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Vaida
11 Items 2 Soul Coins The Exsanguinator - The dagger that oce a day must be feed the blood of a victim, by being plunged into body, and left while it drains the body of its blood. After this is done, the Dagger shall be 1d4+2 Damage. If it is left a day without being fed, it shall drop to a 1d4-2. The day after a feeding, it shall fall to a 1d4 normal dagger Jewelery box of magical rings ( - 1 wisdom for each item removed, unless the box is knocked twice)Taysia
Coat of Flamboyant Style - Automatically fits the wearer, +1 to AC, -3 to stealth, +2 to persuasion. Cannot be removed without remove curse. Any clothing worn with this coat will become overtly flamboant after a short time wearing.Stygg
Lobotomized Pixie. WIll produce pixie dust if given a container.Drinn
The hungry daggers SEntient +2 Dagger set. (Can sacrifice health to add damage.)Brea
Bag of mundane items - Transforms the items inside the bag into mundane practically useless items randomly, even if they are powerful magical items.Doc
A bag full of potions.Hons
Magic bag of nuts.What the nuts do:
Hons Frickleberry
Hons Frickleberry CR: 1/8
STR
9 -1
DEX
16 +3
CON
13 +1
INT
10 +0
WIS
9 -1
CHA
10 +0
Odd Luck. Rather then roll for a saving throw, Hons can choose to succeed. If he does, he takes a counter. If he attempts an Skill check with a counter on him, it automatically fails and removes that counter. While he has counters on him, he also has disadvantage on attacks. He can also remove a counter by choosing to fail a saving throw instead.
Halfling Nimbleness. Halflings can move through the space of any creature that is of a size larger than yours.
Absolute Confidence. Starts every day with 10 Temp HP, to reflect his unusual confidence in his abilities.
Actions
Dagger: Melee Weapon Attack: +2 to hit, reach 5 ft.
Hit: 3-4-6 1d4+2 Piercing damage.
Hand Crossbow. Ranged Weapon Attack: +2 to hit, range 30/120 ft., one target.
Hit: 3-5-8 1d6+2 piercing damage.
Elyse Plune
Elyse Plune
Medium Human, Director of Adventurers Guild, Chaotic Good
STR
14
( +2 )
DEX
14
( +2 )
CON
15
( +2 )
INT
12
( +1 )
WIS
12
( +1 )
CHA
16
( +3 )
Arcana +6, Intimidation +7, Perception +5, Stealth +6, History +6, Religion +6, Investigation +6
Spellcasting.
Elyse is an 10th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 15, to hit with spell attacks +7)
Gas of Death. Prepared abilitly, 6 hour +2000 gold worth of supplies. A target area of 40 square ft fills with a prepared gas into a fog cloud that obscures view. All creatures in the cloud must make a DC 20 Con save, that must be repeated for each turn in the cloud. Creatures that fail this save will become Paralyzed, prone, and falls unconsious on its next turn. This effect wares off after 10 turns. Each unconsious creature in the cloud, also takes 5-17-30 5d6 a turn. Cunning Action. Due to her high agility and cunning she can use a bonus action to take the Dash, Disengage or Hide action. Well taught. Mostly of the written knowledge of the world could passed by her hands. When rolling any knowledge skill that she is proficient, on a failure she can roll a Investigation check to remember who/where in the world could have that info.
Actions
Multiattack. The Scoundrel makes three weapon melee attacks or three ranged attacks. Dagger. Melee Weapon Attack +5 to hit, range 20/60 ft, one target. Hit: 4-5-7 ( 1d4+3 piercing damage. Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320 ft, one target. Hit: 4-7-11 1d8+3 piercing damage.
Doc Duphrain
Doc Duphrain
Medium Half Elf, Cleric of the Vanguard, Lawful Good
STR
15
( +2 )
DEX
13
( +1 )
CON
15
( +2 )
INT
10
( +0 )
WIS
16
( +3 )
CHA
15
( +2 )
Spellcasting
Doc is a 4th-level cleric. Their spellcasting ability is Wisdom (spell save DC 12, to hit with spell attacks +4).
Craft Healing Potion. Takes either 50 gold of supplies or 1 hour of searching in the wild for materials, a container, and a short rest to craft a healing potion for Doc.
Craft Instant Cure. Takes either 500 gold of supplies, or 5 hours of searching in the wild for materials, a piece of paper, and a short rest to craft an instant cure.
Stealthy. Doc is able to hide as a bonus action.
Healing Kit. Doc can spend 10 minutes with a creature using their healing kit, and allow them to recover and use 1 of their hit die.
Actions
Healing Potion. Prepare up to 4. Using one action and 1 prepared potion to provide 4-7-10 2d4+2 hp to another creature.
Instant Cure. Prepare up to 2. Using one action and 1 prepared cure, doc can instantly cure most conditons on a creature. This works with Blinded, Deafened, Frightened, Paralyzed, Poisoned, Stunned and Unconscious.
Superior Hide. Using their action, and a bit of divine guidance Doc is able to do a Stealth check with a +5 bonus, and advantage to find cover. They can instead pass this bonus and advantage to another creature within 10 ft of them, provided Doc is hidden or hides as well this turn.
Faral
Urniin Wervir
Safrora the Kind
Ollan Greth
Eva Dunlop The Wise
Cornelia Rothen
Aerik
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