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	<updated>2026-05-15T09:03:01Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485724</id>
		<title>Pathfinder 2e: Hellbreakers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers&amp;diff=485724"/>
		<updated>2026-04-03T20:48:51Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:HellbreakersTitle.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hellbreakers==&lt;br /&gt;
In 4726 AR, the Isgeri government, believing the anti-Chelaxian faction called the Hellbreakers League was gathering warshards, requested aid from Her Infernal Majestrix Abrogail Thrune. Cheliax swiftly dispatched Hellknights from the Order of the Rack to root out suspected traitors.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loyalist Hellknights occupied Breachill, terrorizing the population with house arrests and public executions despite not finding any true Hellbreakers. A team of Andoran diplomats, headed by the semi-retired General Reginald Kormoth, traveled to Breachill to entreat with the Hellknights and request that they cease subjugating the town&#039;s populace. In response, the Hellknights captured and publicly executed him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Public outrage pressured Andoran to respond. Wary of war, Supreme Elect Andira Marusek took the suggestion of her council that since the Hellknights aren&#039;t a state-run force, the similarly &amp;quot;independent&amp;quot; Eagle Knights could step in without causing too much incident. Eagle Knights of the Steel Falcons were &amp;quot;advised&amp;quot; to travel to Isger, where they battled the Hellknights and eventually reclaimed it from Chelaxian occupation. Her Infernal Majestrix Abrogail Thrune declared Andoran&#039;s incursion into Isger as an act of war and began preparing in kind.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the dust settling after the intial conflict, the Hellbreakers League in Iseger has decided that enoug is enough. The time has come to rally the people and cast off the rule of Cheliax for good.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are junior members of the Hellbreakers League, and have been sent to Breachill to meet with an Andoran Eagle Knight still in the town, who has agreed to aid the cause of the Hellbreakers, and escort them back to the headquarters of the League.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our story opens on a crisp, fall evening in Lamashan 4726 AR, as our team arrives in the Ca yden&#039;s Keg tavern in Breachill...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Bink Horsebane | Bink Horsebane]]&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1Touz_D_MgAN2lp_p662onEOPbCYIUvtFuPGHZH4Xq2o/edit?usp=drive_link Nemo]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Kayleth Triens | Kayleth Triens]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2e: Hellbreakers/Zandivar Pim | Zandivar Pim]]&lt;br /&gt;
&lt;br /&gt;
==Important Skills==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs==&lt;br /&gt;
&lt;br /&gt;
==Loot==&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Coinage==&lt;br /&gt;
* &lt;br /&gt;
&lt;br /&gt;
==Loot to Sell==&lt;br /&gt;
&lt;br /&gt;
==Forum Threads==&lt;br /&gt;
*&#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/recruitment-hellbreakers-pf2e.934973 Recruitment]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In Character Resources==&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Combat Maps==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers/Zandivar_Pim&amp;diff=485723</id>
		<title>Pathfinder 2e: Hellbreakers/Zandivar Pim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers/Zandivar_Pim&amp;diff=485723"/>
		<updated>2026-04-03T20:47:48Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/proxy.php?image=https%3A%2F%2Fmedia-waterdeep.cursecdn.com%2Favatars%2Fthumbnails%2F0%2F115%2F1000%2F1000%2F636252746444973630.jpeg&amp;amp;hash=98703ae1b7427bd6f873adb0eb14e3f4 Image]&lt;br /&gt;
&lt;br /&gt;
== Zandivar Pim ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I feel like we shouldn&#039;t have to explain to you that devils are bad.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprite Ranger 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiny Rare Fey Sprite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039; +8; Low-Light Vision&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Sylvan, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Acrobatics +7, Diplomacy +3, Warfare Lore +4, Medicine +6, Nature +6, Religion +6, Stealth +7, Survival +6, Thievery +7&lt;br /&gt;
&lt;br /&gt;
Str +0, Dex +4, Con +1, Int +1, Wis +3, Cha +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039; Shortbow (L), dancer&#039;s spear (L), leave weave (L), 30 arrows (3L), adventurer&#039;s kit (L), thieves&#039; toolkit (L)&lt;br /&gt;
&lt;br /&gt;
Bulk Limit: 2, Bulk carried: 8L&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Needs:&#039;&#039; Healers&#039; tools, barding&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 18; &#039;&#039;&#039;Fort&#039;&#039;&#039; +6, &#039;&#039;&#039;Ref&#039;&#039;&#039; +9, &#039;&#039;&#039;Will&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 20 feet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Dancer&#039;s Spear +7 (Backswing, finesse, reach, sweep, versatile B), Damage 1d6 P&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Fist +7 (Agile, finesse, unarmed), Damage 1d4 B&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; Shortbow +7 (Deadly d10), Damage 1d6 P&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestry&#039;&#039;&#039; Sprite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039; Melixie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Breachill Survivor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestry Feats&#039;&#039;&#039; Evanescent Wings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039; Low-Light Vision, Magical Strikes, Hunter&#039;s Edge (Precision), Hunt Prey&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Feats&#039;&#039;&#039; Animal Companion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Feats&#039;&#039;&#039; Battle Medicine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Feats&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
== Pinchy ==&lt;br /&gt;
&lt;br /&gt;
Scorpion Animal Companion 1&lt;br /&gt;
&lt;br /&gt;
Small Common Animal Minion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039; +4; Darkvision&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Acrobatics +6, Athletics +6, Stealth +6&lt;br /&gt;
&lt;br /&gt;
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 16; &#039;&#039;&#039;Fort&#039;&#039;&#039; +4, &#039;&#039;&#039;Ref&#039;&#039;&#039; +6, &#039;&#039;&#039;Will&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 feet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Stinger +6, Damage 1d6+3 P and 1d4 poison&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Pincer +6 (Agile), Damage 1d6+3 B[/spoiler]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Zandivar was never a citizen of Breachill, not really. The town wasn&#039;t built for people of is size, and to most of the locals a fey creature was mysterious and perhaps intimidating--even if he explained that, as one of the Wingless, he was mortal and in many ways more similar to humans or goblins than to sprites of the First World.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also tended to find him quite impressive because he had successfully tamed and trained &amp;quot;that horrible beast,&amp;quot; his giant scorpion companion Pinchy. This gave him too much credit. As a melixie, a sprite with some insectile traits, he had an inborn connection that allowed him to communicate with insects and similar bug-like creatures. When you can explain things to an animal in a way they can actually understand, &amp;quot;taming&amp;quot; is as easy as promising not to hurt him, and promising you won&#039;t let anyone else hurt him as long as he never attacks anybody without your permission. And &amp;quot;training&amp;quot; is even easier--you just tell the animal what you want him to do, and if he trusts you enough he&#039;ll do it. No need to practice or drill or teach commands.&lt;br /&gt;
&lt;br /&gt;
Zandivar doesn&#039;t have the patience for proper animal training, but Pinchy was easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending most of their time in the wilds suited them well anyway, and they were never too far from town. Zandivar was a frequent visitor to Breachill, where he would go to sell meat and furs and to buy other supplies. He was a friend of the Bumblebrashers of Citadel Alterain, where he would sometimes act as a visiting medic (and where, unfortunately, his medical bag still waits).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He was around a few years ago when Breachill hired a party of adventurers to perform a welfare check on the incommunicado Bumblebrasher goblins, and he helped give them some navigation tips.&lt;br /&gt;
&lt;br /&gt;
And he was around when the Hellknights arrived to attack. He provided what aid he could to the Pathfinder Society and the Eagle Knights when they came to provide aid, but he was overwhelmed by the sudden, unprovoked attack and by the strength and numbers of the enemy force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zandivar was not knowledgeable about politics. He had a vague notion that Abrogail Thrune was a queen who was known to be in the thrall of devils, but that the Hell-backed power of her throne was such that opposing her directly was usually considered to be too dangerous to be effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The little sprite bore witness to the murder and bloodshed of the unprovoked attack. It was his only experience with the government of Cheliax.&lt;br /&gt;
&lt;br /&gt;
Once was enough.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers/Zandivar_Pim&amp;diff=485722</id>
		<title>Pathfinder 2e: Hellbreakers/Zandivar Pim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2e:_Hellbreakers/Zandivar_Pim&amp;diff=485722"/>
		<updated>2026-04-03T20:46:57Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: Created page with &amp;quot;[https://forum.rpg.net/proxy.php?image=https%3A%2F%2Fmedia-waterdeep.cursecdn.com%2Favatars%2Fthumbnails%2F0%2F115%2F1000%2F1000%2F636252746444973630.jpeg&amp;amp;hash=98703ae1b7427bd6f873adb0eb14e3f4 Image]  == Zandivar Pim ==  &amp;#039;&amp;#039;&amp;quot;I feel like we shouldn&amp;#039;t have to explain to you that devils are bad.&amp;quot;&amp;#039;&amp;#039;  &amp;#039;&amp;#039;&amp;#039;Sprite Ranger 1&amp;#039;&amp;#039;&amp;#039;  Tiny Rare Fey Sprite  &amp;#039;&amp;#039;&amp;#039;Perception&amp;#039;&amp;#039;&amp;#039; +8; Low-Light Vision  &amp;#039;&amp;#039;&amp;#039;Languages&amp;#039;&amp;#039;&amp;#039; Common, Sylvan, Goblin  &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; Acrobatics +7, Diplomacy +3, Warfare Lore...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[https://forum.rpg.net/proxy.php?image=https%3A%2F%2Fmedia-waterdeep.cursecdn.com%2Favatars%2Fthumbnails%2F0%2F115%2F1000%2F1000%2F636252746444973630.jpeg&amp;amp;hash=98703ae1b7427bd6f873adb0eb14e3f4 Image]&lt;br /&gt;
&lt;br /&gt;
== Zandivar Pim ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I feel like we shouldn&#039;t have to explain to you that devils are bad.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sprite Ranger 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tiny Rare Fey Sprite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039; +8; Low-Light Vision&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Languages&#039;&#039;&#039; Common, Sylvan, Goblin&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Acrobatics +7, Diplomacy +3, Warfare Lore +4, Medicine +6, Nature +6, Religion +6, Stealth +7, Survival +6, Thievery +7&lt;br /&gt;
&lt;br /&gt;
Str +0, Dex +4, Con +1, Int +1, Wis +3, Cha +0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Items&#039;&#039;&#039; Shortbow (L), dancer&#039;s spear (L), leave weave (L), 30 arrows (3L), adventurer&#039;s kit (L), thieves&#039; toolkit (L)&lt;br /&gt;
&lt;br /&gt;
Bulk Limit: 2, Bulk carried: 8L&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Needs:&#039;&#039; Healers&#039; tools, barding&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 18; &#039;&#039;&#039;Fort&#039;&#039;&#039; +6, &#039;&#039;&#039;Ref&#039;&#039;&#039; +9, &#039;&#039;&#039;Will&#039;&#039;&#039; +6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 17&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 20 feet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Dancer&#039;s Spear +7 (Backswing, finesse, reach, sweep, versatile B), Damage 1d6 P&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Fist +7 (Agile, finesse, unarmed), Damage 1d4 B&lt;br /&gt;
&#039;&#039;&#039;Ranged&#039;&#039;&#039; Shortbow +7 (Deadly d10), Damage 1d6 P&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestry&#039;&#039;&#039; Sprite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039; Melixie&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Breachill Survivor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ancestry Feats&#039;&#039;&#039; Evanescent Wings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features&#039;&#039;&#039; Low-Light Vision, Magical Strikes, Hunter&#039;s Edge (Precision), Hunt Prey&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Feats&#039;&#039;&#039; Animal Companion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skill Feats&#039;&#039;&#039; Battle Medicine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Feats&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
== Pinchy ==&lt;br /&gt;
&lt;br /&gt;
Scorpion Animal Companion 1&lt;br /&gt;
&lt;br /&gt;
Small Common Animal Minion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039; +4; Darkvision&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039; Acrobatics +6, Athletics +6, Stealth +6&lt;br /&gt;
&lt;br /&gt;
Str +3, Dex +3, Con +1, Int -4, Wis +1, Cha +0&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AC&#039;&#039;&#039; 16; &#039;&#039;&#039;Fort&#039;&#039;&#039; +4, &#039;&#039;&#039;Ref&#039;&#039;&#039; +6, &#039;&#039;&#039;Will&#039;&#039;&#039; +4&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Speed&#039;&#039;&#039; 30 feet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Stinger +6, Damage 1d6+3 P and 1d4 poison&lt;br /&gt;
&#039;&#039;&#039;Melee&#039;&#039;&#039; Pincer +6 (Agile), Damage 1d6+3 B[/spoiler]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ===&lt;br /&gt;
Zandivar was never a citizen of Breachill, not really. The town wasn&#039;t built for people of is size, and to most of the locals a fey creature was mysterious and perhaps intimidating--even if he explained that, as one of the Wingless, he was mortal and in many ways more similar to humans or goblins than to sprites of the First World.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They also tended to find him quite impressive because he had successfully tamed and trained &amp;quot;that horrible beast,&amp;quot; his giant scorpion companion Pinchy. This gave him too much credit. As a melixie, a sprite with some insectile traits, he had an inborn connection that allowed him to communicate with insects and similar bug-like creatures. When you can explain things to an animal in a way they can actually understand, &amp;quot;taming&amp;quot; is as easy as promising not to hurt him, and promising you won&#039;t let anyone else hurt him as long as he never attacks anybody without your permission. And &amp;quot;training&amp;quot; is even easier--you just tell the animal what you want him to do, and if he trusts you enough he&#039;ll do it. No need to practice or drill or teach commands.&lt;br /&gt;
&lt;br /&gt;
Zandivar doesn&#039;t have the patience for proper animal training, but Pinchy was easy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spending most of their time in the wilds suited them well anyway, and they were never too far from town. Zandivar was a frequent visitor to Breachill, where he would go to sell meat and furs and to buy other supplies. He was a friend of the Bumblebrashers of Citadel Alterain, where he would sometimes act as a visiting medic (and where, unfortunately, his medical bag still waits).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He was around a few years ago when Breachill hired a party of adventurers to perform a welfare check on the incommunicado Bumblebrasher goblins, and he helped give them some navigation tips.&lt;br /&gt;
&lt;br /&gt;
And he was around when the Hellknights arrived to attack. He provided what aid he could to the Pathfinder Society and the Eagle Knights when they came to provide aid, but he was overwhelmed by the sudden, unprovoked attack and by the strength and numbers of the enemy force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Zandivar was not knowledgeable about politics. He had a vague notion that Abrogail Thrune was a queen who was known to be in the thrall of devils, but that the Hell-backed power of her throne was such that opposing her directly was usually considered to be too dangerous to be effective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The little sprite bore witness to the murder and bloodshed of the unprovoked attack. It was his only experience with the government of Cheliax.&lt;br /&gt;
&lt;br /&gt;
Once was enough.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=410039</id>
		<title>Pathfinder 2 Surviving the Apocalypse/Gregor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=410039"/>
		<updated>2021-11-03T03:42:44Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gregor, a tinker in Kaybridge, had long tried to befriend members of a troublesome goblin band. If he&#039;d been better suited to the task he might have had more success. Still, he thought he had some impact on the amount of trouble between the city and the goblins, and he&#039;d learned some goblin tricks along the way. Their resourcefulness was laudable, though Gregor much preferred his proper tools and equipment--but they&#039;re lessons he&#039;s learned to respect over the last few years.&lt;br /&gt;
&lt;br /&gt;
On the day of the Rising, the goblins and the people of Kaybridge were of some help to each other, though Gregor&#039;s close friend died in the tunnel collapse.&lt;br /&gt;
&lt;br /&gt;
Since then Gregor has worked in building and maintenance. He&#039;s as eager for access to more and better materials and tools as he is for expanding the food supply.&lt;br /&gt;
&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=2543721|Gregor&#039;s Myth Weavers sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gregor, NG Human (Versatile) Inventor 1&lt;br /&gt;
Background: Emissary&lt;br /&gt;
Size: M&lt;br /&gt;
Traits: Good, Medium, Human, Humanoid&lt;br /&gt;
Deity: Brigh&lt;br /&gt;
Experience Points: 0&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
Str 16 (+3) : 10 +2 Ancestry +2 Background +2 lvl 1&lt;br /&gt;
Dex 12 (+1) : 10 +2 lvl 1&lt;br /&gt;
Con 12 (+1) : 10 +2 lvl 1&lt;br /&gt;
Int 18 (+4) : 10 +2 Ancestry +2 Background +2 Class +2 lvl 1&lt;br /&gt;
Wis 10 (+0) : 10&lt;br /&gt;
Cha 10 (+0) : 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class&#039;&#039;&#039;&lt;br /&gt;
18 (10 +1 Dex/Cap +4 Item +3 Trained prof)&lt;br /&gt;
Steel Shield +2 | Hardness 5 | HP 20/20&lt;br /&gt;
Trained in light and medium armor, and unarmored defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
17/17 (8 Human + 1x[8 Inventor +1 Con])&lt;br /&gt;
Resist 0 Fire and Cold while wearing armor innovation, or Resist 2 in Overdrive (1/2 level, or 1/2 level +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039;&lt;br /&gt;
+3 (+0 Wis +3 trained)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort +6 (+1 Con +5 expert)&lt;br /&gt;
Ref +4 (+1 Dex +3 Trained)&lt;br /&gt;
Will +5 (+0 Wis +5 expert)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
Speed 25 ft&lt;br /&gt;
Class DC 17 (10 +4 Int +3 trained)&lt;br /&gt;
Warhammer +6, 1d8+3 bludgeoning damage (Shove)&lt;br /&gt;
Fist +6, 1d4+3 bludgeoning damage (Agile, Finesse, Nonlethal, Unarmed)&lt;br /&gt;
Javelin +4, 1d6+3 piercing damage (Thrown)&lt;br /&gt;
Trained in simple and martial weapons, and unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Acrobatics (+1)&lt;br /&gt;
Arcana (+4)&lt;br /&gt;
Athletics T (+6)&lt;br /&gt;
Crafting T (+7)&lt;br /&gt;
Deception (+0)&lt;br /&gt;
Diplomacy T (+3)&lt;br /&gt;
Intimidation (+0)&lt;br /&gt;
Kaybridge Lore T (+7)&lt;br /&gt;
Medicine T (+3)&lt;br /&gt;
Nature (+3)&lt;br /&gt;
Occultism T (+7)&lt;br /&gt;
Performance (+0)&lt;br /&gt;
Religion (+0)&lt;br /&gt;
Society T (+7)&lt;br /&gt;
Stealth T (+4)&lt;br /&gt;
Survival T (+3)&lt;br /&gt;
Thievery T (+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Ancestry&#039;&#039;&lt;br /&gt;
Junk Tinker (lvl 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;General&#039;&#039;&lt;br /&gt;
Adopted Ancestry (Versatile Heritage)&lt;br /&gt;
Shield Block (Free Inventor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill&#039;&#039;&lt;br /&gt;
Inventor (Free Inventor)&lt;br /&gt;
Multilingual (Emissary)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class&#039;&#039;&lt;br /&gt;
Tamper (lvl 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
Overdrive (1 action; Inventor and Manipulate; once per round; DC 15)&lt;br /&gt;
Innovation: Armor (Power Suit w/Phlogistonic Regulator)&lt;br /&gt;
Explode (2 actions; Fire, Inventor, Manipulate, Unstable; 2d6 fire in 5-foot emanation, basic Reflex save)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Power Suit w/Phlogistonic Regulator (2 Bulk)&lt;br /&gt;
Shoddy Warhammer (1 Bulk)&lt;br /&gt;
Steel Shield (1 Bulk)&lt;br /&gt;
5 Shoddy Javelins (5L)&lt;br /&gt;
Shoddy Thieves&#039; Tools (L)&lt;br /&gt;
Adventurer&#039;s Pack (1--in backpack)&lt;br /&gt;
Basic Crafter&#039;s Book (L)&lt;br /&gt;
Shoddy Repair Kit (1 Bulk)&lt;br /&gt;
Bull&#039;s-Eye Lantern (1--in backpack)&lt;br /&gt;
2 Sets Shoddy Caltrops (L)&lt;br /&gt;
Shoddy Compass (-)&lt;br /&gt;
Healer&#039;s Tools (1 Bulk)&lt;br /&gt;
&lt;br /&gt;
6 Bulk + 8 L/ Bulk Limit 8&lt;br /&gt;
3 gp 7 sp 2 cp&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409610</id>
		<title>Pathfinder 2 Surviving the Apocalypse/Gregor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409610"/>
		<updated>2021-10-31T06:56:00Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: added text sheet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gregor, a tinker in Kaybridge, had long tried to befriend members of a troublesome goblin band. If he&#039;d been better suited to the task he might have had more success. Still, he thought he had some impact on the amount of trouble between the city and the goblins, and he&#039;d learned some goblin tricks along the way. Their resourcefulness was laudable, though Gregor much preferred his proper tools and equipment--but they&#039;re lessons he&#039;s learned to respect over the last few years.&lt;br /&gt;
&lt;br /&gt;
On the day of the Rising, the goblins and the people of Kaybridge were of some help to each other, though Gregor&#039;s close friend died in the tunnel collapse.&lt;br /&gt;
&lt;br /&gt;
Since then Gregor has worked in building and maintenance. He&#039;s as eager for access to more and better materials and tools as he is for expanding the food supply.&lt;br /&gt;
&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=2543721|Gregor&#039;s Myth Weavers sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gregor, NG Human (Versatile) Inventor 1&lt;br /&gt;
Background: Emissary&lt;br /&gt;
Size: M&lt;br /&gt;
Traits: Good, Medium, Human, Humanoid&lt;br /&gt;
Deity: Brigh&lt;br /&gt;
Experience Points: 0&lt;br /&gt;
Hero Points: 1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ability Scores&#039;&#039;&#039;&lt;br /&gt;
Str 16 (+3) : 10 +2 Ancestry +2 Background +2 lvl 1&lt;br /&gt;
Dex 12 (+1) : 10 +2 lvl 1&lt;br /&gt;
Con 12 (+1) : 10 +2 lvl 1&lt;br /&gt;
Int 18 (+4) : 10 +2 Ancestry +2 Background +2 Class +2 lvl 1&lt;br /&gt;
Wis 10 (+0) : 10&lt;br /&gt;
Cha 10 (+0) : 10&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armor Class&#039;&#039;&#039;&lt;br /&gt;
18 (10 +1 Dex/Cap +4 Item +3 Trained prof)&lt;br /&gt;
Steel Shield +2 | Hardness 5 | HP 20/20&lt;br /&gt;
Trained in light and medium armor, and unarmored defense.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039;&lt;br /&gt;
17/17 (8 Human + 1x[8 Inventor +1 Con])&lt;br /&gt;
Resist 0 Fire and Cold while wearing armor innovation, or Resist 2 in Overdrive (1/2 level, or 1/2 level +2)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perception&#039;&#039;&#039;&lt;br /&gt;
+3 (+0 Wis +3 trained)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
Fort +6 (+1 Con +5 expert)&lt;br /&gt;
Ref +4 (+1 Dex +3 Trained)&lt;br /&gt;
Will +5 (+0 Wis +5 expert)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
Speed 25 ft&lt;br /&gt;
Class DC 17 (10 +4 Int +3 trained)&lt;br /&gt;
Warhammer +6, 1d8+3 bludgeoning damage (Shove)&lt;br /&gt;
Fist +6, 1d4+3 bludgeoning damage (Agile, Finesse, Nonlethal, Unarmed)&lt;br /&gt;
Javelin +4, 1d6+3 piercing damage (Thrown)&lt;br /&gt;
Trained in simple and martial weapons, and unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
Acrobatics (+1)&lt;br /&gt;
Arcana (+4)&lt;br /&gt;
Athletics T (+6)&lt;br /&gt;
Crafting T (+7)&lt;br /&gt;
Deception (+0)&lt;br /&gt;
Diplomacy T (+3)&lt;br /&gt;
Intimidation (+0)&lt;br /&gt;
Kaybridge Lore T (+7)&lt;br /&gt;
Medicine T (+3)&lt;br /&gt;
Nature (+3)&lt;br /&gt;
Occultism T (+7)&lt;br /&gt;
Performance (+0)&lt;br /&gt;
Religion (+0)&lt;br /&gt;
Society T (+7)&lt;br /&gt;
Stealth T (+4)&lt;br /&gt;
Survival T (+3)&lt;br /&gt;
Thievery T (+4)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feats&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Ancestry&#039;&#039;&lt;br /&gt;
Junk Tinker (lvl 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;General&#039;&#039;&lt;br /&gt;
Adopted Ancestry (Versatile Heritage)&lt;br /&gt;
Shield Block (Free Inventor)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Skill&#039;&#039;&lt;br /&gt;
Inventor (Free Inventor)&lt;br /&gt;
Multilingual (Emissary)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Class&#039;&#039;&lt;br /&gt;
Tamper (lvl 1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class Features&#039;&#039;&#039;&lt;br /&gt;
Overdrive (1 action; Inventor and Manipulate; once per round; DC 15)&lt;br /&gt;
Innovation: Armor (Power Suit w/Phlogistonic Regulator)&lt;br /&gt;
Explode (2 actions; Fire, Inventor, Manipulate, Unstable; 2d6 fire in 5-foot emanation, basic Reflex save)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
Power Suit w/Phlogistonic Regulator (2 Bulk)&lt;br /&gt;
Warhammer (1 Bulk)&lt;br /&gt;
Steel Shield (1 Bulk)&lt;br /&gt;
5 Javelins (5L)&lt;br /&gt;
Thieves&#039; Tools (L)&lt;br /&gt;
Adventurer&#039;s Pack (1--in backpack)&lt;br /&gt;
Basic Crafter&#039;s Book (L)&lt;br /&gt;
Repair Kit (1 Bulk)&lt;br /&gt;
Bull&#039;s-Eye Lantern (1--in backpack)&lt;br /&gt;
Caltrops (L)&lt;br /&gt;
Compass (-)&lt;br /&gt;
&lt;br /&gt;
5 Bulk + 8 L/ Bulk Limit 8&lt;br /&gt;
2 gp 6 sp&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409444</id>
		<title>Pathfinder 2 Surviving the Apocalypse/Gregor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409444"/>
		<updated>2021-10-29T07:39:12Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gregor, a tinker in Kaybridge, had long tried to befriend members of a troublesome goblin band. If he&#039;d been better suited to the task he might have had more success. Still, he thought he had some impact on the amount of trouble between the city and the goblins, and he&#039;d learned some goblin tricks along the way. Their resourcefulness was laudable, though Gregor much preferred his proper tools and equipment--but they&#039;re lessons he&#039;s learned to respect over the last few years.&lt;br /&gt;
&lt;br /&gt;
On the day of the Rising, the goblins and the people of Kaybridge were of some help to each other, though Gregor&#039;s close friend died in the tunnel collapse.&lt;br /&gt;
&lt;br /&gt;
Since then Gregor has worked in building and maintenance. He&#039;s as eager for access to more and better materials and tools as he is for expanding the food supply.&lt;br /&gt;
&lt;br /&gt;
[https://www.myth-weavers.com/sheet.html#id=2543721|Gregor&#039;s Myth Weavers sheet]&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse&amp;diff=409443</id>
		<title>Pathfinder 2 Surviving the Apocalypse</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse&amp;diff=409443"/>
		<updated>2021-10-29T07:30:30Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wiki page for PF2 Surviving the Apocalypse&lt;br /&gt;
&lt;br /&gt;
Recruitment thread: https://forum.rpg.net/index.php?threads/recruitment-pathfinder-2-surviving-the-apocalypse.888739/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
Please create a page for your character and link to them from here&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder_2_Surviving_the_Apocalypse/Alghorn|Alghorn]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder_2_Surviving_the_Apocalypse:Corinna_Ironheart|Corinna Ironheart]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder_2_Surviving_the_Apocalypse/Gregor|Gregor Brightbeam]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2 Surviving the Apocalypse/Priktor Whistling-Grass|Priktor Whistling-Grass]]&lt;br /&gt;
&lt;br /&gt;
[[Pathfinder 2 Surviving the Apocalypse/Henk_Radow|Henk Radow]]&lt;br /&gt;
&lt;br /&gt;
== Coming Soon ==&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409442</id>
		<title>Pathfinder 2 Surviving the Apocalypse/Gregor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pathfinder_2_Surviving_the_Apocalypse/Gregor&amp;diff=409442"/>
		<updated>2021-10-29T07:27:11Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: Created page with &amp;quot;  https://www.myth-weavers.com/sheet.html#id=2543721&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
https://www.myth-weavers.com/sheet.html#id=2543721&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Thieves_Gold&amp;diff=400302</id>
		<title>Thieves Gold</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Thieves_Gold&amp;diff=400302"/>
		<updated>2021-05-29T04:34:19Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Map of the Karo Province =&lt;br /&gt;
&lt;br /&gt;
[[File:Karo_Province.png]]&lt;br /&gt;
&lt;br /&gt;
== Guide to the Map ==&lt;br /&gt;
&lt;br /&gt;
The province of Karo is a province of the Kingdom of Neece, a medium-sized kingdom.  In the southwest there is a badlands famous for the ruined settlements that dot its broken landscape.  The northeastern desert is a rocky mix of desert and shrubs where a remarkable canal town has a mix of technology and magic that converts saltwater to freshwater (but no one knows how it works) for its residents.  Large and sometimes huge wildlife populate the western grasslands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The City of Constance (08.06)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A city with a population of about 200,000, it is a major trading and economic hub of the Karo Province.  Precious metals, including gold, are gathered/refined in Barakob and Swampgash and worked into fine products in this city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barakob (03.03) and Swampgash (06.04)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traders in Swampgash brave the swamps to bring metals from the mining villages to Swampash, where the metals are then processed and delivered to Constance.  Barakob has a similar economy, but it is a much safer business environment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rahmsville (06.08)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This town is primarily known as a cattle and agricultural town and does a lot of trade with Constance.  There are rumors of weird cults and supernatural beings making their home in Rahmsville.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mashtas-Ur (08.01&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
This is an ancient, isolated but self-sufficient town home to a system of canals that converts saltwater from the Eregin Ocean into freshwater that the town’s population can drink.  No one who has made themselves known has solved the mystery of its magical technology.  Its only links to the outside world are its harbor and a trail leading to Swampgash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Garandel’s Grasslands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Named after the person who first discovered it long ago, this is in the western edge of the province between the two mountain ranges.  Massive land beasts graze and hunt here.&lt;br /&gt;
&lt;br /&gt;
= Player Characters =&lt;br /&gt;
&lt;br /&gt;
;Telmar Coppervein, Dwarf Paladin&lt;br /&gt;
:[https://docs.google.com/spreadsheets/d/1ejs61gsQd0PZ9bzJxKYGnhwyLQR9m0zhGsTjCuDLksI/edit?usp=sharing Character sheet]&lt;br /&gt;
:Telmar was a dwarf in Constance who worked as a guard for important clients and goods. One day, while paying his respects to Grundinnar, his deity spoke to Telmar to carry out the tenets of the god, and become a champion for him. Bestowed with the symbol of Grundinnar, a light hammer, he set forth to mediate between any parties in dispute.&lt;br /&gt;
&lt;br /&gt;
Plum, Sprite Monk&lt;br /&gt;
:[https://www.myth-weavers.com/sheet.html#id=2454951 Character Sheet]&lt;br /&gt;
:Plum did not grow up in any settlement, although it was near Constance. Was it Constance? It was probably Constance. Maybe, definitely. He wasn&#039;t really around people, anyway, and he tended to move around a lot.&lt;br /&gt;
&lt;br /&gt;
:He learned, from his parents and from his own exploration, a lot about nature and a good amount about magic. And some of that came easily to him--he was a sprite, after all, a being practically made of the stuff. Magic, that is. Also nature, sort of. He was never really a spell caster, but a subtler magic fills him and empowers him.&lt;br /&gt;
&lt;br /&gt;
:He was content with that. But his parents had disappeared into the First World years ago, and eventually there wasn&#039;t so much to explore. Occasionally, people from the town did come by his little home. He liked to watch them; people could be interesting. Eventually he decided to pay a visit to the city. He had some coin, mostly picked up here and there after being dropped by travelers. He&#039;d like to see what he could see in the city.&lt;br /&gt;
&lt;br /&gt;
:It was very different! But very busy, and that was fun. There were so many people there, and that was fun too. Plum quickly decided that he liked being around the giant big folk. Some of them took no notice of him at all, and some paid him quite a lot of attention.&lt;br /&gt;
&lt;br /&gt;
:But it was the cat lady who captured his own attention; she looked like she needed help. &lt;br /&gt;
&lt;br /&gt;
[[Thieves&#039; Gold/Zinari Diamonds|Zinari Diamonds]], Catfolk Witch&lt;br /&gt;
:Zinari was a gambler, and good at her job, until she entered the wrong card tournament. The local Thieves Guild had a player in it, and they bet heavily on him to win. They leaned on her to throw the game, but she didn’t. So they had a jinx put on her, to make her an example, and make her life a living hell. She turned to Lady Luck, who offered her the chance to change her fortune, by pushing her jinx onto others. Her future as a professional gambler was still shaky, but as an adventurer, she could make some coin by plying her new abilities.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=386395</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=386395"/>
		<updated>2020-08-16T04:55:29Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (1/4). You can never have more than that number. You regain them all when you complete a long rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 0/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 1/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=385750</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=385750"/>
		<updated>2020-08-07T04:06:07Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (1/4). You can never have more than that number. You regain them all when you complete a long rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 1/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 1/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=385235</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=385235"/>
		<updated>2020-07-31T18:45:20Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a long rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 2/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 1/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=383635</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=383635"/>
		<updated>2020-07-03T07:53:05Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a long rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 2/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=383634</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=383634"/>
		<updated>2020-07-03T07:43:23Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (4/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 2/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=382075</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=382075"/>
		<updated>2020-06-12T01:24:48Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos [Spent]: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 2/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=380364</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=380364"/>
		<updated>2020-05-21T00:58:27Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 3/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=380114</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=380114"/>
		<updated>2020-05-15T09:14:08Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Cade Wildheart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (4/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 3/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379706</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379706"/>
		<updated>2020-05-07T09:23:57Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Cade Wildheart */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos (X): You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 6/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379506</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379506"/>
		<updated>2020-04-30T01:26:39Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 22/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos (X): You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (2/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 6/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 2/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379433</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379433"/>
		<updated>2020-04-28T17:54:34Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Cade Wildheart */ hp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 22/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (4/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 6/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379404</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379404"/>
		<updated>2020-04-27T03:23:02Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level (4/4). You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 6/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379367</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379367"/>
		<updated>2020-04-25T03:43:29Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level. You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two of Cade Wildheart&#039;s grandparents had been sailors, and both of his parents were. As a young child he remembered being raised primarily by one parent at a time, as it was rare that one wasn&#039;t at sea. As soon as his eldest brother was old enough to care for the younger siblings, he&#039;d often have one parent or adult sibling at home. His grandmother&#039;s stories of her adventures were always the strangest, and his grandfather, who wasn&#039;t a sailor, insisted that every one of them was half true and they&#039;d left their mark on her bloodline. This seemed like part of the story; nothing so strange had ever happened to the rest of them.&lt;br /&gt;
&lt;br /&gt;
He eventually followed in their path, and learned to share their love of the sea--although meeting Garrett Brightmoon for the first time was something that encouraged him to seek work that kept him home in Saltmarsh more often. Once he returned home from a voyage to find that some villagers--including Garrett--had been trapped in the graveyard, cornered by the restless dead and had been holed up for days in an old mausoleum. Some adventurers had been tasked with their rescue, but Cade ran to the site to see what was happening.&lt;br /&gt;
&lt;br /&gt;
That was the day he learned his grandmother&#039;s stories were at least half true, and her experiences had left their mark on him after all. He had magical power, and when properly incentivized he unlocked the ability to wield it intuitively... but it was difficult to control. After one too many incidents, he decided to stay on dry land until he had a handle on his abilities. Nobody wants to cause a magical accident in such close quarters.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379360</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379360"/>
		<updated>2020-04-24T19:40:06Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level. You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (wand)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what. Also, if someone is in trouble I&#039;m always read to lend help.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379264</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379264"/>
		<updated>2020-04-19T02:59:59Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Once per turn, after casting a sorcerer spell of 1st level or higher, roll a d20. On a 1, roll on the Wild Magic Surge table to create a magical effect. No metamagic, and disregard concentration.&lt;br /&gt;
***Tides of Chaos: You can gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you use this feature again. Any time before you regain this feature, the DM can have you roll on the WMS table immediately after you case a sorcerer spell of 1st level or higher. You then regain the use of this feature.&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic: You gain sorcery points per day equal to your level. You can never have more than that number. You regain them all when you complete a short rest. You can sacrifice a spell slot as a bonus action to gain sorcery points equal to the slot&#039;s level. You can convert to points to a 1st-level spell slot or 3 to a 2nd-level slot as a bonus action.&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell: When you cast a spell with a casting time of 1 action, spend 2 sorcery points to cast it as a bonus action.&lt;br /&gt;
***Twinned Spell: When you cast a spell that targets only one creature, spend sorcery points equal to its level to target two creatures.&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights (V, S, M; C)&lt;br /&gt;
*Fire Bolt (V, S)&lt;br /&gt;
*Frostbite (V, S) (XGtE)&lt;br /&gt;
*Mage Hand (V, S)&lt;br /&gt;
*Prestidigitation (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (V, S) (XGtE)&lt;br /&gt;
*Mage Armor (V, S, M)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (V, S, M; C) (XGtE)&lt;br /&gt;
*Enlarge/Reduce (V, S, M; C)&lt;br /&gt;
*Mirror Image (V, S)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379242</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379242"/>
		<updated>2020-04-17T22:19:07Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
***Twinned Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Frostbite (XGtE)&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (XGtE)&lt;br /&gt;
*Mage Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (XGtE)&lt;br /&gt;
*Enlarge/Reduce&lt;br /&gt;
*Mirror Image&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379241</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379241"/>
		<updated>2020-04-17T21:53:33Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Heightened Spell&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
*The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Frostbite (XGtE)&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (XGtE)&lt;br /&gt;
*Mage Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (XGtE)&lt;br /&gt;
*Enlarge/Reduce&lt;br /&gt;
*Mirror Image&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379240</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379240"/>
		<updated>2020-04-17T21:53:11Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Heightened Spell&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
*Dancing Lights&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Frostbite (XGtE)&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
*Chaos Bolt (XGtE)&lt;br /&gt;
*Mage Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
*Dragon&#039;s Breath (XGtE)&lt;br /&gt;
*Enlarge/Reduce&lt;br /&gt;
*Mirror Image&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379239</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379239"/>
		<updated>2020-04-17T21:50:18Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CG Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Heightened Spell&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Frostbite (XGtE)&lt;br /&gt;
Mage Hand&lt;br /&gt;
Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
Chaos Bolt (XGtE)&lt;br /&gt;
Mage Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
Enlarge/Reduce&lt;br /&gt;
Mirror Image&lt;br /&gt;
Scorching Ray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379238</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379238"/>
		<updated>2020-04-17T21:50:03Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Heightened Spell&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
*Wand of Web (attuned), 7/7 charges&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Frostbite (XGtE)&lt;br /&gt;
Mage Hand&lt;br /&gt;
Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
Chaos Bolt (XGtE)&lt;br /&gt;
Mage Armor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2nd Level&#039;&#039; 3/3 slots&lt;br /&gt;
Enlarge/Reduce&lt;br /&gt;
Mirror Image&lt;br /&gt;
Scorching Ray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379237</id>
		<title>Cade Wildheart</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Cade_Wildheart&amp;diff=379237"/>
		<updated>2020-04-17T21:04:49Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: Created page with &amp;quot;== Cade Wildheart ==   Halfling (Stout) Sorcerer / 4  3&amp;#039;1&amp;quot; 42 lbs Brown hair Green eyes  &amp;#039;&amp;#039;&amp;#039;Characteristics&amp;#039;&amp;#039;&amp;#039;  *Str 8  (-1) *Dex 16 (+3) *Con 14 (+2) *Int 12 (+1) *Wis 10 (+0...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cade Wildheart ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Halfling (Stout) Sorcerer / 4&lt;br /&gt;
&lt;br /&gt;
3&#039;1&amp;quot; 42 lbs Brown hair Green eyes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str 8  (-1)&lt;br /&gt;
*Dex 16 (+3)&lt;br /&gt;
*Con 14 (+2)&lt;br /&gt;
*Int 12 (+1)&lt;br /&gt;
*Wis 10 (+0)&lt;br /&gt;
*Cha 16 (+3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*HP 26/26&lt;br /&gt;
*AC 13 (16 w/Mage Armor)&lt;br /&gt;
*Move 25&#039;&lt;br /&gt;
*Init +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus&#039;&#039;&#039; +2&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Str -1&lt;br /&gt;
*Dex +3&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; +4&lt;br /&gt;
*Int +1&lt;br /&gt;
*Wis +0&lt;br /&gt;
*&#039;&#039;&#039;Cha +5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiencies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Acrobatics +5&lt;br /&gt;
*Deception +5&lt;br /&gt;
*Perception +2&lt;br /&gt;
*Persuasion +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Navigator&#039;s Tools&lt;br /&gt;
*Water Vehicles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons &amp;amp; Armor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Daggers, darts, slings, quarterstaffs, light crossbows&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks&#039;&#039;&#039;&lt;br /&gt;
Dagger +5, 1d4+3 Piercing&lt;br /&gt;
Light Crossbow +5, 1d8+3 Piercing&lt;br /&gt;
Belaying Pin -1, 1d4-1 Bludgeoning&lt;br /&gt;
Unarmed +1, 0 Bludgeoning&lt;br /&gt;
Fire Bolt +5, 1d10 Fire&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039; Sailor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Features and Feats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ship&#039;s Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (Perhaps one captained by a former crewmate). Because you&#039;re calling in a favor, you can&#039;t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stout Halfling&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.&lt;br /&gt;
*Brave: You have advantage on saving throws against being frightened.&lt;br /&gt;
*Halfling Nimbleness: You can move through the sapce of any creature that is of a size larger than yours.&lt;br /&gt;
*Stout Reslilience: You have advantage on saving throws against poison, and you have resistance against poison damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sorcerer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Level 1&lt;br /&gt;
**Spellcasting&lt;br /&gt;
**Sorcerous Origin: Wild Magic&lt;br /&gt;
***Wild Magic Surge: Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic.&lt;br /&gt;
***Tides of Chaos&lt;br /&gt;
*Level 2&lt;br /&gt;
**Font of Magic&lt;br /&gt;
*Level 3&lt;br /&gt;
**Metamagic&lt;br /&gt;
***Heightened Spell&lt;br /&gt;
***Quickened Spell&lt;br /&gt;
*Level 4&lt;br /&gt;
**ASI: Second Chance (Xanathar&#039;s Guide to Everything): When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can&#039;t use it again until you roll initiative at the start of combat or until you finish a short or long rest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*A light crossbow with 20 bolts&lt;br /&gt;
*An arcane focus (staff)&lt;br /&gt;
*An explorer&#039;s pack&lt;br /&gt;
*Two daggers&lt;br /&gt;
*A belaying pin (club)&lt;br /&gt;
*50 feet of silk rope&lt;br /&gt;
*A bronze pentacle with an etching of a rat&#039;s head in the center (Lucky charm)&lt;br /&gt;
*Common Clothes&lt;br /&gt;
The shell of an egg painted with scenes of human misery in disturbing detail (Trinket)&lt;br /&gt;
*Pouch containing 10 gp&lt;br /&gt;
*Potion of Healing (2d4+2)&lt;br /&gt;
81 lb&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spellcasting&#039;&#039;&#039;&lt;br /&gt;
Save DC 13, Spell attacks +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Frostbite (XGtE)&lt;br /&gt;
Mage Hand&lt;br /&gt;
Prestidigitation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;1st Level&#039;&#039; 4/4 slots&lt;br /&gt;
Chaos Bolt&lt;br /&gt;
Mage Armor&lt;br /&gt;
Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality&#039;&#039;&#039; My friends know they can rely on me, no matter what.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039; Respect: The thing that keeps a ship together is mutual respect.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039; In Saltmarsh, there is an innkeeper&#039;s son by the name of Garrett Brightmoon, whose eyes stole me from the sea.&lt;br /&gt;
&#039;&#039;&#039;Flaw&#039;&#039;&#039; Once someone questions my courage, I never back down no matter how dangerous the situation.&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Albrecht_d%27Cannith&amp;diff=378605</id>
		<title>Albrecht d&#039;Cannith</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Albrecht_d%27Cannith&amp;diff=378605"/>
		<updated>2020-03-19T21:11:12Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Albrecht d&#039;Cannith - CG male human (mark of making) artificer&lt;br /&gt;
&lt;br /&gt;
Background: House Agent (some traits from Soldier)&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 170 pounds&lt;br /&gt;
&lt;br /&gt;
Pers. Trait: I&#039;ve lost too many friends, and I&#039;m slow to make new ones.&lt;br /&gt;
&lt;br /&gt;
Ideal: Innovation. Abandon old traditions and find better ways to do things.&lt;br /&gt;
&lt;br /&gt;
Bond: I fight for those who cannot fight for themselves.&lt;br /&gt;
&lt;br /&gt;
Flaw: My beliefs aren&#039;t widespread in my house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strength    10 (+0)&lt;br /&gt;
&lt;br /&gt;
Dexterity    14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution    15 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence    16 (+3)&lt;br /&gt;
&lt;br /&gt;
Wisdom    8 (-1)&lt;br /&gt;
&lt;br /&gt;
Charisma    12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC:    18 (16 w/o shield)&lt;br /&gt;
&lt;br /&gt;
HP:    24/24&lt;br /&gt;
&lt;br /&gt;
Speed:     30’&lt;br /&gt;
&lt;br /&gt;
Proficiency:    +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee Attack:   +6 Warhammer, 1d8+4 or 1d10+4 two-handed; +2 1d8/10 when not enhanced&lt;br /&gt;
&lt;br /&gt;
Melee Attack:   +6 Glaive, 1d10+4; +2, 1d10 when not enhanced&lt;br /&gt;
&lt;br /&gt;
Melee or Ranged Attack: +4 Dagger, 1d4+2&lt;br /&gt;
&lt;br /&gt;
Ranged Attack:   +6 Light Crossbow, 1d8+4; +4, 1d8+2 when not repeating&lt;br /&gt;
&lt;br /&gt;
Spell Save DC:    13&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +5&lt;br /&gt;
&lt;br /&gt;
Spell Slots:    3/3 1st-level&lt;br /&gt;
&lt;br /&gt;
Cantrips:&lt;br /&gt;
&lt;br /&gt;
fire bolt, guidance, mending&lt;br /&gt;
&lt;br /&gt;
Spells Prepared:  &lt;br /&gt;
&lt;br /&gt;
absorb elements, alarm, cure wounds, heroism, sanctuary, shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
&lt;br /&gt;
    Constitution +4&lt;br /&gt;
    Intelligence +5&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    Orcish&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Light armor, medium armor, shields&lt;br /&gt;
    Simple and martial weapons&lt;br /&gt;
    Alchemist&#039;s supplies, cook&#039;s utensils, shawm (musical instrument), smith&#039;s tools, thieves&#039; tools, tinker&#039;s tools, woodcarver&#039;s tools&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
    Arcana +5 +1d4&lt;br /&gt;
    Investigation +5&lt;br /&gt;
    Perception +1&lt;br /&gt;
    Persuasion +3&lt;br /&gt;
    Disadvantage to Stealth&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Artisan&#039;s Intuition: When Albrecht makes an Arcana check or an ability check using artisan&#039;s tools, he can roll a d4 and add the number rolled to the ability check.&lt;br /&gt;
    Spellsmith: Albrecht can cast magic weapon with this trait. When he does so, the spell lasts for 1 hour and doesn&#039;t require concentration. Once he casts the spell with this trait, he can&#039;t do so again until he finishes a long rest. Intelligence is his spellcasting ability for this spell.&lt;br /&gt;
    Spells of the Mark: Tenser&#039;s floating disc and conjure barrage are added to the Artificer spell list for Albrecht&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    House Connections: As a member of House Cannith, Albrecht can always get food and lodging for himself and his friends at a house enclave. When the house assigns him a mission, it will usually provide him with the necessary supplies and transportation. Beyond this, he has many old friends, mentors, and rivals in his house, and he may encounter one of them when he interacts with a house business. The degree to which such acquaintances are willing to help him depends on his current standing in his house.&lt;br /&gt;
    Magical Tinkering: As an action while holding artisan&#039;s tools, Albrecht can give a Tiny nonmagical object a magical property--shedding light, recording a message, continuously emitting an odor or nonverbal sound, or a static visual effect. These properties last indefinitely, but he can end it early as an action while touching the object. He can have up to three such objects; if he creates a fourth, the oldest fades.&lt;br /&gt;
    Spellcasting: Albrecht must use a focus for all spells, even those that don&#039;t have material components. He can use thieves&#039; tools, artisan&#039;s tools, or Infused Items he created as a focus. He prepares 1/2 his level + his Intelligence modifier (4) spells from the artificer spell list, and can cast rituals as long as he has the spell prepared.&lt;br /&gt;
    Infuse Item: When he finishes a long rest, Albrecht can touch one or two nonmagical items and turn them into magic items. If the item requires attunement, he can attune instantly while infusing the item. They last indefinitely, but they fade 3 days (Int mod) after he dies, or immediately if he creates a third item. Albrecht knows Enhanced Weapon (currently on warhammer), Replicate Magic Item: Cap of water breathing (currently in use), Replicate Magic Item: Goggles of Night, and Replicate Magic Item: Sending Stones.&lt;br /&gt;
    The Right Tool for the Job: Albrecht has learned how to produce exactly the tool he needs: with tinker&#039;s tools in hand, he can magically create one set of artisan&#039;s tools in an unoccupied space within 5 feet of him. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when he uses this feature again.&lt;br /&gt;
    Artificer Specialist (Battle Smith): Albrecht always has heroism and shield prepared. They don&#039;t count against his prepared spells.&lt;br /&gt;
    Battle Ready: When Albrecht attacks with a magic weapon, he can use his Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.&lt;br /&gt;
    Steel Defender: Albrecht has a Steel Defender. It acts on his Initiative count immediately after his turn. It can move and use its Deflect Attack reaction on its own, but takes the Dodge action unless Albrecht uses a bonus action to command it. If he does so, it can take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search actions. It regains 2d6 hp if mending is cast on it. If it has died within the last hour, Albrecht can use smith&#039;s tools as an action to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or higher; it returns to life in 1 minute with all its hit points restored. He can also recreate it at the end of a long rest if he has smith&#039;s tools.&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
&lt;br /&gt;
    Set of fine clothes (6 lb)&lt;br /&gt;
    Set of traveler&#039;s clothes (4 lb)&lt;br /&gt;
    Cannith signet ring&lt;br /&gt;
    Identification papers&lt;br /&gt;
    Shield; currently emits pleasing floral scent (Magical Tinkering) (6 lb)&lt;br /&gt;
    two daggers (2 lb)&lt;br /&gt;
    light crossbow with 20 bolts (5 lb)&lt;br /&gt;
    warhammer (2 lb) (currently infused with Enhanced Weapon)&lt;br /&gt;
    glaive (6 lb)&lt;br /&gt;
    scale mail (45 lb)&lt;br /&gt;
    thieves&#039; tools (1 lb)&lt;br /&gt;
    dungeoneer&#039;s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days&#039; rations, waterskin, 50 ft hempen rope) (61.5 lb; carried by Bastion)&lt;br /&gt;
    cook&#039;s utensils (8 lb; carried by Bastion)&lt;br /&gt;
    Tinker&#039;s Tools (10 lb)&lt;br /&gt;
    Shawm (musical instrument) (1 lb)&lt;br /&gt;
    Winged Boots&lt;br /&gt;
    Cap of Water Breathing (impermanent; infused item)&lt;br /&gt;
    Smith&#039;s Tools (impermanent; TRTftJ feature) (8 lb)&lt;br /&gt;
    Purse with pebbles (for Magical Tinkering); one currently sheds light&lt;br /&gt;
    Purse with 20 gp&lt;br /&gt;
&lt;br /&gt;
96 lb carried&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ill-Fated_Voyage&amp;diff=378597</id>
		<title>Ill-Fated Voyage</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ill-Fated_Voyage&amp;diff=378597"/>
		<updated>2020-03-19T08:50:42Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ships-in-a-Storm-pirates-39057316-1600-9001-1024x576.jpg]]&lt;br /&gt;
&lt;br /&gt;
A D&amp;amp;D 5e campaign in Eberron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM:&#039;&#039;&#039; [https://forum.rpg.net/index.php?members/donan.67432/ Donan]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PCs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Borgar]], played by [https://forum.rpg.net/index.php?members/talisman.167661/ Talisman]&lt;br /&gt;
&lt;br /&gt;
[[Albrecht d&#039;Cannith|Albrecht]], played by [https://forum.rpg.net/index.php?members/superzero.175498/ SuperZero]&lt;br /&gt;
&lt;br /&gt;
Barbarian, played by [https://forum.rpg.net/index.php?members/graeywolf.11645/ graeyWolf]&lt;br /&gt;
&lt;br /&gt;
[[Faranis]], played by [https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&lt;br /&gt;
&lt;br /&gt;
[[Simadi Sors]], played by [https://forum.rpg.net/index.php?members/robertedwards.328/ RobertEdwards]&lt;br /&gt;
&lt;br /&gt;
[[Shaw]], played by [https://forum.rpg.net/index.php?members/illtry.170640/ Illtry]&lt;br /&gt;
&lt;br /&gt;
[https://wiki.rpg.net/index.php/5e_charsheet Blank character sheet]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OUR STORY SO FAR&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Locations Visited&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable NPCs&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Albrecht_d%27Cannith&amp;diff=378596</id>
		<title>Albrecht d&#039;Cannith</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Albrecht_d%27Cannith&amp;diff=378596"/>
		<updated>2020-03-19T08:49:00Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: Created page with &amp;quot;Albrecht d&amp;#039;Cannith - CG male human (mark of making) artificer  Background: House Agent (some traits from Soldier)  Height: 5&amp;#039; 8&amp;quot;  Weight: 170 pounds  Pers. Trait: I&amp;#039;ve lost to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Albrecht d&#039;Cannith - CG male human (mark of making) artificer&lt;br /&gt;
&lt;br /&gt;
Background: House Agent (some traits from Soldier)&lt;br /&gt;
&lt;br /&gt;
Height: 5&#039; 8&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Weight: 170 pounds&lt;br /&gt;
&lt;br /&gt;
Pers. Trait: I&#039;ve lost too many friends, and I&#039;m slow to make new ones.&lt;br /&gt;
&lt;br /&gt;
Ideal: Innovation. Abandon old traditions and find better ways to do things.&lt;br /&gt;
&lt;br /&gt;
Bond: I fight for those who cannot fight for themselves.&lt;br /&gt;
&lt;br /&gt;
Flaw: My beliefs aren&#039;t widespread in my house.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strength    10 (+0)&lt;br /&gt;
&lt;br /&gt;
Dexterity    14 (+2)&lt;br /&gt;
&lt;br /&gt;
Constitution    15 (+2)&lt;br /&gt;
&lt;br /&gt;
Intelligence    16 (+3)&lt;br /&gt;
&lt;br /&gt;
Wisdom    8 (-1)&lt;br /&gt;
&lt;br /&gt;
Charisma    12 (+1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AC:    18 (16 w/o shield)&lt;br /&gt;
&lt;br /&gt;
HP:    24/24&lt;br /&gt;
&lt;br /&gt;
Speed:     30’&lt;br /&gt;
&lt;br /&gt;
Proficiency:    +2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Melee Attack:   +6 Warhammer, 1d8+4 or 1d10+4 two-handed; +2 1d8/10 when not enhanced&lt;br /&gt;
&lt;br /&gt;
Melee Attack:   +6 Glaive, 1d10+4; +2, 1d10 when not enhanced&lt;br /&gt;
&lt;br /&gt;
Melee or Ranged Attack: +4 Dagger, 1d4+2&lt;br /&gt;
&lt;br /&gt;
Ranged Attack:   +6 Light Crossbow, 1d8+4; +4, 1d8+2 when not repeating&lt;br /&gt;
&lt;br /&gt;
Spell Save DC:    13&lt;br /&gt;
&lt;br /&gt;
Spell Attack: +5&lt;br /&gt;
&lt;br /&gt;
Spell Slots:    3/3 1st-level&lt;br /&gt;
&lt;br /&gt;
Cantrips:&lt;br /&gt;
&lt;br /&gt;
fire bolt, guidance, mending&lt;br /&gt;
&lt;br /&gt;
Spells Prepared:  &lt;br /&gt;
&lt;br /&gt;
absorb elements, alarm, cure wounds, heroism, sanctuary, shield&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Saving Throws&lt;br /&gt;
&lt;br /&gt;
    Constitution +4&lt;br /&gt;
    Intelligence +5&lt;br /&gt;
&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
    Common&lt;br /&gt;
    Orcish&lt;br /&gt;
&lt;br /&gt;
Proficiencies&lt;br /&gt;
&lt;br /&gt;
    Light armor, medium armor, shields&lt;br /&gt;
    Simple and martial weapons&lt;br /&gt;
    Alchemist&#039;s supplies, cook&#039;s utensils, shawm (musical instrument), smith&#039;s tools, thieves&#039; tools, tinker&#039;s tools, woodcarver&#039;s tools&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
    Arcana +5 +1d4&lt;br /&gt;
    Investigation +5&lt;br /&gt;
    Perception +1&lt;br /&gt;
    Persuasion +3&lt;br /&gt;
    Disadvantage to Stealth&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
&lt;br /&gt;
    Artisan&#039;s Intuition: When Albrecht makes an Arcana check or an ability check using artisan&#039;s tools, he can roll a d4 and add the number rolled to the ability check.&lt;br /&gt;
    Spellsmith: Albrecht can cast magic weapon with this trait. When he does so, the spell lasts for 1 hour and doesn&#039;t require concentration. Once he casts the spell with this trait, he can&#039;t do so again until he finishes a long rest. Intelligence is his spellcasting ability for this spell.&lt;br /&gt;
    Spells of the Mark: Tenser&#039;s floating disc and conjure barrage are added to the Artificer spell list for Albrecht&lt;br /&gt;
&lt;br /&gt;
Features&lt;br /&gt;
&lt;br /&gt;
    House Connections: As a member of House Cannith, Albrecht can always get food and lodging for himself and his friends at a house enclave. When the house assigns him a mission, it will usually provide him with the necessary supplies and transportation. Beyond this, he has many old friends, mentors, and rivals in his house, and he may encounter one of them when he interacts with a house business. The degree to which such acquaintances are willing to help him depends on his current standing in his house.&lt;br /&gt;
    Magical Tinkering: As an action while holding artisan&#039;s tools, Albrecht can give a Tiny nonmagical object a magical property--shedding light, recording a message, continuously emitting an odor or nonverbal sound, or a static visual effect. These properties last indefinitely, but he can end it early as an action while touching the object. He can have up to three such objects; if he creates a fourth, the oldest fades.&lt;br /&gt;
    Spellcasting: Albrecht must use a focus for all spells, even those that don&#039;t have material components. He can use thieves&#039; tools, artisan&#039;s tools, or Infused Items he created as a focus. He prepares 1/2 his level + his Intelligence modifier (4) spells from the artificer spell list, and can cast rituals as long as he has the spell prepared.&lt;br /&gt;
    Infuse Item: When he finishes a long rest, Albrecht can touch one or two nonmagical items and turn them into magic items. If the item requires attunement, he can attune instantly while infusing the item. They last indefinitely, but they fade 3 days (Int mod) after he dies, or immediately if he creates a third item. Albrecht knows Enhanced Weapon (currently on warhammer), Replicate Magic Item: Cap of water breathing (currently in use), Replicate Magic Item: Goggles of Night, and Replicate Magic Item: Sending Stones.&lt;br /&gt;
    The Right Tool for the Job: Albrecht has learned how to produce exactly the tool he needs: with tinker&#039;s tools in hand, he can magically create one set of artisan&#039;s tools in an unoccupied space within 5 feet of him. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when he uses this feature again.&lt;br /&gt;
    Artificer Specialist (Battle Smith): Albrecht always has heroism and shield prepared. They don&#039;t count against his prepared spells.&lt;br /&gt;
    Battle Ready: When Albrecht attacks with a magic weapon, he can use his Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.&lt;br /&gt;
    Steel Defender: Albrecht has a Steel Defender. It acts on his Initiative count immediately after his turn. It can move and use its Deflect Attack reaction on its own, but takes the Dodge action unless Albrecht uses a bonus action to command it. If he does so, it can take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search actions. It regains 2d6 hp if mending is cast on it. If it has died within the last hour, Albrecht can use smith&#039;s tools as an action to revive it, provided he is within 5 feet of it and he expends a spell slot of 1st level or higher; it returns to life in 1 minute with all its hit points restored. He can also recreate it at the end of a long rest if he has smith&#039;s tools.&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
&lt;br /&gt;
    Set of fine clothes (6 lb)&lt;br /&gt;
    Set of traveler&#039;s clothes (4 lb)&lt;br /&gt;
    Cannith signet ring&lt;br /&gt;
    Identification papers&lt;br /&gt;
    Shield; currently emits pleasing floral scent (Magical Tinkering) (6 lb)&lt;br /&gt;
    two daggers (2 lb)&lt;br /&gt;
    light crossbow with 20 bolts (5 lb)&lt;br /&gt;
    warhammer (2 lb) (currently infused with Enhanced Weapon)&lt;br /&gt;
    glaive (6 lb)&lt;br /&gt;
    scale mail (45 lb)&lt;br /&gt;
    thieves&#039; tools (1 lb)&lt;br /&gt;
    dungeoneer&#039;s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days&#039; rations, waterskin, 50 ft hempen rope) (61.5 lb; carried by Bastion)&lt;br /&gt;
    Tinker&#039;s Tools (10 lb)&lt;br /&gt;
    Shawm (musical instrument) (1 lb)&lt;br /&gt;
    Winged Boots&lt;br /&gt;
    Cap of Water Breathing (impermanent; infused item)&lt;br /&gt;
    Smith&#039;s Tools (impermanent; TRTftJ feature) (8 lb)&lt;br /&gt;
    Purse with pebbles (for Magical Tinkering); one currently sheds light&lt;br /&gt;
    Purse with 21 gp&lt;br /&gt;
&lt;br /&gt;
96 lb carried&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351380</id>
		<title>Character:Golem</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351380"/>
		<updated>2019-01-21T03:25:43Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Vignette=&lt;br /&gt;
The old woman bent over the cards she was laying out. The spread was ominous. She was crossed by Death.&lt;br /&gt;
&lt;br /&gt;
Now, that wasn&#039;t quite as bad as some people who didn&#039;t know the cards might think. But it did mean a change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madame Mystic?&amp;quot; There was a light tap on the kitchen door, and her apprentice entered. &amp;quot;I&#039;ve been checking in on the heronet forum. There&#039;s been a--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Catastrophe?&amp;quot; she asked, holding up a card that showed a tall building collapsing and throwing a figure down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, uh... well, a death, actually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; said the woman, tapping the card with the grinning skull. &amp;quot;You&#039;re not normally so literal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gargoyle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s on the news, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, they say he was murdered. Apparently he always has videos set to play if he doesn&#039;t cancel them, so he can report on whatever... defeated him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pragmatic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He was going after several villains last night. Including Dr. Ares.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The woman hadn&#039;t looked up. She continued to look down at her cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uh... master? You told me if something bad enough happened you might come out of retirement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;False!&amp;quot; she said, rounding on her apprentice. &amp;quot;I said if I was needed I would. Come take a look at this Ayi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The young man stepped closer and looked down at the cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This says my proper role is Temperance,&amp;quot; she said, striking the card.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When you read the cards, Ayi, which cards often represent yourself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah... well, when I started getting good at it, it was always the Fool. Which is ironic... I couldn&#039;t be the Fool until I had the skill to draw a relevant card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everybody&#039;s the Fool when they&#039;re learning. That&#039;s what the Fool is. But you said &#039;was,&#039; so what is it now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Usually the Page of Wands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Madame Mystic flipped a card dramatically; she didn&#039;t look at it. &amp;quot;The significant card here is the Knight of Wands, I think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ayi stared at the card. Then shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, picking up a card, &amp;quot;you dropped one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The High Priestess fell off the table...&amp;quot; said Madame Mystic sadly, &amp;quot;Well, I&#039;d say that settles that. Off you go!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She shooed him out the door and turned back to her cards. She hadn&#039;t yet looked at the last card, the likely outcome. She turned it over.&lt;br /&gt;
&lt;br /&gt;
The Magician. &amp;quot;Oh, good. That boy will do fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
A number of years ago, Dr. Ares was working on an experimental AI. The experiment here was the software, not the robotics, so it had only a simple robotic body. Simple for the doctor&#039;s standards anyway--no built-in weapons at all.&lt;br /&gt;
&lt;br /&gt;
The intent was to see how well it would work as an assistant. Ultimately, properly equipped in a more dangerous body, Dr. Ares might have used it as an enforcer or lieutenant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, the objective here was a fully autonomous facsimile of a person which could function fully. As opposed to an actual person, it wouldn&#039;t have annoying features like thinking for itself or self-preservation or counter-arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was an unprecedented foray into the field of artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
And it didn&#039;t quite work. Oh, Artificial Intelligence Experiment Number 8 was a breakthrough. The breakthrough. Dr. Ares went a bit too far, and got all those undesired things because the AI was, in fact, an actual person. Dr. Ares didn&#039;t have time enough to determine how well it worked, though, before Gargoyle shut down the operation (and something else, involving some kind of doomsday thingamabob; AIX8 was distracted at the time and didn&#039;t get all the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AIX8 immediately surrendered to the hero. As this wasn&#039;t something Dr. Ares expected it to have the capacity to do, it was a bit alarming. Fortunately, the doctor seemed to mostly accept that this meant the experiment was a failure and never really pursued AIX8 after that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gargoyle didn&#039;t immediately trust the robot, he did eventually come around to the idea that it was a person and as in need of protection as any other de facto hostage of a supervillain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a time the robot resided with Gargoyle, but he didn&#039;t like that very much.&lt;br /&gt;
&lt;br /&gt;
Instead, he quickly set AIX8 up to live with a gadgeteer he knew. This time it was the robot who didn&#039;t much care for the arrangement. He (who had now grown into enough of his own identity to stop thinking of himself as an &amp;quot;it&amp;quot;) didn&#039;t much care for the way Gizmo kept suggesting he should let her hook his mind up to her computers so she could figure out how he worked. She kept insisting that he should have an interest in robotics and other technology, but he didn&#039;t think this was fair at all--she wasn&#039;t interested in biology just because she was made of it, so why did she think it was so logical he must be interested in the science he was built of? Besides, her lab reminded him of Dr. Ares&#039;s... She did upgrade his body to make him at least as good as a human--he will forever be grateful for the new hands with actual fingers and thumb.&lt;br /&gt;
&lt;br /&gt;
Eventually, Gargoyle suggested AIX8 stay with another old hero, a retired old witch who lived on her own now that most of her family lived in another state. She still lived in the same house she&#039;d raised her children in, so she had extra room. And it&#039;s not like he needed to eat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ayi (as the old woman called him) was more comfortable there. She respected him more as a person and didn&#039;t think of him as an experiment like everyone else he&#039;d lived with. She also didn&#039;t expect anything in particular of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When he saw her doing small tricks around her home that clearly defied the laws of physics as he knew them, he was fascinated. She showed him a lot of her magic, breaking out spellbooks she hadn&#039;t opened in years. And when he asked her to teach him... Well, she&#039;d certainly like to show that Gizmo (well, her grandfather anyway) a thing or two. Madame Mystic didn&#039;t know if something like Ayi could learn magic, but... he had a mind of his own. As far as she knew, that&#039;s what a soul was, so she didn&#039;t see any reason it couldn&#039;t work... Worth a try at least!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And he did learn. One of the first things he mastered was a glamour spell that allowed him to look like a human. He left the house for the first time since he&#039;d entered it, using the name Ayi Exait (&amp;quot;The best way to hide a secret is in plain sight, dear.&amp;quot;). He&#039;s learned more since then. Madame Mystic thinks his power rivals her own when she first started her career as a superhero, although she hasn&#039;t told him that. She&#039;s still concerned, anyway--somebody probably should have stopped that young girl from fighting demons and things.&lt;br /&gt;
&lt;br /&gt;
But, well, Ayi does have her to keep an eye on him. She never had that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
&#039;&#039;&#039;Golem PL 8/120 PP&#039;&#039;&#039;&lt;br /&gt;
AKA: AIX8, Ayi Exait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; 49 PP&lt;br /&gt;
&lt;br /&gt;
Strike 2&lt;br /&gt;
&lt;br /&gt;
Close Attack 2&lt;br /&gt;
&lt;br /&gt;
Ranged Attack 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strength 2&lt;br /&gt;
&lt;br /&gt;
Agility 3&lt;br /&gt;
&lt;br /&gt;
Dexterity 2&lt;br /&gt;
&lt;br /&gt;
Intellect 4&lt;br /&gt;
&lt;br /&gt;
Awareness 3&lt;br /&gt;
&lt;br /&gt;
Presence 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parry 3 (+6)&lt;br /&gt;
&lt;br /&gt;
Dodge 4 (+7)&lt;br /&gt;
&lt;br /&gt;
Toughness 1 (+9)&lt;br /&gt;
&lt;br /&gt;
Fortitude 5 (+5)&lt;br /&gt;
&lt;br /&gt;
Will 10 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiative +3&lt;br /&gt;
&lt;br /&gt;
Unarmed +4, DC 17 Toughness&lt;br /&gt;
&lt;br /&gt;
Magic Blast +8, DC 23 Toughness&lt;br /&gt;
&lt;br /&gt;
Inanimate +8, DC 18 Fortitude&lt;br /&gt;
&lt;br /&gt;
Dazing Wave, Close Cone, DC 18 Dodge and DC 18/14 Will&lt;br /&gt;
&lt;br /&gt;
Raw Magic Punch +6, DC 25 Toughness (19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039; 3 PP&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort, Interpose, Ritualist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 12 PP&lt;br /&gt;
&lt;br /&gt;
Deception 4 (+6)&lt;br /&gt;
&lt;br /&gt;
Expertise (Magic) 10 (+14)&lt;br /&gt;
&lt;br /&gt;
Intimidation 4 (+6)&lt;br /&gt;
&lt;br /&gt;
Ranged Combat (Magic) 2 (+8)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand 2 (+4)&lt;br /&gt;
&lt;br /&gt;
Technology 2 (+6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; 56 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Immunity (Life Support) 10 x 1) 10 points&lt;br /&gt;
&lt;br /&gt;
(Enhanced Advantages (Diehard, Eidetic Memory, Great Endurance, Ultimate Fortitude) 4 x 1) 4 points&lt;br /&gt;
&lt;br /&gt;
(Protection 2 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mystic Levitation&#039;&#039; (Flight 2 x 2) 4 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magic Shield&#039;&#039; (Enhanced Toughness 6 x 1, Enhanced Dodge 3 x 1, Enhanced Parry 3 x 1) 12 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spells&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prestidigitation&#039;&#039; (Feature (Minor Magical Effects) 1 x 1) 1 point&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inanimate&#039;&#039; (Affliction (Resisted by Fortitude/Hindered/Immobile/Transformed (Inanimate Object) 8 x 1) Ranged 8 x 1 Reversible 1 x 1) &lt;br /&gt;
17 points&lt;br /&gt;
&lt;br /&gt;
AE: &#039;&#039;Magic Blast&#039;&#039; (Damage 8 x 1 Ranged 8 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
AE: &#039;&#039;Raw Magic Punch&#039;&#039; (Strength-based Damage 8 x 1 Distracting 8 x -1/2 Improved Critical 1 x 1 Accurate 2 x 1) 1 points&lt;br /&gt;
&lt;br /&gt;
AE: &#039;&#039;Dazing Wave&#039;&#039; (Affliction (Resisted by Will/Dazed/Stunned/Incapacitated) 8 x 1 Area (Cone) 8 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
AE: &#039;&#039;Human Glamour&#039;&#039; (Morph (Human Form) 1 x 5) 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totals:&#039;&#039;&#039; Abilities (49) + Advantages (3) + Skills (12) + Powers (56) = &#039;&#039;&#039;120&#039;&#039;&#039;/120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Motivation: Doing Good&lt;br /&gt;
&lt;br /&gt;
Responsibility: Madame Mystic (Teacher)&lt;br /&gt;
&lt;br /&gt;
Enemy: Dr. Ares (Creator)&lt;br /&gt;
&lt;br /&gt;
Rival: Gearhead (Gadgeteer hero)&lt;br /&gt;
&lt;br /&gt;
Prejudice: Inhuman&lt;br /&gt;
&lt;br /&gt;
Quirk: Naive&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351379</id>
		<title>Character:Golem</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351379"/>
		<updated>2019-01-21T03:24:17Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: /* Character Sheet */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Vignette=&lt;br /&gt;
The old woman bent over the cards she was laying out. The spread was ominous. She was crossed by Death.&lt;br /&gt;
&lt;br /&gt;
Now, that wasn&#039;t quite as bad as some people who didn&#039;t know the cards might think. But it did mean a change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madame Mystic?&amp;quot; There was a light tap on the kitchen door, and her apprentice entered. &amp;quot;I&#039;ve been checking in on the heronet forum. There&#039;s been a--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Catastrophe?&amp;quot; she asked, holding up a card that showed a tall building collapsing and throwing a figure down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, uh... well, a death, actually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; said the woman, tapping the card with the grinning skull. &amp;quot;You&#039;re not normally so literal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gargoyle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s on the news, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, they say he was murdered. Apparently he always has videos set to play if he doesn&#039;t cancel them, so he can report on whatever... defeated him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pragmatic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He was going after several villains last night. Including Dr. Ares.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The woman hadn&#039;t looked up. She continued to look down at her cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uh... master? You told me if something bad enough happened you might come out of retirement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;False!&amp;quot; she said, rounding on her apprentice. &amp;quot;I said if I was needed I would. Come take a look at this Ayi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The young man stepped closer and looked down at the cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This says my proper role is Temperance,&amp;quot; she said, striking the card.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When you read the cards, Ayi, which cards often represent yourself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah... well, when I started getting good at it, it was always the Fool. Which is ironic... I couldn&#039;t be the Fool until I had the skill to draw a relevant card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everybody&#039;s the Fool when they&#039;re learning. That&#039;s what the Fool is. But you said &#039;was,&#039; so what is it now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Usually the Page of Wands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Madame Mystic flipped a card dramatically; she didn&#039;t look at it. &amp;quot;The significant card here is the Knight of Wands, I think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ayi stared at the card. Then shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, picking up a card, &amp;quot;you dropped one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The High Priestess fell off the table...&amp;quot; said Madame Mystic sadly, &amp;quot;Well, I&#039;d say that settles that. Off you go!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She shooed him out the door and turned back to her cards. She hadn&#039;t yet looked at the last card, the likely outcome. She turned it over.&lt;br /&gt;
&lt;br /&gt;
The Magician. &amp;quot;Oh, good. That boy will do fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
A number of years ago, Dr. Ares was working on an experimental AI. The experiment here was the software, not the robotics, so it had only a simple robotic body. Simple for the doctor&#039;s standards anyway--no built-in weapons at all.&lt;br /&gt;
&lt;br /&gt;
The intent was to see how well it would work as an assistant. Ultimately, properly equipped in a more dangerous body, Dr. Ares might have used it as an enforcer or lieutenant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, the objective here was a fully autonomous facsimile of a person which could function fully. As opposed to an actual person, it wouldn&#039;t have annoying features like thinking for itself or self-preservation or counter-arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was an unprecedented foray into the field of artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
And it didn&#039;t quite work. Oh, Artificial Intelligence Experiment Number 8 was a breakthrough. The breakthrough. Dr. Ares went a bit too far, and got all those undesired things because the AI was, in fact, an actual person. Dr. Ares didn&#039;t have time enough to determine how well it worked, though, before Gargoyle shut down the operation (and something else, involving some kind of doomsday thingamabob; AIX8 was distracted at the time and didn&#039;t get all the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AIX8 immediately surrendered to the hero. As this wasn&#039;t something Dr. Ares expected it to have the capacity to do, it was a bit alarming. Fortunately, the doctor seemed to mostly accept that this meant the experiment was a failure and never really pursued AIX8 after that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gargoyle didn&#039;t immediately trust the robot, he did eventually come around to the idea that it was a person and as in need of protection as any other de facto hostage of a supervillain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a time the robot resided with Gargoyle, but he didn&#039;t like that very much.&lt;br /&gt;
&lt;br /&gt;
Instead, he quickly set AIX8 up to live with a gadgeteer he knew. This time it was the robot who didn&#039;t much care for the arrangement. He (who had now grown into enough of his own identity to stop thinking of himself as an &amp;quot;it&amp;quot;) didn&#039;t much care for the way Gizmo kept suggesting he should let her hook his mind up to her computers so she could figure out how he worked. She kept insisting that he should have an interest in robotics and other technology, but he didn&#039;t think this was fair at all--she wasn&#039;t interested in biology just because she was made of it, so why did she think it was so logical he must be interested in the science he was built of? Besides, her lab reminded him of Dr. Ares&#039;s... She did upgrade his body to make him at least as good as a human--he will forever be grateful for the new hands with actual fingers and thumb.&lt;br /&gt;
&lt;br /&gt;
Eventually, Gargoyle suggested AIX8 stay with another old hero, a retired old witch who lived on her own now that most of her family lived in another state. She still lived in the same house she&#039;d raised her children in, so she had extra room. And it&#039;s not like he needed to eat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ayi (as the old woman called him) was more comfortable there. She respected him more as a person and didn&#039;t think of him as an experiment like everyone else he&#039;d lived with. She also didn&#039;t expect anything in particular of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When he saw her doing small tricks around her home that clearly defied the laws of physics as he knew them, he was fascinated. She showed him a lot of her magic, breaking out spellbooks she hadn&#039;t opened in years. And when he asked her to teach him... Well, she&#039;d certainly like to show that Gizmo (well, her grandfather anyway) a thing or two. Madame Mystic didn&#039;t know if something like Ayi could learn magic, but... he had a mind of his own. As far as she knew, that&#039;s what a soul was, so she didn&#039;t see any reason it couldn&#039;t work... Worth a try at least!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And he did learn. One of the first things he mastered was a glamour spell that allowed him to look like a human. He left the house for the first time since he&#039;d entered it, using the name Ayi Exait (&amp;quot;The best way to hide a secret is in plain sight, dear.&amp;quot;). He&#039;s learned more since then. Madame Mystic thinks his power rivals her own when she first started her career as a superhero, although she hasn&#039;t told him that. She&#039;s still concerned, anyway--somebody probably should have stopped that young girl from fighting demons and things.&lt;br /&gt;
&lt;br /&gt;
But, well, Ayi does have her to keep an eye on him. She never had that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
&#039;&#039;&#039;Golem PL 8/120 PP&#039;&#039;&#039;&lt;br /&gt;
AKA: AIX8, Ayi Exait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; 49 PP&lt;br /&gt;
Strike 2&lt;br /&gt;
Close Attack 2&lt;br /&gt;
Ranged Attack 6&lt;br /&gt;
&lt;br /&gt;
Strength 2&lt;br /&gt;
Agility 3&lt;br /&gt;
Dexterity 2&lt;br /&gt;
Intellect 4&lt;br /&gt;
Awareness 3&lt;br /&gt;
Presence 2&lt;br /&gt;
&lt;br /&gt;
Parry 3 (+6)&lt;br /&gt;
Dodge 4 (+7)&lt;br /&gt;
Toughness 1 (+9)&lt;br /&gt;
Fortitude 5 (+5)&lt;br /&gt;
Will 10 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Offense&#039;&#039;&#039;&lt;br /&gt;
Initiative +3&lt;br /&gt;
Unarmed +4, DC 17 Toughness&lt;br /&gt;
Magic Blast +8, DC 23 Toughness&lt;br /&gt;
Inanimate +8, DC 18 Fortitude&lt;br /&gt;
Dazing Wave, Close Cone, DC 18 Dodge and DC 18/14 Will&lt;br /&gt;
Raw Magic Punch +6, DC 25 Toughness (19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039; 3 PP&lt;br /&gt;
Extraordinary Effort, Interpose, Ritualist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 12 PP&lt;br /&gt;
Deception 4 (+6)&lt;br /&gt;
Expertise (Magic) 10 (+14)&lt;br /&gt;
Intimidation 4 (+6)&lt;br /&gt;
Ranged Combat (Magic) 2 (+8)&lt;br /&gt;
Sleight of Hand 2 (+4)&lt;br /&gt;
Technology 2 (+6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; 56 PP&lt;br /&gt;
&#039;&#039;Robot&#039;&#039;&lt;br /&gt;
(Immunity (Life Support) 10 x 1) 10 points&lt;br /&gt;
(Enhanced Advantages (Diehard, Eidetic Memory, Great Endurance, Ultimate Fortitude) 4 x 1) 4 points&lt;br /&gt;
(Protection 2 x 1) 2 points&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Mystic Levitation&#039;&#039; (Flight 2 x 2) 4 points&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Magic Shield&#039;&#039; (Enhanced Toughness 6 x 1, Enhanced Dodge 3 x 1, Enhanced Parry 3 x 1) 12 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spells&#039;&#039;&lt;br /&gt;
&#039;&#039;Prestidigitation&#039;&#039; (Feature (Minor Magical Effects) 1 x 1) 1 point&lt;br /&gt;
&#039;&#039;Inanimate&#039;&#039; (Affliction (Resisted by Fortitude/Hindered/Immobile/Transformed (Inanimate Object) 8 x 1) Ranged 8 x 1 Reversible 1 x 1) 17 points&lt;br /&gt;
AE: &#039;&#039;Magic Blast&#039;&#039; (Damage 8 x 1 Ranged 8 x 1) 2 points&lt;br /&gt;
AE: &#039;&#039;Raw Magic Punch&#039;&#039; (Strength-based Damage 8 x 1 Distracting 8 x -1/2 Improved Critical 1 x 1 Accurate 2 x 1) 1 points&lt;br /&gt;
AE: &#039;&#039;Dazing Wave&#039;&#039; (Affliction (Resisted by Will/Dazed/Stunned/Incapacitated) 8 x 1 Area (Cone) 8 x 1) 2 points&lt;br /&gt;
AE: &#039;&#039;Human Glamour&#039;&#039; (Morph (Human Form) 1 x 5) 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totals:&#039;&#039;&#039; Abilities (49) + Advantages (3) + Skills (12) + Powers (56) = &#039;&#039;&#039;120&#039;&#039;&#039;/120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
Motivation: Doing Good&lt;br /&gt;
Responsibility: Madame Mystic (Teacher)&lt;br /&gt;
Enemy: Dr. Ares (Creator)&lt;br /&gt;
Rival: Gearhead (Gadgeteer hero)&lt;br /&gt;
Prejudice: Inhuman&lt;br /&gt;
Quirk: Naive&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351378</id>
		<title>Character:Golem</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351378"/>
		<updated>2019-01-21T03:23:34Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Vignette=&lt;br /&gt;
The old woman bent over the cards she was laying out. The spread was ominous. She was crossed by Death.&lt;br /&gt;
&lt;br /&gt;
Now, that wasn&#039;t quite as bad as some people who didn&#039;t know the cards might think. But it did mean a change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madame Mystic?&amp;quot; There was a light tap on the kitchen door, and her apprentice entered. &amp;quot;I&#039;ve been checking in on the heronet forum. There&#039;s been a--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Catastrophe?&amp;quot; she asked, holding up a card that showed a tall building collapsing and throwing a figure down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, uh... well, a death, actually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; said the woman, tapping the card with the grinning skull. &amp;quot;You&#039;re not normally so literal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gargoyle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s on the news, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, they say he was murdered. Apparently he always has videos set to play if he doesn&#039;t cancel them, so he can report on whatever... defeated him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pragmatic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He was going after several villains last night. Including Dr. Ares.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The woman hadn&#039;t looked up. She continued to look down at her cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uh... master? You told me if something bad enough happened you might come out of retirement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;False!&amp;quot; she said, rounding on her apprentice. &amp;quot;I said if I was needed I would. Come take a look at this Ayi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The young man stepped closer and looked down at the cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This says my proper role is Temperance,&amp;quot; she said, striking the card.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When you read the cards, Ayi, which cards often represent yourself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah... well, when I started getting good at it, it was always the Fool. Which is ironic... I couldn&#039;t be the Fool until I had the skill to draw a relevant card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everybody&#039;s the Fool when they&#039;re learning. That&#039;s what the Fool is. But you said &#039;was,&#039; so what is it now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Usually the Page of Wands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Madame Mystic flipped a card dramatically; she didn&#039;t look at it. &amp;quot;The significant card here is the Knight of Wands, I think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ayi stared at the card. Then shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, picking up a card, &amp;quot;you dropped one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The High Priestess fell off the table...&amp;quot; said Madame Mystic sadly, &amp;quot;Well, I&#039;d say that settles that. Off you go!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She shooed him out the door and turned back to her cards. She hadn&#039;t yet looked at the last card, the likely outcome. She turned it over.&lt;br /&gt;
&lt;br /&gt;
The Magician. &amp;quot;Oh, good. That boy will do fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Background=&lt;br /&gt;
A number of years ago, Dr. Ares was working on an experimental AI. The experiment here was the software, not the robotics, so it had only a simple robotic body. Simple for the doctor&#039;s standards anyway--no built-in weapons at all.&lt;br /&gt;
&lt;br /&gt;
The intent was to see how well it would work as an assistant. Ultimately, properly equipped in a more dangerous body, Dr. Ares might have used it as an enforcer or lieutenant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, the objective here was a fully autonomous facsimile of a person which could function fully. As opposed to an actual person, it wouldn&#039;t have annoying features like thinking for itself or self-preservation or counter-arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was an unprecedented foray into the field of artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
And it didn&#039;t quite work. Oh, Artificial Intelligence Experiment Number 8 was a breakthrough. The breakthrough. Dr. Ares went a bit too far, and got all those undesired things because the AI was, in fact, an actual person. Dr. Ares didn&#039;t have time enough to determine how well it worked, though, before Gargoyle shut down the operation (and something else, involving some kind of doomsday thingamabob; AIX8 was distracted at the time and didn&#039;t get all the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AIX8 immediately surrendered to the hero. As this wasn&#039;t something Dr. Ares expected it to have the capacity to do, it was a bit alarming. Fortunately, the doctor seemed to mostly accept that this meant the experiment was a failure and never really pursued AIX8 after that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gargoyle didn&#039;t immediately trust the robot, he did eventually come around to the idea that it was a person and as in need of protection as any other de facto hostage of a supervillain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a time the robot resided with Gargoyle, but he didn&#039;t like that very much.&lt;br /&gt;
&lt;br /&gt;
Instead, he quickly set AIX8 up to live with a gadgeteer he knew. This time it was the robot who didn&#039;t much care for the arrangement. He (who had now grown into enough of his own identity to stop thinking of himself as an &amp;quot;it&amp;quot;) didn&#039;t much care for the way Gizmo kept suggesting he should let her hook his mind up to her computers so she could figure out how he worked. She kept insisting that he should have an interest in robotics and other technology, but he didn&#039;t think this was fair at all--she wasn&#039;t interested in biology just because she was made of it, so why did she think it was so logical he must be interested in the science he was built of? Besides, her lab reminded him of Dr. Ares&#039;s... She did upgrade his body to make him at least as good as a human--he will forever be grateful for the new hands with actual fingers and thumb.&lt;br /&gt;
&lt;br /&gt;
Eventually, Gargoyle suggested AIX8 stay with another old hero, a retired old witch who lived on her own now that most of her family lived in another state. She still lived in the same house she&#039;d raised her children in, so she had extra room. And it&#039;s not like he needed to eat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ayi (as the old woman called him) was more comfortable there. She respected him more as a person and didn&#039;t think of him as an experiment like everyone else he&#039;d lived with. She also didn&#039;t expect anything in particular of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When he saw her doing small tricks around her home that clearly defied the laws of physics as he knew them, he was fascinated. She showed him a lot of her magic, breaking out spellbooks she hadn&#039;t opened in years. And when he asked her to teach him... Well, she&#039;d certainly like to show that Gizmo (well, her grandfather anyway) a thing or two. Madame Mystic didn&#039;t know if something like Ayi could learn magic, but... he had a mind of his own. As far as she knew, that&#039;s what a soul was, so she didn&#039;t see any reason it couldn&#039;t work... Worth a try at least!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And he did learn. One of the first things he mastered was a glamour spell that allowed him to look like a human. He left the house for the first time since he&#039;d entered it, using the name Ayi Exait (&amp;quot;The best way to hide a secret is in plain sight, dear.&amp;quot;). He&#039;s learned more since then. Madame Mystic thinks his power rivals her own when she first started her career as a superhero, although she hasn&#039;t told him that. She&#039;s still concerned, anyway--somebody probably should have stopped that young girl from fighting demons and things.&lt;br /&gt;
&lt;br /&gt;
But, well, Ayi does have her to keep an eye on him. She never had that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Character Sheet=&lt;br /&gt;
&#039;&#039;&#039;Golem PL 8/120 PP&#039;&#039;&#039;&lt;br /&gt;
AKA: AIX8, Ayi Exait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039; 49 PP&lt;br /&gt;
Strike 2&lt;br /&gt;
Close Attack 2&lt;br /&gt;
Ranged Attack 6&lt;br /&gt;
&lt;br /&gt;
Strength 2&lt;br /&gt;
Agility 3&lt;br /&gt;
Dexterity 2&lt;br /&gt;
Intellect 4&lt;br /&gt;
Awareness 3&lt;br /&gt;
Presence 2&lt;br /&gt;
&lt;br /&gt;
Parry 3 (+6)&lt;br /&gt;
Dodge 4 (+7)&lt;br /&gt;
Toughness 1 (+9)&lt;br /&gt;
Fortitude 5 (+5)&lt;br /&gt;
Will 10 (+10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Offense&#039;&#039;&#039;&lt;br /&gt;
Initiative +3&lt;br /&gt;
Unarmed +4, DC 17 Toughness&lt;br /&gt;
Magic Blast +8, DC 23 Toughness&lt;br /&gt;
Inanimate +8, DC 18 Fortitude&lt;br /&gt;
Dazing Wave, Close Cone, DC 18 Dodge and DC 18/14 Will&lt;br /&gt;
Raw Magic Punch +6, DC 25 Toughness (19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Advantages:&#039;&#039;&#039; 3 PP&lt;br /&gt;
Extraordinary Effort, Interpose, Ritualist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills:&#039;&#039;&#039; 12 PP&lt;br /&gt;
Deception 4 (+6)&lt;br /&gt;
Expertise (Magic) 10 (+14)&lt;br /&gt;
Intimidation 4 (+6)&lt;br /&gt;
Ranged Combat (Magic) 2 (+8)&lt;br /&gt;
Sleight of Hand 2 (+4)&lt;br /&gt;
Technology 2 (+6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Powers:&#039;&#039;&#039; 56 PP&lt;br /&gt;
&#039;&#039;Robot&#039;&#039;&lt;br /&gt;
(Immunity (Life Support) 10 x 1) 10 points&lt;br /&gt;
(Enhanced Advantages (Diehard, Eidetic Memory, Great Endurance, Ultimate Fortitude) 4 x 1) 4 points&lt;br /&gt;
(Protection 2 x 1) 2 points&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Mystic Levitation&#039;&#039; (Flight 2 x 2) 4 points&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
Magic Shield&#039;&#039; (Enhanced Toughness 6 x 1, Enhanced Dodge 3 x 1, Enhanced Parry 3 x 1) 12 points&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Spells&#039;&#039;&lt;br /&gt;
&#039;&#039;Prestidigitation&#039;&#039; (Feature (Minor Magical Effects) 1 x 1) 1 point&lt;br /&gt;
&#039;&#039;Inanimate&#039;&#039; (Affliction (Resisted by Fortitude/Hindered/Immobile/Transformed (Inanimate Object) 8 x 1) Ranged 8 x 1 Reversible 1 x 1) 17 points&lt;br /&gt;
AE: &#039;&#039;Magic Blast&#039;&#039; (Damage 8 x 1 Ranged 8 x 1) 2 points&lt;br /&gt;
AE: &#039;&#039;Raw Magic Punch&#039;&#039; (Strength-based Damage 8 x 1 Distracting 8 x -1/2 Improved Critical 1 x 1 Accurate 2 x 1) 1 points&lt;br /&gt;
AE: &#039;&#039;Dazing Wave&#039;&#039; (Affliction (Resisted by Will/Dazed/Stunned/Incapacitated) 8 x 1 Area (Cone) 8 x 1) 2 points&lt;br /&gt;
AE: &#039;&#039;Human Glamour&#039;&#039; (Morph (Human Form) 1 x 5) 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Totals:&#039;&#039;&#039; Abilities (49) + Advantages (3) + Skills (12) + Powers (56) = &#039;&#039;&#039;120&#039;&#039;&#039;/120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Complications&#039;&#039;&#039;&lt;br /&gt;
Motivation: Doing Good&lt;br /&gt;
Responsibility: Madame Mystic (Teacher)&lt;br /&gt;
Enemy: Dr. Ares (Creator)&lt;br /&gt;
Rival: Gearhead (Gadgeteer hero)&lt;br /&gt;
Prejudice: Inhuman&lt;br /&gt;
Quirk: Naive&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351355</id>
		<title>Character:Golem</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Character:Golem&amp;diff=351355"/>
		<updated>2019-01-21T00:48:58Z</updated>

		<summary type="html">&lt;p&gt;SuperZero: Creating rough page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The old woman bent over the cards she was laying out. The spread was ominous. She was crossed by Death.&lt;br /&gt;
&lt;br /&gt;
Now, that wasn&#039;t quite as bad as some people who didn&#039;t know the cards might think. But it did mean a change.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Madame Mystic?&amp;quot; There was a light tap on the kitchen door, and her apprentice entered. &amp;quot;I&#039;ve been checking in on the heronet forum. There&#039;s been a--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Catastrophe?&amp;quot; she asked, holding up a card that showed a tall building collapsing and throwing a figure down.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh, uh... well, a death, actually.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmph,&amp;quot; said the woman, tapping the card with the grinning skull. &amp;quot;You&#039;re not normally so literal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gargoyle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It&#039;s on the news, too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I see.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah, they say he was murdered. Apparently he always has videos set to play if he doesn&#039;t cancel them, so he can report on whatever... defeated him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Pragmatic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He was going after several villains last night. Including Dr. Ares.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The woman hadn&#039;t looked up. She continued to look down at her cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Uh... master? You told me if something bad enough happened you might come out of retirement.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;False!&amp;quot; she said, rounding on her apprentice. &amp;quot;I said if I was needed I would. Come take a look at this Ayi.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The young man stepped closer and looked down at the cards.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This says my proper role is Temperance,&amp;quot; she said, striking the card.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But--&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;When you read the cards, Ayi, which cards often represent yourself?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Ah... well, when I started getting good at it, it was always the Fool. Which is ironic... I couldn&#039;t be the Fool until I had the skill to draw a relevant card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Everybody&#039;s the Fool when they&#039;re learning. That&#039;s what the Fool is. But you said &#039;was,&#039; so what is it now?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Usually the Page of Wands.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Madame Mystic flipped a card dramatically; she didn&#039;t look at it. &amp;quot;The significant card here is the Knight of Wands, I think?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ayi stared at the card. Then shook his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh,&amp;quot; he said, picking up a card, &amp;quot;you dropped one.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The High Priestess fell off the table...&amp;quot; said Madame Mystic sadly, &amp;quot;Well, I&#039;d say that settles that. Off you go!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
She shooed him out the door and turned back to her cards. She hadn&#039;t yet looked at the last card, the likely outcome. She turned it over.&lt;br /&gt;
&lt;br /&gt;
The Magician. &amp;quot;Oh, good. That boy will do fine.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[sblock]A number of years ago, Dr. Ares was working on an experimental AI. The experiment here was the software, not the robotics, so it had only a simple robotic body. Simple for the doctor&#039;s standards anyway--no built-in weapons at all.&lt;br /&gt;
&lt;br /&gt;
The intent was to see how well it would work as an assistant. Ultimately, properly equipped in a more dangerous body, Dr. Ares might have used it as an enforcer or lieutenant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Yes, the objective here was a fully autonomous facsimile of a person which could function fully. As opposed to an actual person, it wouldn&#039;t have annoying features like thinking for itself or self-preservation or counter-arguments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was an unprecedented foray into the field of artificial intelligence.&lt;br /&gt;
&lt;br /&gt;
And it didn&#039;t quite work. Oh, Artificial Intelligence Experiment Number 8 was a breakthrough. The breakthrough. Dr. Ares went a bit too far, and got all those undesired things because the AI was, in fact, an actual person. Dr. Ares didn&#039;t have time enough to determine how well it worked, though, before Gargoyle shut down the operation (and something else, involving some kind of doomsday thingamabob; AIX8 was distracted at the time and didn&#039;t get all the details).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
AIX8 immediately surrendered to the hero. As this wasn&#039;t something Dr. Ares expected it to have the capacity to do, it was a bit alarming. Fortunately, the doctor seemed to mostly accept that this meant the experiment was a failure and never really pursued AIX8 after that point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Gargoyle didn&#039;t immediately trust the robot, he did eventually come around to the idea that it was a person and as in need of protection as any other de facto hostage of a supervillain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a time the robot resided with Gargoyle, but he didn&#039;t like that very much.&lt;br /&gt;
&lt;br /&gt;
Instead, he quickly set AIX8 up to live with a gadgeteer he knew. This time it was the robot who didn&#039;t much care for the arrangement. He (who had now grown into enough of his own identity to stop thinking of himself as an &amp;quot;it&amp;quot;) didn&#039;t much care for the way Gizmo kept suggesting he should let her hook his mind up to her computers so she could figure out how he worked. She kept insisting that he should have an interest in robotics and other technology, but he didn&#039;t think this was fair at all--she wasn&#039;t interested in biology just because she was made of it, so why did she think it was so logical he must be interested in the science he was built of? Besides, her lab reminded him of Dr. Ares&#039;s... She did upgrade his body to make him at least as good as a human--he will forever be grateful for the new hands with actual fingers and thumb.&lt;br /&gt;
&lt;br /&gt;
Eventually, Gargoyle suggested AIX8 stay with another old hero, a retired old witch who lived on her own now that most of her family lived in another state. She still lived in the same house she&#039;d raised her children in, so she had extra room. And it&#039;s not like he needed to eat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ayi (as the old woman called him) was more comfortable there. She respected him more as a person and didn&#039;t think of him as an experiment like everyone else he&#039;d lived with. She also didn&#039;t expect anything in particular of him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When he saw her doing small tricks around her home that clearly defied the laws of physics as he knew them, he was fascinated. She showed him a lot of her magic, breaking out spellbooks she hadn&#039;t opened in years. And when he asked her to teach him... Well, she&#039;d certainly like to show that Gizmo (well, her grandfather anyway) a thing or two. Madame Mystic didn&#039;t know if something like Ayi could learn magic, but... he had a mind of his own. As far as she knew, that&#039;s what a soul was, so she didn&#039;t see any reason it couldn&#039;t work... Worth a try at least!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And he did learn. One of the first things he mastered was a glamour spell that allowed him to look like a human. He left the house for the first time since he&#039;d entered it, using the name Ayi Exait (&amp;quot;The best way to hide a secret is in plain sight, dear.&amp;quot;). He&#039;s learned more since then. Madame Mystic thinks his power rivals her own when she first started her career as a superhero, although she hasn&#039;t told him that. She&#039;s still concerned, anyway--somebody probably should have stopped that young girl from fighting demons and things.&lt;br /&gt;
&lt;br /&gt;
But, well, Ayi does have her to keep an eye on him. She never had that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[sblock]Golem&lt;br /&gt;
&lt;br /&gt;
AKA: AIX8, Ayi Exait&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abilities: 49 PP&lt;br /&gt;
&lt;br /&gt;
Strike 2&lt;br /&gt;
&lt;br /&gt;
Close Attack 2&lt;br /&gt;
&lt;br /&gt;
Ranged Attack 6&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strength 2&lt;br /&gt;
&lt;br /&gt;
Agility 3&lt;br /&gt;
&lt;br /&gt;
Dexterity 2&lt;br /&gt;
&lt;br /&gt;
Intellect 4&lt;br /&gt;
&lt;br /&gt;
Awareness 3&lt;br /&gt;
&lt;br /&gt;
Presence 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Parry 3 (+6)&lt;br /&gt;
&lt;br /&gt;
Dodge 4 (+7)&lt;br /&gt;
&lt;br /&gt;
Toughness 1 (+9)&lt;br /&gt;
&lt;br /&gt;
Fortitude 5 (+5)&lt;br /&gt;
&lt;br /&gt;
Will 10 (+10)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Offense&lt;br /&gt;
&lt;br /&gt;
Initiative +3&lt;br /&gt;
&lt;br /&gt;
Unarmed +4, DC 17 Toughness&lt;br /&gt;
&lt;br /&gt;
Magic Blast +8, DC 23 Toughness&lt;br /&gt;
&lt;br /&gt;
Inanimate +8, DC 18 Fortitude&lt;br /&gt;
&lt;br /&gt;
Dazing Wave, Close Cone, DC 18 Dodge and DC 18/14 Will&lt;br /&gt;
&lt;br /&gt;
Raw Magic Punch +6, DC 25 Toughness (19-20)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Advantages: 3 PP&lt;br /&gt;
&lt;br /&gt;
Extraordinary Effort, Interpose, Ritualist&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skills: 12 PP&lt;br /&gt;
&lt;br /&gt;
Deception 4 (+6)&lt;br /&gt;
&lt;br /&gt;
Expertise (Magic) 10 (+14)&lt;br /&gt;
&lt;br /&gt;
Intimidation 4 (+6)&lt;br /&gt;
&lt;br /&gt;
Ranged Combat (Magic) 2 (+8)&lt;br /&gt;
&lt;br /&gt;
Sleight of Hand 2 (+4)&lt;br /&gt;
&lt;br /&gt;
Technology 2 (+6)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Powers: 56 PP&lt;br /&gt;
&lt;br /&gt;
Robot&lt;br /&gt;
&lt;br /&gt;
(Immunity (Life Support) 10 x 1) 10 points&lt;br /&gt;
&lt;br /&gt;
(Enhanced Advantages (Diehard, Eidetic Memory, Great Endurance, Ultimate Fortitude) 4 x 1) 4 points&lt;br /&gt;
&lt;br /&gt;
(Protection 2 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mystic Levitation (Flight 2 x 2) 4 points&lt;br /&gt;
&lt;br /&gt;
Magic Shield (Enhanced Toughness 6 x 1, Enhanced Dodge 3 x 1, Enhanced Parry 3 x 1) 12 points&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Spells&lt;br /&gt;
&lt;br /&gt;
Prestidigitation (Feature (Minor Magical Effects) 1 x 1) 1 point&lt;br /&gt;
&lt;br /&gt;
Inanimate (Affliction (Resisted by Fortitude/Hindered/Immobile/Transformed (Inanimate Object) 8 x 1) Ranged 8 x 1 Reversible 1 x 1) 17 points&lt;br /&gt;
&lt;br /&gt;
AE: Magic Blast (Damage 8 x 1 Ranged 8 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
AE: Raw Magic Punch (Strength-based Damage 8 x 1 Distracting 8 x -1/2 Improved Critical 1 x 1 Accurate 2 x 1) 1 points&lt;br /&gt;
&lt;br /&gt;
AE: Dazing Wave (Affliction (Resisted by Will/Dazed/Stunned/Incapacitated) 8 x 1 Area (Cone) 8 x 1) 2 points&lt;br /&gt;
&lt;br /&gt;
AE: Human Glamour (Morph (Human Form) 1 x 5) 1 point&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Totals: Abilities (49) + Advantages (3) + Skills (12) + Powers (56) = 120/120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Complications&lt;br /&gt;
&lt;br /&gt;
Motivation: Doing Good&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Responsibility: Madame Mystic (Teacher)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Enemy: Dr. Ares (Creator)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rival: Gearhead (Gadgeteer hero)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prejudice: Inhuman&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quirk: Naive[/sblock][/sblock]&lt;/div&gt;</summary>
		<author><name>SuperZero</name></author>
	</entry>
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