Difference between revisions of "CharacterD&D 5E: Trickster's Gambit - 6"

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==Backstory==
 
==Backstory==
Urchin is a Fisher, lost at sea as a child when his parents' ship went down, he has worked to the point that he can get a ship and crew in any port in the Archipelago.
+
The Gyre is a very powerful Djinn that occupies the great desert and claims it as her own territory. Hidden in the great desert are the treasures and palaces that she has claimed over the centuries and the ruins of those that opposed her claim. Also hidden in the sands are her servants, the dust devils, desert creatures, and other minor spirits. The Caravanserai know to give these followers a wide berth and not to intrude on the Gyre’s land or take these treasures. They respect her power.
  
Personality Trait: My friends are my crew; we sink or float together.
+
It is said that she sometimes wanders the desert in the form of a merchant or peddler and will bargain with travelers on the Wind Road. If you encounter a lone tent in the sands on a half moon night with strange wears inside, you may be dealing with the Gyre. The story says that if the peddler likes what she sees, she may grant wishes or strike a bargain for something that will change your life. Kingdoms and heroes have been carried to greatness on the power of Gyre’s gifts.
  
Ideal: Camaraderie. Good people make even the longest voyage bearable.
+
At least that’s what they say, but Adanh knows from first hand experience that those wishes and gifts don’t come free and the Gyre of the Great Sands always comes out ahead. His advice, if you see a lone tent in the desert, you would do better to turn and head in the opposite direction. Did he heed that advice? No, of course not. He is of the Caravanserai and they know how to show respect to the desert and its powers. He knew who he was dealing with and what he was offering. Safe passage for another generation of his people, in exchange for his service.
  
Bond: The gods saved me during a terrible storm, and I will honor their gift.
+
That was years ago and in service of the storm he has traveled the continent performing services on her behalf and collecting tributes from those that struck a deal with a strange woman in the desert and are still paying off the cost of all their wildest dreams coming true.
  
Flaw: I work hard, but l play harder.
+
Personality Trait: I begin or end my day with small traditional rituals that are unfamiliar to those around me.
  
Binding Mark: One of your eyes looks the same as one of your patron's eyes.
+
Ideal: Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
 +
 
 +
Bond: The gods of my people are a comfort to me so far from home.
 +
 
 +
Flaw:  I pretend not to understand the local language in order to avoid interactions I would rather not have.
  
 
==[[D%26D_5E:_Trickster's_Gambit|Back to Main Page]]==
 
==[[D%26D_5E:_Trickster's_Gambit|Back to Main Page]]==

Revision as of 20:34, 28 January 2021

Template copied from Catherine's Page, will be updated to reflect Adanh in due time.

< < < Back to Main Page

Adanh Dunes :: Level 7 :: Glasya Tiefling :: Class Warlock - Genie

Avatar Icon 001.png

The

Attributes

STR 10 0 Save (+1) || DEX 16 +3 Save (+4) || CON 19 +4 Save (+5)
INT 12 +1 Save (+2) || WIS 16 +3 Save (+7) || CHA 8 -1 Save (+3)
  • CON is 13 without the amulet of health
  • Goodluck Stone, +1

Skills and Feats

Proficiencies

Arcana +5 (Warlock)
Deception +3 (Warlock)
Insight +7 (Far-Traveler)
Perception +7 (Far-Traveler)
  • Goodluck Stone, +1
Proficiency Bonus +3

Feats

Spellsniper
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Languages

Dwarven Trade; Outlander; Barbarian Tongue

Combat

AC 15 | HP 66 | HD D8
Initiative Modifier +3
Weapon To Hit Damage Range/Reach Weapon To Hit Damage Range/Reach
Handaxe +2 1d6-1 Light, thrown(20/60) Dagger +6 1d4+3 Finesse, light, thrown(20/60)

Magic

Spell Save DC

10

Spell Attack Modifier

+2

Spell Slots

2

Cantrips

Booming Blade
Mage Hand
Prestidigitation
Thornwhip (Spellsniper)
Minor Illusion (Tiefling)

Spell List

1 - Hex
1 - Distort Value
1 - Disguise Self (Tiefling) - 1/long rest
2 - Darkness
2 - Shadow Blade
2 - Invisibility (Tieflin) - 1/long rest
3 - Summon Fey
3 - Wind Wall
4 - Greater Invisibility
4 - Hallucinatory Terrain

Racial Features

Darkvision: 60 ft Darkvision Hellish Resistance: Fire Resistance

Class Features

Proficiency Light Armor; Proficiency Simple Weapons; Other Worldly Patron (Genie, The Gyre of the Great Sands); Bottle Respite; Genie's Wrath; Elemental Gift; Invocations (Protection of the Talisman, Rebuke of the Talisman, Misty Visions, Devil's Sight); Pact of the Talisman;

Background Features

Far-Traveler

All Eyes on You:

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.


Equipment

Weapons

Handaxe
2 Daggers

Armor

Studded Leather
N/A

Gear

Arcane Focus | Dungeoneers Pack | Fishing Tackle | A Net
Favorite Fishing Lure | Oiled Leather Wading Boots | Traveler's Clothes | Belt Pouch
His Rock | Item | Item | Item
Item | Item | Item | Item
Item | Item | Item | Item

Magic Items

Amulet of Health
Goodluck Stone
Item
Item

Contacts

Backstory

The Gyre is a very powerful Djinn that occupies the great desert and claims it as her own territory. Hidden in the great desert are the treasures and palaces that she has claimed over the centuries and the ruins of those that opposed her claim. Also hidden in the sands are her servants, the dust devils, desert creatures, and other minor spirits. The Caravanserai know to give these followers a wide berth and not to intrude on the Gyre’s land or take these treasures. They respect her power.

It is said that she sometimes wanders the desert in the form of a merchant or peddler and will bargain with travelers on the Wind Road. If you encounter a lone tent in the sands on a half moon night with strange wears inside, you may be dealing with the Gyre. The story says that if the peddler likes what she sees, she may grant wishes or strike a bargain for something that will change your life. Kingdoms and heroes have been carried to greatness on the power of Gyre’s gifts.

At least that’s what they say, but Adanh knows from first hand experience that those wishes and gifts don’t come free and the Gyre of the Great Sands always comes out ahead. His advice, if you see a lone tent in the desert, you would do better to turn and head in the opposite direction. Did he heed that advice? No, of course not. He is of the Caravanserai and they know how to show respect to the desert and its powers. He knew who he was dealing with and what he was offering. Safe passage for another generation of his people, in exchange for his service.

That was years ago and in service of the storm he has traveled the continent performing services on her behalf and collecting tributes from those that struck a deal with a strange woman in the desert and are still paying off the cost of all their wildest dreams coming true.

Personality Trait: I begin or end my day with small traditional rituals that are unfamiliar to those around me.

Ideal: Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)

Bond: The gods of my people are a comfort to me so far from home.

Flaw: I pretend not to understand the local language in order to avoid interactions I would rather not have.

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