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    Sands of the South - Almanac

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    Troyer
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    Sands of the South - Almanac

    Post by Troyer on Wed Apr 12, 2017 5:09 pm

    Here's the dumping ground for the world-building elements: organizations, topography, character dossiers, etc.

    Basically if you run into a key element, I'll expound on it here with all the crazy juices of my brain. Enjoy!

    Feel free to comment or question.

    I'll also try to keep the NPC list updated for easy reference, and I'll keep it here at the top of the page so it's not lost. It will not, of course, be omniscient, only what you know.

    NPCs

    Oridrys - A blonde female Elf of unknown background or status. She has exhibited acute reflexes and knows the Celestial tongue. Confident without being haughty, she seems relatively at ease considering being stranded in a desert.

    Taryn - Oridrys's nephew, a young male Human with bright red hair and freckles. Seems a bit shy and reserved. And nervous - seems always to keep a hand on his dagger hilt.

    Abraxas Maat Tauret Tiye - A Desert Elf, leader of the surviving faction hidden from the Snakes.


    Last edited by Troyer on Fri Jul 14, 2017 1:26 pm; edited 4 times in total
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    Troyer
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    Re: Sands of the South - Almanac

    Post by Troyer on Tue Apr 18, 2017 12:30 pm

    Rorik:
    For the purposes of this game, I'll be utilizing a little guy I dreamed up a while back for poops and parties. He'll be your guide-ish sort of fellow who comes and goes as I have need, or you guys get stuck, or whatever. After all, my job isn't to kill you. So if things get dicey, he might show up and turn the tide. That sort of thing.

    Also, this offers a helpful guide to show how to set up your own character. It really need not be this detailed; I'm just making this fellow from scratch at the moment, so I'm dumping it all here for later reference.


    Rorik "Shadowhide" of Clan Wildhammer - Male Hill Dwarf Druid - Circle of the Moon (probably...)
    Aged 147 Years
    Lawful Neutral
    3'9" 140 lbs (Medium)
    25 ft Movement
    60 ft Darkvision
    Stone Cunning - see Dwarf Traits, (PHB 20)
    Languages: Dwarf, Common, Druidic, Undercommon, and Abyssal
    Faction Agent Background (SCAG 147) - Safe Haven, Emblem, Faction Code/Breaker Book

    Ability Scores & Modifiers
    STR: 14 (+2)
    DEX: 15 (+2)
    CON: 18 (+4)
    INT: 13 (+1)
    WIS: 18 (+4)
    CHA: 14 (+2)

    Proficiencies
    Armor Prof: Light & Medium armor, Shields - NO METAL
    Weapons: Battle & Hand Axe, War & Throwing Hammers, Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
    Tools: Brewer's Supplies, Herbalism Kit
    Saving Throws: Intelligence, Wisdom, CON against Poison (Resistance)
    Skills: Arcana, Insight, Stealth, Survival

    Feats & Features
    Dwarf Resilience: +1Con; when taking Dodge action in combat, can spend 1 Hit Die (+Con) to heal self.
    Alert: +5 to Initiative; can't be surprised while conscious, others don't gain advantage on attack rolls against me as a result of being hidden.

    Equipment
    Wooden Shield, Battleaxe, 2 HandAxes
    Hide Armor
    Explorer's Pack (PHB 151)
    Druidic Focus (Totem)

    Combat
    HP: 13
    AC: 16 (Armor 12 + Shield 2 + Dex 2)
    Hit Dice: 1d8 per level + Con
    Attack: +STR +Prof
    Battle Axe Damage: 1d8 + STR (versatile, d10)
    Hand Axe Damage: 1d6 + STR (light, thrown 20/60)
    Spell Save DC = 8 + Prof + Wis = 14
    Spell Attack = Prof + Wis = +6

    Spells
    Cantrip: Druidcraft (236), Thorn Whip (282)
    Level 1: Entangle (238), Fog Cloud (243) // Primal Savagery? (UA:StarterSpells)


    Character Background
    Rorik comes from far to the north, a member the Wildhammer clan whom control large tracts on the border of civilized society and the wilds beyond. Here Rorik was in turns a blacksmith, a soldier, a guild craftsman, and finally a devotee to the more austere druidic lifestyle. After decades of dense city life, he was struck with a need to go beyond. Having been on many tours along the frontier, he was always more at home, more comfortable in the rugged simplicity of the wilderness. In time, he would come to devote his life to the wilds, and eventually come into contact with followers of the Moon Circle of druids. Here he joined a particular confederation within the circle known as the Mörkvung, a society dedicated to rooting out influences of horror, putrescence, and evil.

    This organization, the Silver Compact, is sworn to secrecy and holds itself somewhat aloof of fellow Moon druids. They do not, however, balk at accepting whatever aid comes their way should the need arise and the threat posed dire enough. Rorik often ranges across a wide expanse in search of corruption - indeed, in another life, he might have been a Ranger. Though Moon-dedicated, Rorik does not balk at journeys into the Underdark to combat evils therein. Afterall, whatever festers underground will surely spill upon the surface. Better to be proactive than defensive, no?

    His most recent excursion to the Underdark has been in pursuit of some clues concerning a shadowy demonic cult known as the Shadow's Blade. Recently, the Silver Compact has discovered, the Blade is on the move in the region. Of course, knowledge of this outside the Compact and the Blade is restricted, except perhaps to those whom have their ears to the ground.



    KIP - Kobold Thug
    Aged 17 Years
    Lawful Evil
    3'2" 50 lbs (Small)
    25 ft Movement
    60 ft Darkvision
    Languages: Common, Draconic

    Ability Scores & Modifiers
    STR: 12 (+1)
    DEX: 18 (+4)
    CON: 15 (+2)
    INT: 9 (-1)
    WIS: 15 (+2)
    CHA: 8 (-1)

    Feats & Features
    Pack Tactics - You gain ADVANTAGE on attack roll against creature if is within 5 feet of an ally, and ally is not incapacitated.
    Sunlight Sensitivity - DISADVANTAGE on attack rolls and Perception checks relying on sight when interacting within direct sunlight.
    Grovel, Cower, Beg. - As action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain ADVANTAGE on attack rolls against enemies within 10 feet of you that can see you. Must finish rest to use again.
    Cheat Shot. You make a low blow against a target within 5 feet of you. The target must succeed on a DC 12 Con Save or become incapacitated until the end of your next round.

    Equipment
    Wooden Shield
    Shortspear - Versatile (1d8), Thrown (20/60)
    Sling - 1d4, Range (30/120)

    Combat
    HP: 24
    AC: 14 (Shield)
    Hit Dice: 1d8 per level + Con
    Shortspear Attack & Damage: +3 to hit, 1d6+1 piercing
    Sling Attack & Damage: +6 to hit, 1d4+4 bludgeoning


    Character Background
    Kip is an asshole. He's a bully and a thief of his fellow Kobolds. But he'll murder anyone who so much as looks at his kinsmen funny.
    As such, he's become a leader, of sorts. Good for him.


    Last edited by Troyer on Tue Sep 26, 2017 9:39 am; edited 4 times in total
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    Tolr'ax

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    Re: Sands of the South - Almanac

    Post by Tolr'ax on Tue May 09, 2017 12:48 am

    Tolr’ax Skull Crusher of Clan Ogoth-Elanok - Male Goliath Barbarian Far Traveler
    XP: 1200
    Barbarian Level: 3
    Age 28
    Lawful Evil
    7’10” 335lbs (Medium)
    30 ft movement
    Languages: Common, Giant, Orcish
    Carrying Capacity: 600lbs
    Passive Perception: 19

    Ability Scores & Modifiers
    STR: 20 (+5)
    DEX: 14 (+2)
    CON: 16 (+3)
    INT: 7 (-2)
    WIS: 15 (+2)
    CHA: 12 (+1)

    Proficiencies
    Armor: Light, Medium, and Shields
    Weapons: Simple, and Martial
    Tools: Leatherworker tools, Drums
    Saving Throws: STR and CON
    Skills: Athletics, Intimidation, Perception, Insight, Survival

    FEATS AND FEATURES
    Rage (2 Rages)
    Unarmored Def (10+DEX+CON = 15)
    All Eyes on You (Can possibly gain access to places due to people being interested in your homeland)
    Observant (+5 to Passive Perception and Investigation and Read lips)
    Stone Endurance (Can shrug off 1d12+CON damage once per Rest)
    Powerful Build (Count as one size larger for Lift, Push, Drag)
    Mountain Born (Naturally adapted to cold climates, acclimated to altitudes high including over 20,000ft)
    Danger Sense: Gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells.To gain this benefit, you can't be blinded, deafened, or
    incapacitated.
    Reckless Attack: On first attack, can choose to attack recklessly. Gain advantage on melee attack rolls using STR, but attack rolls against you have advantage until your next turn.

    Path of Ancestral Guardian
    Starting when you choose this path at 3rd level, spectral warriors appear when you rage.
    These warriors distract a foe you designate and hinder its attempts to evade you.
    While you’re raging, you can use a bonus action on your turn to choose one creature you can see within 5 feet of you. Until the start of your next turn or until your rage ends, the chosen creature has disadvantage on any attack roll that doesn’t target you, and if the creature takes the Disengage action within 5 feet of you, its speed is halved until the end of its turn.




    RAGE FEATURES
    Gain advantage on Strength Checks and Strength Saving Throws
    Gain Damage Bonus according to Barbarian Level for Melee Attacks (3)
    Resistance to Piercing, Bludgeoning, and Slashing Damage

    EQUIPMENT
    1 Greatsword (2d6 slashing) - Reach
    2 Handaxes (1d6 slashing)
    Explorers pack
    3 Javelins (1d6 piercing)
    1 Set of Traveler’s Clothes
    Drum
    Poorly wrought maps
    Bone Necklace worth 10 gp
    Pouch with 5gp
    Buckler (+1 AC)
    Bear Claw Knuckle Duster Grieves (+1 to Unarmed Strike)
    Leatherwork Tools

    COMBAT
    HP: 34
    AC: 16
    Hit Dice: 3d12
    Attack: Weapon + STR (5)

    Inventory
    Comical Amount of Pickles
    9 Lantern Bug Corpses
    Bottle of (Maybe) Alcohol
    Bottle of Poison / Acid
    Health Potion
    Copper Pieces from Old Armor
    Gems (Green and Black) 300gp worth
    Bug Plaque

    Worn
    Bone Necklace
    Travelers Pants
    Bear Claw Knuckle Duster Grieves


    Last edited by Tolr'ax on Sat Sep 09, 2017 1:47 pm; edited 23 times in total
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    Jamros Mageblood

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    Re: Sands of the South - Almanac

    Post by Jamros Mageblood on Tue May 09, 2017 3:55 pm

    Jamaros Mageblood - Male Half-Elf Rogue
    Aged 121 Years
    Chaotic Neutral
    5'9" 180 lbs (Medium)
    30 ft Movement
    60 ft Darkvision
    Languages: Common, Elvish, Primordial, Thieves' Cant
    Soldier- Scout, Village Militia


    Ability Scores & Modifiers
    STR: 13 (+1)
    DEX: 15 (+2)
    CON: 14 (+2)
    INT: 12 (+1)
    WIS: 10 (+0)
    CHA: 18 (+4)


    Proficiencies
    Armor Prof: Light Armor
    Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
    Tools: Thieves' Tools, Burglar's Pack
    Land Vehicle: Chariot
    Gaming Set: Cards
    Saving Throws: Dexterity, Intelligence
    Skills: Athletics, Sleight of Hand, Stealth, Investigation, Perception, Exp. Deception, Intimidation, Exp. Persuasion


    Feats & Features
    Immune to Magic Sleep
    Advantage on Saves vs Charmed
    Sneak Attack (2d6)
    Military Rank
    Everybody's Friend
    Independence (Does not follow leaders blindly, and does not like to be a leader.)
    Dungeon Delver: Alerts to the hidden traps and secret doors found in many dungeons, you gain the following benefits.

    • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.


    • You have advantage on saving throws made to avoid or resist traps.


    • You have resistance to the damage dealt by traps.


    • You can search for traps while traveling at a normal pace, instead of only at a slow pace.

    LVL 2 Feat.:
    Cunning Action- Can take a bonus action on each turn of combat to Dash, Disengage, or Hide

    Roguish Archetype: Assassin

    3rd Level
    Proficiency with Disguise Kit and Poisoner's Kit

    Assasinate- Advantage on attack rolls against any creature that hasn't take a turn in combat yet. In addition, any hit you score against an opponent that is surprised is a critical hit.



    Equipment
    Rapier - (1d8+2 Piercing) 5ft
    Shortbow - (1d6+2 Piercing) 80/320, two-handed
    Dagger (2) - (1d4+2 Piercing) 20/60
    Arrows (20)
    Burglar's Pack
    Thieves' Tools
    Rank Insignia
    Broken Blade (Trophy)
    Deck of Cards
    Set of Common Clothes
    Belt Pouch with 10 GP
    Leather Armor
    Bronze Dagger

    Combat - Lvl 3
    HP: 23
    AC: 15 (Leather +11, Dex +2, Pro +2)
    Hit Dice: 3d8
    Attack: Weapon + DEX (2)


    Last edited by Jamros Mageblood on Sat Jul 15, 2017 2:44 pm; edited 11 times in total
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    Dook

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    Re: Sands of the South - Almanac

    Post by Dook on Tue May 09, 2017 7:31 pm

    Dook Agalian - Aamisar Monk Far Traveler
    Age 25
    Chaotic Good
    6'9" 195lbs (Medium)
    30ft movement + 10ft (Unarmored Movement)
    60ft Dark vision
    Languages: Common, Celestial, Dragonic
    Monk Lvl: 3
    XP: 800

    Abilities & Modifiers
    STR: 11 (+0)
    INT: 10 (+0)
    DEX: 15 (+2)
    WIS: 15 (+2)
    CON: 15 (+2)
    CHA: 17 (+3)

    Proficiencies
    Armor: Light Armor
    Weapons: Gauntlets, Cestus, Quarter Staff, Claws, and simple Weapons
    Tools: Deck of Cards, Artisans pack, Explorer's pack
    Saving Throws: DEX and WIS
    Skills: Acrobatics, Stealth, Insight, Perception

    Feats and Features
    ●Feat:
    -Lucky
    ●Aasimar Features:
    • Within 60 feet of you, treat dim light as bright, darkness as dim light
    • Gain radiant and necrotic resistance
    • You can heal a creature your level hit points with a touch as an action (1/day)
    • Can cast the light cantrip
    • At 3rd level you can gain a 30 foot fly speed and deal your level in radiant damage to one spell or attack target each turn for 1 minute as an action (1/day)

    ●Far Traveler Feature:
    --All Eyes On You - Your foreign nature can gain you access to those curious about your homeland

    ●Monk Features:
    --Unarmored Defense  

    • AC equals 10 + DEX mod + Wis mod when not wearing armor or using a shield


    --Martial Arts
    You gain the following benefits while you are unarmed or wielding only monk Weapons and you aren't wearing armor or wielding a Shield:

    • You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and monk Weapons.
    • You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon.
    • When you use the Attack action with an unarmed strike or a monk weapon on Your Turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.

      Lvl 2 Feats:
      -Ki

      Starting at 2nd level, your Training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table.

      You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

      When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

      Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

      Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

      -Flurry of Blows

      Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

      -Patient Defense

      You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

      -Step of the Wind

      You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn.

      -Unarmored Movement

      Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a Shield. This bonus increases when you reach certain monk levels, as shown in the Monk table.

      At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

      Lvl 3 Feats:
      -Monastic Tradition

      When you reach 3rd level, you commit yourself to a monastic tradition, such as the Way of the Open Hand. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

      *Way of the Open Hand*

      Monks of the Way of the Open Hand are the ultimate masters of martial arts Combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.

       -Open Hand Technique

      •Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target:
      •It must succeed on a Dexterity saving throw or be knocked prone.
      •It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
      •It can’t take reactions until the end of your next turn.

      -Deflect Missiles

      Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d 10 + your Dexterity modifier + your monk level.

      If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged Attack (range 20 feet/60 feet) with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this Attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the Attack.



    Equipment
    dart (10)
    unarmed strike
    explorer's pack
    set of traveler's clothes
    deck of cards
    rough map of area
    mothers necklace (worth 10gp)
    pouch of 15gp

    Combat
    HP: 29
    AC: 14
    Hit Dice: 1d8
    Attack: Weapon + DEX (2)


    Last edited by Dook on Thu Jun 22, 2017 12:05 pm; edited 8 times in total
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    Troyer
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    Re: Sands of the South - Almanac

    Post by Troyer on Tue May 16, 2017 8:34 am

    Olo, A'mryl, and Eiznof. I'll be posting what information I have for you here to get you started, please copy & paste the information to a new post so you can edit as you level up. I'll be doing this off and on throughout my day as I have time, so check back later for a completed one with whatever questions I have for you.
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    Troyer
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    Re: Sands of the South - Almanac

    Post by Troyer on Tue May 16, 2017 12:08 pm

    Eiznof - Light Cleric
    Male Wood Elf
    35 ft Movement
    60 ft Darkvision
    Languages:
    Level: 1

    Ability Scores & Modifiers
    STR: 16 (+3)
    DEX: 15 (+2)
    CON: 14 (+2)
    INT: 11 (+0)
    WIS: 18 (+4)
    CHA: 13 (+1)

    Proficiencies +2
    Armor Prof:
    Weapons:
    Tools: Tinker's Tools
    Saving Throws: Wisdom & Charisma
    Skills: Deception, Insight, Perception, Persuasion, Sleight of Hand

    Feats & Features
    Charlatan Background:

    Fey Ancestry - Adv. vs Charm, Immune to Magic Sleep
    Trance - 4 Hour Rests, no sleep
    War Caster


    Equipment
    Leather Armor, Shield, Crossbow


    Combat
    HP: 22
    AC: 15 (leather 11 + Dex 2 + shield 2)
    Hit Dice: 1d8 per cleric level
    Attack:
    Damage:
    Damage:
    Spell Save DC = 8+Prof+Wis
    Spell Attack = Prof+Wis

    Spells


    Last edited by Troyer on Wed Jul 19, 2017 4:44 pm; edited 2 times in total
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    A'mryl

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    Re: Sands of the South - Almanac

    Post by A'mryl on Sat Jun 03, 2017 5:32 pm

    A'mryl - Ranger
    Female Dark Elf
    30 Movement
    120 ft Darkvision
    Languages: Common, Undercommon, Elvish, Gnomish, Sylvan, Abyssal, Draconic
    Level: 3

    Ability Scores & Modifiers
    STR: 13 (+1)
    DEX: 18 (+4)
    CON: 14 (+2)
    INT: 15 (+2)
    WIS: 16 (+3)
    CHA: 10 (+0)

    Proficiencies +2
    Armor Prof:
    Weapons:
    Tools: Tinker's Tools
    Saving Throws: Strength & Dexterity
    Skills: Animal Handling, Athletics, Investigation, Perception, Stealth, Survival

    Feats & Features
    Outlander Background
    Fey Ancestry - Adv. vs Charm, Immune to Magic Sleep
    Trance - 4 Hour Rests, no sleep
    Sunlight Sensitivity
    Forger's Toolkit
    Linguist Feat: Common, Undercommon, Elvish, Gnomish, Sylvan, Abyssal, Draconic  
    Familiar Environment: Underdark
    Fighting Style: Archery
    Favored Enemy: Dragons
    Ranger Archetype: Hunter, Colossus Slayer
    Primeval Awareness

    Equipment
    Leather Armor, Short Sword, Shield
    Longbow + 16 arrows and quiver
    Fiddle, Staff, Hunting Trap, Sabertooth Necklace, Travel Clothes, Explorer's Pack

    Combat
    HP: 12
    AC: 15 (leather 11 + Dex 2 + shield 2)
    Hit Dice: 1d8 per cleric level
    Attack:
    Damage:
    Damage:
    Spell Save DC =
    Spell Attack =

    Spells
    Dancing Lights (cantrip)
    Level one: Hunters Mark, Good berry, Hail of Thrones


    Last edited by A'mryl on Fri Jul 14, 2017 9:17 pm; edited 1 time in total
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    Olo

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    Re: Sands of the South - Almanac

    Post by Olo on Sun Jun 04, 2017 11:42 am

    "Olo" Loleela Ephrenia Jopel Timber - Bard
    Female Forest Gnome
    25 Movement
    60 ft Darkvision
    Languages: Common, Gnomish
    Level: 3

    Ability Scores & Modifiers
    STR: 9 (-1)
    DEX: 16 (+3)
    CON: 16 (+3)
    INT: 15 (+2)
    WIS: 14 (+2)
    CHA: 16 (+3)

    Proficiencies +2
    Armor Prof: Light Armor
    Weapons: Simple Weapons, hand crossbow, longsword, rapiers, short swords
    Tools: 4 instruments, disguise kit
    Saving Throws: Dexterity & Charisma. Advantage against magic Int, Wis and Cha
    Skills: Acrobatics, Deception, Insight, Perception, Performance(+7), Persuasion(+7), Sleight of Hand, Stealth

    Feats & Features
    Entertainer Background
    College of Lore
    Gnome Cunning
    Talk with Small Beasts
    Bardic Inspiration
    Jack of All Trades (add half proficiency bonus to checks that I'm not proficient in)
    Song of Rest
    Cutting Words

    Equipment
    Leather Armor, Rapier, Dagger
    3 Costumes, 5 Candles, Waterskin, Carved wood turtle, 5 days rations
    Disguise Kit
    Fiddle, Ukelele

    Combat
    HP: 27
    AC: 14 (leather 11 + Dex 3)
    Hit Dice: 1d8 per bard level
    Attack: +5
    Damage: rapier 1D8+3
    Damage: dagger 1D4+3
    Spell Save DC = 13
    Spell Attack = +5

    Spells
    Minor Illusion
    Vicious Mockery
    Prestidigitation
    Fire Bolt
    Shocking Grasp

    Cure Wounds
    Charm Person
    Detect Magic
    Magic Missile

    Lesser Resto
    Invisibility

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    Re: Sands of the South - Almanac

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      Current date/time is Sat Dec 16, 2017 11:59 pm