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__notoc__
 
__notoc__
 
==Grozdan Sleet :: Human Cleric :: (Tempest Domain) ==
 
==Grozdan Sleet :: Human Cleric :: (Tempest Domain) ==
[[File:Salt0001.png|400px]]
 
  
==''"The difference between gods and devils? Perspective, mostly"''==
+
==''"Quote"''==
  
 
==Base Matrix==
 
==Base Matrix==
:'''Ht:''' 6'6" | '''Wt:''' 300lbs | '''Fur:''' Dun and Brown | '''Eyes:''' Black | '''Lv:''' 1 | '''Aln:''' CG |
+
:'''Ht:''' 5'8" | '''Wt:''' 190lbs | '''Skin:''' Olive, weathered |'''Hair:''' Black, wild | '''Eyes:''' Blue | '''Lv:''' 3 | '''Aln:''' NG |
  
 
==Attributes==
 
==Attributes==
: '''STR''' 15 / '''+2''' Save (+2) || '''DEX''' 11 / '''+0''' Save (+0) || '''CON''' 14 / '''+2''' Save (+2)  
+
: '''STR''' 16 / '''+3''' Save (+3) || '''DEX''' 11 / '''+0''' Save (+0) || '''CON''' 14 / '''+2''' Save (+2)  
  
 
: '''INT''' 9 / '''-1''' Save (-1) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 13/ '''+1''' Save (+3)
 
: '''INT''' 9 / '''-1''' Save (-1) || '''WIS''' 16 / '''+3''' Save (+5) || '''CHA''' 13/ '''+1''' Save (+3)
  
 
==Skills==
 
==Skills==
'''<u>Proficiencies</u>:''' [Proficiency Bonus +2]
+
: '''Proficiencies:''' (Proficiency Bonus +2)
:Inisght (Cleric) [+5]
+
:Insight (Cleric) +5
:Medicine (Cleric) [+#]
+
:Medicine (Hermit) +5
 +
:Persuasion +3
 +
:Religion (Hermit) +2
  
'''<u>Untrained</u>'''
+
: '''Untrained'''
:Acrobatics [+#]
+
:Acrobatics +0
:Arcana [-1]
+
:Arcana -1
:Animal Handling [+#]
+
:Animal Handling +3
:Athletics +2
+
:Athletics +3
:History [-1]
+
:Deception +1
:Intimidation [+#]
+
:History -1
:Investigation [-1]
+
:Intimidation +1
:Nature [-1]
+
:Investigation -1
:Perception [+#]
+
:Nature -1
:Religion [-1]
+
:Perception +3
:Performance [+#]
+
:Performance +1
:Persuasion [+#]
+
:Sleight of Hand +0
:Sleight of Hand [+#]
+
:Stealth +0
:Stealth [+#]
+
:Survival +3
:Survival [+#]
 
  
 
==Languages==
 
==Languages==
 
:Common
 
:Common
 
:Language 2
 
:Language 2
 +
: Language 3
  
 
==Combat==
 
==Combat==
'''AC''' 15 | '''HP''' 9 | <u>Hit Dice: 1d8</u> | Initiative Modifier +2
+
'''AC''' 20 | '''HP''' 24 | <u>Hit Dice: 1d8</u> | Initiative Modifier +0
 
{| class="wikitable"
 
{| class="wikitable"
 
|'''Weapon'''
 
|'''Weapon'''
Line 54: Line 55:
 
|scope="row" colspan="9"|   
 
|scope="row" colspan="9"|   
 
|-
 
|-
| Spear
+
| Warhammer, cold iron
 
! +5
 
! +5
| 1d6+3
+
| 1d8+3
 
| N/A
 
| N/A
 
|
 
|
Line 63: Line 64:
 
| 1d4+3
 
| 1d4+3
 
| 20'
 
| 20'
 +
|-
 +
| Crossbow
 +
! +2
 +
| 1d8 P
 +
| 80/320
 +
|
 +
| -
 +
! -
 +
| -
 +
| -
 
|-
 
|-
 
|}
 
|}
 +
: Spiritual hammer & cold iron warhammer 1d20+5;1d8+5;1d20+5;1d8+3
  
 
==Feats==
 
==Feats==
'''Dual Wielder''' ''You master fighting with two weapons, gaining the following benefits:''
+
'''Heavy Armour Master''' ''+1 Str (to 16) & While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.''
 
 
:You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
 
 
 
:You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
 
 
 
:You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
 
  
==Racial Features [Minotaur]==
+
==Racial Features (Human)==
 
'''Size:''' Medium
 
'''Size:''' Medium
  
 
'''Speed:''' 30
 
'''Speed:''' 30
  
'''Horns:''' You are never unarmed. You are proficient with your horns, which are a melee weapon that deals 1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not to avoid being shoved yourself.
+
==Class Features==
+
: '''Domain:''' Tempest
'''Goring Rush:''' When you use the Dash action during your turn, you can make a melee attack with your horns as a bonus action.
+
: '''Proficiencies''': All armour, Shields, Martial weapons
 
'''Hammering Horns:''' When you use the Attack action during your turn to make a melee attack, you can attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to knock a creature prone.
 
 
 
'''Labyrinthine Recall:''' You can perfectly recall any path you have traveled.
 
 
'''Sea Reaver:''' You gain proficiency with navigator’s tools and vehicles (water).
 
 
'''Languages:''' You can speak, read, and write Common.
 
  
==Class Features==
+
: '''Wrath of the Storm''' - ''I can thunderously rebuke attackers.''
'''Patron:''' Great Old One | '''Pact Boon:''' N/A |
+
:: When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.
 +
:: The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
 +
:: You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
  
<u>Awakened Mind</u>
+
: '''Channel Divinity''' - 1/rest ''Used:'' 0/1
:30' Telepathy Line of Sight
+
:: ''Turn undead:'' As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
 +
:: If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
 +
:: move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
 +
:: can use Dodge action.
 +
:: ''Destructive Wrath (Domain):'' do max damage on thunder/lightning damage instead of rolling.
  
 
<u>Spellcasting Logistics</u>
 
<u>Spellcasting Logistics</u>
  
'''Spell Slots:'''  L1 | 1 per short/long rest
+
'''Spell Slots:'''  L1 | 4 || L2 2 per short/long rest  
  
'''Spell DC:''' 11
+
'''Spell DC:''' 14
  
'''Spell Att Mod:''' +3
+
'''Spell Att Mod:''' +5
  
  
 
<u>Cantrips</u>
 
<u>Cantrips</u>
:'''Eldritch Blast''' 120' [A] 1d10 Force
+
:'''Guidance''' - used
:'''Mage Hand''' 30' [A] [1m]  10 lb limit
+
:'''Light'''
 
+
:'''Thaumaturgy'''
<u>Spells Known</u>
 
:'''Dissonant Whispers''' 60' [A] 5d6 Psy Dmg + Move/Wis save v DC16 for 1/2 + no move
 
:'''Tasha's Hideous Laughter''' 30' [A] Wis Save or fall prone/incapacitated. C^1m
 
 
 
<u>Rituals Known</u>
 
:-
 
:-
 
:-
 
 
 
<u>Eldritch Invocations</u>
 
:-
 
:-
 
 
 
==Background Features [Outland Mariner]==
 
<u>Skill Proficiencies</u>
 
:'''Athletics'''
 
:'''Survival'''
 
 
 
<u>Tool Proficiencies</u>
 
:'''Musical Instrument''' ''(Reed Pipes)''
 
 
 
<u>Languages</u>
 
:'''Elven'''
 
 
 
<u>Ship's Rank</u>
 
:'''Quartermaster'''
 
 
 
<u>Feature</u>
 
:'''Wave Wanderer:''' You have an excellent memory for charts and the position of the stars. You know what needs doing on a vessel, how to scrub and trim, how to stand watch and keep a weather eye. You know how to stow cargo with an eye towards ballast. In addition you can fish or harvest sea greens for food and know how to collect and stow fresh water from the rains.
 
  
<u>Personality Trait</u>
+
<u>Spells Prepared (Wis X + L3 = 6) change after long rest</u>
:'''Trickster:''' The gods don't play fair, and the devils don't even pretend to play fair. Why should I?
+
:''Level 1''
<u>Ideal</u>
+
::''' Bless
:'''Nature:''' Tides lift all ships. Storms drag them low. Stone and sea are deep in life. Permanence at rest, permanence in motion.
+
::''' Cure Wounds
<u>Bond</u>
+
::''' Guiding Bolt
:'''Duty:''' To my shipmates. To my companions. To my clan. To the gods, may eternity damn them.
+
::''' Healing Word
 +
:: Domain: '''Fog Cloud'''
 +
:: Domain: '''Thunderwave'''
 +
:''Level 2''
 +
::'''Silence'''
 +
::'''Spiritual Weapon'''
  
<u>Flaw</u>
+
==Background Features (Hermit)==
: '''Ruthless:''' Necromancers aside, dead men typically won't turn on you.
+
: '''Proficiencies''': Medicine, Religion
 +
: '''Tool Proficiency''' : Herbalism Kit - Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
 +
: '''Life of Seclusion''': I needed to commune with nature, far from civilization
 +
: '''Feature''' - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
 +
: '''Personality Trait''': I feel tremendous empathy for all who suffer.
 +
: '''Ideal''': Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
 +
: '''Bond''': My isolation gave me great insight into a great evil that only I can destroy.
 +
: '''Flaw''': I’d risk too much to uncover a lost bit of knowledge.
  
 
==Equipment==
 
==Equipment==
Line 155: Line 142:
 
: 0 gems
 
: 0 gems
 
: 0 pp
 
: 0 pp
: '''9''' gp
+
: '''65''' gp
 
: 0 ep
 
: 0 ep
: '''9''' sp
+
: '''5''' sp
: '''10''' cp
+
: '''2''' cp
  
 
'''<u>Weapons</u>'''
 
'''<u>Weapons</u>'''
: Spear X2
+
: Warhammer, cold iron
: Dagger X2
+
: Light crossbow and 20 bolts
 +
: Dagger  
  
 
'''<u>Armor</u>'''
 
'''<u>Armor</u>'''
: Studded Leather
+
: Splint mail
 +
: Shield +1 with design from the deeps
  
 
'''<u>Gear</u>'''
 
'''<u>Gear</u>'''
: Pack | Bedroll | 50' Silk Rope | 2 weeks Rations | Water Skin | Arcane Focus
+
: Common clothes
 +
: Signal whistle (neck)
 +
: Holy symbol (neck)
 +
: Belt
 +
:: Rope, silk (50 feet) 5 lb.
 +
:: Grappling hook 4 lb.
 +
:: Hammer 3 lb.
 +
:: Holy water (flask) 1 lb.
 +
: Backpack
 +
:: Alms box
 +
:: Antitoxin x 1 (gives advantage on poison saves for 1 hour)
 +
:: Bedroll 7 lb.
 +
:: Bell
 +
:: Blanket
 +
:: Caltrops (bag of 20) 2 lb.
 +
:: Candles, 10
 +
:: Case, scroll 1 lb.
 +
:: Censer
 +
:: Chalk (10 pieces)
 +
:: Crowbar 5 lb.
 +
:: Herbalism kit
 +
:: Incense, 2 blocks
 +
:: Kit, climber’s 12 lb.
 +
:: Kit, healer’s 3 lb.
 +
:: Pick, miner’s 10 lb.
 +
:: Rations, 7 days 14 lb
 +
:: Tinderbox 1 lb
 +
:: Vestments
 +
:: Winter blanket
 +
:: Mirror, steel 1/2 lb.
 +
:: Oil (flask X 2) 2 lb.
 +
:: Paper (5 sheets)
 +
:: Piton X 12  3 lb.
 +
:: Sack 1 cp 1/2 lb.
 +
:: Scroll case stuffed full of notes from your studies or prayers
 +
:: Shovel 5 lb.
 +
:: Soap
 +
:: Spikes, iron (10) 5 lb.
 +
:: Waterskin
 +
 
 +
To buy:
 +
Potion of healing 50 gp 1/2 lb.
 +
 
 +
 
 +
'''<u>Trinket</u>
 +
: Alabaster mask
 +
: Grozdan's mirror is oval and the frame is decorated with designs evoking fish and the sea. It has a magical aura (Divination), but so far, you have been unable to discern its exact powers. A couple of times, while looking into it, Grozdan thought he saw a face that was not his own - a female face with large, dark eyes and a bluish cast to its skin - but as soon as he blinked, the face was gone.
  
 
'''<u>Magic Items</u>
 
'''<u>Magic Items</u>
:-
 
:-
 
:-
 
 
:-
 
:-
  
 
==Backstory==
 
==Backstory==
Salt is a young minotaur with a great wanderlust, a certain bitterness towards the gods, and a giant heart for the people in his life. His wandering is in no small part due to the pact he entered into with a strange creature from the deeps in the midst of a terrible storm.
+
: When a child was born at once female and male, a ewe and a ram were offered to the Titans and a feast was held. An astrologer´s palms were crosed with silver and the child was named Grozdan, which means the thunderstorm on the horizon.
 
+
:
For three days the sea assaulted them.
+
:As a boy, Grozdan played with the rattle and the drum. He was schooled in the legends of the three gods and the art of war. He was beaten to make him tough and was taught both pride and humility.
 
+
:
For three days the gods ignored their prayers while the devils mocked their skills.
+
:As a girl, Grozdan lived as a hermit on the Blasted Rock in the Serpent Sea. She learned to hear the Titans´ voices in the storm and saw how they wield their weapons. She honed her skills and became their vessel.
 
+
:
In the deep night it came to him. Pale, bulbous, writhing with tentacles bigger than their longboat, and so many eyes - all those eyes - and not a soul on board could see it but him.
+
:Now a man, Grozdan wears a warrior´s harness and travels the world to learn of foe and friend, of other gods and other ways. He must learn mysteries from the outside, that he may look inside and become a woman.
 +
:
 +
:Grozdan worships the storm gods '''Tol''', '''Fendis''' and '''Tisa'''. Each has their own mutable nature and represents different aspects of the Storm according to a cycle whose natures is one of the great Mysteries.  
  
And in the echoing cavern of his stormsoaked mind, it offered him their lives. His own life was all it required in return.
 
  
Salt didn't know how long it took him to respond. In some recollections his answer was immediate. In some he agonized for hours. But in blood and brine, he made the pact and the storm and the creature vanished.
+
* Pick another PC (one of your teammates). Tell me a rumor or belief your people have about their race/culture/nation. - Gan
 +
* Tell me about a deity, spirit, or legendary creature your people either worship or fear. - trickster spirit
 +
* Tell me something you would compromise your morals to achieve (or at least consider doing so).
 +
* Tell me a superstition or unfounded belief that you possess.
  
Upon returning home, Salt found nothing left him content, and though he always returned, he found himself sailing farther away from the isles of the Dragon's Reach and staying abroad longer each time he fled the rocky broken shores of his home.
+
==Notes==
 +
*To Do:
 +
** Discovery from Background
 +
** Backstory
 +
** 2nd & 3rd Languages
 +
:'''Downtime''':
 +
:*Helped out at the Temple of Sekhmet and made antitoxin there
 +
:*Helped Peligro at the temple of Protius (Protius is the god of the sea and sailors; his temple evokes a sailing ship and is considered sacred neutral ground by even the worst of pirates and privateers.)
  
==[[Brahnamin's_Characters | Back to Main Page]]==
+
:'''Note''':
 +
: Healer´s kit: On its own, the kit lets you stabilise someone who's been knocked to 0 hit points, as an action, without the need for a Medicine check. If you don't have a kit, you need to make a Medicine check to stabilise someone.

Latest revision as of 18:07, 2 December 2021

Grozdan Sleet :: Human Cleric :: (Tempest Domain)[edit]

"Quote"[edit]

Base Matrix[edit]

Ht: 5'8" | Wt: 190lbs | Skin: Olive, weathered |Hair: Black, wild | Eyes: Blue | Lv: 3 | Aln: NG |

Attributes[edit]

STR 16 / +3 Save (+3) || DEX 11 / +0 Save (+0) || CON 14 / +2 Save (+2)
INT 9 / -1 Save (-1) || WIS 16 / +3 Save (+5) || CHA 13/ +1 Save (+3)

Skills[edit]

Proficiencies: (Proficiency Bonus +2)
Insight (Cleric) +5
Medicine (Hermit) +5
Persuasion +3
Religion (Hermit) +2
Untrained
Acrobatics +0
Arcana -1
Animal Handling +3
Athletics +3
Deception +1
History -1
Intimidation +1
Investigation -1
Nature -1
Perception +3
Performance +1
Sleight of Hand +0
Stealth +0
Survival +3

Languages[edit]

Common
Language 2
Language 3

Combat[edit]

AC 20 | HP 24 | Hit Dice: 1d8 | Initiative Modifier +0

Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Warhammer, cold iron +5 1d8+3 N/A Dagger +5 1d4+3 20'
Crossbow +2 1d8 P 80/320 - - - -
Spiritual hammer & cold iron warhammer 1d20+5;1d8+5;1d20+5;1d8+3

Feats[edit]

Heavy Armour Master +1 Str (to 16) & While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.

Racial Features (Human)[edit]

Size: Medium

Speed: 30

Class Features[edit]

Domain: Tempest
Proficiencies: All armour, Shields, Martial weapons
Wrath of the Storm - I can thunderously rebuke attackers.
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw.
The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (3). You regain all expended uses when you finish a long rest.
Channel Divinity - 1/rest Used: 0/1
Turn undead: As an action, I present your holy symbol and speak a prayer censuring the undead. Each undead that can see/hear me within 30' must make Wis save
If it fails, turned for 1 min. or until it takes damage. Turned creature must spend its turns trying to move as far away from me as it can, cannot willingly
move to a space within 30'. Also cannot take reactions. Can use only Dash action / try to escape from an effect that prevents it from moving. If nowhere to move,
can use Dodge action.
Destructive Wrath (Domain): do max damage on thunder/lightning damage instead of rolling.

Spellcasting Logistics

Spell Slots: L1 | 4 || L2 2 per short/long rest

Spell DC: 14

Spell Att Mod: +5


Cantrips

Guidance - used
Light
Thaumaturgy

Spells Prepared (Wis X + L3 = 6) change after long rest

Level 1
Bless
Cure Wounds
Guiding Bolt
Healing Word
Domain: Fog Cloud
Domain: Thunderwave
Level 2
Silence
Spiritual Weapon

Background Features (Hermit)[edit]

Proficiencies: Medicine, Religion
Tool Proficiency : Herbalism Kit - Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.
Life of Seclusion: I needed to commune with nature, far from civilization
Feature - Discovery: The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.
Personality Trait: I feel tremendous empathy for all who suffer.
Ideal: Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
Bond: My isolation gave me great insight into a great evil that only I can destroy.
Flaw: I’d risk too much to uncover a lost bit of knowledge.

Equipment[edit]

Wealth

0 gems
0 pp
65 gp
0 ep
5 sp
2 cp

Weapons

Warhammer, cold iron
Light crossbow and 20 bolts
Dagger

Armor

Splint mail
Shield +1 with design from the deeps

Gear

Common clothes
Signal whistle (neck)
Holy symbol (neck)
Belt
Rope, silk (50 feet) 5 lb.
Grappling hook 4 lb.
Hammer 3 lb.
Holy water (flask) 1 lb.
Backpack
Alms box
Antitoxin x 1 (gives advantage on poison saves for 1 hour)
Bedroll 7 lb.
Bell
Blanket
Caltrops (bag of 20) 2 lb.
Candles, 10
Case, scroll 1 lb.
Censer
Chalk (10 pieces)
Crowbar 5 lb.
Herbalism kit
Incense, 2 blocks
Kit, climber’s 12 lb.
Kit, healer’s 3 lb.
Pick, miner’s 10 lb.
Rations, 7 days 14 lb
Tinderbox 1 lb
Vestments
Winter blanket
Mirror, steel 1/2 lb.
Oil (flask X 2) 2 lb.
Paper (5 sheets)
Piton X 12 3 lb.
Sack 1 cp 1/2 lb.
Scroll case stuffed full of notes from your studies or prayers
Shovel 5 lb.
Soap
Spikes, iron (10) 5 lb.
Waterskin

To buy: Potion of healing 50 gp 1/2 lb.


Trinket

Alabaster mask
Grozdan's mirror is oval and the frame is decorated with designs evoking fish and the sea. It has a magical aura (Divination), but so far, you have been unable to discern its exact powers. A couple of times, while looking into it, Grozdan thought he saw a face that was not his own - a female face with large, dark eyes and a bluish cast to its skin - but as soon as he blinked, the face was gone.

Magic Items

-

Backstory[edit]

When a child was born at once female and male, a ewe and a ram were offered to the Titans and a feast was held. An astrologer´s palms were crosed with silver and the child was named Grozdan, which means the thunderstorm on the horizon.
As a boy, Grozdan played with the rattle and the drum. He was schooled in the legends of the three gods and the art of war. He was beaten to make him tough and was taught both pride and humility.
As a girl, Grozdan lived as a hermit on the Blasted Rock in the Serpent Sea. She learned to hear the Titans´ voices in the storm and saw how they wield their weapons. She honed her skills and became their vessel.
Now a man, Grozdan wears a warrior´s harness and travels the world to learn of foe and friend, of other gods and other ways. He must learn mysteries from the outside, that he may look inside and become a woman.
Grozdan worships the storm gods Tol, Fendis and Tisa. Each has their own mutable nature and represents different aspects of the Storm according to a cycle whose natures is one of the great Mysteries.


  • Pick another PC (one of your teammates). Tell me a rumor or belief your people have about their race/culture/nation. - Gan
  • Tell me about a deity, spirit, or legendary creature your people either worship or fear. - trickster spirit
  • Tell me something you would compromise your morals to achieve (or at least consider doing so).
  • Tell me a superstition or unfounded belief that you possess.

Notes[edit]

  • To Do:
    • Discovery from Background
    • Backstory
    • 2nd & 3rd Languages
Downtime:
  • Helped out at the Temple of Sekhmet and made antitoxin there
  • Helped Peligro at the temple of Protius (Protius is the god of the sea and sailors; his temple evokes a sailing ship and is considered sacred neutral ground by even the worst of pirates and privateers.)
Note:
Healer´s kit: On its own, the kit lets you stabilise someone who's been knocked to 0 hit points, as an action, without the need for a Medicine check. If you don't have a kit, you need to make a Medicine check to stabilise someone.