Dancers in Shadow/Ch'watikk: Difference between revisions
(4 intermediate revisions by the same user not shown) | |||
Line 20: | Line 20: | ||
'''Feature''' Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth | '''Feature''' Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth | ||
'''Mark of the Eralin''' Eralin don't fit in to civilized society, and after a short time in any one location, their strangeness will cause them to suffer disadvantage on any social interactions. | |||
== Combat == | == Combat == | ||
'''Initiative''' +1 '''Armor Class''' 14 '''Hit Dice''' | '''Initiative''' +1 '''Armor Class''' 14 '''Hit Dice''' 3d8+6 '''Hit Points''' 28 | ||
'''Melee''' Scimitar Reach 5 ft. Attack +3 Damage 1d6+1 slashing | '''Melee''' Scimitar Reach 5 ft. Attack +3 Damage 1d6+1 slashing | ||
Staff with Shillelagh Reach 5 ft. Attack + | Staff with Shillelagh Reach 5 ft. Attack +6 Damage 1d8+4 bludgeoning | ||
'''Ranged''' Produce Flame missile Range 30 ft. Attack + | '''Ranged''' Produce Flame missile Range 30 ft. Attack +6 Damage 1d8 fire | ||
'''Spell Save''' DC | '''Spell Save''' DC 14 '''Spell Attack''' +6 | ||
== Proficiencies == | == Proficiencies == | ||
Line 43: | Line 45: | ||
'''Saving Throws''' Intelligence, Wisdom | '''Saving Throws''' Intelligence, Wisdom | ||
'''Skills''' Animal Handling + | '''Skills''' Animal Handling +6*, Athletics +2, Nature +5*, Perception +6*, Stealth +3, Survival +5 | ||
'''Languages''' Common, Elvish, Sylvan, Druidic, Goblin | '''Languages''' Common, Elvish, Sylvan, Druidic, Goblin | ||
'''Eralin Skills''' Advantage on Nature, Perception, Animal Handling skill checks | |||
== Feats == | |||
'''Observant''' +1 Wisdom; read lips; +5 to passive Wisdom (Perception) and Intelligence (Investigation) scores | |||
== Racial Qualities == | == Racial Qualities == | ||
Line 70: | Line 78: | ||
'''Spellcasting''': Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. | '''Spellcasting''': Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. | ||
'''Spell Save DC''': 8 + Proficiency Bonus + Wis modifier ( | '''Spell Save DC''': 8 + Proficiency Bonus + Wis modifier (14) | ||
'''Spell Attack Modifier''': Proficiency Bonus + Wis Modifier ( | '''Spell Attack Modifier''': Proficiency Bonus + Wis Modifier (6) | ||
'''Spell Slots''': 2x | '''Spell Slots''': 4x 1st; 2x 2nd | ||
'''Prepared Spells''': | '''Prepared Spells''': 7 Typically: Animal Friendship; Cure Wounds; Entangle; Faerie Fire; Flaming Sphere; Heat Metal; Speak with Animals | ||
'''Cantrips Known''': Shillelagh, Produce Flame | '''Cantrips Known''': Shillelagh, Produce Flame | ||
'''Wild Shape''' Transform into a beast shape with an action. 2 uses, each 2 hours. Regained after a short or long rest. | |||
Limits: Max CR 1; No flying or swimming speed | |||
'''Combat Wild Shape''' Wild shape as a bonus action on your turn. While wild shaped, as a bonus action you can expend a spell slot to heal 1d8 hit points per level of spell slot. | |||
== Equipment == | == Equipment == |
Latest revision as of 07:57, 4 February 2015
Ch'watikk [Red Squirrel][edit]
Race Half-Elf Gender Male Alignment Neutral Good Background Outlander
Class Druid Level 3 Druid Circle Moon Proficiency Bonus +2
Height 5' 9" Weight 145 lbs. Size M Speed 30 ft. Senses Darkvision 60 ft.
Abilities Str 10 (+0), Dex 13 (+1), Con 14 (+2), Int 16 (+3), Wis 18 (+4), Cha 16 (+3)
Roleplaying[edit]
Personality Traits ignorant of social graces and etiquette; likes to leave his mark (a stylized squirrel)
Ideal People should learn from nature. The less in touch with nature a people is, the more corrupt they become.
Bond Self-appointed guardian of the beasts of the Old Wood - which once covered much more of the world than it does today
Flaw Exceedingly curious about strange happenings
Feature Wanderer. You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth
Mark of the Eralin Eralin don't fit in to civilized society, and after a short time in any one location, their strangeness will cause them to suffer disadvantage on any social interactions.
Combat[edit]
Initiative +1 Armor Class 14 Hit Dice 3d8+6 Hit Points 28
Melee Scimitar Reach 5 ft. Attack +3 Damage 1d6+1 slashing
Staff with Shillelagh Reach 5 ft. Attack +6 Damage 1d8+4 bludgeoning
Ranged Produce Flame missile Range 30 ft. Attack +6 Damage 1d8 fire
Spell Save DC 14 Spell Attack +6
Proficiencies[edit]
Armor Light, Medium, Shields (may not wear metal armor or shields)
Weapons Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools Herbalism kit
Saving Throws Intelligence, Wisdom
Skills Animal Handling +6*, Athletics +2, Nature +5*, Perception +6*, Stealth +3, Survival +5
Languages Common, Elvish, Sylvan, Druidic, Goblin
Eralin Skills Advantage on Nature, Perception, Animal Handling skill checks
Feats[edit]
Observant +1 Wisdom; read lips; +5 to passive Wisdom (Perception) and Intelligence (Investigation) scores
Racial Qualities[edit]
Ability Score Increase: Your Charisma score increases by 2, and two other ability scores of your choice [Wisdom, Constitution] increase by 1.
Size: Half-elves are about the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Skill Versatility: You gain proficiency in two skills of your choice.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
Age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Class Features[edit]
Spellcasting: Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
Spell Save DC: 8 + Proficiency Bonus + Wis modifier (14)
Spell Attack Modifier: Proficiency Bonus + Wis Modifier (6)
Spell Slots: 4x 1st; 2x 2nd
Prepared Spells: 7 Typically: Animal Friendship; Cure Wounds; Entangle; Faerie Fire; Flaming Sphere; Heat Metal; Speak with Animals
Cantrips Known: Shillelagh, Produce Flame
Wild Shape Transform into a beast shape with an action. 2 uses, each 2 hours. Regained after a short or long rest.
Limits: Max CR 1; No flying or swimming speed
Combat Wild Shape Wild shape as a bonus action on your turn. While wild shaped, as a bonus action you can expend a spell slot to heal 1d8 hit points per level of spell slot.
Equipment[edit]
A wooden shield, a scimitar, leather armor, an explorer's pack, a druidic focus, a staff, a hunting trap, a cougar-skin cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp
History[edit]
Ch'watikk, a half-elven child, was left as an infant with a wood elf clan by his human mother. He grew up almost feral, fitting in more with the clan's animals than its people. His skittishness with people and habit of keeping a tree between himself and outsiders gave him his name, which means Red Squirrel in the wood-elf tongue. As he grew up, he learned some from the clan's hunters and druids, but more from the world itself. He was initiated as a druid by a wandering hermit he found one day at his secret spot - a long-abandoned sacred grove in the Old Wood. Taught more of the history of the Old Wood, and convinced of a connection to its power by a series of peculiar dreams, Ch'watikk has decided to go out and walk the world to stake out the wood's original boundaries.
Description[edit]
A tallish, skinny youth with vaguely elvish features, unkempt red hair, and prominent markings once used by the Ontilvari clan of elves, but in long disuse. Dressed in crude but sturdy hide clothing, and carrying an elvish scimitar.
Provisional portrait: Deviantart image by Mavrosh Alternate - if only it were red-haired: Deviantart photo by Epiphanence