Zan

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Zan (Zanerith) Derlyn
Zan.jpg
Race: Half-Drow, Class: Sorcerer 3/Warlock 2
Background: Smuggler (Variant), Alignment: Chaotic Good
Patron Deity: Eilistraee, the Dark Maiden
Factions: Harpers 6
Ability Scores
Strength 10 (+0), Dexterity 16 (+3), Constitution 12 (+1);
Intelligence 10 (+0), Wisdom 10 (+0), Charisma 17 (+3)
Proficiencies
Bonus: x
Saving Throws: Constitution & Charisma
Skills: Deception +7, Perception +4, Persuasion +7, Stealth +7
Tools: Forgery Kit, Poisoner's Kit, Thieves Tools, Flute, Pan flute
Languages: Common, Elvish, Orc, Undercommon
Armor: Light, Medium, Shields
Weapons: Martial Weapons, Simple Weapons
Traits
Darkvision, Fey Ancestry, Drow Magic, Sorcerous Origin: Divine Soul, Divine Magic: Chaos, Favored by the Gods, Font of Magic, Metamagic, Otherworldly Patron: The Hexblade, Pact Magic, Hexblade's Curse, Hex Warrior, Eldritch Invocations (Agonizing Blast, Devil's Sight)
Feats
FEATS
Combat
Attacks:Dagger: +6, 1d4+3,• Rapier: +6, 1d8+3,• Eldritch Blast: +6, 1d10+3
Armor Class: 16 (+1 against melee weapon attacks), +2 shield (+1 against ranged weapon attacks), Initiative: +6, Speed: 30 ft
Hit Points: 32, Hit Dice: 3d6, 2d8
Social
Personality Traits: I stretch the truth about almost everything, even when there’s no good reason to. • I’m a born gambler who can’t resist taking a risk for a potential payoff.
Ideals: People. For all my many lies, I place a high value on friendship.
Bonds: I owe everything to my mentor — but I know he's not the saint everyone thinks he is.
Flaws: I’m always in debt. I spend my gains on decadent luxuries faster than I bring them in.


Character Relevant Links

Harpers: Faction Info • Harpers of Waterdeep • Dusken Glade Cell
People & Places: Local NeighborhoodDusken Glade Inn • Rivals
Campaign Info: House RulesGroup Treasury

Traits

Racial Traits

  • Ability Score Increase Charisma +2, Dexterity +1, Constitution +1
  • Languages Common, Elvish, Undercommon
  • Darkvision See in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light
  • Fey Ancestry Advantage on saving throws against being charmed, and magic can’t put you to sleep.
  • Drow Magic A half-elf of drow descent can forgo Skill Versatility and instead choose the drow’s Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Sorcerer Features

  • Proficiencies:
    • Armor: None
    • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    • Tools: None
    • Saving Throws: Constitution, Charisma
    • Skills: Insight, Persuasion
  • Sorcerous Origin: Divine Soul Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being.
    • Divine Magic:
      • Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
      • In addition, you learn the Bless spell, based on the Law affinity that is the source of your divine power. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.
    • Favored by the Gods: Divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
  • Metamagic:
    • Quickened Spell: When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
    • Twinned Spell: When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Warlock Features

  • Proficiencies:
    • Armor:Light
    • Weapons: Simple
  • Otherworldy Patron: The Hexblade You have made your pact with a mysterious entity from the Shadowfell — a force that manifests in sentient magic weapons carved from the stuff of shadow. The shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo such arms, content to weave the dark magic of that plane into their spellcasting. Because the Raven Queen is known to have forged the first of these weapons, many sages speculate that she and the force are one and that the weapons, along with hexblade warlocks, are tools she uses to manipulate events on the Material Plane to her inscrutable ends.
    • Hexblade's Curse: You have the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits. You can’t use this feature again until you finish a short or long rest.
      • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
      • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
      • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
    • Hex Warrior:
      • You have acquired the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
      • The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.
    • Eldritch Invocations: In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.
      • Agonizing Blast:When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
      • Devil's Sight:You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Smuggler Background Traits

On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master’s oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river.

  • Skill Proficiencies: Perception, Stealth
  • Tools: Forgery Kit, Vehicles (water)
  • Down Low:
    • You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM’s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.

Faction Traits

  • Sponsor: You have a senior Harper who has not only brought you into the Harpers, but helps to train you. The time it takes to learn one of the mentor's proficiencies by the Training downtime activity is reduced in half. Any given mentor usually knows 1d6 languages and 1d6 tool proficiencies. They can also arrange training with other Harpers for proficiencies outside of their own baliwick.
  • Signs at Twilight: All Harpers learn the methods for contacting and getting information to the Harpers. The use of certain songs, signs to look for, identifying phrases - all the techniques that Harpers use to find one another in a cold and dangerous world. Harpers also learn the meaning, placement, and discovery of the specific Harper sigils.
  • Song Training: By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well. Proficiency - Drum
Harper Pins
Wondrous Item, rare (attunement)
Harper-pin.jpg

Wrought by certain finesmiths and enchanted by Harper magicians, the Harper pin provides a number of benefits to the attuned wearer based on their standing within the Harpers as a faction. Pins manifest power based on their attunement to Harper bearers. An un-attuned pin is referred to as being dormant.

  • Basic Abilities: No ranking. Harper pins, even those which are dormant, are themselves immune to divination magics. They never register as magical to spells or spell-like abilities.
  • Rank 1+. The Harper attuned to the pin may, as a bonus action and mere act of will requiring neither speech nor gesture, command the pin to change its shape into another piece of jewelry. It never appears to be worth more than 5gp, although this value can be for a piece that is obviously costume jewelry. If the wearer is in any way targeted by a dispel magic, even if the pin is not the target of that spell, it automatically reverts to its normal harp-and-moon shape.
  • Rank 3+. In addition to the above abilities, the pin functions as a ring of mind shielding, without the soul-retention property of that ring.
  • Rank 4+. Harpers with some experience can learn to invest their pins with a fragment of personality. Instead of causing mind-reading to simply fail (which is suspicious), they can cause the pin to "loop" a set of thoughts of their choice, usually setting a cycle of thoughts appropriate to their current cover story. A pin's thought loop can be reset during a short rest.
  • Rank 5+. The pin is capable of playing a counter-tune when the attuned Harper encounters spells that would charm them, granting the bearer advantage on all saves against such spells and abilities. The pin also drinks in the power behind magic missiles, rendering the bearer immune to them. Either of these effects cause a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 6+. The pin protects the bearer from electrical attacks, granting resistance to lightning damage. This effect causes a shapechanged pin to revert to its normal, harp-and-moon shape.
  • Rank 12+. A shapechanged pin is now immune from reverting to its normal shape by any means.
  • Magic Access: Rank 2+. Harpers can get access to Common potions and scrolls at the cost it takes to create those items, and have them within 1d4 days.
  • Song Training: Rank 2+. By the time a Harper has spent some time as part of the organization, training in music is an inevitability. Harpers use music for a great many things - to subtly identify themselves to one another, to pass coded messages back and forth, and even the use of musical metaphor in their interactions. The Harper of this Rank may choose proficiency in a musical instrument or the Performance Skill for singing. A proficient Harper may play music that communicates something to other Harpers who hear it in a coded fashion, as well.
  • Harper's Pin: Rank 3+. Fully acknowledged agents of the Harpers receive a Harpers pin magic item (see sidebar).
  • Harper Cell: Rank 3+. Harper agents are frequently put into a cell structure, giving them the support of allies without endangering the entire organization should they be compromised.
  • Harper Lore: Rank 4+. Harpers gain access to repositories of arcane lore - spells known only to Harpers. These are taught by mentors or provided as spell-scrolls. These spells may be considered to be added to the spell-list of the character.
  • City Lore: Rank 4+ A Harper gains familiarity with the backways and shortcuts of their main city of operation, or of any other city they spend at least a season (three months) in. These months do not have to be cumulative. You gain the "City Secrets" ability of the Urchin Background for those cities.

- City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

  • Continuing Training: Rank 5+. Harpers of this degree of experience within the group have continued their training in music, choosing another musical instrument to be proficient in. They may also choose proficiency in a disguise kit, herbalism kit, or poisoner's kit.
  • Magic Access: Rank 5+. Harpers can get access to Common potions and scrolls at half the cost it takes to create those items, and have them within one day. They can get access to Uncommon potions and scrolls at the cost it takes to create those items, and have them within 1d6 days.

Feats

None

Resources

  • Coins: x cp • x sp • x ep • 215 gp • x pp • Other coins: x
  • Gems: x

Magic Items

  • Cloak of Protection (w/Guardian Quirk): You gain a +1 bonus to AC and saving throws while you wear this cloak and it whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
  • Stone of Good Luck (Luckstone): While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
  • Chain Shirt of Melee Weapon Resistance: You have a +1 bonus to AC against melee weapons while wearing this armor. Has the Vanguard quirk.
  • Deflecting Shield: You have a +1 bonus to AC against ranged weapons while using this shield. Has the Deflecting quirk.

Equipment

Carried Equipment

  • In Hand: Rapier, shield, daggers (2)
  • Worn: Cloak of Protection, a Harper pin, chain shirt, luckstone, component bag
  • Belt: component bag
  • Backpack: crowbar, flute, forgery kit, hammer, mess kit, pitons (10), playing card set, potion of healing (2), rations (1o days), rope - hempen (50ft), tinderbox, torch (10), waterskin,

Stored Equipment

  • clothes - common, traveler's, fine

Lifestyle

  • Modest: (1 gp/day).

Backstory

xxx

Important Individuals

Zavelinda.jpg
Zavelinda
Harper • Current Mentor
Zavelinda is a monk of some skill
Arddeth.jpg
Arddeth Derlyn
Foster Parent/Guardian • Former Mentor
xxx
Chumley.jpg
Chumley
Loyal Companion • Mastiff
Knows the guard trick