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__NOTOC__ ==Journey== [[File:Journey.jpg|300px]]<br> '''Name:''' Journey / (raised as Roscoe Greenleaf)<br> '''Alignment:''' Neutral<br> '''Gender:''' Male<br> '''Race:''' Tiefling<br> '''Class:''' Sorcerer<br> '''Level:''' 3<br> '''Age:''' early-mid twenties<br> '''Description:''' Journey is a blue tiefling, with black horns that curl like a ram's and white hair that stops just short of being curly. His eyes are the electric blue of a lightning strike, a legacy of his affinity with elemental air. He's shorter than average and of slight build due to years growing up without enough food or shelter. He wears worn and mismatched clothes, hand-me-downs from the folks at Raven's Hollow. Unlike many tieflings he doesn't decorate his horns. In fact he doesn't wear any jewellery at all, except a piece of blue fulgarite strung on a leather cord which he uses as a spellcasting focus. ==Ability Scores== '''Strength:''' 9 (-1)<br> '''Dexterity:''' 10 (+0)<br> '''Constitution:''' 13 (+1)<br> '''Intelligence:''' 14 (+2) (+1 for Tiefling)<br> '''Wisdom:''' 14 (+2)<br> '''Charisma:''' 16 (+3) (+2 for Tiefling)<br> <br> '''AC:'''10<br> '''HP:''' 33<br> '''Hit Dice:''' 3d6<br> '''Speed:''' 30'<br> '''Proficiency:''' +2<br> <br> '''Melee Attack:''' -1 (Str) / +0 (Dex) if the weapon has Finesse<br> '''Ranged Attack:''' +0<br> '''Spell Attack:''' +5 (spellmod + proficiency)<br> '''Spell Save DC:''' 13<br> ==Spells== '''Sorcery Points:''' 3 '''Spell Slots:'''<br> Level 1: 4<br> Level 2: 2 '''Cantrips known:''' *Gust *Mending *Prestidigitation *Shocking Grasp *Thaumaturgy (Tiefling)<br> '''Spells Known:''' <br> ''Level 1''<br> *Fog Cloud *Witch Bolt ''Level 2''<br> *Misty Step *Shatter ==Saving Throws== '''Strength:''' -1<br> '''Dexterity:''' +0<br> '''Constitution:''' +3 (PR)<br> '''Intelligence:''' +2<br> '''Wisdom:''' +2<br> '''Charisma:''' +5 (PR)<br> ==Languages Known== *Common *Halfling *Infernal *Primordial (and can understand/be understood by speakers of the dialects Aquan, Auran, Ignan, Terran) ==Proficiencies== *Daggers *Darts *Light crossbow *Quarterstaff *Slings ==Skills== *Deception (Cha) *Insight (Wis) *Persuasion (Cha) *Survival (Wis) ==Feats== *''Alert'' - You gain the following benefits: **+5 bonus to Initiative **You can't be surprised while conscious **Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. ==Traits== *''Darkvision'' - You can see in dim light within 60' as if it were bright light, and in darkness as if it were in dim light (although only in shades of grey). *''Hellish Resistance'' - You have resistance to fire damage. *''Infernal Legacy'' - You know the Thaumaturgy Cantrip. ==Features== '''Saving Throws''' - Cha / Con<br> '''Spellcasting''' '''Sorcerous Origin - Storm'''<br> ''Wind Speaker'' - You can speak, read, and write Primordial (and can understand and be understood by those who speak its dialects Aquan, Auran, Ignan, and Terran)<br> ''Tempestuous Magic'' - You can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell at 1st level or higher. Doing so allows you to fly up to 10' without provoking opportunity attacks.<br> '''Font of Magic''' - Sorcery points<br> '''Metamagic'''<br> ''Subtle spell'' - can spend 1SP to cast without Verbal or Somatic components.<br> ''Twinned Spell'' - can spend sorcery points to target an extra creature with single target spells. ==Background== '''Vagabond''' *Skill Proficiencies: Insight, Survival<br> *Languages: One of your choice<br> *Equipment: A torn blanket, a set of dirty mismatched clothes, a dagger, and 5 gp<br> *''Feature: Natural Fortitude''<br> As a Vagabond, you’ve experienced your share of hard knocks from when you had to steal, to fighting for the last bit of food. Once per day, when you would be knocked unconscious at zero hit points, you may make a Constitution saving throw with the DC equal to the damage that would knock you unconscious. If you succeed, you’re not knocked out, but instead reduced to 1 hit point. ==Gear== *2x daggers *Sling *Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days' rations, waterskin, 50' hempen rope) *Common clothes *Spellcasting Focus - a piece of blue fulgarite on a leather cord. *A torn blanket<br> *5 gp<br> ==Character Backstory== Journey doesn't know where he came from, or why he has an affinity with elemental air. He was raised by halfling foster parents along with Keth, his half-orc foster brother, at a farm on the outskirts of a rural village. His name back then was Roscoe Greenleaf. When he was eight or so there was a storm that flooded the village and killed his foster parents. When the villagers came out to the farm they found the two boys alive and terrified and, looking for someone to blame, turned on the tiefling. Keth, then around twelve and large for his age as half-orcs tend to be, stood up to the villagers and ordered Roscoe to flee. He did and has been on his own ever since. He tried to live on the streets for a while, but it's hard to manage a life of petty crime when you're blue with horns and a tail. So he avoided people, creeping into settlements to steal food sometimes but mostly living on the outskirts. As an adult he calls himself Journey and largely wanders from town to town, using minor cantrips and doing odd jobs to earn coin, and never staying anywhere for long. Last autumn he was set upon by bandits. A patrol from Hunter's Hall came to his aid, and took him back to the village to recover from his wounds. Journey isn't used to people helping him, or to being in anyone's debt, so hung around to repay the aid they gave him. He's got to know people. Such as one of the patrol who resued him, a human who - confusingly - reminds him of Keth. Then winter came, and he was persuaded to stay rather than face the cold weather in the open. The longer he stays the harder it is to leave, and now Journey's wondering how long he has left before this community turns on him too.
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