat

  • HP: 39/39 (1x8 + 5x5 + 6xCON)
  • Hit Dice: 6/6
  • AC: 20 (Armour 15 + DEX 3 + Shield 2)
  • Initiative: +3
  • Movement: 25'
  • Attack: Dagger, +6 to hit, 1d4+3, Piercing, Finesse, Light (+3 offhand)
  • Attack: Dagger (thrown 20' / 60'), +6 to hit, 1d4+3 Piercing
  • Attack: Dart (thrown 20' / 60'), +6 to hit, 1d4+3 Piercing
  • Attack: Spear (thrown 20' / 60') -1 to hit, 1d6-1 Piercing, 1d8-1 Versatile

Equipment and Treasure

  • Personal Carrying Capacity: 120 lbs (backpack / belt-kit)
    • Set of traveler's clothes
    • Half-Plate Armour
    • Shield
    • 2 Daggers (thigh sheaths)
    • 10 Darts (chest bandolier)
    • Holy Symbol
    • 1 flask of Holy Water
    • 25 foot of silken rope
    • 5 caltrops
    • Thieves' Tools (hidden under caltrops)
    • 25gp value in ebony tokens for Augury (hidden under caltrops)
    • 300gp value in crushed diamonds, plus incense, consumable components for Glyph of Warding or Revivify spells (hidden under caltrops)
    • 10 candles
    • 1 tinderbox
    • 10 pieces of chalk
    • 250 ball bearings
    • 1 signal whistle
    • 1 hooded lantern
    • 1 flask of oil
    • 1 ink pen
    • 5 sheets of parchment
    • 8pp, 9gp, 10sp


  • Lily The Pony - carrying capacity 225lb (saddlebags)
    • 1 day pony rations
    • 2 day halfling rations
    • 2 full waterskins
    • 1 full wineskin
    • 1 Mess Kit
    • 1 Tankard
    • 1 Bedroll
    • 1 Blanket
    • 4 flasks of Holy Water
    • 1 spear (in pony saddle sheath)
    • 4 flasks of oil
    • 1 Hooded lantern
    • 1 Spare set of traveller's clothes
    • 1 Grappling hook and 75 foot of silk rope
    • 750 ball bearings
    • 15 caltrops
    • 1 Forgery Kit (hidden under caltrops)
    • 3 10-dart bandoliers
    • 4 daggers (thigh sheaths)
    • 1 spare Holy Symbol

Spellcasting

  • Spell save DC: 8 + Proficiency (3) + WIS (3) = 14
  • Spell Attack modifier: Proficiency (3) + WIS (3) = 6
  • Prepared Spells: Level (6) + WIS (3) = 9
  • Spell Slots (Level): 4, 3, 3
  • Spells in italics are Domain spells; these are always prepared, and don't count against the number of spells that can be prepared each day.
  • Spells marked as Ritual can be cast as normal, or cast as a ritual, but must still be prepared. A ritual takes 10 minutes longer, but doesn't eat a spell slot.
  • Rituals: Detect Magic, Detect Poison and Disease, Purify Food and Drink, Augury, Gentle Repose, Silence, Feign Death, Meld Into Stone, Water Walking
  • Spells requiring special components: Augury, Clairvoyance, Warding Bond
  • Spells requiring consumable components: Continual Flame, Glyph of Warding, Magic Circle, Revivify
  • Note that Channel Divinity: Invoke Duplicity requires Concentration.
  • Spells in bold are those prepared on this day.


  • Cantrips (Unlimited usage, 4 known, no preparation required, count as Level 0)
    • Guidance: Cast – 1 action; Range – Touch, VS; Duration – Concentration, up to 1 minute. One willing creature gets +1d4 for one ability check
    • Light: Cast – 1 action; Range – Touch, VM; Duration – 1 hour; bright 20’ radius, dim 20’ radius. Hostile target gets a Dex save
    • Sacred Flame: Cast - 1 action; Range - 60', VS; target fails Dex save, takes 2d8 radiant damage
    • Thaumaturgy: Cast - 1 action; Range - 30'; duration up to one minute; minor magical effects: loud voice, flickering flames, harmless tremors, audible effect, own eyes change appearance, unlocked door / window flies open or slams shuts,


  • 1st level (4 slots per day)
    • Charm Person: Cast – 1 action; Range – 30ft, VS; Duration – 1 hour; Wisdom save (Advantage in combat), fail = friendly acquaintance. Knows was charmed when spell ends
    • Disguise Self: Cast – 1 action; Range – Self, VS; Duration – 1 hour; similar build, Intelligence (Investigation) versus spell save DC to pierce disguise
    • Bless: Cast - 1 action; Range - 30ft, VSM; Duration - Concentration, up to 1 minute; up to three creatures can add 1d4 to an attack or saving throw; each higher slot adds one creature
    • Command: Cast - 1 action; Range - 60ft, V; Duration - 1 round; target fails Wisdom throw must obey command e.g. Approach, Drop, Flee, Grovel, Halt; higher spell slots adds extra targets within 30' of each other
    • Create or Destroy Water: Cast - 1 action, VSM; Duration - Instantaneous; +/- 10 gallons of water in available container, or 30' cube of rain or destroy 30' cube of fog; higher levels add 10 gallons or 5' cube
    • Cure Wounds: Cast – 1 action; Range – Touch, VS; cure 1d8 + WIS, + 1d8 per higher spell slot
    • Guiding Bolt: Cast – 1 action; Range – 120ft, VS; Duration 1 round; Ranged spell attack, hit = 4d6 radiant, next attack roll until end of my next turn as Advantage. +1d6 per higher spell slot
    • Protection From Evil and Good: Cast - 1 action; Range – Touch, VSM, (possibly consumes holy water, Safid to rule); Concentration, up to 10 mins; One willing creature is protected, attackers have Disadvantage, target can’t be affected by stuff, has Advantage against existing stuff
    • Detect Magic: Cast - 1 action, or Ritual; Range - Self, VS; Duration - Concentration, up to 10 minutes; sense magic within 30', blocked by some materials
    • Detect Poison and Disease: Cast - 1 action, or Ritual; Range - Self, VSM; Duration - Concentration, up to 10 minutes; senses and identifies poisons, poisonous creatures, and diseases within 30', blocked by some materials
    • Purify Food and Drink: Cast - 1 action, or Ritual; Range - 10', VS; all non-magical food and drink within a 5' sphere is instantly purified, and rendered free of disease and poison
    • Detect Evil and Good: Cast - 1 action; Range - Self, VS; Duration - Concentration, up to 10 minutes; know if there is an aberration, celestial, elemental, fey, fiend, or undead with 30ft, as well as location, also if place or object within 30ft is consecrated or desecrated.
    • Healing Word: Cast - 1 bonus action; Range - 60ft, V; Duration - Instantaneous; target regains 1d4 + WIS; higher level slots add 1d4
    • Inflict Wounds: Cast - 1 action; Range - Touch, VS; Duration - Instantaneous; make melee spell attack, target takes 3d10 necrotic damage; higher level slots add 1d10.
    • Protection from Evil and Good: Cast - 1 action, VSM; Range - Touch; Duration - Concentration, up to 10 minutes; willing creature is protected against aberration, celestial, elemental, fey, fiend, or undead. Attacks have Disadvantage, can't be charmed, frightened, or possessed. If already such, gets Advantage on future Saving Throws.
    • Sanctuary: Cast - 1 bonus action; Range - 30 ft, VSM; Duration - 1 minute; attacker must make Wisdom Saving Throw or choose a new target. If warded creature attacks, spell ends.
    • Shield of Faith: Cast - 1 bonus action; Range - 60ft, VSM; Duration - Concentration, up to 10 minutes; shimmering field gives +2AC


  • 2nd level (3 slots per day)
    • Mirror Image: Cast – 1 action; Range – Self, VS; Duration – 1 minute; 3 duplicates (6/8/11), AC = 10 + DEX, only destroyed by an attack that hits it
    • Pass Without Trace: Cast – 1 action; Range – Self, VSM; Concentration, up to 1 hour. Each creature within 30’, has +10 DEX (Stealth). Can’t be tracked except by magic.
    • Aid: Cast – 1 action; Range – 30ft, VSM; Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot.
    • Augury: Cast 1 minute or Ritual; Range - Self, VSM, special components; instantaneous, 4 possible outcomes; can be re-cast between long rests, but 25% cumulative chance of random result.
    • Blindness/Deafness: Cast - 1 action, V; Range - 30ft; Duration - 1 minute, either blinded or deafened; Constitution save each turn to end effect; higher slots each add one creature
    • Calm Emotions: Cast - 1 action, VS; Range - 60ft; Duration - Concentration, up to 1 minute; each humanoid in 20ft radius can choose to make Charisma save, failure equals not charmed or frightened, alternatively make indifferent from hostile to your group
    • Continual Flame: Cast - 1 action, VSM, special components; Range - Touch; Duration - Until dispelled; flame creates no heat, doesn't use oxygen, can be covered or hidden, but not smothered or quenched
    • Enhance Ability: Cast - 1 action, VSM; Range - Touch; Duration - Concentration, up to 1 hour; various options
    • Find Traps: Cast - 1 action, VS; Range - 120ft; Duration - Instantaneous; sense any trap within range in LOS, specific traps only, not natural dangers
    • Gentle Repose: Cast - 1 action or Ritual VSM; Range - Touch; Duration - 10 days, special conditions
    • Hold Person: Cast - 1 action, VSM; Range - 60ft; Duration - Concentration, up to 1 minute; humanoid within range makes Wisdom Save each turn or be paralyzed. Higher slots affect one additional humanoid each, must all be within 30ft of each other
    • Lesser Restoration: Cast - 1 action, VS; Range - Touch; Duration - Instantaneous; end one disease or one Condition (blinded, deafened, paralyzed, or poisoned)
    • Locate Object: Cast - 1 action, VSM; Range - Self; Duration - Concentration, up to 10 minutes; Sense direction of general or specific object that is familiar to you, within 1000ft, including direction of movement.
    • Prayer of Healing: Cast – 10 mins; Range – 30ft, up to six creatures, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot
    • Protection From Poison: Cast - 1 action, VS; Range - Touch; Duration - 1 hour; neutralize one known or random poison, target has advantage and resistance to poison
    • Silence: Cast – 1 action or Ritual; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere
    • Spiritual Weapon: Cast - 1 action; Range 60', VS; Concentration, up to one minute; melee spell attack within 5' of weapon, does 1d8 + WIS(3); as a bonus action, move weapon up to 20' and repeat the attack; +1d8 per 2 higher spell slots
    • Warding Bond: Cast - 1 action, VSM, special components; Range - Touch; Duration - 1 hour; target must remain within 60ft, gets +1 bonus to AC and Saving Throws, and gets resistance to all damage. Caster takes same damage.
    • Zone of Truth: Cast - 1 action, VS; Range - 60ft; Duration - 10 mins; create 15ft sphere, creature must make Charisma save each turn or cannot speak lie, knows this. Caster knows if save was passed or failed.


  • 3rd level (3 slots per day)
    • Blink: Cast – 1 action; Range – Self, VS; Duration – 1 minute; Roll d20 at the end of each turn, 11+ = Ethereal. At the end of next turn, and at spell end, appear within 10ft choice on PMP.
    • Dispel Magic: Cast – 1 action; Range – one creature, object or magical effect within 120ft, VS; Instantaneous. <=L3 is dispelled, L4+ = spellcasting ability check, DC = 10+spell level. Can use higher slot.
    • Animate Dead
    • Beacon of Hope: Cast – 1 action; Range – 30ft, S; Concentration, 1 minute. Any number of creatures within range get Advantage on Wisdom and Death saves, and regain max from healing.
    • Clairvoyance
    • Create Food and Water
    • Daylight
    • Feign Death: Cast - 1 action, or Ritual; Range - Touch (willing creature), VSM; looks dead, lots of caveats
    • Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options.
    • Magic Circle
    • Mass Healing Word
    • Meld Into Stone: Cast 1 action or Ritual; Range - Touch, VS; Duration - 8 hours; can't move except to leave, damage done to stone can hurt
    • Protection From Energy
    • Remove Curse
    • Revivify: Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed)
    • Sending: Cast 1 action; Range - Unlimited, VSM; Duration - 1 round; 25 words or less to a creature with whom am familiar.
    • Speak with Dead:
    • Spirit Guardians
    • Tongues
    • Water Walk: Cast - 1 action or Ritual; Range - 30', VSM; Duration - 1 hour; ten willing creatures within range can walk across liquid surfaces, float to surface at 60' per round, would still take lava damage etc.