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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=475122</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=475122"/>
		<updated>2025-01-09T11:32:51Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Star-metal Dwarven Waraxe +2 Flaming with Wand Chamber, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Lesser Weapon Crystal of Arcane Steel (on Star-metal Waraxe),  Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing, Javelin of Lightning (2), Air Elemental Gem, Triple Weapon Capsule Retainer (on Star-metal Waraxe).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Invisibility, Potion of Cure Serious Wounds, Potion of Cure Moderate Wounds (4), Potion of Cure Light Wounds, Potion of Enlarge Person (2), Potion of Protection from Evil, Potion of Remove Fear, Potion of Resistance Fire 10, Potion of Lesser Restoration (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisons and alchemy&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Scorpion Venom (2), Deathblade Poison (2), Medium Spider Venom (3), Ghostblight alchemical capsule, Quicksilver alchemical capsule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 230pp, 1280gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=474993</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=474993"/>
		<updated>2025-01-07T08:36:13Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Star-metal Dwarven Waraxe +2 Flaming with Wand Chamber, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Lesser Weapon Crystal of Arcane Steel (on Star-metal Waraxe),  Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing, Javelin of Lightning (2), Air Elemental Gem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Invisibility, Potion of Cure Serious Wounds, Potion of Cure Moderate Wounds (4), Potion of Cure Light Wounds, Potion of Enlarge Person (2), Potion of Protection from Evil, Potion of Remove Fear, Potion of Resistance Fire 10, Potion of Lesser Restoration (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Scorpion Venom (2), Deathblade Poison (2), Medium Spider Venom (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 230pp, 1880gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=474826</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=474826"/>
		<updated>2025-01-03T23:00:36Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Star-metal Dwarven Waraxe +2 Flaming with Wand Chamber, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Lesser Weapon Crystal of Arcane Steel (on Star-metal Waraxe),  Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing, Javelin of Lightning (2), Air Elemental Gem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Invisibility, Potion of Cure Serious Wounds, Potion of Cure Moderate Wounds (4), Potion of Cure Light Wounds, Potion of Enlarge Person (2), Potion of Protection from Evil, Potion of Remove Fear, Potion of Resistance Fire 10, Potion of Lesser Restoration (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Scorpion Venom (2), Deathblade Poison (2), Medium Spider Venom (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 1875gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474589</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474589"/>
		<updated>2024-12-29T16:13:15Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 6&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 61 (HD: 1d10, 6d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
:Ki-Empowered Strikes&lt;br /&gt;
:Magic Kensei Weapons &lt;br /&gt;
:Deft Strike &lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +10 melee (1d6+7 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039; and &#039;&#039;Wraps of Unarmed Prowess&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Driftglobe&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd level: fireball)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd level: thunder step)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Circlet of Blasting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=474588</id>
		<title>Spinworlds 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=474588"/>
		<updated>2024-12-29T11:52:51Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the Spinworlds play-by-post game run by @SomeGuyLol .&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
[https://docs.google.com/document/d/1-tOMmvBWYI8QCDi-qq3qCsij459ufd01HbZH8HxeX2Q/edit#heading=h.ujmw7sg865dk &#039;&#039;&#039;Zahra von Staarsbrucken&#039;&#039;&#039;] human Paladin 6/Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Balasar Drex]]&#039;&#039;&#039;, Black Chromatic Dragonborn Fighter 1/Monk (Kensei) 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spinworlds_5e_Marque_Vranilde|Marque Vranilde]]&#039;&#039;&#039;, human Artificer 7&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kurga the Scavenger]]&#039;&#039;&#039;, half-orc Cleric of Ootuo (Nature domain) 7&lt;br /&gt;
&lt;br /&gt;
===In-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers.896830/ &lt;br /&gt;
&lt;br /&gt;
===Out-of-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers-d-d-5e.896826/ &lt;br /&gt;
&lt;br /&gt;
===Recruitment thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/spinning-worlds-closed-recruitment-d-d-5e-planet-hopping-fun.896362/ &lt;br /&gt;
&lt;br /&gt;
===Experience points===&lt;br /&gt;
The experience earned by each character is currently: &lt;br /&gt;
&lt;br /&gt;
23,911&lt;br /&gt;
&lt;br /&gt;
Next level is:&lt;br /&gt;
&lt;br /&gt;
Level 8 - 34,000xp&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
====Arc 1====&lt;br /&gt;
The adventurers meet in a tavern, after de-escalating an encounter with thieves from the Night robes guild they take a flight looking for a rich guy named Antro Kepal to find Tyrion Von Staarsbrusken (Zahra&#039;s missing father), they discover that Antro is part of an Demonic cult called the Abyssalites&lt;br /&gt;
&lt;br /&gt;
====Arc 2==== &lt;br /&gt;
Having defeated Antro and interrogated him, they expose him to the public, they then go to the Underdark to find the prison where he is being held captive, they encounter a Spectator (beholder-kin) guarding the Underdark&#039;s entrance, they lead them to their hive where the hierarchs search for the magically-hiden dungeon and fight the guards. &lt;br /&gt;
&lt;br /&gt;
After Von Staarsbrusken is released, he soon uncovers Antonius&#039; identity as Zahra and returns to his family to cancel an arranged marriage. Meanwhile the Holorm republic rewards the party for taking down Antro&lt;br /&gt;
&lt;br /&gt;
====Arc 3====&lt;br /&gt;
Von Staarsbrusken gives the adventurers a map leading them to Utri to find the Fruit of Ootuo the cultist were interrogating him for, they take a stop at the Astral Harbors to take down a few Red Edges thieves, then they go to Eega-lotchnash, (the Grandmother turtle), there they intersect with some locals, buy a few magic items and get a Intel on Utri through scying, Balasar also gets a 7-day resistance to fiends and undead. &lt;br /&gt;
&lt;br /&gt;
After they make it to Utri, they make their way through planet&#039;s unusual geography, and enter a Drow city, where they disguise themselves as merchants, they enter the dungeon where the Fruit was held and solve all the puzzles/obstacles and obtain the Fruit&lt;br /&gt;
&lt;br /&gt;
====Arc 4====&lt;br /&gt;
The adventurers return to Azumer and dive to the Grey Sea, they fight an aspect of a demonlord wanting the Fruit for herself, they use the Fruit to sever the Grey Sea from its connection to Hades and negative energy, bringing life back to the see.&lt;br /&gt;
&lt;br /&gt;
After they get back to the surface, they notice some conspiracy theorists worried that their newly healed sea would open the way to war with nations across the ocean.&lt;br /&gt;
&lt;br /&gt;
They get rewarded by emperor Nurhan with a feast and promised them wealth and glory, while they find that Tyrion and his wife Olean (Zahra&#039;s stepmother) were assaulted by a Red Edge thief and an Abyssalite cultist, Balasar and Kurga interrogate the captured thief for information and find out that the operation of breaking in Von Staarsbrusken&#039;s house was commanded by a cambion named Jozion, they went to his hide-out and take him down, discovering a hidden chamber where he hid an magical stone trapping high ranking Modron and a bunch of imps&lt;br /&gt;
&lt;br /&gt;
====Arc 5====&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
=== The system ===&lt;br /&gt;
====Azumer====&lt;br /&gt;
-Irryal empire: Its capital is Oim, here the adventure starts, it&#039;s a human nation ruled by am emotionally unstable emperor who magically spies on his citizenry, they border Kurga&#039;s Cleansing (previously: the Grey Sea) and has troubled relations with most of its neighbors and other states across the ocean&lt;br /&gt;
&lt;br /&gt;
-Agori dynasty: an Orcish empire that used to control most of the continent until their human subjects rebelled and started own empire (Irryal) &lt;br /&gt;
&lt;br /&gt;
-Nation of Loil: An aristocracy ruled by an ancient Black Dragon &lt;br /&gt;
&lt;br /&gt;
-Sawkvia: An Elvish nation bordering the nation of Loil&lt;br /&gt;
&lt;br /&gt;
====Urbl====&lt;br /&gt;
-Holorm republic: An technologically advanced Gnomish nation&lt;br /&gt;
&lt;br /&gt;
====Keithra====&lt;br /&gt;
-Vubrith Duchy: A cosmopolitan country around the cold equator &lt;br /&gt;
&lt;br /&gt;
====Utri====&lt;br /&gt;
-Noriphisn: A city ruled by an Amethyst Dragon, advanced in Psionics&lt;br /&gt;
&lt;br /&gt;
-Ilno-serir: A drow city in the Monsterlands&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinworlds_5e_Marque_Vranilde&amp;diff=474587</id>
		<title>Spinworlds 5e Marque Vranilde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinworlds_5e_Marque_Vranilde&amp;diff=474587"/>
		<updated>2024-12-29T11:17:40Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Spinworlds_5e Back to main page]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Variant Human Artificer (Mastermaker) 7&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Shipwright&lt;br /&gt;
*Personality trait: I&#039;m extremely fond of puzzles.&lt;br /&gt;
*Ideal: The horizon at sea/space holds the greatest promise.&lt;br /&gt;
*Bond: I repair broken things to redeem what&#039;s broken in myself.&lt;br /&gt;
*Flaw: I don&#039;t know when to throw something away. You never know when it might be useful again.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 12 (+1)&lt;br /&gt;
*INT: 20 (+5) (max 22)&lt;br /&gt;
*WIS: 13 (+1)&lt;br /&gt;
*CHA: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (breastplate, &#039;&#039;repulsion shield&#039;&#039;)&lt;br /&gt;
*HP: 45&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*HD: 7d8&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Arcana +8&lt;br /&gt;
:History +8&lt;br /&gt;
:Investigation +8&lt;br /&gt;
:Nature +8&lt;br /&gt;
:Perception +4&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +0&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +4&lt;br /&gt;
*Intelligence +8&lt;br /&gt;
*Wisdom +1&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armor, Medium Armor, Heavy Armor, Simple Weapons&lt;br /&gt;
*Saving Throws: Constitution, Intelligence&lt;br /&gt;
*Skills: Arcana, History, Investigation, Nature, Perception&lt;br /&gt;
*Tool Proficiencies (Expertise): Carpenter&#039;s tools, Cartographer’s tools, Smith&#039;s tools, Thieves tools, Tinker&#039;s tools, Vehicles (space)&lt;br /&gt;
*Languages: Common, One more&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Bonus Feat: Spell Sniper (Fire Bolt)&lt;br /&gt;
:Bonus Skill: Nature&lt;br /&gt;
:I&#039;ll Patch It!: Provided you have carpenter&#039;s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.&lt;br /&gt;
:Firearm Proficiency&lt;br /&gt;
:Magical Tinkering&lt;br /&gt;
:Spellcasting &lt;br /&gt;
:Ritual Casting&lt;br /&gt;
:Infuse Item (6 known, 3 infused)&lt;br /&gt;
:Tools of Integration: you gain proficiency with heavy armor and smith’s tools.&lt;br /&gt;
:Mastermaker Spells: 1st - Absorb Elements, Thunderous Smite; 2nd - Enhance Ability, Lesser Restoration&lt;br /&gt;
:Prosthesis Expertise: whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb—a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can’t be removed against the wearer’s will. It detaches if the wearer dies.&lt;br /&gt;
:Battlefist: you replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon. When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage equal to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier. Additionally, you can choose one of the following weapon properties to add to your battlefist: finesse, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.&lt;br /&gt;
:The Right Tool for the Job&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Tool Expertise&lt;br /&gt;
:Flash of Genius&lt;br /&gt;
&lt;br /&gt;
===Spells and spellcasting===&lt;br /&gt;
:Spell Attack +8&lt;br /&gt;
:Spell Saving Throw DC 16&lt;br /&gt;
:Cantrips known: Mending, Shocking Grasp, Fire Bolt&lt;br /&gt;
:Spell Slots:&lt;br /&gt;
::1st - 4&lt;br /&gt;
::2nd - 3&lt;br /&gt;
:Spells prepared: 8&lt;br /&gt;
::1st - Absorb Elements*, Thunderous Smite*, Cure Wounds, Detect Magic(R), Faerie Fire, Identify(R), Feather Fall, Grease&lt;br /&gt;
::2nd - Enhance Ability*, Lesser Restoration*, See Invisibility, Levitate&lt;br /&gt;
&lt;br /&gt;
===Infusions===&lt;br /&gt;
:Infusions Known: 6. Bold = infused&lt;br /&gt;
::Enhanced Arcane Focus&lt;br /&gt;
::Enhanced Defense&lt;br /&gt;
::&#039;&#039;&#039;Mind Sharpener&#039;&#039;&#039; (infused: Kurga&#039;s armour)&lt;br /&gt;
::&#039;&#039;&#039;Replicate Magic Item (Goggles of Night)&#039;&#039;&#039; (infused: own goggles)&lt;br /&gt;
::&#039;&#039;&#039;Repulsion Shield&#039;&#039;&#039; (infused: own shield)&lt;br /&gt;
::Radiant Weapon&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;Battlefist&#039;&#039; +8 melee, Reach 10&#039; (1d10+5 bludgeoning)&lt;br /&gt;
:&#039;&#039;Fire Bolt&#039;&#039; +8 ranged 240&#039; (2d10 fire)&lt;br /&gt;
:&#039;&#039;Shocking Grasp&#039;&#039; +8 melee, Advantage vs metal armour (2d8 lightning and target can&#039;t use Reactions until start its next turn)&lt;br /&gt;
:Light Crossbow +5 ranged 80/320&#039; (1d8+2 piercing)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Breastplate armor, Shield, Dagger, Spear, Light Crossbow with 20 bolts, thieves’ tools and a dungeoneer’s pack, a set of well-loved carpenter&#039;s tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler&#039;s clothes, and a Leather Pouch with extra coin&lt;br /&gt;
&lt;br /&gt;
Coin on Hand: 53 gp, 8 sp, 5 cp + treasure and rewards - 400gp for new breastplate&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Marque Vranilde was born and grew up on Azumer. He started as an shipwright apprentice on a smaller merchant sailing craft. These voyages were always dangerous do to the pollutuon of the seas by undead. Many captains often hired on priests and clerics to protect their ship&#039;s and crew from these foul beings. After Marque had gained journeyman status in his craft a year ago he meet Kurga when she was hired on as the same ship he was working and she aid the crew survive a terrible undead raid on the ship. He is recently signed on as shipwright of a ship that pries the local Spinspace and mentioned it to Kurga.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=474586</id>
		<title>Spinworlds 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=474586"/>
		<updated>2024-12-29T09:10:03Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Experience points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the Spinworlds play-by-post game run by @SomeGuyLol .&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
[https://docs.google.com/document/d/1-tOMmvBWYI8QCDi-qq3qCsij459ufd01HbZH8HxeX2Q/edit#heading=h.ujmw7sg865dk &#039;&#039;&#039;Zahra von Staarsbrucken&#039;&#039;&#039;] human Paladin 6/Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Balasar Drex]]&#039;&#039;&#039;, Black Chromatic Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spinworlds_5e_Marque_Vranilde|Marque Vranilde]]&#039;&#039;&#039;, human Artificer 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kurga the Scavenger]]&#039;&#039;&#039;, half-orc Cleric of Ootuo (Nature domain) 6&lt;br /&gt;
&lt;br /&gt;
===In-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers.896830/ &lt;br /&gt;
&lt;br /&gt;
===Out-of-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers-d-d-5e.896826/ &lt;br /&gt;
&lt;br /&gt;
===Recruitment thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/spinning-worlds-closed-recruitment-d-d-5e-planet-hopping-fun.896362/ &lt;br /&gt;
&lt;br /&gt;
===Experience points===&lt;br /&gt;
The experience earned by each character is currently: &lt;br /&gt;
&lt;br /&gt;
23,911&lt;br /&gt;
&lt;br /&gt;
Next level is:&lt;br /&gt;
&lt;br /&gt;
Level 8 - 34,000xp&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
====Arc 1====&lt;br /&gt;
The adventurers meet in a tavern, after de-escalating an encounter with thieves from the Night robes guild they take a flight looking for a rich guy named Antro Kepal to find Tyrion Von Staarsbrusken (Zahra&#039;s missing father), they discover that Antro is part of an Demonic cult called the Abyssalites&lt;br /&gt;
&lt;br /&gt;
====Arc 2==== &lt;br /&gt;
Having defeated Antro and interrogated him, they expose him to the public, they then go to the Underdark to find the prison where he is being held captive, they encounter a Spectator (beholder-kin) guarding the Underdark&#039;s entrance, they lead them to their hive where the hierarchs search for the magically-hiden dungeon and fight the guards. &lt;br /&gt;
&lt;br /&gt;
After Von Staarsbrusken is released, he soon uncovers Antonius&#039; identity as Zahra and returns to his family to cancel an arranged marriage. Meanwhile the Holorm republic rewards the party for taking down Antro&lt;br /&gt;
&lt;br /&gt;
====Arc 3====&lt;br /&gt;
Von Staarsbrusken gives the adventurers a map leading them to Utri to find the Fruit of Ootuo the cultist were interrogating him for, they take a stop at the Astral Harbors to take down a few Red Edges thieves, then they go to Eega-lotchnash, (the Grandmother turtle), there they intersect with some locals, buy a few magic items and get a Intel on Utri through scying, Balasar also gets a 7-day resistance to fiends and undead. &lt;br /&gt;
&lt;br /&gt;
After they make it to Utri, they make their way through planet&#039;s unusual geography, and enter a Drow city, where they disguise themselves as merchants, they enter the dungeon where the Fruit was held and solve all the puzzles/obstacles and obtain the Fruit&lt;br /&gt;
&lt;br /&gt;
====Arc 4====&lt;br /&gt;
The adventurers return to Azumer and dive to the Grey Sea, they fight an aspect of a demonlord wanting the Fruit for herself, they use the Fruit to sever the Grey Sea from its connection to Hades and negative energy, bringing life back to the see.&lt;br /&gt;
&lt;br /&gt;
After they get back to the surface, they notice some conspiracy theorists worried that their newly healed sea would open the way to war with nations across the ocean.&lt;br /&gt;
&lt;br /&gt;
They get rewarded by emperor Nurhan with a feast and promised them wealth and glory, while they find that Tyrion and his wife Olean (Zahra&#039;s stepmother) were assaulted by a Red Edge thief and an Abyssalite cultist, Balasar and Kurga interrogate the captured thief for information and find out that the operation of breaking in Von Staarsbrusken&#039;s house was commanded by a cambion named Jozion, they went to his hide-out and take him down, discovering a hidden chamber where he hid an magical stone trapping high ranking Modron and a bunch of imps&lt;br /&gt;
&lt;br /&gt;
====Arc 5====&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
=== The system ===&lt;br /&gt;
====Azumer====&lt;br /&gt;
-Irryal empire: Its capital is Oim, here the adventure starts, it&#039;s a human nation ruled by am emotionally unstable emperor who magically spies on his citizenry, they border Kurga&#039;s Cleansing (previously: the Grey Sea) and has troubled relations with most of its neighbors and other states across the ocean&lt;br /&gt;
&lt;br /&gt;
-Agori dynasty: an Orcish empire that used to control most of the continent until their human subjects rebelled and started own empire (Irryal) &lt;br /&gt;
&lt;br /&gt;
-Nation of Loil: An aristocracy ruled by an ancient Black Dragon &lt;br /&gt;
&lt;br /&gt;
-Sawkvia: An Elvish nation bordering the nation of Loil&lt;br /&gt;
&lt;br /&gt;
====Urbl====&lt;br /&gt;
-Holorm republic: An technologically advanced Gnomish nation&lt;br /&gt;
&lt;br /&gt;
====Keithra====&lt;br /&gt;
-Vubrith Duchy: A cosmopolitan country around the cold equator &lt;br /&gt;
&lt;br /&gt;
====Utri====&lt;br /&gt;
-Noriphisn: A city ruled by an Amethyst Dragon, advanced in Psionics&lt;br /&gt;
&lt;br /&gt;
-Ilno-serir: A drow city in the Monsterlands&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kurga_the_Scavenger&amp;diff=474585</id>
		<title>Kurga the Scavenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kurga_the_Scavenger&amp;diff=474585"/>
		<updated>2024-12-29T09:06:35Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds 5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Half-orc Cleric of Ootuo (Nature) 7&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Personality trait: I watch over my friends like newborn pups. I place no stock in wealthy/well-mannered folk.&lt;br /&gt;
*Ideal: Greater Good&lt;br /&gt;
*Bond: The coming disaster happened long ago, but I will do anything to reverse it&lt;br /&gt;
*Flaw: Remember every insult, resent everyone who ever wronged me&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 15 (+2) &lt;br /&gt;
*DEX: 14 (+2) (max 22)&lt;br /&gt;
*CON: 12 (+1)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 18 (+3) (max 22)&lt;br /&gt;
*CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 20 (plate mail, shield)&lt;br /&gt;
*HP: 45 (HD: 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +5&lt;br /&gt;
:Intimidation +4&lt;br /&gt;
:Medicine +7&lt;br /&gt;
:Nature +3&lt;br /&gt;
:Religion +3&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +2&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +7&lt;br /&gt;
*Charisma +4&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armor, Medium Armor, Heavy Armour, Shields, Simple Weapons&lt;br /&gt;
*Saving Throws: Wisdom, Charisma&lt;br /&gt;
*Skills: Athletics, Intimidation, Medicine, Nature, Religion, Survival&lt;br /&gt;
*Tool Proficiencies: Musical Instrument (horn)&lt;br /&gt;
*Languages: Common, Orcish, Giant&lt;br /&gt;
&lt;br /&gt;
==Traits and Features==&lt;br /&gt;
:Darkvision 60&#039;&lt;br /&gt;
:Menacing&lt;br /&gt;
:Relentless Endurance&lt;br /&gt;
:Savage Attacks&lt;br /&gt;
:Wanderer&lt;br /&gt;
:Domain: Nature (proficiencies, spells)&lt;br /&gt;
:Channel Divinity 2/rest&lt;br /&gt;
:Channel Divinity: Turn Undead (Destroy Undead CR 1/2)&lt;br /&gt;
:Channel Divinity: Charm Animals and Plants&lt;br /&gt;
:Channel Divinity: Harness Divine Power&lt;br /&gt;
:Dampen Elements (Reaction: you or a creature in 30 feet gets resistance to one instance of acid, cold, fire, lightning, or thunder damage)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Mace +5 melee (1d6+2 bludgeoning)&lt;br /&gt;
:Light Crossbow +4 ranged 80/320&#039; (1d8+1 piercing)&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
Spells prepared: 11&lt;br /&gt;
&lt;br /&gt;
Saving throw DC: 15&lt;br /&gt;
&lt;br /&gt;
====Cantrips====&lt;br /&gt;
:Light&lt;br /&gt;
:Spare the Dying&lt;br /&gt;
:Thunderclap&lt;br /&gt;
:Sacred Flame&lt;br /&gt;
:Guidance&lt;br /&gt;
=====1st level (4/day)=====&lt;br /&gt;
:Animal Friendship (domain)&lt;br /&gt;
:Speak with Animals (domain)&lt;br /&gt;
:Healing Word&lt;br /&gt;
:Protection from Evil and Good&lt;br /&gt;
:Bane&lt;br /&gt;
:Lesser Restoration&lt;br /&gt;
:Bless&lt;br /&gt;
=====2nd level (3/day)=====&lt;br /&gt;
:Barkskin (domain)&lt;br /&gt;
:Spike Growth (domain)&lt;br /&gt;
:Spiritual Weapon&lt;br /&gt;
:Enhance Ability&lt;br /&gt;
:Prayer of Healing&lt;br /&gt;
:Aid&lt;br /&gt;
=====3rd level (3/day)=====&lt;br /&gt;
:Plant Growth (domain)&lt;br /&gt;
:Wind Wall (domain)&lt;br /&gt;
:Spirit Guardians&lt;br /&gt;
=====4th level (1/day)=====&lt;br /&gt;
:Dominate Beast (domain)&lt;br /&gt;
:Grasping Vine (domain)&lt;br /&gt;
:Banishment&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:platemail&lt;br /&gt;
:mace&lt;br /&gt;
:shield&lt;br /&gt;
:light crossbow&lt;br /&gt;
:20 bolts&lt;br /&gt;
:explorer&#039;s pack&lt;br /&gt;
:holy symbol: amulet&lt;br /&gt;
:rank insignia&lt;br /&gt;
:hunting trap&lt;br /&gt;
:animal skeleton skull&lt;br /&gt;
:travellers&#039; clothes&lt;br /&gt;
:belt pouch&lt;br /&gt;
:horn&lt;br /&gt;
:healer&#039;s kit (10)&lt;br /&gt;
:Manual of Quickness of Action (expended)&lt;br /&gt;
:Tome of Understanding (expended)&lt;br /&gt;
:trinket:  A tiny chest carved to look like it has numerous feet on the bottom&lt;br /&gt;
&lt;br /&gt;
===Treasure===&lt;br /&gt;
PP x&lt;br /&gt;
&lt;br /&gt;
GP x minus 1462.5 for armour upgrade&lt;br /&gt;
&lt;br /&gt;
EP x&lt;br /&gt;
&lt;br /&gt;
SP x&lt;br /&gt;
&lt;br /&gt;
CP x&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arix knew this would happen.&lt;br /&gt;
&lt;br /&gt;
As he stared into the empty eye sockets of the skeleton advancing on him, reeking of saltwater and rot, he cursed himself for booking this passage. Of course the journey would be dangerous. Of course the dead could rise from the sea at any moment, laying waste to everyone aboard. And now, seeing all of his well-founded fears come to pass, he clutched his lute tighter, and awaited the inevitable.&lt;br /&gt;
&lt;br /&gt;
Just then, those eye sockets, along with the rest of his attacker’s skull, exploded in a burst of bone shards. The guide the crew hired, Kurga, stood behind its remains. She had smashed it apart with a heavy-looking mace, and silence descended on the ship.&lt;br /&gt;
&lt;br /&gt;
Arix looked around, panting. He was alive! Everything had come to pass, except the last thing! He was exhausted yet exultant, and his composer’s mind set to framing the encounter as a stirring ballad, with his savior as the heroine.&lt;br /&gt;
&lt;br /&gt;
“Kurga the Scavenger”, he muttered.&lt;br /&gt;
&lt;br /&gt;
She scowled at him, the rush of battle still hot in her veins. She had taken a lot of guff over the years for being a half-breed, and grown used to crushing it quickly. But for this scrawny heap of shit to give her lip, after saving his miserable hide…&lt;br /&gt;
&lt;br /&gt;
“What did you call me, pipsqueak!?”, she snarled, her weapon raised to claim another skull.&lt;br /&gt;
&lt;br /&gt;
Arix flinched away from her. “Oh no! I, uh, I meant that you eat the dead for breakfast!”&lt;br /&gt;
&lt;br /&gt;
Kurga paused a moment. She had an image of zombies sitting around a campfire, telling each other “ghost stories” about her.&lt;br /&gt;
&lt;br /&gt;
About *her*.&lt;br /&gt;
&lt;br /&gt;
A crooked grin cracked her scowl. “Kurga the Scavenger”, she rasped, trying the words out in her mouth. She liked the taste.&lt;br /&gt;
&lt;br /&gt;
Giving him a nod, she said, “Okay pipsqueak, you get another day”. She turned away to tend to the wounded.&lt;br /&gt;
&lt;br /&gt;
Arix sighed with relief, then looked at one of the crew nearby. “Another day?”, he asked.&lt;br /&gt;
&lt;br /&gt;
“To live”, came the reply, and the minstrel’s face fell like a stone.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474574</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474574"/>
		<updated>2024-12-28T13:20:57Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 6&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 61 (HD: 1d10, 6d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
:Ki-Empowered Strikes&lt;br /&gt;
:Magic Kensei Weapons &lt;br /&gt;
:Deft Strike &lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +10 melee (1d6+7 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039; and &#039;&#039;Wraps of Unarmed Prowess&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Driftglobe&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd level: fireball)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd level: thunder step)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Circlet of Blasting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474305</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=474305"/>
		<updated>2024-12-21T12:51:14Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 6&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 61 (HD: 1d10, 6d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
:Ki-Empowered Strikes&lt;br /&gt;
:Magic Kensei Weapons &lt;br /&gt;
:Deft Strike &lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +10 melee (1d6+7 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039; and &#039;&#039;Wraps of Unarmed Prowess&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awaiting commission: Driftglobe, Spellwrought Tattoo (fireball), Spellwrought Tattoo (thunder step), Circlet of Blasting&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472827</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472827"/>
		<updated>2024-11-17T07:25:59Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +10 melee (1d6+7 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039; and &#039;&#039;Wraps of Unarmed Prowess&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awaiting commission: Driftglobe, Spellwrought Tattoo (fireball), Spellwrought Tattoo (thunder step), Circlet of Blasting&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=472658</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=472658"/>
		<updated>2024-11-11T15:09:30Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Star-metal Dwarven Waraxe +2 Flaming with Wand Chamber, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Lesser Weapon Crystal of Arcane Steel (on Star-metal Waraxe),  Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing, Javelin of Lightning (2), Air Elemental Gem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Invisibility, Potion of Cure Serious Wounds, Potion of Cure Moderate Wounds (4), Potion of Cure Light Wounds, Potion of Enlarge Person (2), Potion of Protection from Evil, Potion of Remove Fear, Potion of Resistance Fire 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Scorpion Venom (2), Deathblade Poison (2), Medium Spider Venom (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 1875gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472462</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472462"/>
		<updated>2024-11-06T22:49:01Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +10 melee (1d6+7 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039; and &#039;&#039;Wraps of Unarmed Prowess&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awaiting commission: Driftglobe, Spellwrought Tattoo (fireball), Spellwrought Tattoo (thunder step), Circlet of Blasting&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472461</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472461"/>
		<updated>2024-11-06T22:34:40Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +9 melee (1d6+6 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 Wraps of Unarmed Prowess&#039;&#039;&lt;br /&gt;
:&#039;&#039;Rope of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Oil of Slipperiness&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Greater Healing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Growth&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (fire)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Resistance (necrotic)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (3rd Level: haste)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (2nd Level: misty step)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Awaiting commission: Driftglobe, Spellwrought Tattoo (fireball), Spellwrought Tattoo (thunder step), Circlet of Blasting&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472460</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=472460"/>
		<updated>2024-11-06T22:26:05Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +9 melee (1d6+6 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11042&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 12&lt;br /&gt;
&lt;br /&gt;
CP 14&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=471649</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=471649"/>
		<updated>2024-10-15T13:14:48Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Lesser Weapon Crystal of Arcane Steel (on Waraxe),  Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing, Javelin of Lightning (2), Air Elemental Gem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Potion of Invisibility, Potion of Cure Serious Wounds, Potion of Cure Moderate Wounds (4), Potion of Cure Light Wounds, Potion of Enlarge Person (2), Potion of Protection from Evil, Potion of Remove Fear, Potion of Resistance Fire 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Giant Scorpion Venom (2), Deathblade Poison (2), Medium Spider Venom (3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 1875gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=470971</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=470971"/>
		<updated>2024-10-03T13:59:51Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 10&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 78 (10d8+30)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +12, Ref +6, Will +9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +16/+11 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +14/+9 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +12/+7 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +16/+11 melee or +12 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +15/+10 melee or +11 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +13 (13r +5 Str -5 ACP), Concentration +16 (13r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +13 (11r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 2/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/9/8/4 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (2) - Giant&#039;s Might, Vampiric Touch&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Potion of Cure Light Wounds, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Potions of Cure Moderate Wounds (4), Potion of Enlarge Person, Potion of Protection from Evil, Potion of Remove Fear, Lesser Weapon Crystal of Arcane Steel (on Waraxe), Potion of Resist Fire 10, Potion of Enlarge Person, Giant Scorpion Venom (2), Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 1875gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=470714</id>
		<title>Spinworlds 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinworlds_5e&amp;diff=470714"/>
		<updated>2024-09-29T22:43:06Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Experience points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is for the Spinworlds play-by-post game run by @SomeGuyLol .&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
[https://docs.google.com/document/d/1-tOMmvBWYI8QCDi-qq3qCsij459ufd01HbZH8HxeX2Q/edit#heading=h.ujmw7sg865dk &#039;&#039;&#039;Zahra von Staarsbrucken&#039;&#039;&#039;] human Paladin 5/Sorcerer 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Balasar Drex]]&#039;&#039;&#039;, Black Chromatic Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spinworlds_5e_Marque_Vranilde|Marque Vranilde]]&#039;&#039;&#039;, human Artificer 6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kurga the Scavenger]]&#039;&#039;&#039;, half-orc Cleric of Ootuo (Nature domain) 6&lt;br /&gt;
&lt;br /&gt;
===In-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers.896830/ &lt;br /&gt;
&lt;br /&gt;
===Out-of-character thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/planet-hoppers-d-d-5e.896826/ &lt;br /&gt;
&lt;br /&gt;
===Recruitment thread===&lt;br /&gt;
https://forum.rpg.net/index.php?threads/spinning-worlds-closed-recruitment-d-d-5e-planet-hopping-fun.896362/ &lt;br /&gt;
&lt;br /&gt;
===Experience points===&lt;br /&gt;
The experience earned by each character is currently: &lt;br /&gt;
&lt;br /&gt;
21,411&lt;br /&gt;
&lt;br /&gt;
Next level is:&lt;br /&gt;
&lt;br /&gt;
Level 7 - 23,000xp&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
====Arc 1====&lt;br /&gt;
The adventurers meet in a tavern, after de-escalating an encounter with thieves from the Night robes guild they take a flight looking for a rich guy named Antro Kepal to find Tyrion Von Staarsbrusken (Zahra&#039;s missing father), they discover that Antro is part of an Demonic cult called the Abyssalites&lt;br /&gt;
&lt;br /&gt;
====Arc 2==== &lt;br /&gt;
Having defeated Antro and interrogated him, they expose him to the public, they then go to the Underdark to find the prison where he is being held captive, they encounter a Spectator (beholder-kin) guarding the Underdark&#039;s entrance, they lead them to their hive where the hierarchs search for the magically-hiden dungeon and fight the guards. &lt;br /&gt;
&lt;br /&gt;
After Von Staarsbrusken is released, he soon uncovers Antonius&#039; identity as Zahra and returns to his family to cancel an arranged marriage. Meanwhile the Holorm republic rewards the party for taking down Antro&lt;br /&gt;
&lt;br /&gt;
====Arc 3====&lt;br /&gt;
Von Staarsbrusken gives the adventurers a map leading them to Utri to find the Fruit of Ootuo the cultist were interrogating him for, they take a stop at the Astral Harbors to take down a few Red Edges thieves, then they go to Eega-lotchnash, (the Grandmother turtle), there they intersect with some locals, buy a few magic items and get a Intel on Utri through scying, Balasar also gets a 7-day resistance to fiends and undead. &lt;br /&gt;
&lt;br /&gt;
After they make it to Utri, they make their way through planet&#039;s unusual geography, and enter a Drow city, where they disguise themselves as merchants, they enter the dungeon where the Fruit was held and solve all the puzzles/obstacles and obtain the Fruit&lt;br /&gt;
&lt;br /&gt;
====Arc 4====&lt;br /&gt;
The adventurers return to Azumer and dive to the Grey Sea, they fight an aspect of a demonlord wanting the Fruit for herself, they use the Fruit to sever the Grey Sea from its connection to Hades and negative energy, bringing life back to the see.&lt;br /&gt;
&lt;br /&gt;
After they get back to the surface, they notice some conspiracy theorists worried that their newly healed sea would open the way to war with nations across the ocean.&lt;br /&gt;
&lt;br /&gt;
They get rewarded by emperor Nurhan with a feast and promised them wealth and glory, while they find that Tyrion and his wife Olean (Zahra&#039;s stepmother) were assaulted by a Red Edge thief and an Abyssalite cultist, Balasar and Kurga interrogate the captured thief for information and find out that the operation of breaking in Von Staarsbrusken&#039;s house was commanded by a cambion named Jozion, they went to his hide-out and take him down, discovering a hidden chamber where he hid an magical stone trapping high ranking Modron and a bunch of imps&lt;br /&gt;
&lt;br /&gt;
====Arc 5====&lt;br /&gt;
TBC&lt;br /&gt;
&lt;br /&gt;
=== The system ===&lt;br /&gt;
====Azumer====&lt;br /&gt;
-Irryal empire: Its capital is Oim, here the adventure starts, it&#039;s a human nation ruled by am emotionally unstable emperor who magically spies on his citizenry, they border Kurga&#039;s Cleansing (previously: the Grey Sea) and has troubled relations with most of its neighbors and other states across the ocean&lt;br /&gt;
&lt;br /&gt;
-Agori dynasty: an Orcish empire that used to control most of the continent until their human subjects rebelled and started own empire (Irryal) &lt;br /&gt;
&lt;br /&gt;
-Nation of Loil: An aristocracy ruled by an ancient Black Dragon &lt;br /&gt;
&lt;br /&gt;
-Sawkvia: An Elvish nation bordering the nation of Loil&lt;br /&gt;
&lt;br /&gt;
====Urbl====&lt;br /&gt;
-Holorm republic: An technologically advanced Gnomish nation&lt;br /&gt;
&lt;br /&gt;
====Keithra====&lt;br /&gt;
-Vubrith Duchy: A cosmopolitan country around the cold equator &lt;br /&gt;
&lt;br /&gt;
====Utri====&lt;br /&gt;
-Noriphisn: A city ruled by an Amethyst Dragon, advanced in Psionics&lt;br /&gt;
&lt;br /&gt;
-Ilno-serir: A drow city in the Monsterlands&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Spinworlds_5e_Marque_Vranilde&amp;diff=469981</id>
		<title>Spinworlds 5e Marque Vranilde</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Spinworlds_5e_Marque_Vranilde&amp;diff=469981"/>
		<updated>2024-09-19T21:33:33Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Attacks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://wiki.rpg.net/index.php/Spinworlds_5e Back to main page]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Variant Human Artificer (Mastermaker) 6&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Shipwright&lt;br /&gt;
*Personality trait: I&#039;m extremely fond of puzzles.&lt;br /&gt;
*Ideal: The horizon at sea/space holds the greatest promise.&lt;br /&gt;
*Bond: I repair broken things to redeem what&#039;s broken in myself.&lt;br /&gt;
*Flaw: I don&#039;t know when to throw something away. You never know when it might be useful again.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 14 (+2)&lt;br /&gt;
*CON: 12 (+1)&lt;br /&gt;
*INT: 20 (+5) (max 22)&lt;br /&gt;
*WIS: 13 (+1)&lt;br /&gt;
*CHA: 10 (+0)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (breastplate, &#039;&#039;repulsion shield&#039;&#039;)&lt;br /&gt;
*HP: 39&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*HD: 6d8&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Arcana +8&lt;br /&gt;
:History +8&lt;br /&gt;
:Investigation +8&lt;br /&gt;
:Nature +8&lt;br /&gt;
:Perception +4&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +0&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +4&lt;br /&gt;
*Intelligence +8&lt;br /&gt;
*Wisdom +1&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armor, Medium Armor, Heavy Armor, Simple Weapons&lt;br /&gt;
*Saving Throws: Constitution, Intelligence&lt;br /&gt;
*Skills: Arcana, History, Investigation, Nature, Perception&lt;br /&gt;
*Tool Proficiencies (Expertise): Carpenter&#039;s tools, Cartographer’s tools, Smith&#039;s tools, Thieves tools, Tinker&#039;s tools, Vehicles (space)&lt;br /&gt;
*Languages: Common, One more&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Bonus Feat: Spell Sniper (Fire Bolt)&lt;br /&gt;
:Bonus Skill: Nature&lt;br /&gt;
:I&#039;ll Patch It!: Provided you have carpenter&#039;s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.&lt;br /&gt;
:Firearm Proficiency&lt;br /&gt;
:Magical Tinkering&lt;br /&gt;
:Spellcasting &lt;br /&gt;
:Ritual Casting&lt;br /&gt;
:Infuse Item (6 known, 3 infused)&lt;br /&gt;
:Tools of Integration: you gain proficiency with heavy armor and smith’s tools.&lt;br /&gt;
:Mastermaker Spells: 1st - Absorb Elements, Thunderous Smite; 2nd - Enhance Ability, Lesser Restoration&lt;br /&gt;
:Prosthesis Expertise: whenever you finish a long rest, you can touch a nonmagical object and imbue it with your power, creating a permanent magical item that replaces a lost limb—a hand, arm, foot, leg, or similar body part. While the prosthetic is attached, it functions identically to the part it replaces. The wearer can detach or reattach it as an action, and it can’t be removed against the wearer’s will. It detaches if the wearer dies.&lt;br /&gt;
:Battlefist: you replace one of your arms with a battlefist, a magical prosthetic you created. Your battlefist is a simple melee weapon, and you can use it as a spellcasting focus for your artificer spells. While your battlefist is a magical weapon, it can be infused as if it were a nonmagical weapon. When you attack with your battlefist, you can use your Intelligence modifier instead of Strength for the attack roll. If you hit with it, you deal bludgeoning damage equal to 1d10 + your Strength or Intelligence modifier. At 9th level, the damage dealt by your battlefist increases to 2d10 + your Strength or Intelligence modifier. Additionally, you can choose one of the following weapon properties to add to your battlefist: finesse, thrown (range 20/60), or reach. When you finish a long rest, you can replace this property with a different weapon property from the list.&lt;br /&gt;
:The Right Tool for the Job&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Tool Expertise&lt;br /&gt;
&lt;br /&gt;
===Spells and spellcasting===&lt;br /&gt;
:Spell Attack +8&lt;br /&gt;
:Spell Saving Throw DC 16&lt;br /&gt;
:Cantrips known: Mending, Shocking Grasp, Fire Bolt&lt;br /&gt;
:Spell Slots:&lt;br /&gt;
::1st - 4&lt;br /&gt;
::2nd - 2&lt;br /&gt;
:Spells prepared: 8&lt;br /&gt;
::1st - Absorb Elements*, Thunderous Smite*, Cure Wounds, Detect Magic(R), Faerie Fire, Identify(R), Feather Fall, Grease&lt;br /&gt;
::2nd - Enhance Ability*, Lesser Restoration*, See Invisibility, Levitate&lt;br /&gt;
&lt;br /&gt;
===Infusions===&lt;br /&gt;
:Infusions Known: 6. Bold = infused&lt;br /&gt;
::Enhanced Arcane Focus&lt;br /&gt;
::Enhanced Defense&lt;br /&gt;
::&#039;&#039;&#039;Mind Sharpener&#039;&#039;&#039; (infused: Kurga&#039;s armour)&lt;br /&gt;
::&#039;&#039;&#039;Replicate Magic Item (Goggles of Night)&#039;&#039;&#039; (infused: own goggles)&lt;br /&gt;
::&#039;&#039;&#039;Repulsion Shield&#039;&#039;&#039; (infused: own shield)&lt;br /&gt;
::Radiant Weapon&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;Battlefist&#039;&#039; +8 melee, Reach 10&#039; (1d10+5 bludgeoning)&lt;br /&gt;
:&#039;&#039;Fire Bolt&#039;&#039; +8 ranged 240&#039; (2d10 fire)&lt;br /&gt;
:&#039;&#039;Shocking Grasp&#039;&#039; +8 melee, Advantage vs metal armour (2d8 lightning and target can&#039;t use Reactions until start its next turn)&lt;br /&gt;
:Light Crossbow +5 ranged 80/320&#039; (1d8+2 piercing)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
Breastplate armor, Shield, Dagger, Spear, Light Crossbow with 20 bolts, thieves’ tools and a dungeoneer’s pack, a set of well-loved carpenter&#039;s tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler&#039;s clothes, and a Leather Pouch with extra coin&lt;br /&gt;
&lt;br /&gt;
Coin on Hand: 53 gp, 8 sp, 5 cp + treasure and rewards - 400gp for new breastplate&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Marque Vranilde was born and grew up on Azumer. He started as an shipwright apprentice on a smaller merchant sailing craft. These voyages were always dangerous do to the pollutuon of the seas by undead. Many captains often hired on priests and clerics to protect their ship&#039;s and crew from these foul beings. After Marque had gained journeyman status in his craft a year ago he meet Kurga when she was hired on as the same ship he was working and she aid the crew survive a terrible undead raid on the ship. He is recently signed on as shipwright of a ship that pries the local Spinspace and mentioned it to Kurga.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Dont_say_Vecna&amp;diff=469621</id>
		<title>Dont say Vecna</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Dont_say_Vecna&amp;diff=469621"/>
		<updated>2024-09-13T18:25:56Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Three small town wizards and their tower have gone missing after they started investigating the God of Secret Magics. You&#039;ve gone to investigate and ended up in a pocket dimension.&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
Please link your character sheet to your character&#039;s name. It can be a wiki page or an offsite sheet so long as I can open it without having to sign in anywhere.&lt;br /&gt;
&lt;br /&gt;
[[??]] Played by &#039;&#039;[https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[??]] Played by &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/index.php?threads/recruitment-dont-say-vecna-one-shot-lvl-20-5e-d-d.922283/post-25295425 Maximillian von Grok] Played by &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Yuan-Ti_Fighter_(Champion)|&#039;&#039;&#039;Kali&#039;&#039;&#039;]] Played by &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Metagame Tools=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Threads&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:Coming soon. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Resources&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:[https://roll20.net/compendium/dnd5e/BookIndex Roll 20] - 5e Online.&lt;br /&gt;
&lt;br /&gt;
:[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] - If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am asking for 4 posts a week commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays. Meatworld being what it is, this generally averages to 3-4 GM updates per week.&lt;br /&gt;
&lt;br /&gt;
:This is sometimes just the most expedient path forward given the medium and the constraints of communicating over real distances rather than across a table. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
Please post a list of your SOP in case you don&#039;t have a chance to post in a round so that we can resolve actions if you&#039;re absent for a while. I usually give about 48 hours for people to post before I move on. &lt;br /&gt;
&lt;br /&gt;
Example SOP:&lt;br /&gt;
&lt;br /&gt;
Combat) I will move to the closest enemy and use my action to attack with my broadsword. If applicable, I will use my Fire Sword feature to deal 4d4 extra fire damage. If I can&#039;t get close to melee, I will throw my javelin and use my Taunt ability to keep the enemy from running away. If anyone in the party is below half-health and I can see them I will use my Bonus Action to heal them with one of my spells. Please don&#039;t use my Hurricane of Swords ability when I&#039;m not there, but otherwise it&#039;s okay if you use any of his Nine-Sword abilities. &lt;br /&gt;
&lt;br /&gt;
Exploration) He will follow the others lead and poke things with his sword before touching or stepping on anything. He&#039;ll use his swift as an Arrow Feature, to investigate any space in one minute with advantage. If we need to recover or heal, he&#039;ll use his Surgeon&#039;s Blade ability on anyone that needs it, but please don&#039;t use the very last use (I need it to trigger Water Fall of Daggers).   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039; Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please include the following header at the top of each IC Post: &lt;br /&gt;
:&#039;&#039;&#039;Character Name&#039;&#039;&#039; || AC || &#039;&#039;&#039;HP Current/Max&#039;&#039;&#039; || Spell DC || &#039;&#039;&#039;Spell Slots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Similarly, please observe the following guidelines when composing your IC posts:&lt;br /&gt;
* Please &#039;&#039;&#039;bold&#039;&#039;&#039; your character&#039;s name at the top of each IC post &amp;lt;u&amp;gt;or&amp;lt;/u&amp;gt; &#039;&#039;&#039;bold&#039;&#039;&#039; the first instance of your character&#039;s name in the body of the post. We all game with lots of folk, sometimes with the same players in different games; this just makes it easier to keep track of which character we&#039;re addressing.&lt;br /&gt;
&lt;br /&gt;
* If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name as well so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
* OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
* Do not place action statements or dice rolls in the OOC Thread. I know from brutal experience that I will never keep up if you do. All action statements and dice rolls should go in the IC Thread [with dice rolls OOC Blocked].&lt;br /&gt;
&lt;br /&gt;
* Please link all dice rolls back to your dice roller.&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Initiative&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please post your actions as you are able and I&#039;ll resolve them in the order that makes the most sense. Trying to maintain initiative in PbP is difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Inspiration&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re just going to ignore Inspiration in this game. There are enough character resources to monitor already. &lt;br /&gt;
&lt;br /&gt;
==PVP==&lt;br /&gt;
This is not a game that should feature PvP. I intentionally removed the possession/control abilities that would necessitate that. If you have any issues with another player, please address it through DM or in the OOC thread and we will try to sort it out.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=467812</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=467812"/>
		<updated>2024-08-16T09:33:00Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +9 melee (1d6+6 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Dragonhide Belt +1&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11,826&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 10&lt;br /&gt;
&lt;br /&gt;
CP 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=467249</id>
		<title>Expedition to the Ruins of Greyhawk:Kangorox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Expedition_to_the_Ruins_of_Greyhawk:Kangorox&amp;diff=467249"/>
		<updated>2024-08-01T05:47:45Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kangorox Trilobar&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Neutral Dwarf Rune Axe Warrior (Duskblade) 9&lt;br /&gt;
&lt;br /&gt;
[[File:Kangorox.jpg|400px|]]&lt;br /&gt;
&lt;br /&gt;
4&#039; 3&amp;quot;&lt;br /&gt;
244 lb&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Str 20&lt;br /&gt;
&lt;br /&gt;
Dex 12&lt;br /&gt;
&lt;br /&gt;
Con 16&lt;br /&gt;
&lt;br /&gt;
Int 16&lt;br /&gt;
&lt;br /&gt;
Wis 10&lt;br /&gt;
&lt;br /&gt;
Cha 6&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
Hp 71 (9d8+27)&lt;br /&gt;
&lt;br /&gt;
AC 23 (10 +10 armour +1 Dex +1 natural +1 deflection), Flat-footed 22, Touch 12, FFT 11&lt;br /&gt;
&lt;br /&gt;
Fort +11, Ref +6, Will +8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; +15/+10 melee (1d10+8/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Waraxe&#039;&#039; (power attack 2) +13/+8 melee (1d10+14/×3 slashing)&lt;br /&gt;
&lt;br /&gt;
Mighty Composite Shortbow +11/+6 ranged 70 feet (1d6+5/×3 piercing)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Throwing axe&#039;&#039; +15/+10 melee or +11 thrown 10 feet (1d6+6/×2 slashing)&lt;br /&gt;
&lt;br /&gt;
Dagger +14/+9 melee or +10 thrown 20 feet (1d4+5/19-20 ×2 piercing or slashing)&lt;br /&gt;
&lt;br /&gt;
===Traits, feats, skills===&lt;br /&gt;
&#039;&#039;&#039;Dwarf traits:&#039;&#039;&#039; Dwarf Speed (20), Darkvision (60), Stonecunning, Weapon Familiarity (waraxe, urgrosh), Stability (4), Saves v Poison (2), Saves v Spells and Spell-likes (2), Attack rolls v Orcs and Goblinoids (1), Dodge bonus to AC v Giants (4), Appraise v stone or metal (2), Craft v stone or metal (2), Common, Dwarven&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Languages:&#039;&#039;&#039; Undercommon, Giant&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats:&#039;&#039;&#039; Power Attack, Combat Casting(b), Eschew Materials, Battle Caster (heavy), Arcane Strike &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; Climb +12 (12r +5 Str -5 ACP), Concentration +15 (12r +3 Con), Knowledge (architecture and engineering) +13 (10r +3 Int), Craft (weaponsmithing) +8 (5r +3 Int), Spellcraft +12 (9r, +3 Int)&lt;br /&gt;
&lt;br /&gt;
===Duskblade features=== &lt;br /&gt;
Arcane Attunement (Sp) Dancing Lights, Detect Magic, Flare, Ghost Sound, or Read Magic 6/day; Armoured Mage (medium, heavy shield); Arcane Channelling (Su); Quick Cast 1/day; Spell Power +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells per day:&#039;&#039;&#039; 6/8/7/3 including Intelligence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells known:&#039;&#039;&#039; 0th (4) - Acid Splash, Disrupt Undead, Ray of Frost, Touch of Fatigue; 1st (5) - Chill Touch, Swift Expeditious Retreat, Ray of Enfeeblement, Resist Energy, Shocking Grasp; 2nd (4) - Dimension Hop, Swift Fly, Combust, Touch of Idiocy; 3rd (1) - Giant&#039;s Might&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
Full Plate +2, Dwarven Waraxe +1, Throwing Axe +1, Locking Gauntlets of Ogre Power, Armbands of Might, Headband of Intellect +2, Ring of Protection +1, Amulet of Natural Armour +1, Vest of Resistance +2, Boots of Landing, Least Weapon Crystal of Return (on Throwing Axe +1), Least Armour Crystal of Aquatic Action, Potion of Cure Light Wounds, Masterwork Composite Shortbow (Mighty +5), 20 arrows, heavy steel shield (not worn), throwing axe, dagger, backpack, bedroll, winter blanket, block and tackle, candle, chalk, crowbar, flint and steel, grappling hook, hammer, oil, piton (20), hemp rope 50 feet, waterskin, whetstone, Potions of Cure Moderate Wounds (4), Potion of Enlarge Person, Potion of Protection from Evil, Potion of Remove Fear, Lesser Weapon Crystal of Arcane Steel (on Waraxe), Potion of Resist Fire 10, Potion of Enlarge Person, Giant Scorpion Venom (2), Gilded Wooden Cup engraved with Dwarven Runes (600gp), Lesser Armour Crystal of Rubicund Frenzy (on plate +2), Belt of Healing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Purse:&#039;&#039;&#039; 1875gp, 23sp, 9cp&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Kangorox Trilobar was born in one of the secret mountain dwarf fastnesses about which the inhabitants never speak. One of the traditions there, to which Kangor apprenticed, was that of the Rune Axe Warrior: soldiers who, through runic magic, meld arcana with skill at arms. It is rumoured that where the elves and the dwarves still cling to their ancient enmity, there is lost amongst it&#039;s roots a disagreement over who invented the talent - especially now the elven &amp;quot;Duskblade&amp;quot; is the one more popular.&lt;br /&gt;
&lt;br /&gt;
Kangor took to the practice well, serving his hold on forays and defence against the dark and squamous things which threaten the mountain deeps from time to time. Eventually he earned his right to questing-errant, and left his mountain hold to hone his skills.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how he ended up between Rel Astra, and the Free City of Roland, taking aimless mercenary work and slowly losing his way to drink, until he met Beovar.&lt;br /&gt;
&lt;br /&gt;
Back to the main page: https://wiki.rpg.net/index.php/Expedition_to_the_Ruins_of_Greyhawk&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torimm_the_Anchorite&amp;diff=467026</id>
		<title>Torimm the Anchorite</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torimm_the_Anchorite&amp;diff=467026"/>
		<updated>2024-07-27T16:51:41Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Ability Scores */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[5e Wildemount Adventure|Back to main page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Call me Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Torimm_the_Anchorite.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality trait:&#039;&#039;&#039; I am earnest and want to believe the best in people.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My hermitage was to protect the world. I can&#039;t let it all be ruined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Suggestion that I have wasted my time can tip me into despair.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Water Genasi (MPMM)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Monk/Druid (Circle of Stars)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (unarmoured defence)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 3d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;, swim 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039;  Spear +5 melee or ranged 20/60 (1d6+3 piercing, or 1d8 in two hands)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039;  Unarmed Strike +5 melee (1d4+3 bludgeoning)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Shortbow +5 ranged 80/320 (1d6+3 piercing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dart +5 ranged 20/60 (1d4+3 piercing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 15&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
Acid Splash (ranged 60 feet, Dexterity save negates, 1 or 2 targets within 5 feet, 1d6 acid) (G), Druidcraft, Shape Water, Guidance (★)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039; 3 x 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared (4):&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1 - &#039;&#039; Speak with Animals (R), Thunderwave, Cure Wounds, Faerie Fire (c), Animal Friendship, Guiding Bolt (★), Create or Destroy Water (G)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Primordial (Aquan dialect), Druidic&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Water Vehicles, Navigator&#039;s Tools, Cartographers&#039; Tools&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +2&amp;lt;br&amp;gt;&lt;br /&gt;
Acrobatics +5&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
Survival +5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Resilient (Constitution)&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Darkvision 60 feet&amp;lt;br&amp;gt;&lt;br /&gt;
Acid Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
Spellcasting: Acid Splash. 3rd level: Create or Destroy Water 1/day or slots. 5th level: Water Walk 1/day or slots. Wisdom-based.&amp;lt;br&amp;gt;&lt;br /&gt;
Swim speed = land speed&amp;lt;br&amp;gt;&lt;br /&gt;
Breathe air and water&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Revelation&amp;lt;br&amp;gt;&lt;br /&gt;
Unarmoured Defence&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts&amp;lt;br&amp;gt;&lt;br /&gt;
Druidic secret language&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Casting&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Shape&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Companion&amp;lt;br&amp;gt;&lt;br /&gt;
Star Map (Guidance, Guiding Bolt 2/LR)&amp;lt;br&amp;gt;&lt;br /&gt;
Starry Form&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Hermit&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
Quiver of 20 arrows&amp;lt;br&amp;gt;&lt;br /&gt;
Spear&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)&amp;lt;br&amp;gt;&lt;br /&gt;
10 darts&amp;lt;br&amp;gt;&lt;br /&gt;
Scrollcase full of notes&amp;lt;br&amp;gt;&lt;br /&gt;
Winter blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Druidic Focus (totem made of sea shells)&amp;lt;br&amp;gt;&lt;br /&gt;
Ink pen, 4 sheets parchment&amp;lt;br&amp;gt;&lt;br /&gt;
Sack&amp;lt;br&amp;gt;&lt;br /&gt;
Trinket: An enormous scale, perhaps from a dragon&lt;br /&gt;
&lt;br /&gt;
5gp 5sp 7cp&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Torimm, one of the elemental-blooded of Tal&#039;dorei, had always lacked purpose. As a young adult, he drifted from port to port, taking what little work afforded him a basic lifestyle. He relied instead on the freedom of the sea, his ability to plunge into its depths and enjoy warm vents and wonderful sights.&lt;br /&gt;
&lt;br /&gt;
In one port near the Sharkfeather Abyss, he met a man who changed everything. The man&#039;s calm and serious demeanour impressed Torimm. He sat and listened. He heard of the Abyss, and what lies within it. He heard of the hermitage that lay on a tiny island near the Abyss, and the anchorites that resided there, attuning their souls to the waxing and waning of the sea&#039;s cycles, the better to watch for what they dreaded most: that the thing that lay in the lightless depths of the Abyss, never dying yet not quite alive, would extend it&#039;s dark influence into the realms above.&lt;br /&gt;
&lt;br /&gt;
The Anchorites of the Abyss watched as the sahuagin grew in power and boldness, and their fears began to grow.&lt;br /&gt;
&lt;br /&gt;
Torimm pledged to travel to the mainland and seek aid. When word reached him of a ship full of victims of the sahuagin, and the adventurers who had protected them, he at once vowed to seek them out...&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Torimm_the_Anchorite&amp;diff=466360</id>
		<title>Torimm the Anchorite</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Torimm_the_Anchorite&amp;diff=466360"/>
		<updated>2024-07-15T13:08:41Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[5e Wildemount Adventure|Back to main page]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Call me Tor.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Torimm_the_Anchorite.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality trait:&#039;&#039;&#039; I am earnest and want to believe the best in people.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Bond:&#039;&#039;&#039; My hermitage was to protect the world. I can&#039;t let it all be ruined.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Flaw:&#039;&#039;&#039; Suggestion that I have wasted my time can tip me into despair.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Neutral Good&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Gender:&#039;&#039;&#039; Male&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Water Genasi (MPMM)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Class:&#039;&#039;&#039; Monk/Druid (Circle of Stars)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Level:&#039;&#039;&#039; 1/2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age:&#039;&#039;&#039; 25&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Ability Scores==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039;  10&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; 12&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; 16&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; 10&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 16 (unarmoured defence)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 24&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hit Dice:&#039;&#039;&#039; 2d8 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&#039;, swim 30&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Proficiency:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039;  Spear +5 melee or ranged 20/60 (1d6+3 piercing, or 1d8 in two hands)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Melee Attack:&#039;&#039;&#039;  Unarmed Strike +5 melee (1d4+3 bludgeoning)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Shortbow +5 ranged 80/320 (1d6+3 piercing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ranged Attack:&#039;&#039;&#039; Dart +5 ranged 20/60 (1d4+3 piercing)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiative Bonus&#039;&#039;&#039; 3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Perception&#039;&#039;&#039; 15&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Passive Insight&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cantrips known:&#039;&#039;&#039;&lt;br /&gt;
Acid Splash (ranged 60 feet, Dexterity save negates, 1 or 2 targets within 5 feet, 1d6 acid) (G), Druidcraft, Shape Water, Guidance (★)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Slots:&#039;&#039;&#039; 3 x 1st level&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Known/Prepared (4):&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Level 1 - &#039;&#039; Speak with Animals (R), Thunderwave, Cure Wounds, Faerie Fire (c), Animal Friendship, Guiding Bolt (★), Create or Destroy Water (G)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Saving Throws==&lt;br /&gt;
&#039;&#039;&#039;Strength:&#039;&#039;&#039; +2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dexterity:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Constitution:&#039;&#039;&#039; +4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Intelligence:&#039;&#039;&#039; +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wisdom:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Charisma:&#039;&#039;&#039; +0&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Languages Known==&lt;br /&gt;
Common, Primordial (Aquan dialect), Druidic&lt;br /&gt;
&lt;br /&gt;
==Proficiencies==&lt;br /&gt;
Water Vehicles, Navigator&#039;s Tools, Cartographers&#039; Tools&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
Athletics +2&amp;lt;br&amp;gt;&lt;br /&gt;
Acrobatics +5&amp;lt;br&amp;gt;&lt;br /&gt;
Perception +5&amp;lt;br&amp;gt;&lt;br /&gt;
Survival +5&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
Resilient (Constitution)&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Darkvision 60 feet&amp;lt;br&amp;gt;&lt;br /&gt;
Acid Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
Spellcasting: Acid Splash. 3rd level: Create or Destroy Water 1/day or slots. 5th level: Water Walk 1/day or slots. Wisdom-based.&amp;lt;br&amp;gt;&lt;br /&gt;
Swim speed = land speed&amp;lt;br&amp;gt;&lt;br /&gt;
Breathe air and water&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
Revelation&amp;lt;br&amp;gt;&lt;br /&gt;
Unarmoured Defence&amp;lt;br&amp;gt;&lt;br /&gt;
Martial Arts&amp;lt;br&amp;gt;&lt;br /&gt;
Druidic secret language&amp;lt;br&amp;gt;&lt;br /&gt;
Ritual Casting&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Shape&amp;lt;br&amp;gt;&lt;br /&gt;
Wild Companion&amp;lt;br&amp;gt;&lt;br /&gt;
Star Map (Guidance, Guiding Bolt 2/LR)&amp;lt;br&amp;gt;&lt;br /&gt;
Starry Form&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Hermit&lt;br /&gt;
&lt;br /&gt;
==Gear==&lt;br /&gt;
Shortbow&amp;lt;br&amp;gt;&lt;br /&gt;
Quiver of 20 arrows&amp;lt;br&amp;gt;&lt;br /&gt;
Spear&amp;lt;br&amp;gt;&lt;br /&gt;
Explorer&#039;s pack (a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, 50 feet of hempen rope)&amp;lt;br&amp;gt;&lt;br /&gt;
10 darts&amp;lt;br&amp;gt;&lt;br /&gt;
Scrollcase full of notes&amp;lt;br&amp;gt;&lt;br /&gt;
Winter blanket&amp;lt;br&amp;gt;&lt;br /&gt;
Druidic Focus (totem made of sea shells)&amp;lt;br&amp;gt;&lt;br /&gt;
Ink pen, 4 sheets parchment&amp;lt;br&amp;gt;&lt;br /&gt;
Sack&amp;lt;br&amp;gt;&lt;br /&gt;
Trinket: An enormous scale, perhaps from a dragon&lt;br /&gt;
&lt;br /&gt;
5gp 5sp 7cp&lt;br /&gt;
&lt;br /&gt;
==Character Backstory==&lt;br /&gt;
Torimm, one of the elemental-blooded of Tal&#039;dorei, had always lacked purpose. As a young adult, he drifted from port to port, taking what little work afforded him a basic lifestyle. He relied instead on the freedom of the sea, his ability to plunge into its depths and enjoy warm vents and wonderful sights.&lt;br /&gt;
&lt;br /&gt;
In one port near the Sharkfeather Abyss, he met a man who changed everything. The man&#039;s calm and serious demeanour impressed Torimm. He sat and listened. He heard of the Abyss, and what lies within it. He heard of the hermitage that lay on a tiny island near the Abyss, and the anchorites that resided there, attuning their souls to the waxing and waning of the sea&#039;s cycles, the better to watch for what they dreaded most: that the thing that lay in the lightless depths of the Abyss, never dying yet not quite alive, would extend it&#039;s dark influence into the realms above.&lt;br /&gt;
&lt;br /&gt;
The Anchorites of the Abyss watched as the sahuagin grew in power and boldness, and their fears began to grow.&lt;br /&gt;
&lt;br /&gt;
Torimm pledged to travel to the mainland and seek aid. When word reached him of a ship full of victims of the sahuagin, and the adventurers who had protected them, he at once vowed to seek them out...&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider:_The_Three_Cities&amp;diff=466182</id>
		<title>Wyrmrider: The Three Cities</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider:_The_Three_Cities&amp;diff=466182"/>
		<updated>2024-07-12T10:32:08Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Infernus Mal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Brillianth==&lt;br /&gt;
Home to the magic college, wizard duels, crossroad deals, sorcerous apprenticeships, and pacts with beings outside our reality, Brillianth is a citadel of arcane mystic lore.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Gaswyrks Wahl==&lt;br /&gt;
A clockwork masterpiece of machine precision, Gaswyrks Wahl is a haven of arcane technology, obsessed with creating machines capable of astounding and consistently repeatable effects.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;br /&gt;
&lt;br /&gt;
==Infernus Mal==&lt;br /&gt;
If the old gods live, they live in Infernus Mal, as do the Icons of the new age. Here factions forge and betray alliances like other men breathe - with alarming regularity and lack of thought.&lt;br /&gt;
&lt;br /&gt;
===The Temple District===&lt;br /&gt;
The Temple District is dedicated to houses of worship and service to the gods that broke the world. Hundreds of temples line the streets of the large central district and house the priests and factions that rule the city.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Saint Michael&#039;s Bazaar:&#039;&#039;&#039; A massive open market on the south side of the district.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Moneychanger&#039;s Guild:&#039;&#039;&#039; The only acceptable currency exchange in the city.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Street of Beasts:&#039;&#039;&#039; Where animals can be purchased for sacrifice.&lt;br /&gt;
&lt;br /&gt;
===The Labyrinth===&lt;br /&gt;
The Labyrinth is a sprawling district of twisting, convoluted ways between buildings stacked awkwardly atop one another that make canyons of the narrow streets. Thousands of tiny shrines and altars dedicated to obscure and forgotten gods may be found here.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Catacombs:&#039;&#039;&#039; Some levels of the Labyrinth are so old they have sunk into the earth.&lt;br /&gt;
&lt;br /&gt;
===The Iron Quarter===&lt;br /&gt;
The warrior-priests that protect the city and keep the peace live and train here.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Iron Tower:&#039;&#039;&#039; A prison for greater criminals who can&#039;t be exiled to the Sprawl. To a man, it&#039;s inmates are both powerful and infamous.&lt;br /&gt;
::&#039;&#039;&#039;The Death Penalty:&#039;&#039;&#039; Because &#039;&#039;every&#039;&#039; man is believed to be the dedicated servant of one god or another, it is unlawful to put a man to death for any crime, lest it actively turn his god against the city.&lt;br /&gt;
&lt;br /&gt;
===Hammerwall===&lt;br /&gt;
A massive wall stands between Infernus Mal and the Sprawl. Its outer surface is pocked with dragon dens, while houses dedicated to the Icons of the new age are carved into the wall&#039;s inner face.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Wyrmrider&#039;s Guild:&#039;&#039;&#039; The Wyrmrider&#039;s guild is located in the heart of the Hammerwall.&lt;br /&gt;
&lt;br /&gt;
===The Old City===&lt;br /&gt;
The smallest quarter, older than the rest, and built on a foundation of wrought copper, brass, and iron several yards thick, is known simply as the Old City.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Menhir:&#039;&#039;&#039; These massive standing stones are the grave markers of a forgotten age and said to be the prison doors to gods older than the worldbreakers.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The Caryatid:&#039;&#039;&#039; The old city is rotten with larger than life stone statues of beautiful swordmanir, warrior women from the mists of time. It is said they will wake one day to save or destroy the city.&lt;br /&gt;
&lt;br /&gt;
:It is a fine story to delight or frighten children, but wyrmriders know the truth of them. The spirits within the stone statues are already awake - and they talk to the wyrmriders.&lt;br /&gt;
&lt;br /&gt;
===Treacher&#039;s Deep===&lt;br /&gt;
Far below the catacombs is an open maw, an abyss of eternal darkness with ancient temples carved into its descending sides and a hungry vortex of slavering, hungry madness at its unseen center.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Main Page]]&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466113</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466113"/>
		<updated>2024-07-11T19:40:41Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
:Strength +5&lt;br /&gt;
:Dexterity +10&lt;br /&gt;
:Constitution +5&lt;br /&gt;
:Intelligence +2&lt;br /&gt;
:Wisdom +4&lt;br /&gt;
:Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:&#039;&#039;&#039;Rustic Hospitality&#039;&#039;&#039; (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
*+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60’&lt;br /&gt;
*&#039;&#039;&#039;Astral Fire&#039;&#039;&#039; (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
*&#039;&#039;&#039;Keen Senses&#039;&#039;&#039; (Perception skill proficiency)&lt;br /&gt;
*&#039;&#039;&#039;Starlight Step&#039;&#039;&#039; (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
*&#039;&#039;&#039;Astral Trance&#039;&#039;&#039; (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
*Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
*Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
*&#039;&#039;&#039;Wits&#039;&#039;&#039; (unarmoured AC = Dex + Wis when not incapacitated)&lt;br /&gt;
*&#039;&#039;&#039;Sword and Fist&#039;&#039;&#039; (Bonus Action: unarmed strike after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Poise&#039;&#039;&#039; (points = level, spend to activate features, save DC 15)&lt;br /&gt;
*&#039;&#039;&#039;Press the Attack&#039;&#039;&#039; (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Extravagant Footwork&#039;&#039;&#039; (1 Poise: Dodge as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Surge of Effort&#039;&#039;&#039; (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Practice&#039;&#039;&#039; (one proficient weapon becomes a Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Free Running&#039;&#039;&#039; (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move)&lt;br /&gt;
*&#039;&#039;&#039;Dash Aside&#039;&#039;&#039; (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60)&lt;br /&gt;
*&#039;&#039;&#039;Weaponmastery&#039;&#039;&#039; (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons)&lt;br /&gt;
*&#039;&#039;&#039;Agile Parry&#039;&#039;&#039; (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn)&lt;br /&gt;
*&#039;&#039;&#039;Deep Breath&#039;&#039;&#039; (Bonus Action: all Ranged attacks deal +1d4 damage)&lt;br /&gt;
*Painter&#039;s Supplies proficiency&lt;br /&gt;
*&#039;&#039;&#039;Follow-up Blow&#039;&#039;&#039; (if you spend 1 Poise as part of your action, make one attack as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Landing&#039;&#039;&#039; (fall damage is reduced by 5 × level)&lt;br /&gt;
*&#039;&#039;&#039;Steely Determination&#039;&#039;&#039; (2 Poise: regain 1d6+PB hit points as an Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; 2 attacks on the Attack action&lt;br /&gt;
*&#039;&#039;&#039;Dazzling Strike&#039;&#039;&#039; (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn)&lt;br /&gt;
*&#039;&#039;&#039;Perfected Strike&#039;&#039;&#039; (1 to 3 Poise: gain +2 to an attack roll per point spent)&lt;br /&gt;
*&#039;&#039;&#039;Spot the Weak Point&#039;&#039;&#039; (unarmed strikes ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Blade Strikes True&#039;&#039;&#039; (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Deft Strike&#039;&#039;&#039; (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Evasion&#039;&#039;&#039; (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage)&lt;br /&gt;
*&#039;&#039;&#039;Enormous Ego&#039;&#039;&#039; (Action: end one effect of Charm or Frighten on you)&lt;br /&gt;
*&#039;&#039;&#039;Dissolute Lifestyle&#039;&#039;&#039; (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:Throwing knives (darts), 8&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:&#039;&#039;Potions of Healing&#039;&#039;, 3&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::torches, 10&lt;br /&gt;
::rations, 10 days&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Wits = Unarmoured Defence &lt;br /&gt;
:Sword and Fist = Martial Arts &lt;br /&gt;
:Poise = Ki &lt;br /&gt;
:Press the Attack = Flurry of Blows &lt;br /&gt;
:Extravagant Footwork = Patient Defense &lt;br /&gt;
:Surge of Effort = Step of the Wind &lt;br /&gt;
:Extra Practice = Dedicated Weapon &lt;br /&gt;
:Free Running = Unarmoured Movement &lt;br /&gt;
:Dash Aside = Deflect Missiles &lt;br /&gt;
:Weaponmastery = Kensei Weapons &lt;br /&gt;
:Agile Parry = Agile Parry &lt;br /&gt;
:Deep Breath = Kensei&#039;s Shot &lt;br /&gt;
:Follow-Up Blow = Ki-Fueled Attack &lt;br /&gt;
:Heroic Landing = Slow Fall &lt;br /&gt;
:Steely Determination = Quickened Healing &lt;br /&gt;
:Dazzling Strike = Stunning Strike &lt;br /&gt;
:Perfected Strike = Focused Aim &lt;br /&gt;
:Spot the Weak Point = Ki-Empowered Strikes &lt;br /&gt;
:Blade Strikes True = Magic Kensei Weapons &lt;br /&gt;
:Deft Strike = Deft Strike &lt;br /&gt;
:Evasion = Evasion &lt;br /&gt;
:Enormous Ego = Stillness of Mind &lt;br /&gt;
:Dissolute Lifestyle = Purity of Body&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466112</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466112"/>
		<updated>2024-07-11T13:42:34Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Changed Class Feature names */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
:Strength +5&lt;br /&gt;
:Dexterity +10&lt;br /&gt;
:Constitution +5&lt;br /&gt;
:Intelligence +2&lt;br /&gt;
:Wisdom +4&lt;br /&gt;
:Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:&#039;&#039;&#039;Rustic Hospitality&#039;&#039;&#039; (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
*+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60’&lt;br /&gt;
*&#039;&#039;&#039;Astral Fire&#039;&#039;&#039; (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
*&#039;&#039;&#039;Keen Senses&#039;&#039;&#039; (Perception skill proficiency)&lt;br /&gt;
*&#039;&#039;&#039;Starlight Step&#039;&#039;&#039; (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
*&#039;&#039;&#039;Astral Trance&#039;&#039;&#039; (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
*Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
*Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
*&#039;&#039;&#039;Wits&#039;&#039;&#039; (unarmoured AC = Dex + Wis when not incapacitated)&lt;br /&gt;
*&#039;&#039;&#039;Sword and Fist&#039;&#039;&#039; (Bonus Action: unarmed strike after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Poise&#039;&#039;&#039; (points = level, spend to activate features, save DC 15)&lt;br /&gt;
*&#039;&#039;&#039;Press the Attack&#039;&#039;&#039; (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Extravagant Footwork&#039;&#039;&#039; (1 Poise: Dodge as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Surge of Effort&#039;&#039;&#039; (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Practice&#039;&#039;&#039; (one proficient weapon becomes a Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Free Running&#039;&#039;&#039; (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move)&lt;br /&gt;
*&#039;&#039;&#039;Dash Aside&#039;&#039;&#039; (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60)&lt;br /&gt;
*&#039;&#039;&#039;Weaponmastery&#039;&#039;&#039; (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons)&lt;br /&gt;
*&#039;&#039;&#039;Agile Parry&#039;&#039;&#039; (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn)&lt;br /&gt;
*&#039;&#039;&#039;Deep Breath&#039;&#039;&#039; (Bonus Action: all Ranged attacks deal +1d4 damage)&lt;br /&gt;
*Painter&#039;s Supplies proficiency&lt;br /&gt;
*&#039;&#039;&#039;Follow-up Blow&#039;&#039;&#039; (if you spend 1 Poise as part of your action, make one attack as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Landing&#039;&#039;&#039; (fall damage is reduced by 5 × level)&lt;br /&gt;
*&#039;&#039;&#039;Steely Determination&#039;&#039;&#039; (2 Poise: regain 1d6+PB hit points as an Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; 2 attacks on the Attack action&lt;br /&gt;
*&#039;&#039;&#039;Dazzling Strike&#039;&#039;&#039; (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn)&lt;br /&gt;
*&#039;&#039;&#039;Perfected Strike&#039;&#039;&#039; (1 to 3 Poise: gain +2 to an attack roll per point spent)&lt;br /&gt;
*&#039;&#039;&#039;Spot the Weak Point&#039;&#039;&#039; (unarmed strikes ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Blade Strikes True&#039;&#039;&#039; (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Deft Strike&#039;&#039;&#039; (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Evasion&#039;&#039;&#039; (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage)&lt;br /&gt;
*&#039;&#039;&#039;Enormous Ego&#039;&#039;&#039; (Action: end one effect of Charm or Frighten on you)&lt;br /&gt;
*&#039;&#039;&#039;Dissolute Lifestyle&#039;&#039;&#039; (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Wits = Unarmoured Defence &lt;br /&gt;
:Sword and Fist = Martial Arts &lt;br /&gt;
:Poise = Ki &lt;br /&gt;
:Press the Attack = Flurry of Blows &lt;br /&gt;
:Extravagant Footwork = Patient Defense &lt;br /&gt;
:Surge of Effort = Step of the Wind &lt;br /&gt;
:Extra Practice = Dedicated Weapon &lt;br /&gt;
:Free Running = Unarmoured Movement &lt;br /&gt;
:Dash Aside = Deflect Missiles &lt;br /&gt;
:Weaponmastery = Kensei Weapons &lt;br /&gt;
:Agile Parry = Agile Parry &lt;br /&gt;
:Deep Breath = Kensei&#039;s Shot &lt;br /&gt;
:Follow-Up Blow = Ki-Fueled Attack &lt;br /&gt;
:Heroic Landing = Slow Fall &lt;br /&gt;
:Steely Determination = Quickened Healing &lt;br /&gt;
:Dazzling Strike = Stunning Strike &lt;br /&gt;
:Perfected Strike = Focused Aim &lt;br /&gt;
:Spot the Weak Point = Ki-Empowered Strikes &lt;br /&gt;
:Blade Strikes True = Magic Kensei Weapons &lt;br /&gt;
:Deft Strike = Deft Strike &lt;br /&gt;
:Evasion = Evasion &lt;br /&gt;
:Enormous Ego = Stillness of Mind &lt;br /&gt;
:Dissolute Lifestyle = Purity of Body&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466111</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466111"/>
		<updated>2024-07-11T13:37:02Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Traits and Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
:Strength +5&lt;br /&gt;
:Dexterity +10&lt;br /&gt;
:Constitution +5&lt;br /&gt;
:Intelligence +2&lt;br /&gt;
:Wisdom +4&lt;br /&gt;
:Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:&#039;&#039;&#039;Rustic Hospitality&#039;&#039;&#039; (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
*+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
*&#039;&#039;&#039;Darkvision&#039;&#039;&#039; 60’&lt;br /&gt;
*&#039;&#039;&#039;Astral Fire&#039;&#039;&#039; (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
*&#039;&#039;&#039;Fey Ancestry&#039;&#039;&#039; (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
*&#039;&#039;&#039;Keen Senses&#039;&#039;&#039; (Perception skill proficiency)&lt;br /&gt;
*&#039;&#039;&#039;Starlight Step&#039;&#039;&#039; (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
*&#039;&#039;&#039;Astral Trance&#039;&#039;&#039; (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
*Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
*Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
*&#039;&#039;&#039;Wits&#039;&#039;&#039; (unarmoured AC = Dex + Wis when not incapacitated)&lt;br /&gt;
*&#039;&#039;&#039;Sword and Fist&#039;&#039;&#039; (Bonus Action: unarmed strike after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Poise&#039;&#039;&#039; (points = level, spend to activate features, save DC 15)&lt;br /&gt;
*&#039;&#039;&#039;Press the Attack&#039;&#039;&#039; (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action)&lt;br /&gt;
*&#039;&#039;&#039;Extravagant Footwork&#039;&#039;&#039; (1 Poise: Dodge as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Surge of Effort&#039;&#039;&#039; (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Practice&#039;&#039;&#039; (one proficient weapon becomes a Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Free Running&#039;&#039;&#039; (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move)&lt;br /&gt;
*&#039;&#039;&#039;Dash Aside&#039;&#039;&#039; (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60)&lt;br /&gt;
*&#039;&#039;&#039;Weaponmastery&#039;&#039;&#039; (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons)&lt;br /&gt;
*&#039;&#039;&#039;Agile Parry&#039;&#039;&#039; (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn)&lt;br /&gt;
*&#039;&#039;&#039;Deep Breath&#039;&#039;&#039; (Bonus Action: all Ranged attacks deal +1d4 damage)&lt;br /&gt;
*Painter&#039;s Supplies proficiency&lt;br /&gt;
*&#039;&#039;&#039;Follow-up Blow&#039;&#039;&#039; (if you spend 1 Poise as part of your action, make one attack as a Bonus Action)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Landing&#039;&#039;&#039; (fall damage is reduced by 5 × level)&lt;br /&gt;
*&#039;&#039;&#039;Steely Determination&#039;&#039;&#039; (2 Poise: regain 1d6+PB hit points as an Action)&lt;br /&gt;
*&#039;&#039;&#039;Extra Attack&#039;&#039;&#039; 2 attacks on the Attack action&lt;br /&gt;
*&#039;&#039;&#039;Dazzling Strike&#039;&#039;&#039; (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn)&lt;br /&gt;
*&#039;&#039;&#039;Perfected Strike&#039;&#039;&#039; (1 to 3 Poise: gain +2 to an attack roll per point spent)&lt;br /&gt;
*&#039;&#039;&#039;Spot the Weak Point&#039;&#039;&#039; (unarmed strikes ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Blade Strikes True&#039;&#039;&#039; (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*&#039;&#039;&#039;Deft Strike&#039;&#039;&#039; (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon)&lt;br /&gt;
*&#039;&#039;&#039;Evasion&#039;&#039;&#039; (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage)&lt;br /&gt;
*&#039;&#039;&#039;Enormous Ego&#039;&#039;&#039; (Action: end one effect of Charm or Frighten on you)&lt;br /&gt;
*&#039;&#039;&#039;Dissolute Lifestyle&#039;&#039;&#039; (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466110</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466110"/>
		<updated>2024-07-11T13:34:20Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Traits and Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
:Strength +5&lt;br /&gt;
:Dexterity +10&lt;br /&gt;
:Constitution +5&lt;br /&gt;
:Intelligence +2&lt;br /&gt;
:Wisdom +4&lt;br /&gt;
:Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
*+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
*Darkvision 60’&lt;br /&gt;
*Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
*Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
*Keen Senses (Perception skill proficiency)&lt;br /&gt;
*Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
*Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
*Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
*Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
*Wits (unarmoured AC = Dex + Wis when not incapacitated)&lt;br /&gt;
*Sword and Fist (Bonus Action: unarmed strike after an Attack action)&lt;br /&gt;
*Poise (points = level, spend to activate features, save DC 15)&lt;br /&gt;
*Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action)&lt;br /&gt;
*Extravagant Footwork (1 Poise: Dodge as a Bonus Action)&lt;br /&gt;
*Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action)&lt;br /&gt;
*Extra Practice (one proficient weapon becomes a Eternal Blade weapon)&lt;br /&gt;
*Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move)&lt;br /&gt;
*Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60)&lt;br /&gt;
*Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons)&lt;br /&gt;
*Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn)&lt;br /&gt;
*Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage)&lt;br /&gt;
*Painter&#039;s Supplies proficiency&lt;br /&gt;
*Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action)&lt;br /&gt;
*Heroic Landing (fall damage is reduced by 5 × level)&lt;br /&gt;
*Steely Determination (2 Poise: regain 1d6+PB hit points as an Action)&lt;br /&gt;
*Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn)&lt;br /&gt;
*Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent)&lt;br /&gt;
*Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage)&lt;br /&gt;
*Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon)&lt;br /&gt;
*Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage)&lt;br /&gt;
*Enormous Ego (Action: end one effect of Charm or Frighten on you)&lt;br /&gt;
*Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466109</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466109"/>
		<updated>2024-07-11T13:31:29Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Saving Throws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
:Strength +5&lt;br /&gt;
:Dexterity +10&lt;br /&gt;
:Constitution +5&lt;br /&gt;
:Intelligence +2&lt;br /&gt;
:Wisdom +4&lt;br /&gt;
:Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466108</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466108"/>
		<updated>2024-07-11T13:31:08Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Combat Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
::Fire Resistance&lt;br /&gt;
::Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466107</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466107"/>
		<updated>2024-07-11T13:30:49Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Combat Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
:AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
:HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
:Speed: 50 feet&lt;br /&gt;
:Proficiency: +4&lt;br /&gt;
:Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466106</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466106"/>
		<updated>2024-07-11T13:30:31Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
:Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466105</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466105"/>
		<updated>2024-07-11T13:29:21Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Wyrm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466104</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466104"/>
		<updated>2024-07-11T13:29:06Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Wyrm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
[[File:Maelgwyn.jpg]]&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466103</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466103"/>
		<updated>2024-07-11T13:28:43Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Tycho Silverhand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand.jpg]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466102</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466102"/>
		<updated>2024-07-11T13:28:31Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Tycho Silverhand */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:Tycho Silverhand]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Maelgwyn.jpg&amp;diff=466101</id>
		<title>File:Maelgwyn.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Maelgwyn.jpg&amp;diff=466101"/>
		<updated>2024-07-11T13:28:07Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: The companion wyrm for the character Tycho Silverhand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The companion wyrm for the character Tycho Silverhand&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Tycho_Silverhand.jpg&amp;diff=466100</id>
		<title>File:Tycho Silverhand.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Tycho_Silverhand.jpg&amp;diff=466100"/>
		<updated>2024-07-11T13:27:13Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: A picture of the named character for a 5e PbP game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
A picture of the named character for a 5e PbP game&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466099</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466099"/>
		<updated>2024-07-11T13:25:25Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Wyrm */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:xxxxxxxxx]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466098</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466098"/>
		<updated>2024-07-11T13:24:22Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:xxxxxxxxx]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
:STR: 10 (+0)&lt;br /&gt;
:DEX: 20 (+5)&lt;br /&gt;
:CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
:INT: 12 (+1)&lt;br /&gt;
:WIS: 16 (+3)&lt;br /&gt;
:CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466048</id>
		<title>Wyrmriders of the Sprawl</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466048"/>
		<updated>2024-07-10T22:50:06Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Character Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This is the wiki for our &#039;&#039;&#039;D&amp;amp;D 5e&#039;&#039;&#039; game, &amp;lt;u&amp;gt;&#039;&#039;Wyrmriders of the Sprawl&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Wyrmrider0001.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==Character Table==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [LV]&lt;br /&gt;
| &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
!INIT&lt;br /&gt;
!AC&lt;br /&gt;
!Mx HP&lt;br /&gt;
!SP DC&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_1|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_2|&#039;&#039;&#039;Tycho Silverhand&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Eternal Blade&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039;&lt;br /&gt;
! +5&lt;br /&gt;
! 19&lt;br /&gt;
! 93&lt;br /&gt;
! 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_3|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| ! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;GM&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;7&amp;quot;|&#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
[[Wyrmrider:_Wyrms|&#039;&#039;&#039;Wyrms&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Sprawl|&#039;&#039;&#039;The Sprawl&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Icons|&#039;&#039;&#039;The Icons&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
Click &amp;lt;u&amp;gt;[[Wyrmriders:_Chargen|&#039;&#039;&#039;HERE&#039;&#039;&#039;]]&amp;lt;/u&amp;gt; for chargen guidelines.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*&#039;&#039;&#039;Inspiration:&#039;&#039;&#039; Everyone starts with one. It refreshes every short and long rest. You can only ever have one at a time. Players may give their inspiration to a player who has none if they wish.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiative:&#039;&#039;&#039; Post when you are available, and I&#039;ll sort what happens when I update based on initiative modifiers (if you take s feat or something that would give you advantage in that regard, bring it to my attention and I&#039;ll adjust your mod to reflect that).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Potions in Combat:&#039;&#039;&#039; Require an available bonus action.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Player Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* I am asking for a &#039;&#039;&#039;daily&#039;&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays. Meatworld being what it is, this generally averages to 3-4 GM updates per week.&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; if 24-36 hours have gone by since my last GM update, I may post a new update, even if all players have not posted, to maintain momentum. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC if you can so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Please include this header at the top of all IC posts:&lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; | AC | HP (cur / max) | SP DC (if applicable)&lt;br /&gt;
&lt;br /&gt;
* If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
* OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
* Do not place action statements or dice rolls in the OOC Thread. I will never keep up with those. All action statements and dice rolls should go in the IC Thread [with dice rolls OOC Blocked].&lt;br /&gt;
&lt;br /&gt;
* Please link all dice rolls back to your dice roller.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==PVP==&lt;br /&gt;
While there is the potential for a fairly significant amount of player vs player conflict in a game like this one, I prefer not to run games that lean heavily to that assumption. Games like that simply do not need a GM, and I would much rather spend my time running games that &#039;&#039;do&#039;&#039; need a GM.&lt;br /&gt;
&lt;br /&gt;
For reference, what I consider PVP basically amounts to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If an action would require dice to affect an NPC, then it counts as PVP if used against a PC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So disagreements, trash talking, indirect actions that might affect another character but aren&#039;t made directly against that character are all potentially on the table with the caveat that if something just makes the game not fun for someone that we respect that and steer clear.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you want to do something that directly acts against another player&#039;s character, proceed based on the following criteria: &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the math rocks decide. Roll it out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declined Permission:&#039;&#039;&#039; The other player does not agree to PVP. Move on with something else.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Development and Play Threads==&lt;br /&gt;
&amp;lt;u&amp;gt;Development Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;OOC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;IC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
&amp;lt;u&amp;gt;[http://orokos.com/roll/?action=roll Orokos]&amp;lt;/u&amp;gt; Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466047</id>
		<title>Wyrmriders of the Sprawl</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466047"/>
		<updated>2024-07-10T22:49:09Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Character Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This is the wiki for our &#039;&#039;&#039;D&amp;amp;D 5e&#039;&#039;&#039; game, &amp;lt;u&amp;gt;&#039;&#039;Wyrmriders of the Sprawl&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Wyrmrider0001.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==Character Table==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [LV]&lt;br /&gt;
| &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
!INIT&lt;br /&gt;
!AC&lt;br /&gt;
!Mx HP&lt;br /&gt;
!SP DC&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_1|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_2|&#039;&#039;&#039;Tycho Silverhand&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Eternal Blade&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_3|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| ! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;GM&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;7&amp;quot;|&#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
[[Wyrmrider:_Wyrms|&#039;&#039;&#039;Wyrms&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Sprawl|&#039;&#039;&#039;The Sprawl&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Icons|&#039;&#039;&#039;The Icons&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
Click &amp;lt;u&amp;gt;[[Wyrmriders:_Chargen|&#039;&#039;&#039;HERE&#039;&#039;&#039;]]&amp;lt;/u&amp;gt; for chargen guidelines.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*&#039;&#039;&#039;Inspiration:&#039;&#039;&#039; Everyone starts with one. It refreshes every short and long rest. You can only ever have one at a time. Players may give their inspiration to a player who has none if they wish.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiative:&#039;&#039;&#039; Post when you are available, and I&#039;ll sort what happens when I update based on initiative modifiers (if you take s feat or something that would give you advantage in that regard, bring it to my attention and I&#039;ll adjust your mod to reflect that).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Potions in Combat:&#039;&#039;&#039; Require an available bonus action.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Player Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* I am asking for a &#039;&#039;&#039;daily&#039;&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays. Meatworld being what it is, this generally averages to 3-4 GM updates per week.&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; if 24-36 hours have gone by since my last GM update, I may post a new update, even if all players have not posted, to maintain momentum. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC if you can so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Please include this header at the top of all IC posts:&lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; | AC | HP (cur / max) | SP DC (if applicable)&lt;br /&gt;
&lt;br /&gt;
* If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
* OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
* Do not place action statements or dice rolls in the OOC Thread. I will never keep up with those. All action statements and dice rolls should go in the IC Thread [with dice rolls OOC Blocked].&lt;br /&gt;
&lt;br /&gt;
* Please link all dice rolls back to your dice roller.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==PVP==&lt;br /&gt;
While there is the potential for a fairly significant amount of player vs player conflict in a game like this one, I prefer not to run games that lean heavily to that assumption. Games like that simply do not need a GM, and I would much rather spend my time running games that &#039;&#039;do&#039;&#039; need a GM.&lt;br /&gt;
&lt;br /&gt;
For reference, what I consider PVP basically amounts to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If an action would require dice to affect an NPC, then it counts as PVP if used against a PC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So disagreements, trash talking, indirect actions that might affect another character but aren&#039;t made directly against that character are all potentially on the table with the caveat that if something just makes the game not fun for someone that we respect that and steer clear.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you want to do something that directly acts against another player&#039;s character, proceed based on the following criteria: &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the math rocks decide. Roll it out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declined Permission:&#039;&#039;&#039; The other player does not agree to PVP. Move on with something else.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Development and Play Threads==&lt;br /&gt;
&amp;lt;u&amp;gt;Development Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;OOC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;IC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
&amp;lt;u&amp;gt;[http://orokos.com/roll/?action=roll Orokos]&amp;lt;/u&amp;gt; Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466046</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466046"/>
		<updated>2024-07-10T22:46:35Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Person */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:xxxxxxxxx]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 20 (+5)&lt;br /&gt;
*CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
*INT: 12 (+1)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466045</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466045"/>
		<updated>2024-07-10T22:45:39Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Tycho Silverhand=&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:xxxxxxxxx]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 20 (+5)&lt;br /&gt;
*CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
*INT: 12 (+1)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466044</id>
		<title>Wyrmrider 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmrider_2&amp;diff=466044"/>
		<updated>2024-07-10T22:45:05Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Wiki]]&lt;br /&gt;
&lt;br /&gt;
[[File:xxxxxxxxx]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Personality Trait:&#039;&#039;&#039; I live for derring-do, for the adventure, for the glorious story!&lt;br /&gt;
*&#039;&#039;&#039;Ideal:&#039;&#039;&#039; Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)&lt;br /&gt;
*&#039;&#039;&#039;Bond:&#039;&#039;&#039; If the common folk need help, I will be there. &lt;br /&gt;
*&#039;&#039;&#039;Flaw:&#039;&#039;&#039; I get into trouble looking for the next thrill.&lt;br /&gt;
*&#039;&#039;&#039;Aligned Icon:&#039;&#039;&#039; The Lady (flirts with death)&lt;br /&gt;
*&#039;&#039;&#039;Disaligned Icon:&#039;&#039;&#039; The Raven (a poor end to a story)&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Astral Elf Eternal Blade (Kensei Monk) Level 10&lt;br /&gt;
*Alignment: Chaotic Good&lt;br /&gt;
*Background: Folk Hero&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 10 (+0)&lt;br /&gt;
*DEX: 20 (+5)&lt;br /&gt;
*CON: 19 (+4) &#039;&#039;Amulet of health - base 8&#039;&#039;&lt;br /&gt;
*INT: 12 (+1)&lt;br /&gt;
*WIS: 16 (+3)&lt;br /&gt;
*CHA: 14 (+2)&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Weapons: Simple Weapons, Shortsword, Longsword, Longbow, Whip&lt;br /&gt;
*Saving Throws: Strength, Dexterity&lt;br /&gt;
*Tool Proficiencies: Woodcarver&#039;s Tools, Playing Cards, Lute, Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Elven, Draconic&lt;br /&gt;
*Skills: Acrobatics, Athletics, Insight, Perception, Performance, Survival&lt;br /&gt;
&lt;br /&gt;
===Feats===&lt;br /&gt;
*Skill Expert (Insight proficiency, Athletics Expertise, +1 Dex)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 19 (Wits, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 93&lt;br /&gt;
**Fire Resistance&lt;br /&gt;
**Hit Dice: 10d8&lt;br /&gt;
*Speed: 50 feet&lt;br /&gt;
*Proficiency: +4&lt;br /&gt;
*Poise: 10 (refresh on Short Rest)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Longsword +9 , Damage 1d8+5 slashing, Versatile (1d10)&lt;br /&gt;
:Unarmed Strike: Attack +9 melee, Damage 1d6+5 bludgeoning&lt;br /&gt;
:Whip: Attack +9 melee, Damage 1d6+5 slashing, Reach, Finesse&lt;br /&gt;
:Longbow: Attack +9 ranged 150/600, Damage 1d8+5 piercing&lt;br /&gt;
:Throwing knife (dart): Attack +9 ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
:Silvered dagger: Attack +9 melee or ranged 20/60, Damage 1d6+5 piercing, Finesse, Thrown&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +5&lt;br /&gt;
*Dexterity +10&lt;br /&gt;
*Constitution +5&lt;br /&gt;
*Intelligence +2&lt;br /&gt;
*Wisdom +4&lt;br /&gt;
*Charisma +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Acrobatics +9&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Insight +7&lt;br /&gt;
:Perception +7&lt;br /&gt;
:Performance +6&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
====Folk Hero====&lt;br /&gt;
:Rustic Hospitality (common folk grant you succour and shelter); Performance and Survival skill proficiency; Woodcarver&#039;s Tools and Gaming Set (Playing Cards) proficiency&lt;br /&gt;
====Astral Elf====&lt;br /&gt;
:+2 Dex, +1 Wis; Spd 30’; Medium size&lt;br /&gt;
:Darkvision 60’&lt;br /&gt;
:Astral Fire (you know the Dancing Lights Cantrip, Wisdom spellcasting ability)&lt;br /&gt;
:Fey Ancestry (Advantage on saves to avoid or end the Charmed condition)&lt;br /&gt;
:Keen Senses (Perception skill proficiency)&lt;br /&gt;
:Starlight Step (PB/LR Bonus Action: teleport 30 feet to a place you can see)&lt;br /&gt;
:Astral Trance (Long Rest in 4 hours of trance, gain proficiency in one skill and one weapon or tool until end next Long Rest)&lt;br /&gt;
:Languages: Common, Elven (bonus language: Draconic)&lt;br /&gt;
====Eternal Blade====&lt;br /&gt;
:Strength and Dexterity saving throw proficiency; Simple weapons and shortswords proficiency; Musical Instrument (Lute) proficiency&lt;br /&gt;
:Wits (unarmoured AC = Dex + Wis when not incapacitated); Sword and Fist (Bonus Action: unarmed strike after an Attack action); Poise (points = level, spend to activate features, save DC 15); Press the Attack (1 Poise: make 2 unarmed strikes as a Bonus Action after an Attack action); Extravagant Footwork (1 Poise: Dodge as a Bonus Action); Surge of Effort (1 Poise: double jump distance and take Dash or Disengage as a Bonus Action); Extra Practice (one proficient weapon becomes a Eternal Blade weapon); Free Running (+20 feet movement speed and move along vertical surfaces and over liquids without falling during the move); Dash Aside (Reaction: reduce damage from a ranged weapon attack by 1d10+level+Dex mod, if reduced to 0 can catch it and then spend 1 Poise to throw it ranged 20/60); Weaponmastery (gain proficiency in Longsword, Whip, and Longbow and they are Eternal Blade weapons); Agile Parry (if holding a Weaponmastery melee weapon and make an unarmed strike during an Attack action, gain +2 AC until start next turn); Deep Breath (Bonus Action: all Ranged attacks deal +1d4 damage); Painter&#039;s Supplies proficiency; Follow-up Blow (if you spend 1 Poise as part of your action, make one attack as a Bonus Action); Heroic Landing (fall damage is reduced by 5 × level); Steely Determination (2 Poise: regain 1d6+PB hit points as an Action); Extra Attack; Dazzling Strike (1 Poise: when you hit with a melee weapon, target must make a Constitution save DC 8 + PB + Wis mod or be Stunned until end of your next turn); Perfected Strike (1 to 3 Poise: gain +2 to an attack roll per point spent); Spot the Weak Point (unarmed strikes ignore resistance and immunity to nonmagical weapon damage); Blade Strikes True (Eternal Blade weapons ignore resistance and immunity to nonmagical weapon damage); Deft Strike (1 Poise, 1/turn: +1d6 damage to a hit with an Eternal Blade weapon); Evasion (successful Dexterity saving throws for half damage are instead no damage, failed saves are half damage); Enormous Ego (Action: end one effect of Charm or Frighten on you); Dissolute Lifestyle (immunity to poison and disease)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;Amulet of health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of protection&#039;&#039;&lt;br /&gt;
:&#039;&#039;Deck of miscellany&#039;&#039; (Book of Many Things - Action, choose a card which becomes the item it shows)&lt;br /&gt;
:Long sword, &amp;quot;Maicaril&amp;quot; (Elven: glittering blade)&lt;br /&gt;
:Whip&lt;br /&gt;
:Longbow, quiver of 20 arrows&lt;br /&gt;
:8 throwing knives (darts)&lt;br /&gt;
:Silvered Dagger&lt;br /&gt;
:Alchemist Fire&lt;br /&gt;
:Explorer&#039;s pack &lt;br /&gt;
::a backpack&lt;br /&gt;
::a bedroll&lt;br /&gt;
::a mess kit&lt;br /&gt;
::a tinderbox&lt;br /&gt;
::10 torches&lt;br /&gt;
::10 days of rations&lt;br /&gt;
::a waterskin&lt;br /&gt;
::50 feet of hempen rope&lt;br /&gt;
:Fine Wine (bottle)&lt;br /&gt;
:Grappling Hook attached to 50&#039; Silk Rope&lt;br /&gt;
:Holy Water&lt;br /&gt;
:Lute&lt;br /&gt;
:Oil flask&lt;br /&gt;
:Playing Cards&lt;br /&gt;
:Spyglass&lt;br /&gt;
&lt;br /&gt;
:A small songbird made of enamel and wire; uttering the songbird&#039;s name in Elvish causes the trinket to emit that bird&#039;s birdsong. (Nightingale/&amp;quot;Vanimé&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
:500gp&lt;br /&gt;
:0sp&lt;br /&gt;
&lt;br /&gt;
==Person==&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
Tycho was born in the Sprawl to an elven common family in one of the small villages there, while an astral storm wracked the clear night sky, filling it with aurora and lightning and wheeling stars. It left him sickly, but starlight glints in his eyes, and in his elven trances he found links to the shared memories of his people - and there, inspiration in lifetimes of heroism and daring.&lt;br /&gt;
&lt;br /&gt;
Those dreams never left him. He joined a band of outlaws pitted against the local tyrannical Lord Dragomir. The farms and villages under Dragomir&#039;s rule writhed under cruel oppression, and with Tycho to lead them the outlaws struck at Dragomir&#039;s holdings and faded away, leaving the spoils to the common folk. His reputation grew. One lucky raid saw him snatch a magic amulet from one of Lord Dragomir&#039;s sons and from that moment, his vigour tenfold, he threw himself into melee to hone his swordsmanship in clash after clash. Now, it&#039;s practically all he lives for, the next challenge, the next test of skill, live or die.&lt;br /&gt;
&lt;br /&gt;
A chance encounter in the city brought Zeru and Tycho together. Tycho sensed something of a kindred spirit, and for a while they ran the city ragged between them... Until Tycho bet Zeru he wouldn&#039;t be able to bed the local priestess of Light.&lt;br /&gt;
&lt;br /&gt;
Things went differently for a while. Tycho began to become bored, and dallied in the arena, there meeting Saarkh and striking up a friendly rivalry. Saarkh, attended in spirit by his people, understood at least a little Tycho&#039;s connection to the memories of the past.&lt;br /&gt;
&lt;br /&gt;
Then Tycho learned of what Dragomir had done. He found Zeru - and Saarkh - and convinced his outlaw band that now was the time to strike at Lord Dragomir&#039;s heart. When it happened, in truth the outlaws could barely keep up with Zeru - but they played their part, and the three adventurers escaped with their lives.&lt;br /&gt;
&lt;br /&gt;
Tycho split off for a while as the heat died down. He took the remains of his outlaw band deeper into the forests of the Sprawl. A community of smallfolk there sought aid: a hunting party backed by house Khetru of the city had killed several and taken others hostage: they were looking for something. Tycho tracked them quickly to a gorge filled with petrified trees; as he drew closer reptilian shrieks and gouts of fire preceded the tableau of a chained green wyrm, bleeding from the flank, surrounded by mercenaries. Lord Khetru wanted a wyrm and wasn&#039;t willing to wait to get it.&lt;br /&gt;
&lt;br /&gt;
Tycho stepped out and called a duel. Khetru and Tycho fought back and forth between the petrified trunks, the nobleman&#039;s classical training matched by Tycho&#039;s verve and speed. A cut, a thrust, and Tycho was wounded in the side; the two came apart and flew at each other again; a flash and a shower of sparks, and Khetru howled and fell left - his dueling hand fell right, severed at the wrist. Tycho kicked his blade away and left the man to bleed and rage on the ground.&lt;br /&gt;
&lt;br /&gt;
The outlaw band were overmatched by the soldiers, forced to retreat. Tycho cut the nets and the green wyrm roared and tore free. The mercenaries encircled him and he readied himself to fight to the death - but instead turned and came eye to eye with the scaled beast. Something passed between them. Before he knew why, he leaped athwart it&#039;s back - and together they took to the air, roaring a song of freedom, leaving the petrified gorge, the bloody battlefield, and Tycho&#039;s past life behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
Tycho is on the tall side for an elf and possessed of a quick, wiry build. His mane of thick black hair is held back with a cloth headband. His green eyes gleam with the twinkle of stars. He wears no armour, his clothing good-craftsmanship but well-worn. A long sword is always at his hip; like ships, every blade he calls a woman and names as such. A smile is always near to his lips.&lt;br /&gt;
&lt;br /&gt;
His love of adventure and his thrillseeking are not only on the battlefield, and he is often engaged in games of chance, outlandish betting, heists, stunts, and performances. In fact he&#039;s a skilled performer and enjoys playing his lute, which often draws him very welcome admirers.&lt;br /&gt;
&lt;br /&gt;
==Changed Class Feature names==&lt;br /&gt;
:Unarmoured Defence = Wits&lt;br /&gt;
:Martial Arts = Sword and Fist&lt;br /&gt;
:Ki = Poise&lt;br /&gt;
:Flurry of Blows = Press the Attack&lt;br /&gt;
:Patient Defense = Extravagant Footwork&lt;br /&gt;
:Step of the Wind = Surge of Effort&lt;br /&gt;
:Dedicated Weapon = Extra Practice&lt;br /&gt;
:Unarmoured Movement = Free Running&lt;br /&gt;
:Deflect Missiles = Dash Aside&lt;br /&gt;
:Kensei Weapons = Weaponmastery&lt;br /&gt;
:Agile Parry = Agile Parry&lt;br /&gt;
:Kensei&#039;s Shot = Deep Breath&lt;br /&gt;
:Ki-Fueled Attack = Follow-Up Blow&lt;br /&gt;
:Slow Fall = Heroic Landing&lt;br /&gt;
:Quickened Healing = Steely Determination&lt;br /&gt;
:Stunning Strike = Dazzling Strike&lt;br /&gt;
:Focused Aim = Perfected Strike&lt;br /&gt;
:Ki-Empowered Strikes = Spot the Weak Point&lt;br /&gt;
:Magic Kensei Weapons = Blade Strikes True&lt;br /&gt;
:Deft Strike = Deft Strike&lt;br /&gt;
:Evasion = Evasion&lt;br /&gt;
:Stillness of Mind = Enormous Ego&lt;br /&gt;
:Purity of Body = Dissolute Lifestyle&lt;br /&gt;
&lt;br /&gt;
==Cards in the Deck of Miscellany==&lt;br /&gt;
:Wooden abacus&lt;br /&gt;
:Four vials of perfume&lt;br /&gt;
:5 days&#039; worth of rations&lt;br /&gt;
:Iron pot&lt;br /&gt;
:Disguise kit&lt;br /&gt;
:Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface&lt;br /&gt;
:Manacles&lt;br /&gt;
:Ten sheets of parchment&lt;br /&gt;
:Three daggers&lt;br /&gt;
:Four flasks of oil&lt;br /&gt;
:Five silk robes&lt;br /&gt;
:Forgery kit&lt;br /&gt;
:Quarterstaff&lt;br /&gt;
:Fishing tackle&lt;br /&gt;
:Leather pouch containing 18 gp&lt;br /&gt;
:10 crossbow bolts&lt;br /&gt;
:Three books, written in Common, about random historical events&lt;br /&gt;
:Canvas tent&lt;br /&gt;
:50 feet of coiled silk rope&lt;br /&gt;
:Two crowbars&lt;br /&gt;
:Healer&#039;s kit&lt;br /&gt;
:Eight gems worth 5 gp each&lt;br /&gt;
:Lamp&lt;br /&gt;
:10 feet of iron chain&lt;br /&gt;
:Three spears&lt;br /&gt;
:Steel mirror&lt;br /&gt;
:15-foot wooden pole&lt;br /&gt;
:Burlap sack&lt;br /&gt;
:Two sets of fine clothes&lt;br /&gt;
:Shovel&lt;br /&gt;
:Light hammer&lt;br /&gt;
:Ten arrows&lt;br /&gt;
&lt;br /&gt;
=Wyrm=&lt;br /&gt;
Name: Maelgwyn&lt;br /&gt;
Breath weapon: 30-foot line of fire, 5d10 damage, Dexterity saving throw DC 17 for half&lt;br /&gt;
Appearance:&lt;br /&gt;
ZsiKzr3.jpeg&lt;br /&gt;
Favourite food: horses&lt;br /&gt;
Things he&#039;s carrying for me: Bullseye Lantern, 4 oil flasks, Exotic saddle, Saddlebags, Scroll Case, Ink, Ink Pen, 5 Sheets of paper, Whetstone, Woodcarver&#039;s Tools, Painter&#039;s Supplies&lt;br /&gt;
&lt;br /&gt;
On its turn, a wyrm may use its breath weapon (see above) or make a melee attack with its bite or its tail (wyrm claws are not suited to attacks).&lt;br /&gt;
&lt;br /&gt;
Bite: +5 to hit; reach 5&#039;; 2d10+2 damage.&lt;br /&gt;
Tail Slap: +7 to hit; range 15&#039;; 3d10+3 damage&lt;br /&gt;
Natural AC 17 | Max HP 50 | 5d10 HD | Action Surge 1/rest&lt;br /&gt;
&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Speed: Fly 100 | Walk/Climb/Swim 75&lt;br /&gt;
Language: Wyrms speak and understand draconic. Riders all get Draconic as a free language.&lt;br /&gt;
Skills: Psychic Bond grants proficiency to the wyrm&#039;s rider&#039;s Perception rolls while they are within sight of one another. If the rider is already proficient, double their bonus.&lt;br /&gt;
Saves: STR, DEX, and CON +5; CHA +3&lt;br /&gt;
Because of their Psychic Bond, while the rider is riding their wyrm, use the better of their two saves.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466043</id>
		<title>Wyrmriders of the Sprawl</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Wyrmriders_of_the_Sprawl&amp;diff=466043"/>
		<updated>2024-07-10T22:15:51Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Character Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This is the wiki for our &#039;&#039;&#039;D&amp;amp;D 5e&#039;&#039;&#039; game, &amp;lt;u&amp;gt;&#039;&#039;Wyrmriders of the Sprawl&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
[[File:Wyrmrider0001.png|center|500px]]&lt;br /&gt;
&lt;br /&gt;
==Character Table==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [LV]&lt;br /&gt;
| &#039;&#039;&#039;Player&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
!INIT&lt;br /&gt;
!AC&lt;br /&gt;
!Mx HP&lt;br /&gt;
!SP DC&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_1|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_2|&#039;&#039;&#039;Tycho Silverhand&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| [[Wyrmrider_3|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]]&lt;br /&gt;
| &#039;&#039;&#039;Class&#039;&#039;&#039; [L10]&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/unka-josh.13588/ Unka Josh]&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;9&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
| ! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|&#039;&#039;&#039;GM&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|! scope=&amp;quot;row&amp;quot; colspan=&amp;quot;7&amp;quot;|&#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Setting Details==&lt;br /&gt;
[[Wyrmrider:_Wyrms|&#039;&#039;&#039;Wyrms&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Sprawl|&#039;&#039;&#039;The Sprawl&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmrider:_The_Icons|&#039;&#039;&#039;The Icons&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Character Generation==&lt;br /&gt;
Click &amp;lt;u&amp;gt;[[Wyrmriders:_Chargen|&#039;&#039;&#039;HERE&#039;&#039;&#039;]]&amp;lt;/u&amp;gt; for chargen guidelines.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==House Rules==&lt;br /&gt;
*&#039;&#039;&#039;Inspiration:&#039;&#039;&#039; Everyone starts with one. It refreshes every short and long rest. You can only ever have one at a time. Players may give their inspiration to a player who has none if they wish.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Initiative:&#039;&#039;&#039; Post when you are available, and I&#039;ll sort what happens when I update based on initiative modifiers (if you take s feat or something that would give you advantage in that regard, bring it to my attention and I&#039;ll adjust your mod to reflect that).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Potions in Combat:&#039;&#039;&#039; Require an available bonus action.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Player Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* I am asking for a &#039;&#039;&#039;daily&#039;&#039;&#039; posting commitment for this game as a general rule, with the understanding that posting might be less frequent on weekends and holidays. Meatworld being what it is, this generally averages to 3-4 GM updates per week.&lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; if 24-36 hours have gone by since my last GM update, I may post a new update, even if all players have not posted, to maintain momentum. &lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, for whatever reason, please ping us in OOC if you can so we know what is going on or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
* Please include this header at the top of all IC posts:&lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; | AC | HP (cur / max) | SP DC (if applicable)&lt;br /&gt;
&lt;br /&gt;
* If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
* OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
* Do not place action statements or dice rolls in the OOC Thread. I will never keep up with those. All action statements and dice rolls should go in the IC Thread [with dice rolls OOC Blocked].&lt;br /&gt;
&lt;br /&gt;
* Please link all dice rolls back to your dice roller.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==PVP==&lt;br /&gt;
While there is the potential for a fairly significant amount of player vs player conflict in a game like this one, I prefer not to run games that lean heavily to that assumption. Games like that simply do not need a GM, and I would much rather spend my time running games that &#039;&#039;do&#039;&#039; need a GM.&lt;br /&gt;
&lt;br /&gt;
For reference, what I consider PVP basically amounts to this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If an action would require dice to affect an NPC, then it counts as PVP if used against a PC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So disagreements, trash talking, indirect actions that might affect another character but aren&#039;t made directly against that character are all potentially on the table with the caveat that if something just makes the game not fun for someone that we respect that and steer clear.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
If you want to do something that directly acts against another player&#039;s character, proceed based on the following criteria: &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the math rocks decide. Roll it out. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declined Permission:&#039;&#039;&#039; The other player does not agree to PVP. Move on with something else.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Development and Play Threads==&lt;br /&gt;
&amp;lt;u&amp;gt;Development Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;OOC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;IC Thread&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;br /&gt;
&lt;br /&gt;
==Other Resources==&lt;br /&gt;
&amp;lt;u&amp;gt;[http://orokos.com/roll/?action=roll Orokos]&amp;lt;/u&amp;gt; Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
[[Wyrmriders_of_the_Sprawl#Character_Table|&amp;lt; &amp;lt; &amp;lt; Back to Top]]&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=463720</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=463720"/>
		<updated>2024-06-21T13:55:07Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +9 melee (1d6+6 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
:&#039;&#039;Manual of Bodily Health&#039;&#039; (expended)&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11,826&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 10&lt;br /&gt;
&lt;br /&gt;
CP 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=463718</id>
		<title>Balasar Drex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Balasar_Drex&amp;diff=463718"/>
		<updated>2024-06-21T13:54:22Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Attributes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds_5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Chromatic (Black) Dragonborn Fighter 1/Monk (Kensei) 5&lt;br /&gt;
*Alignment: Neutral&lt;br /&gt;
*Background: Mercenary Veteran&lt;br /&gt;
*Personality trait: I face problems head-on. A simple, direct solution is the best path to success.&lt;br /&gt;
*Ideal: Treasure and glory. Nothing should stand in the way of a good adventure!&lt;br /&gt;
*Bond: Those who fight beside me are those worth dying for.&lt;br /&gt;
*Flaw: I have little respect for anyone who is not a proven warrior.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 20 (+5) (max 22)&lt;br /&gt;
*DEX: 13 (+1)&lt;br /&gt;
*CON: 16 (+3) (max 22)&lt;br /&gt;
*INT: 10 (+0)&lt;br /&gt;
*WIS: 14 (+2)&lt;br /&gt;
*CHA: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 22 (&#039;&#039;mithral plate&#039;&#039;, &#039;&#039;+1 shield&#039;&#039;, &#039;&#039;cloak of protection&#039;&#039;)&lt;br /&gt;
*HP: 53 (HD: 1d10, 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
*Resistances: acid&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +8&lt;br /&gt;
:Acrobatics +4&lt;br /&gt;
:Intimidation +2&lt;br /&gt;
:Insight +5&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +9&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +7&lt;br /&gt;
*Intelligence +1&lt;br /&gt;
*Wisdom +3&lt;br /&gt;
*Charisma +0&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armour, Medium Armour, Heavy Armour, Simple Weapons, Martial Weapons&lt;br /&gt;
*Saving Throws: Strength, Constitution&lt;br /&gt;
*Skills: Athletics, Acrobatics, Insight, Intimidation&lt;br /&gt;
*Tool Proficiencies: Three Dragon Ante, Vehicles (land), Painter&#039;s Supplies&lt;br /&gt;
*Languages: Common, Draconic&lt;br /&gt;
&lt;br /&gt;
===Traits and Features===&lt;br /&gt;
:Dragon Breath&lt;br /&gt;
:Acid Resistance&lt;br /&gt;
:Chromatic Warding&lt;br /&gt;
:Mercenary Veteran&lt;br /&gt;
:Fighting Style: Unarmed Fighting&lt;br /&gt;
:Second Wind (1d10+1)&lt;br /&gt;
:Unarmoured Defence&lt;br /&gt;
:Martial Arts&lt;br /&gt;
:Ki&lt;br /&gt;
:Unarmoured Movement&lt;br /&gt;
:Deflect Missiles&lt;br /&gt;
:Path of the Kensei&lt;br /&gt;
:Ki-fueled Attack&lt;br /&gt;
:Slow Fall&lt;br /&gt;
:Quickened Healing&lt;br /&gt;
:Extra Attack&lt;br /&gt;
:Stunning Blow&lt;br /&gt;
:Focused Aim&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:&#039;&#039;+1 Longsword&#039;&#039; +9 melee (1d8+6 slashing)&lt;br /&gt;
:Unarmed Strike +9 melee (1d6+6 bludgeoning) (&#039;&#039;Eldritch Claw&#039;&#039;)&lt;br /&gt;
:Handaxe +8 melee or thrown 20/60 (1d6+5 slashing)&lt;br /&gt;
:Pistol +5 ranged 30/90 (1d10+2 piercing) (&#039;&#039;+1 bullet&#039;&#039;)&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039; +8 melee or thrown 30/120 (1d6+5 piercing plus 4d6 lightning bolt Dex DC 13 for ½ if thrown)&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:&#039;&#039;mithral plate armour&#039;&#039;&lt;br /&gt;
:&#039;&#039;+1 longsword&#039;&#039;&lt;br /&gt;
:pistol&lt;br /&gt;
:handaxe (2)&lt;br /&gt;
:&#039;&#039;Bag of Holding&#039;&#039;&lt;br /&gt;
:dungeoneer&#039;s pack&lt;br /&gt;
:uniform&lt;br /&gt;
:rank insignia&lt;br /&gt;
:Three Dragon Ante set&lt;br /&gt;
:moneypouch&lt;br /&gt;
:grappling hook&lt;br /&gt;
:trinket: tooth from an unknown beast&lt;br /&gt;
:10 bullets (8 remain)&lt;br /&gt;
:&#039;&#039;+1 bullet&#039;&#039;&lt;br /&gt;
:dagger (2)&lt;br /&gt;
:&#039;&#039;+1 shield&#039;&#039;&lt;br /&gt;
:powder horn (30/32 shots)&lt;br /&gt;
:&#039;&#039;Ring of Swimming&#039;&#039;&lt;br /&gt;
:small golden bracelet (25gp)&lt;br /&gt;
:Ettin&#039;s red knife&lt;br /&gt;
:&#039;&#039;Cap of Water Breathing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Cloak of Protection&#039;&#039; @&lt;br /&gt;
:&#039;&#039;Periapt of Health&#039;&#039;&lt;br /&gt;
:&#039;&#039;Clockwork Amulet&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Climbing&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Featherfall)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Candle of the Deep&#039;&#039;&lt;br /&gt;
:whetstone&lt;br /&gt;
:spyder-fiend fang&lt;br /&gt;
:&#039;&#039;Javelin of Lightning&#039;&#039;, 3&lt;br /&gt;
:Holy water, 3&lt;br /&gt;
:&#039;&#039;Immovable Rod&#039;&#039;&lt;br /&gt;
:&#039;&#039;Spellwrought Tattoo (Fly)&#039;&#039;&lt;br /&gt;
:&#039;&#039;Horn of Silent Alarm&#039;&#039;&lt;br /&gt;
:&#039;&#039;Wand of Pyrotechnics&#039;&#039;&lt;br /&gt;
:&#039;&#039;Potion of Healing&#039;&#039;, 4&lt;br /&gt;
:Antitoxin, 4&lt;br /&gt;
:Painter&#039;s Supplies&lt;br /&gt;
:2 venom-coated daggers, with 5 uses each (1d4 extra poison damage)&lt;br /&gt;
:&#039;&#039;Manual of Gainful Exercise&#039;&#039; (expended)&lt;br /&gt;
&lt;br /&gt;
==Treasure==&lt;br /&gt;
:Chest with a lock&lt;br /&gt;
:Bronze crown (250gp)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PP 0&lt;br /&gt;
&lt;br /&gt;
GP 11,826&lt;br /&gt;
&lt;br /&gt;
EP 0&lt;br /&gt;
&lt;br /&gt;
SP 10&lt;br /&gt;
&lt;br /&gt;
CP 9&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
From a clan supposedly sharing blood with the lineage of the ancient black dragon emperor of Azumer, Drex left them to do his own thing, knocking around the planets in various mercenary service, under the banner of the Rattlesnake Sabres, a mixed-lineage outfit originating out of Azumer with enough strength and popularity that they have, over the course of the life of the company, been employed all over Spinspace. On his journeys he learned some sword arts and decided to go freelance. &lt;br /&gt;
&lt;br /&gt;
Balasar and Antonius met one night when Balasar was set upon by some Thieves&#039; Guild associates in a mugging; Antonius intervened and they fought well together. Over drinks that night Antonius hired Balasar as a personal guard of sorts. &lt;br /&gt;
&lt;br /&gt;
Balasar previously ran into Marque and Kurga when they were all aboard the same ship; Marque and Kurga were crew while Balasar was part of a mercenary unit which had purchased passage. The ship was attacked by undead and they all fought together in defence.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kurga_the_Scavenger&amp;diff=463717</id>
		<title>Kurga the Scavenger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kurga_the_Scavenger&amp;diff=463717"/>
		<updated>2024-06-21T13:53:22Z</updated>

		<summary type="html">&lt;p&gt;Mr Adventurer: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spinworlds 5e | Back to main page]]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
*Half-orc Cleric of Ootuo (Nature) 6&lt;br /&gt;
*Alignment: Neutral Good&lt;br /&gt;
*Background: Outlander&lt;br /&gt;
*Personality trait: I watch over my friends like newborn pups. I place no stock in wealthy/well-mannered folk.&lt;br /&gt;
*Ideal: Greater Good&lt;br /&gt;
*Bond: The coming disaster happened long ago, but I will do anything to reverse it&lt;br /&gt;
*Flaw: Remember every insult, resent everyone who ever wronged me&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
===Abilities===&lt;br /&gt;
*STR: 15 (+2) &lt;br /&gt;
*DEX: 14 (+2) (max 22)&lt;br /&gt;
*CON: 12 (+1)&lt;br /&gt;
*INT: 11 (+0)&lt;br /&gt;
*WIS: 18 (+3) (max 22)&lt;br /&gt;
*CHA: 12 (+1)&lt;br /&gt;
&lt;br /&gt;
===Combat Details===&lt;br /&gt;
*AC: 20 (plate mail, shield)&lt;br /&gt;
*HP: 39 (HD: 5d8)&lt;br /&gt;
*Speed: 30’&lt;br /&gt;
*Proficiency: +3&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
:Athletics +5&lt;br /&gt;
:Intimidation +4&lt;br /&gt;
:Medicine +7&lt;br /&gt;
:Nature +3&lt;br /&gt;
:Religion +3&lt;br /&gt;
:Survival +7&lt;br /&gt;
&lt;br /&gt;
===Saving Throws===&lt;br /&gt;
*Strength +2&lt;br /&gt;
*Dexterity +2&lt;br /&gt;
*Constitution +1&lt;br /&gt;
*Intelligence +0&lt;br /&gt;
*Wisdom +7&lt;br /&gt;
*Charisma +4&lt;br /&gt;
&lt;br /&gt;
===Proficiencies===&lt;br /&gt;
*Proficiencies: Light Armor, Medium Armor, Heavy Armour, Shields, Simple Weapons&lt;br /&gt;
*Saving Throws: Wisdom, Charisma&lt;br /&gt;
*Skills: Athletics, Intimidation, Medicine, Nature, Religion, Survival&lt;br /&gt;
*Tool Proficiencies: Musical Instrument (horn)&lt;br /&gt;
*Languages: Common, Orcish, Giant&lt;br /&gt;
&lt;br /&gt;
==Traits and Features==&lt;br /&gt;
:Darkvision 60&#039;&lt;br /&gt;
:Menacing&lt;br /&gt;
:Relentless Endurance&lt;br /&gt;
:Savage Attacks&lt;br /&gt;
:Wanderer&lt;br /&gt;
:Domain: Nature (proficiencies, spells)&lt;br /&gt;
:Channel Divinity 2/rest&lt;br /&gt;
:Channel Divinity: Turn Undead (Destroy Undead CR 1/2)&lt;br /&gt;
:Channel Divinity: Charm Animals and Plants&lt;br /&gt;
:Channel Divinity: Harness Divine Power&lt;br /&gt;
:Dampen Elements (Reaction: you or a creature in 30 feet gets resistance to one instance of acid, cold, fire, lightning, or thunder damage)&lt;br /&gt;
&lt;br /&gt;
===Attacks===&lt;br /&gt;
:Mace +5 melee (1d6+2 bludgeoning)&lt;br /&gt;
:Light Crossbow +4 ranged 80/320&#039; (1d8+1 piercing)&lt;br /&gt;
&lt;br /&gt;
===Spellcasting===&lt;br /&gt;
Spells prepared: 10&lt;br /&gt;
&lt;br /&gt;
Saving throw DC: 15&lt;br /&gt;
&lt;br /&gt;
====Cantrips====&lt;br /&gt;
:Light&lt;br /&gt;
:Spare the Dying&lt;br /&gt;
:Thunderclap&lt;br /&gt;
:Sacred Flame&lt;br /&gt;
:Guidance&lt;br /&gt;
=====1st level (4/day)=====&lt;br /&gt;
:Animal Friendship (domain)&lt;br /&gt;
:Speak with Animals (domain)&lt;br /&gt;
:Healing Word&lt;br /&gt;
:Protection from Evil and Good&lt;br /&gt;
:Bane&lt;br /&gt;
:Lesser Restoration&lt;br /&gt;
:Bless&lt;br /&gt;
=====2nd level (3/day)=====&lt;br /&gt;
:Barkskin (domain)&lt;br /&gt;
:Spike Growth (domain)&lt;br /&gt;
:Spiritual Weapon&lt;br /&gt;
:Enhance Ability&lt;br /&gt;
:Prayer of Healing&lt;br /&gt;
:Aid&lt;br /&gt;
=====3rd level (3/day)=====&lt;br /&gt;
:Plant Growth (domain)&lt;br /&gt;
:Wind Wall (domain)&lt;br /&gt;
:Spirit Guardians&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
:platemail&lt;br /&gt;
:mace&lt;br /&gt;
:shield&lt;br /&gt;
:light crossbow&lt;br /&gt;
:20 bolts&lt;br /&gt;
:explorer&#039;s pack&lt;br /&gt;
:holy symbol: amulet&lt;br /&gt;
:rank insignia&lt;br /&gt;
:hunting trap&lt;br /&gt;
:animal skeleton skull&lt;br /&gt;
:travellers&#039; clothes&lt;br /&gt;
:belt pouch&lt;br /&gt;
:horn&lt;br /&gt;
:healer&#039;s kit (10)&lt;br /&gt;
:Manual of Quickness of Action (expended)&lt;br /&gt;
:Tome of Understanding (expended)&lt;br /&gt;
:trinket:  A tiny chest carved to look like it has numerous feet on the bottom&lt;br /&gt;
&lt;br /&gt;
===Treasure===&lt;br /&gt;
PP x&lt;br /&gt;
&lt;br /&gt;
GP x minus 1462.5 for armour upgrade&lt;br /&gt;
&lt;br /&gt;
EP x&lt;br /&gt;
&lt;br /&gt;
SP x&lt;br /&gt;
&lt;br /&gt;
CP x&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Arix knew this would happen.&lt;br /&gt;
&lt;br /&gt;
As he stared into the empty eye sockets of the skeleton advancing on him, reeking of saltwater and rot, he cursed himself for booking this passage. Of course the journey would be dangerous. Of course the dead could rise from the sea at any moment, laying waste to everyone aboard. And now, seeing all of his well-founded fears come to pass, he clutched his lute tighter, and awaited the inevitable.&lt;br /&gt;
&lt;br /&gt;
Just then, those eye sockets, along with the rest of his attacker’s skull, exploded in a burst of bone shards. The guide the crew hired, Kurga, stood behind its remains. She had smashed it apart with a heavy-looking mace, and silence descended on the ship.&lt;br /&gt;
&lt;br /&gt;
Arix looked around, panting. He was alive! Everything had come to pass, except the last thing! He was exhausted yet exultant, and his composer’s mind set to framing the encounter as a stirring ballad, with his savior as the heroine.&lt;br /&gt;
&lt;br /&gt;
“Kurga the Scavenger”, he muttered.&lt;br /&gt;
&lt;br /&gt;
She scowled at him, the rush of battle still hot in her veins. She had taken a lot of guff over the years for being a half-breed, and grown used to crushing it quickly. But for this scrawny heap of shit to give her lip, after saving his miserable hide…&lt;br /&gt;
&lt;br /&gt;
“What did you call me, pipsqueak!?”, she snarled, her weapon raised to claim another skull.&lt;br /&gt;
&lt;br /&gt;
Arix flinched away from her. “Oh no! I, uh, I meant that you eat the dead for breakfast!”&lt;br /&gt;
&lt;br /&gt;
Kurga paused a moment. She had an image of zombies sitting around a campfire, telling each other “ghost stories” about her.&lt;br /&gt;
&lt;br /&gt;
About *her*.&lt;br /&gt;
&lt;br /&gt;
A crooked grin cracked her scowl. “Kurga the Scavenger”, she rasped, trying the words out in her mouth. She liked the taste.&lt;br /&gt;
&lt;br /&gt;
Giving him a nod, she said, “Okay pipsqueak, you get another day”. She turned away to tend to the wounded.&lt;br /&gt;
&lt;br /&gt;
Arix sighed with relief, then looked at one of the crew nearby. “Another day?”, he asked.&lt;br /&gt;
&lt;br /&gt;
“To live”, came the reply, and the minstrel’s face fell like a stone.&lt;/div&gt;</summary>
		<author><name>Mr Adventurer</name></author>
	</entry>
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