Difference between revisions of "Osborne Leafcrop"

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(Personality and History)
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== Personality and History ==
 
== Personality and History ==
  
They were preparing for a final, desperate, defence of Stone Bridge when Osborne arrived, driving a wagon. 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 marauders attacked, was marked on all the crates.  
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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 marauders attacked, was marked on all the crates.
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Osborne loves his status as a local hero, but still prefers to act more in the shadow, providing justice where the Law falls short.
 
Osborne loves his status as a local hero, but still prefers to act more in the shadow, providing justice where the Law falls short.
  

Revision as of 17:11, 11 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: TBC

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 marauders 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
    • 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, grant another advantage on Dexterity (Stealth) checks. Duration one hour unless used again
    • Channel Divinity, 2 per short rest:
      • Invoke Duplicity: perfect illusion of self, lasts one minute per Concentration, but can cast. Illusion appears within 30 feet. 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

Equipment and Treasure

  • Carrying Capacity: 120 lbs
  • Set of traveler's clothes
  • Half-Plate Armour
  • Holy Symbol
  • Shield
  • 6 Daggers
  • 20 Darts
  • ebony tokens for Augury (25gp value)
  • crushed diamonds for Glyph of Warding or Revivify (300gp) (hidden pouch)
  • incense
  • 5 caltrops
  • 1 vial of Holy Water
  • Backpack
    • Bedroll
    • Tinderbox
    • 10 torches
    • 10 candles
    • 10 days of rations
    • Waterskin
    • 50' hemp rope
    • 15 Caltrops
    • Thieves' Tools (hidden compartment, under caltrops)
    • Forger's Tools (hidden compartment, under caltrops)
    • 20 Darts
    • Shovel
    • Cooking equipment

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

Spells in bold are Domain spells; these are always prepared, and don't count against the number of spells that can be prepared each day

  • Spell Slots (Level): 4, 3, 3


  • Cantrips (Unlimited)
    • 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


  • 1st level (4/ 4 slots per day)
    • Cure Wounds: Cast – 1 action; Range – Touch, VS; cure 1d8+3, +d8 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, consumes holy water; 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
    • 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


  • 2nd level (3 / 3 slots per day)
    • Aid: Cast – 1 action; Range – 30ft; VSM, Duration – 8 hours. 3 creatures within range get +5 HP/HPmax. +5HP per higher spell slot
    • Prayer of Healing: Cast – 10 mins; Range – 30ft, V; Duration – Instant; 2d8 + spellcasting bonus. +1d8 per higher spell slot
    • Silence: Cast – 1 action; Range – 120’, VS; Concentration, up to ten minutes; 20’ radius sphere
    • 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.


  • 3rd level (3 / 3 slots per day)
    • 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.
    • Glyph of Warding: Cast – 1 hour; Range – Touch, VSM (incense and diamond dust worth 200gp, consumed); complicated trap options.
    • Revivify : Cast: 1 action; Range - Touch, VSM; brings to 1hp a creature that died in the past hour, (diamonds worth 300gp, consumed)
    • 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.